GREAT Presentation at the World Forum for Science Innovation and Entrepreneurship

GREAT Presentation at the World Forum for Science Innovation and Entrepreneurship

Invited talk
On 12 February 2026, Jane Yau gave an online presentation of the GREAT project at the World Forum for Science Innovation and Entrepreneurship (WFSIE) 2026. The title of the presentation was "Game-based civic engagement for climate policy and citizen-policymaker dialogue". Abstract: The GREAT project aims to establish an innovative communication channel between citizens and policy-makers on the climate emergency through a multi-disciplinary consortium. The consortium unites two game companies and seven academic partners to harness the power of interactive digital games for civic engagement and informed policy-making. By leveraging the unique capabilities of game-based platforms, the project seeks to transform how environmental concerns are communicated and addressed. Central to the project is the oversight and coordination of over 10 real-world co-designed case studies. These case studies involve collaboration with policy…
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GREAT Final Dissemination Event on 28.1 at Brussels

GREAT Final Dissemination Event on 28.1 at Brussels

Project
On 28.1.26, GREAT Project Coordinator Hendrik Drachsler and Project Manager Jane Yau were at the European Commission in Brussels for the project final event to showcase the project findings with EC Policy Officers and external Game Industry Partners including Sybo and Tencent. The 3-year Horizon Europe project started on 1.2.23 and finished on 31.1.26. The Final Event was titled "Play to Impact: The GREAT (Games Realising Effective and Affective Transformation) Project Showcase ‘How Games are Shaping Environmental Action, Culture and Policy". It started with a joint session with GREAT's sister projects within the Games for Culture Session, where the projects shared their policy relevance and recommendations for societal impact., followed by the next session, where the GREAT consortium together with the sister projects discussed with the EC Policy Officers the…
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GREAT Project – European Conference on Games Based Learning 2025

GREAT Project – European Conference on Games Based Learning 2025

Conference
On 2.10.2025, Jane Yau presented on behalf of the GREAT project team the following paper virtually - THE REACH OF DIGITAL GAMES AND THEIR POTENTIAL AS GLOBAL COMMUNICATION TOOLS   Abstract: This paper examines the potential of digital games as communication tools to reach global audiences, extending beyond established cultural and geopolitical divides. It shows the empirical data gathered in our EU and UKRI-funded Games Realising Effective and Affective Transformation (GREAT) project, where we collaborated with several organizations to investigate this potential. Namely, a significant case study called Play2Act was undertaken in collaboration with the United Nations Development Programme (UNDP), which forms the focus of this paper. The aims of this study were to find out how much of the world’s population could be reached via digital games and how…
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PhD Defense: A Triumph in Learning Analytics: Congratulations, Dr. Atezaz Ahmad!

PhD Defense: A Triumph in Learning Analytics: Congratulations, Dr. Atezaz Ahmad!

Award, PhD defense
The entire EduTec team warmly congratulates Atezaz Ahmad on his remarkable journey, as he has successfully defended his PhD thesis and now holds the distinguished title of Dr. Atezaz Ahmad. In a compelling and rigorous defense, Atezaz presented his groundbreaking research, titled: “Uncharted Territories: Learning Analytics Indicators from a Learning Design Perspective”. His PhD dissertation explores the intersection of Learning Design (LD) and Learning Analytics (LA) and addresses the long-standing challenge of their limited alignment. While LD focuses on structuring meaningful learning activities, LA provides data-driven insights into learning processes and outcomes, yet their connection has often remained fragmented. To bridge this gap, the thesis introduces the Learning Analytics and Design Alignment (LADA) framework, a comprehensive reference model that explicitly links LD principles with LA practices by connecting learning goals, activities,…
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🎮 Can Games Really Help Shape Climate Policy 🌏 ? A Look into Innovative Business Models 🕹️

🎮 Can Games Really Help Shape Climate Policy 🌏 ? A Look into Innovative Business Models 🕹️

Project
As climate change demands urgent and inclusive dialogue, one question becomes more important than ever: How do we bridge the gap between citizens and policymakers ⁉️ One unexpected answer: games 🎮 🕹️ D6.3 Business Models (report from the GREAT project) dives into how companies like SGI and PlanetPlay are using serious games to do just that. These aren’t just entertainment tools — they are platforms for climate engagement, policy exploration, and collective learning. But how can such efforts be sustained? What business models work? And how do you prove value to both players and funders? 🧠 What’s Inside the Report? Business strategies behind game-based climate engagement using three robust frameworks are evaluated: - Business Model Canvas - Value Proposition Canvas - Lean Canvas The project team go beyond theory — using case studies and…
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GREAT Consortium Meeting in Frankfurt – 27-28.02.2025

