Funktionen

Lehrgangsleitung

Zur Person

Forschungsschwerpunkte:

  • Games & Play Theories
  • Games as Media
  • (Radical) Constructivism
  • Imaginary systems and reality construction
  • Media Ethics
  • Human fantasy, cultural imaginations & political discourse

Projekte (Auszug Forschungs­datenbank)

Abgeschlossene Projekte

Waldviertel Digital

Projektzeitraum: 01.03.2019–30.09.2021
Projektverantwortung (Universität für Weiterbildung Krems): Natalie Denk
Fördergeber: Sonstige
Förderprogramm: FGOE

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Cycle4Value

Projektzeitraum: 01.09.2019–31.08.2021
Projektverantwortung (Universität für Weiterbildung Krems): Thomas Wernbacher
Fördergeber: FFG

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Create Digital Games for Education

Projektzeitraum: 01.10.2017–30.08.2020
Projektverantwortung (Universität für Weiterbildung Krems): Natalie Denk
Fördergeber: EU
Förderprogramm: ERASMUS+

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Walk Your City: Forcierung des Fußgängerverkehrs in Städten anhand innovativer, verhaltensbasierter Interventionsformen

Projektzeitraum: 01.04.2018–31.03.2020
Projektverantwortung (Universität für Weiterbildung Krems): Thomas Wernbacher
Fördergeber: FFG
Förderprogramm: FFG - Mobilität der Zukunft

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Publikationen (Auszug Forschungs­datenbank)

Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, T.; Wimmer, S. (2023). Freedom | Oppression | Games & Play. University of Krems Press, Krems

Pfeiffer, A.; Koenig, N.; Wernbacher, T.; Bezzina, S.; Dingli, A.; Vella, V. (2023). A PROPOSAL FOR CATEGORIZING GAME-BASED ASSESSMENT METHODS. iated DIGITAL LIBRARY, 17th International Technology, Education and Development Conference: 1323-1329, iated DIGITAL LIBRARY, Digital

Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, T. (Hrsg.) (2022). The Magic of Games. Edition Donau-Universität Krems, Krems

Koenig, N.; Trépanier-Jobin, G. (2022). The Hidden Magic of Magic Circles - On the Ludic, Cultural, and Political Significance of Huizinga's Metaphor. In: Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, W., The Magic of Games: 311-329, Edition Donau-Universitaet Krems, Krems

König, N.; Denk, N.; Wimmer, S., Prandstätter, H. (2022). Creating an Escape Room for Cultural Mediation: Insights from "The Archivist's Dream". In: Conceição Costa, Proceedings of the 16th European Conference on Games Based Learning ECGBL 2022 Vol. 16 No. 1: S.297-306, Academic Conferences International Limited, Reading, UK

Pfeiffer, A.; Wernbacher, T.; König, N.; Denk, N.; Vella, V.;Dingli, A. (2022). Blockchains, Kryptowährungen, Utility-Token, NFTs und das Metaverse: Eine Einführung für den Bereich der Cyberkriminologie. In: Springer VS Wiesbaden, Handbuch Cyberkriminologie: 1-36, Springer VS Wiesbaden, Deutschland

Wernbacher, T.; Pfeiffer, A.; Häfner, P., Buchar; A.; Denk, N.; König, N.; DeRaffaele, C.; Attard, A.; Economides, A.A.; & M. Perifanou (2022). Trine: telepresence robots in education. Proceedings of the 16th annual International Technology, Education and Development Conference (INTED) 2022, 16: pp. 6514-6522, IATED

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.; 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

Koenig, N. (2020). The Crisis of Democracy, the Problem With Algorithms, the Lack of Discord, the Truth About Reality and Fantasy, and the Most Important Thing About Humans in Five Minutes or Less. Proceedings of the 2019 Connected Learning Summit, 1: 224, CARNEGIE MELLON UNIVERSITY: ETC PRESS

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.; 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

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

Pfeiffer, A.; König, N. (2019). Blockchain Technologies and Their Impact on Game-Based Education and Learning Assessment. In: Elmenreich, W.; Gabriel S.; Schniz, F.; Pölsterl, G.; Schallegger, R., Savegame, Perspektiven der Game Studies: 55-67, Springer VS, Wiesbaden

Pfeiffer, A.; König, N.; Wernbacher, Th.; Yaffe L. (2019). Learning-Record Store on Blockchain: A Glimpse Into the Future. In: Kalir, J. H., Proceedings of the 2018 Connected Learning Summit: 349, CARNEGIE MELLON UNIVERSITY: ETC PRESS PITTSBURGH, PA, PITTSBURGH

Black, M.; Donelan, L.; Higgins, T; Koenig, N; Lenzen, B; Muniz, N; Patel, K.; Pfeiffer, A.; Taylan, A.; Thomas, A.; Wernbacher, T. (2019). From Learning to Assessment. Utilizing Blockchain Technologies in Gaming Environments to Secure Learning Outcomes and Test Results. The Malta College of Arts, Science and Technology, MCAST Journal of Applied Research & Practice, Vol. 3, Issue 1: 172, Tik Communications., Handaq, Qormi, Malta

Vorträge (Auszug Forschungs­datenbank)

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

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

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

Digital Games for 21st century skills

eTwinning Professional Development Workshop, 12.12.2019

Spielen & Lernen: Die Motivationskraft des Spielerischen unter der Lupe

Corporate Learning 3. Jahresforum, Wien, Österreich, 28.11.2019

Outputs & Insights From 12 Years of Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies

Connected Learning Summit 2019, Irvine, USA, 04.10.2019

The Crisis of Democracy, the Problem With Algorithms, the Lack of Discord, the Truth About Reality and Fantasy and the Most Important Thing About Humans in 5 Minutes or Less

Connected Learning Summit 2019, Irvine, USA, 04.10.2019

Game-based and Gamified Assessments (extended Workshop; pre-conference day)

Connected Learning Summit 2019, Irvine, USA, 02.10.2019

Gamification - Vorstellung und Einsatzmöglichkeiten im edukativen Bereich

Fachtagung: OeAD macht Schule, Wien, Österreich, 30.04.2019

Artificial Intelligence and the Art of Appearing Intelligent

Malta AI Hackathon 18, 30.11.2018

Das dezentrale Spiel: Warum Blockchain und Spiel perfekt zusammenpassen

Future and Reality of Gaming (FROG) 2018, Rathaus Wien, Österreich, 21.10.2018

Outputs and Insights from 13 years of running the applied game studies programme at Donau Universität Krems

Central and Eastern European Game Studies Conference 2018 (CEEGS), Prag, Tschechische Republik, 11.10.2018

Play theory, Gamification and beyond: Considerations on Game-based Education

Game On Kiew: Education and Creative Industry, 04.10.2018

Learning Record Store on Blockchain - a glimpse into the Future

Connected Learning Summit 2018 at MIT, Boston, USA, 03.08.2018

Gamification - Mehr als ein neues Modewort für "Spielen"?

OÖ Zukunftsakademie: "Spielen-Lernen-Arbeiten: Die Motivationskraft des Spielerischen als Trend in der Lern- und Arbeitswelt", 19.06.2018

The Game-based Learning Toolkit

Digital Games for Learning Event, Esplora, Il-Kalkara, Malta, 17.01.2018

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