Thomas Wernbacher

Funktionen

Wissenschaftliche Mitarbeiter

Zur Person

Forschungsschwerpunkte:

  • Positive Impact Games
  • Gamification & Nudging
  • Transfer Effects & Impact of Video Games
  • Quantitative Medienforschung
  • Sustainable Development Goals
  • Mobilitätsforschung

Projekte (Auszug Forschungs­datenbank)

Green eCommerce

Zu Favoriten hinzufügen

Selfi: Serious Learning Game für Inklusion

Zu Favoriten hinzufügen

Carbon Diet: Chancen für ein klimagerechtes Maß an Mobilität durch Definition fairer individueller Mobilitätsbudgets

Zu Favoriten hinzufügen

StreamIT!

Zu Favoriten hinzufügen

ovos play

Zu Favoriten hinzufügen

Green Drive

Zu Favoriten hinzufügen

Krenek Digitalisierung

Zu Favoriten hinzufügen

Cycle4Value

Zu Favoriten hinzufügen

Lehre?Respekt!

Zu Favoriten hinzufügen

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

Zu Favoriten hinzufügen
Mehr laden
von

Publikationen (Auszug Forschungs­datenbank)

Häfner, P.; Wernbacher, T.; Pfeiffer, A.; Denk, N.; Economides, A.; Perifanou, M.; Attard, A.; DeRaffaele, C. and Sigurðardóttir, H. (2022). Limits and benefits of using telepresence robots for educational purposes. Proceedings of the ICL2022 "Learning in the Age of Digital and Green Transition”, 25th International Conference on Interactive Collaborative Learning and 51st International Conference on Engineering Pedagogy, 51: -

Perifanou, M.; Economides, A. A.; Häfner, P. and Wernbacher, T. (2022). Mobile Telepresence Robots in Education: Strengths, Opportunities, Weaknesses, and Challenges. Educating for a New Future: Making Sense of Technology-Enhanced Learning Adoption, Proceedings of EC-TEL 2022, 17th European Conference on Technology-Enhanced Learning, 17: 573-579

Perifanou, M.; Galea, M.; Economides, A.A.; Wernbacher, T.; and Häfner, P. (2022). A Focus Group Study on Telepresence Robots in Education. Proceedings of EDULEARN 2022, 14th International Conference on Education and New Learning Technologies, 14: 9936-9944

Titze, S.; Sowannry E.; Kniely, S; Gumhold, V.; Andreas, F.; Maria. R.; Platzer, M. and Wernbacher, T. (2022). The promotion of walking through nudging. Evaluation of the app „Time2Walk‘‘. European Journal of Public Health, 32: https://doi.org/10.1093/eurpub/ckac095.122

Wernbacher T; Millonig, A.; Pfeiffer, A.; Wimmer, S.; Kraus, C.; Platzer, M.; Kaltenegger S.; Getzinger, G.; Häller, F. (2022). CARBON DIET: Opportunities for a climate-friendly level of mobility through the definition of fair individual mobility budgets. Proceedings of the 16th annual International Technology, Education and Development Conference (INTED) 2022,, 16: 6514-6522

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

Wernbacher, T.; Zauchner, S.; Denk, N.; Pfeiffer, A.; Wimmer, S.; Hollinetz, M.; Hofstätter, J. and Ehardt-Schmiederer, M. (2022). E-MINT: A Gamified App for Empowering Parents in Their Role as STEM Gatekeepers. Proceedings of the 9th European Conference on Social Media, 9: 202-210

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

Bezzina, S.; Dingli, A.; Pfeiffer, A.; Wernbacher, T. (2022). GAME DESIGN FOR TEACHING, LEARNING AND ASSESSMENT. In: iated digital library, ICERI2022 Proceedings: 2805-2808, iated digital library, Online

Bezzina, S.; Pfeiffer, A.; Dingli, A.; Wernbacher, T. (2022). ENHANCING DIGITAL ASSESSMENT THROUGH ARTIFICIAL INTELLIGENCE. In: iated digital library, EDULEARN22 Proceedings: 9339-9344, iated digital library, online

Pfeiffer, A.; Denk, N.; Wernbacher, T.; Bezzina, S.; Vella, V.; Dingli, A. (2022). Two novel use-cases for non-fungible tokens (NFTs). In: Academic Conferences International Limited, European Conference on Cyber Warfare and Security (proceedings): 214-222, Academic Conferences International Limited, Reading, UK

Pfeiffer, A.; Wernbacher, T.; Dingli, A.; Montebello, M. (2022). EMBRACING THE SUSTAINABLE DEVELOPMENT GOALS THROUGH CREATIVE ARTS: A GLANCE AT THE MINI GAMES DEVELOPED. In: iated digital library, INTED2022 Proceedings: 8525-8531, iated digital library, online

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

Millonig, A.; Wernbacher, T.; Pfeiffer; A.; Wimmer, S.; Kraus, C; Platzer, M.; Kaltenegger, S.; Getzinger, G.; Häller, F. and Mayer, J. (2022). Opportunities for a climate-friendly level of mobility through the definition of fair individual mobility budgets. Academic Conferences International, Proceedings of the 4th European Conference on the Impact of Artificial Intelligence and Robotics

Wernbacher, T.; Pfeiffer, A.; Kraus, C.; Wimmer, S.; Platzer, M.; Seewald, A. and Winter, T. (2022). Green eCommerce: Promotion of climate-friendly online deliveries by means of user-oriented interventions in existing online shops.

