Mag. Dr. Alexander Pfeiffer, MBA MA

Donau-Universität Krems

Alexander Pfeiffer

Projekte (Auszug Forschungs­datenbank)

Publikationen (Auszug Forschungs­datenbank)

Kriglstein, S.; Hengstberger, F.; Fribert, F.; Stiehl, K.; Schrank, B.; Pfeiffer, A.; Wernbacher, T.; Wallner, G. (2020). Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in Schools. In: CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '20: 287–291, ACM, New York

König N.; Pfeiffer A.; Wernbacher T.; Denk N. (2020). Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies. In: Seychell D., Dingli A., Rediscovering Heritage Through Technology: 123, Springer, Cham, Schweiz

Pfeiffer, A.; Bezzina, S.; Wernbacher, T.; Kriglstein, S. (2020). Blockchain Technologies for the Validation, Verification, Authentication and Storing of Students’ Data. In: Proceedings of the 19th European Conference on e-Learning ECEL 2020, 2020: 421ff, Academic Conferences International Limited, Berlin

Pfeiffer, A.; Kriglstein, S.; Bezzina, S.; König, N.; Wernbacher, T.; Dingli, A.; Vella V. (2020). BLOCKCHAIN TECHNOLOGIES AS DATA STORAGE FOR TEST RESULTS AND CERTIFICATES - THE HUMAN FACTOR. In: ICERI2020 Proceedings, 2020: 3430-3434, iated, Valencia

Pfeiffer, A.; Kriglstein, S.; Wernbacher, T. (2020). Blockchain Technologies and Games: A Proper Match? In: FDG '20: International Conference on the Foundations of Digital Games, Article No.: 71: 1–4, ACM, New York

Pfeiffer, A.; Kriglstein, S.; Wernbacher, T.; Bezzina, S. (2020). Blockchain Technologies and Social Media: A Snapshot. In: Proceedings of the 7th European Conference on Social Media ECSM 2020, 2020: 196, Academic Conferences and Publishing International Limited, Limerick

Pfeiffer, A.; Sedlecky, G. (2020). An Introduction to Gambling in the Context of Game Studies. In: Bektic E.; Bruns, D.; Gabriel, S.; Kelle, F.; Pölsterl, G.; Schniz, F., Mixed Reality and Games, Theoretical and Practical Approaches in Game Studies and Education: 281ff., Transkript Verlag, Bielefeld

Pfeiffer, A.; Wernbacher T. (2020). Blockchain-Technologien im Bildungssektor. Ergebnisse einer ersten Datenerhebung. In: Trültzsch-Wijnen, C. & Brandhofer, G., Bildung und Digitalisierung. 237, Nomos, Reihe Medienpädagogik, Baden-Baden

Wernbacher, Th.; Platzer, M.; Schneider, J.; Titze, S.; Denk, N.; Pfeiffer, A. (2020). Walk Your City: Using nudging to promote walking. In: Proceedings of the 25th International Conference on Urban Planning, Regional Development and Information Society, 25: 1009-1018, REAL CORP, Vienna

Fleischhacker, M.; Pfeiffer, A.; Stella-Pfeiffer, S. (2020). Space21Future – Aufbau eines partizipativen Medienlabs für Floridsdorf inmitten der Covid-19 Krise. Medienimpulse, 58 (4) – Making und Makerlabs: https://doi.org/10.21243/mi-04-20-21, Universität Wien

König, N.; Pfeiffer, A. (2020). Outputs and Insights From 12 Years of Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies. Proceedings of the 2019 Connected Learning Summit, 1: 87, CARNEGIE MELLON UNIVERSITY: ETC PRESS

Pfeiffer, A. (2020). Classification of Game-Based Assessments and Their Different Approaches. Proceedings of the 2019 Connected Learning Summit, 1: 225, CARNEGIE MELLON UNIVERSITY: ETC PRESS

Pfeiffer, A.; Bezzina, S.; Denk, N.; Kriglstein, S.; Wimmer, S.; Thielen, C (2020). LIFE-WORLD ORIENTED EDUCATION IN TIMES OF THE COVID-19 LOCKDOWN. TWITCH.TV AS PEDAGOGICAL TOOL. ICERI2020 Proceedings, 2020: 3507-3513, iated

Pfeiffer, A.; Bezzina, S.; Wernbacher, T.; Kriglstein, S. (2020). THE ROLE OF BLOCKCHAIN TECHNOLOGIES IN DIGITAL ASSESSMENT. EDULEARN20 Proceedings, 2020: 395-403, iated

Pfeiffer, A.; Bezzina, S.; Wernbacher, T.; Vella, V.; Dingli, A.; Serada, A. (2020). The use of Blockchain-supported Reward Systems for Knowledge Transfer between generations. Proceedings of the 21st European Conference on Knowledge Management ECKM 2020, 2020: 620, Academic Conferences International Limited,

Pfeiffer, A.; König, N.; Bezzina, S.; Kriglstein, S. (2020). Beyond Classical Gamification: In- and Around-Game Gamification for Education. Proceedings of the 19th European Conference on e-Learning ECEL 2020, 2020: 415ff., Academic Conferences International Limited

