
Mag. Natalie Denk, MA
- natalie.denk@donau-uni.ac.at
- +43 2732 893-2362
- Zum Kontaktformular
- Campus Krems, Trakt F, EG, F 0.08 bzw. F 1.01
- Universität für Weiterbildung Krems
- Zentrum für Angewandte Spieleforschung
- Dr.-Karl-Dorrek-Straße 30
- 3500 Krems
- Österreich
Funktionen
Zentrumsleiterin
Lehrgangsleiterin
Zur Person
Forschungsschwerpunkte
- Game-based Education
- Educational Game Design
- Gender & Diversity im Kontext digitaler Spielkultur
- Qualitative Sozialforschung
- Medienpädagogik
Projekte (Auszug Forschungsdatenbank)
Games for Innovation, Games for All: G.I.G.A.
TRinE: Telepresence Robots in Education
Publikationen (Auszug Forschungsdatenbank)
Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, T. (Hrsg.) (2022). The Magic of Games. Edition Donau-Universität 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.; Bezzina, S.; Denk, N.; Vella, V. (2022). AN INTRODUCTION TO THE TOPIC OF NON-FUNGIBLE TOKENS FOR THE EDUCATIONAL SECTOR. In: iated digital library, ICERI2022 Proceedings: 776-781, iated digital library, online
Pfeiffer, A.; Denk, N.; Peter, L., Fleischhacker, M. (2022). REFLECTING ON ONE YEAR OF ESPORTS SCHOOL LEAGUE IN VIENNA DURING THE SECOND YEAR OF THE CORONA CRISIS. In: iated digital library, INTED2022 Proceedings: 6824-6830, iated digital library, online
Pfeiffer, A.; Denk, N.; Serada, A.; Dingli, A. (2022). DIGITAL IDENTITIES, NFTS AND AI IN THE EDUCATION SECTOR: SHOWCASING A DEMONSTRATOR. In: iated digital library, INTED2022 Proceedings: 6867-6876, 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.; 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
Denk, N.; Göbl, B. (2022). Für einen fixen Platz in unserer Bildungslandschaft. Weiterbildung: Zeitschrift für Grundlagen, Praxis und Trends., 04/2022: 14-17, ZIEL-Verlag
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: -, Springer
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, Academic Conferences International
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
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
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
Pfeiffer, A.; Bezzina, S.; Wernbacher, T.; Vella, V.; Dingli, A.; Denk, N. (2021). THE USE OF BLOCKCHAIN TECHNOLOGIES TO ISSUE AND VERIFY MICRO-CREDENTIALS FOR CUSTOMISED EDUCATIONAL JOURNEYS: PRESENTATION OF A DEMONSTRATOR. In: iated, 13th International Conference on Education and New Learning Technologies, EDULEARN21 Proceedings: 1265, iated, ONLINE
Pfeiffer, A.; Denk, N.; Wernbacher, T.; Bezzina, S. (2021). LESSONS LEARNT FROM THE USER JOURNEY OF WELL-KNOWN DIGITAL GAMES FOR THE DEVELOPMENT OF EDUCATIONAL SOFTWARE. In: iated, 13th International Conference on Education and New Learning Technologies, EDULEARN21 Proceedings: 1252, iated, ONLINE
Wernbacher T.;, Denk, N.; Pfeiffer, A.; Bezzina, S.; Fleischhacker M. (2021). TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY. In: xx, EDULEARN21 Proceedings: 994-999, EDULEARN21, xx
Wernbacher, T.; Denk, N.; Fleischhacker, M.; Stella-Pfeiffer, S.; Pfeiffer, A.; Wimmer, S.; Bezzina, S. (2021). STEAM EDUCATION MEETS EXERCISE: INTRODUCING THE RUN CHALLENGE PROJECT IN THE MIDST OF THE COVID-19 CRISIS. In: iated, EDULEARN21 Proceedings: 990-993, iated digital library, online
Wimmer, S.; Denk, N.; Kraus, C. (2021). One year of SNEAK GAMING. Insights into a project that aims to bring together developers, gamers and researchers in time of COVID-19. In: A LUDIC SOCIETY: 379-387, Edition Donau-Universität Krems, Krems
Vorträge (Auszug Forschungsdatenbank)
Cultural Mediation through Play & Games
Frog. Future and Reality of Gaming, 25.11.2022
Game-based Education: Wie digitale Spiele unsere Bildungslandschaft bereichern können
Alumni-Tag 2022, 14.10.2022
Introduction to Game-based Education
Game-based Education Workshop, 13.05.2022
Game-based Learning als Chance für den Deutschunterricht
PH-Online Kärnten, Seminar: Digitaler Deutschunterricht. Theoretische Konzepte und praktische Ansätze in der Sekundarstufe II, 05.05.2022
Karrierewunsch Pro-Gamer? – Berufsfelder der Gaming-Kultur in der pädagogischen Praxis
27. Fachtagung des Forums Medienpädagogik der BLM "digital natives = digital talents?", 17.01.2022
Gender Diversität im Kontext der Gaming-Kultur. Chancen und Herausforderung
Webseminar des MedienKompetenzZentrum, LMS Landesmedienanstalt Saarland, 03.12.2021
Game-based Learning als Chance für die Pädagogische Arbeit
wienxtra Bildungsprogramm: Game-based Learning als Chance für die Pädagogische Arbeit, 08.11.2021
Game(Culture)-based Learning
Fachtagung des Kinder- und Jugendnetzwerk NÖ Mitte: "Ist Digital real?", 05.11.2021
StreamIT! - Towards an educational concept centred around gameplay video production
ECGBL 21: 15th European Conference on Games Based Learning, 23.09.2021
Gender & Gaming
queer-feministisches Festival „Imagine Equality“, 03.09.2021
TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY
13th International Conference on Education and New Learning Technologies (EDULEARN21), 06.07.2021
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
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
Digitale Spiele als Lernräume. Außerschulisches Lernen in digitalen Spielen als Chance für den Geschichtsunterricht
PH-Online Kärnten, Kurs: "Außerschulische Lernorte", 18.05.2021
ADAPTIVE LEARNING AND ASSESSMENT: FROM THE TEACHERS’ PERSPECTIVE
15th International Technology, Education and Development Conference, 08.03.2021
THE EVERYDAY LIFE IN THE SIMS 4 DURING A PANDEMIC. A LIFE SIMULATION AS A VIRTUAL MIRROR OF SOCIETY?
15th International Technology, Education and Developmen, 08.03.2021
Gender & Gaming
#speakforward3 // It´s a match – Marken als Mitspieler im Gaming-Universum, 25.02.2021
StreamIT! - Förderung von MINT-Kompetenzen mit Gameplay-Videos
ATS STEM Tagung: MINT BRINGT'S!, 25.01.2021
STUPSI - digital gesund altern
Webinar "Soziales Leben", 30.11.2020