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Mag. Dr. Alexander Pfeiffer, MBA MA
- alexander.pfeiffer@donau-uni.ac.at
- +43 2732 893-2340
- +43 2732 893-4550 (Fax)
- Zum Kontaktformular
- Campus Krems, Trakt F, 1. Stock, 1.101
- Donau-Universität Krems
- Zentrum für Angewandte Spieleforschung
- Dr.-Karl-Dorrek-Straße 30
- 3500 Krems
- Österreich
Projekte (Auszug Forschungsdatenbank)
Create Digital Games for Education
MOBILITY 360°: Citizens of the Future
Samsung - Minecraft VR Challenge
Literate: 5th Mind - Innovationsscheck II
Frog 2017 - Organisation der Fachtagung Future and Reality of Gaming
Game Based Learning in der Kinder und Jugendmedienarbeit, Erstellung einer Fachdidaktik Plattform
Digitaler Schulweg - Evaluation des Pilottests
Publikationen (Auszug Forschungsdatenbank)
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.; Sedlecky, G. (2020). An Introduction to Gambling in the Context of Game Studies. In: Emir Bektic / Daniela Bruns / Sonja Gabriel / Florian Kelle / Gerhard Pölsterl / Felix Schniz (eds.), Mixed Reality and Games, Theoretical and Practical Approaches in Game Studies and Education: 281, 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
Fleischhacker, M.; Pfeiffer, A.; Stella-Pfeiffer, S. (2020). Space21Future – Aufbau eines partizipativen Medienlabs für Floridsdorf inmitten der Covid-19 Krise. Medienimpulse, 4/2020 – 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.; Kriglstein, S. (2020). Blockchain Technologies for the Validation, Verification, Authentication and Storing of Students’ Data. Proceedings of the 19th European Conference on e-Learning ECEL 2020, 2020: 421, Academic Conferences International Limited
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.; 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. ICERI2020 Proceedings, 2020: 3430-3434, iated
Pfeiffer, A.; Kriglstein, S.; Wernbacher, T. (2020). Blockchain Technologies and Games: A Proper Match? FDG '20: International Conference on the Foundations of Digital Games, Article No.: 71: 1–4, ACM
Pfeiffer, A.; Kriglstein, S.; Wernbacher, T.; Bezzina, S. (2020). Blockchain Technologies and Social Media: A Snapshot. Proceedings of the 7th European Conference on Social Media ECSM 2020, 2020: 196, Academic Conferences and Publishing 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: 415, 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, Hochschule Mittweida
Pfeiffer, A.; Wernbacher, T. (2020). Einführung in das Thema Blockchain Technologien. SchulVerwaltung, 6.2020: 181, Wolters Kluwer
Simone Kriglstein , Fabian Hengstberger , Florian Fribert , Katharina Stiehl , Beate Schrank , Alexander Pfeiffer , Thomas Wernbacher , Günter Wallner profile imageGünter Wallner 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. CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '20: 287–291, ACM
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
Wernbacher, T.; Pfeiffer, A.; Kriglstein, S.; Bezzina, S. (2020). THE POWER OF NUDGING FOR VIRTUAL LEARNING ENVIRONMENTS. EDULEARN20 Proceedings, 2020: 391-394, iated
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
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 (virtuell), 22.11.2020
Cylce4Value
Future and Reality of Gaming Conference 2020, 22.11.2020
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
CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY
13th annual International Conference of Education, Research and Innovation, 09.11.2020
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
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), 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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