GREAT Consortium Meeting in Frankfurt – 27-28.02.2025

Event, Project meeting
The GREAT project team met for the 3rd in-person consortium meeting at the DIPF Leibniz Institute for Research and Information in Education in Frankfurt Am Main, Germany on 27-28 February 2025. At the project coordinating institute, Hendrik Drachsler (project coordinator) and Jane Yau (project manager) welcomed collaborating partners: Joaquin Alonso, Dai Griffiths (UNIR, Spain) Anna Merry (Frederick University, Cyprus) Paul Watson, Paul Hollins, Rebecca Harris, Anchal Garg, Celestine Iwendi (University of Bolton, England) Jude Ower, Joost Schuur (PlanetPlay, England) Katharina Koller, Claudia Fabian (Centre for Social Innovation, Austria) Simon Egenfeldt-Nielsen (Serious Games Interactive, Denmark) The two-day event included elaborate discussions on strategies to achieve the remaining project goals, targets and key performance indicators, as well as upcoming case studies and publications to undertake in order to help us achieve our…
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New Pub: Harnessing the Power of Gaming to Influence Policies Addressing Climate Change

New Pub: Harnessing the Power of Gaming to Influence Policies Addressing Climate Change

Conference, Game, Publication
As part of the GREAT (Games Realising Effective and Affective Transformation) project, co-funded by the European Union and UKRI, the project team has published the following paper at ECGBL which was held at Aarhus University, in October 2024. Harnessing the Power of Gaming to Influence Policies Addressing Climate Change – co-authored by Paul Hollins, Paul Watson, Anchal Garg, Jude Ower, Joost Schuur, David Griffiths, Barbara Kieslinger, Katharina Koller, Jane Yau, pages 403-413 Abstract: In this paper, the authors present the findings of an empirical case study examining the efficacy of the Games Realising Effective & Affective Transformation (GREAT) Case Study design process. The process is underpinned by an established Mixed Methodological Research (MMR) framework for eliciting the preferences of gamers and determining their priorities in climate change policies. Funded by…
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Girls and Women in STEM Forum of the European Institute for Innovation and Technology (EIT)

Girls and Women in STEM Forum of the European Institute for Innovation and Technology (EIT)

Artificial Intelligence, Award, Conference, Digitalisation, Event, Transfer Activity
Our Co-Worker Dana Kube was selected to be a jury member of this year's Girls and Women in STEM Award of the European Institute for Innovation and Technology (EIT) in Budapest. Read her report: I'm still buzzing with the energy from the Women and Girls in STEM Forum 2024! It was an inspiring day filled with conversations on AI, inclusion, and the future of STEM with girls and women from all over Europe. The keynote speakers, Pia Ahrenkilde Hansen and Ilaria Tagliavini, emphasised the urgent need for more women to lead the next generation of scientists in Europe, highlighting the European Commission’s commitment to this mission through strategic plans for STEM education. Ilaria celebrated Girls Go Circular’s expansion to 32 countries, recognising the need for a mindset shift towards greater…
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GREAT Project at the Science Festival Frankfurt

GREAT Project at the Science Festival Frankfurt

Event, Promotion activity
GREAT project manager, Dr. Jane Yau, was at the Science Festival Frankfurt on 28.9.2024. This Science Festival was the first one that took place in Frankfurt and was located at Rossmarkt at the city centre. The festival had a multi-faceted program with 16 stands with experiments, workshops and exciting entertainment, plus discussions, talks and rap on the main stage. As part of the GREAT (Games Realising Effective and Affective Transformation, www.greatproject.gg) project, Jane had the pleasure of being there to showcase the new Play2Act: Gaming for Climate and Nature Survey, made in collaboration with the United Nations Development Program. Jane talked to several citizens who expressed their interests and concerns for the climate emergency and wishing to participate and do more. A number of participants also filled in the survey, which…
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The final Consortial Meeting of the MILKI-PSY Project was held in Cologne

The final Consortial Meeting of the MILKI-PSY Project was held in Cologne

Event, New Pub, Project meeting
At the end of May, all project partners of the Multimodal Immersive Learning with Artificial Intelligence for Psychomotor Skills (MILKI-PSY) project convened for the concluding session at the Cologne Game Lab and the German Sport University in Cologne. The project's aim was to develop artificial intelligence-supported, data-driven, multimodal, immersive learning environments for the autonomous acquisition of psychomotor skills. The research outcomes and their corresponding learning tools underwent evaluation. These included a virtual learning environment developed to facilitate the training process, innovative feedback methods to learn and refine movements, and the creation of Augmented Reality and Virtual Reality applications for sports such as golf, dancing, and running. Furthermore, virtual learning scenarios were devised for collaborative tasks with a robot in assembly work. It was demonstrated that innovative, immersive learning environments could…
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