Pfeiffer, A.; Serada, A.; Bugeja, M.; Bezzina, S.; Wernbacher, T.; Kriglstein, S. (2020). Introducing the Concept of Digital-Agent Signatures for Human- Robot-Robot-Human Interaction. Proceedings of the European Conference on the Impact of Artificial Intelligence and Robotics ECIAIR 2020, 2020: 115, Academic Conferences International Limited

Pfeiffer, A.; Thomas, A.; Wernbacher, T.; Black, M.; Muniz, N.; Donelan, L.; Lenzen, B.; Dingli, A.; Vella, V.; Bezzina, S.; Pirker-Ihl, M. (2020). BLOCKCHAIN TECHNOLOGIES IN THE EDUCATIONAL SECTOR: A REFLECTION ON THE TOPIC IN THE MIDDLE OF THE COVID-19 SITUATION. Konferenzband zum Scientific Track der Blockchain Autumn School 2020, 1: 49-56, Hochschule Mittweida

Pfeiffer, A.; Wernbacher, T. (2020). Einführung in das Thema Blockchain Technologien. SchulVerwaltung, 6.2020: 181, Wolters Kluwer

Wernbacher, T.; Reuter, R.A.P.; Denk, N.; Pfeiffer, A.; König, N.; Fellnhofer, K.; Grixti, A.; Bezzina, S.; Jannot, E. (2020). CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY. ICERI2020 Proceedings, 2020: 3383-3392, iated

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Vorträge (Auszug Forschungs­datenbank)

Secure Digital Game Items Using Blockchain Technologies

6th International Conference on Cyber Security and Privacy in Communication Networks (ICCS) 2020, 27.12.2020

Digital agent signatures and E-ID wallets for human-robot-robot-human interactions. Why we need to assign secure digital identities to our online assistants and bots

6TH INTERNATIONAL CONFERENCE ON COMPUTERS, MANAGEMENT & MATHEMATICAL SCIENCES (ICCM) – 2020, 22.12.2020

The use of Blockchain-Supported Reward Systems for Knowledge Transfer Between Generations

21st European Conference on Knowledge Management - ECKM 2020, 04.12.2020

Cylce4Value

Future and Reality of Gaming Conference 2020 (FROG), 22.11.2020

Life as a magic circle. A reflection with special consideration of our situation during the Covid-19 crisis

Future and Reality of Gaming (F.R.O.G.) 2020, 22.11.2020

LIFE-WORLD ORIENTED EDUCATION IN TIMES OF THE COVID-19 LOCKDOWN. TWITCH.TV AS PEDAGOGICAL TOOL

13th annual International Conference of Education, Research and Innovation, 09.11.2020

CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY

13th annual International Conference of Education, Research and Innovation, 09.11.2020

BLOCKCHAIN TECHNOLOGIES AS DATA STORAGE FOR TEST RESULTS AND CERTIFICATES - THE HUMAN FACTOR

13th annual International Conference of Education, Research and Innovation, 09.11.2020

Blockchain Technologies for the Validation, Verification, Authentication and Storing of Students’ Data

19th European Conference on e-Learning ECEL 2020 - A Virtual Conference, 29.10.2020

Beyond Classical Gamification: In- and Around-Game Gamification for Education.

19th European Conference on e-Learning ECEL 2020 - A Virtual Conference, 29.10.2020

Networks of Human and Non-Human Agents on Blockchain: A Philosophical Approach

European Conference on the Impact of AI and Robotics (ECIAIR 2020), 23.10.2020

Introducing the Concept of Digital-Agent Signatures for Human-Robot- Robot-Human Interaction

European Conference on the Impact of AI and Robotics (ECIAIR 2020), 22.10.2020

Building a cross-school media lab based on playful learning principles for children and young people in the midst of the Covid-19 situation. A field report.

Future and Reality of Gaming (F.R.O.G.) 2020 (virtuell), 22.10.2020

Digital Agents and Distributed Ledger Technologies as little helpers for Educators and Administrators

14TH ECOMEDIA-EUROPE THEMATIC CONFERENCE AND TEACHER TRAINING, 21.10.2020

Digital Agent-Signaturen und E-ID Wallets für die Mensch-Roboter-Roboter-Mensch-Interaktionen in der Arbeitswelt der Zukunft.

Alumni-Tag 2020 The Future of Work | Arbeit neu denken Wie neue Technologien und Ideen die Welt der Arbeit verändern, 10.10.2020

Blockchain Technologies in the Educational Sector. A Reflection on the Topic in the Middle of the Covid-19 Situation

Blockchain Autumn School 2020 (Fachkonferenz), 01.10.2020

Blockchain Technologies and their impact on game-based Assessment.

Cutting-edge Games Conference 2020 (CGC One 2020), 26.09.2020

Blockchain Technologies and Games: A Proper Match?

The 15th Conference on the Foundations of Digital Games (FDG)Universität Malta, 16.09.2020

THE ROLE OF BLOCKCHAIN TECHNOLOGIES IN DIGITAL ASSESSMENT

EDULEARN 2020 : 12th annual International Conference on Education and New Learning Technologies., 07.07.2020

THE POWER OF NUDGING FOR VIRTUAL LEARNING ENVIRONMENTS

EDULEARN 2020 : 12th annual International Conference on Education and New Learning Technologies., 06.07.2020

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