Denk, N.; Serada, A.; Wernbacher, W.; Pfeiffer, A. (Hrsg) (2021). A LUDIC SOCIETY. Edition Donau-Universität Krems, Krems

Denk, N.; Göbl, B.; Wernbacher, T.; Jovicic, S.; Kriglstein S. (2021). StreamIT! - Towards an educational concept centred around gameplay video production. In: Academic Conferences International, ECGBL 2021- Proceedings of the 15th European Conference on Game Based Learning: 196 - 202, Academic Conferences International, Reading, UK

Denk, N.; Pfeiffer, A.; Wernbacher, T. (2021). Addressing Video Game Culture Phenomena in Education - Opportunity, Challenge and Necessity. In: Denk, N.; Serada A.; Wernbacher T.; Pfeiffer A., A LUDIC SOCIETY: 215 - 227, Edition Donau-Universität Krems, Krems

Gebetsroither-Geringer, E.; Wernbacher, T.; Pfeiifer A. P.; Goels, M.; Worster, J.; Meissner, E.; Graf, A.; Schmidt, R. R (2021). Can Gamification be Used for Spatial Energy Data Collection? Experiences Gained from the Development of the HotCity Game to Collect Urban Waste Heat Sources. In: e-prints, Proceedings of REAL CORP 2021, 26th International Conference on Urban Development, Regional Planning and Information Society: 153-161, CORP 2021, CORP 2021

Pfeiffer, A.; Bezzina, S.; Dingli, A.; Wernbacher, T.; Denk, N.; Fleischhacker, M. (2021). ADAPTIVE LEARNING AND ASSESSMENT: FROM THE TEACHERS’ PERSPECTIVE. In: iated, 15th International Technology, Education and Development Conference. INTED2021 Proceedings. 375, iated, ONLINE

Mehr laden
von

Vorträge (Auszug Forschungs­datenbank)

Opportunities for a Climate-Friendly Level of Mobility Through the Definition of Fair Individual Mobility Budgets

4th European Conference on the Impact of AI and Robotics, 02.12.2022

E-MINT: A Gamified App for Empowering Parents in Their Role as STEM Gatekeepers

9th European Conference on Social Media, 12.05.2022

TRINE: Telepresence Robots in Education

INTED2022, 07.03.2022

Carbon Diet

Media, Arts and Design Conference, 08.12.2021

Can Gamification be Used for Spatial Energy Data Collection?

REAL CORP 2021, 08.09.2021

Cycle4Value: a Token-based Incentive System to Promote Cycling

REAL CORP 2021, 08.09.2021

LESSONS LEARNT FROM THE USER JOURNEY OF WELL-KNOWN DIGITAL GAMES FOR THE DEVELOPMENT OF EDUCATIONAL SOFTWARE

13th International Conference on Education and New Learning Technologies (EDULEARN21), 06.07.2021

TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY

13th International Conference on Education and New Learning Technologies (EDULEARN21), 06.07.2021

STEAM EDUCATION MEETS EXERCISE: INTRODUCING THE RUN CHALLENGE PROJECT IN THE MIDST OF THE COVID-19 CRISIS.

13th International Conference on Education and New Learning Technologies (EDULEARN21), 05.07.2021

THE USE OF BLOCKCHAIN TECHNOLOGIES TO ISSUE AND VERIFY MICRO-CREDENTIALS FOR CUSTOMISED EDUCATIONAL JOURNEYS: PRESENTATION OF A DEMONSTRATOR

13th International Conference on Education and New Learning Technologies (EDULEARN21), 05.07.2021

On the use of Blockchain Technologies and Digital Identity to Safeguard and Verify the Integrity of Source Material.

8th European Conference on Social Media (ECSM 2021), 01.07.2021

Use of Blockchain Technologies Within the Creative Industry to Combat Fraud in the Production and (Re)Sale of Collectibles.

20th European Conference on Cyber Warfare and Security (ECCWS 2021), 24.06.2021

Peer2Peer Communication via Testnet Systems of Blockchain Networks: A new Playground for Cyberterrorists?

20th European Conference on Cyber Warfare and Security (ECCWS 2021), 24.06.2021

ADAPTIVE LEARNING AND ASSESSMENT: FROM THE TEACHERS’ PERSPECTIVE

15th International Technology, Education and Development Conference, 08.03.2021

Game! Crime? The Shadow Economy Around Digital Games as a Playground for Cybercrime.

16th International Conference on Cyber Warfare and Security ICCWS 2021, 25.02.2021

What Role can Blockchain-Based Digital Identities Play to Counteract (Cyber)Crime in Relation to Assessment Results and Credentials in the Educational Sector? A Glimpse Into the Future.

16th International Conference on Cyber Warfare and Security ICCWS 2021At: Tennessee Tech University, 25.02.2021

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

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

Mehr laden
von
Zum Anfang der Seite