
Mag. Natalie Denk, MA
- natalie.denk@donau-uni.ac.at
- +43 2732 893-2362
- To contact form
- Campus Krems, Tract F, Ground Floor, F 0.08 bzw. F 1.01
- University for Continuing Education Krems
- Center for Applied Game Studies
- Dr.-Karl-Dorrek-Straße 30
- 3500 Krems
- Austria
Functions
Head of Center
Course Director
About the person
Research Areas
- Game-based Education
- Educational Game Design
- Gender & Diversity in Digital Game Culture
- Qualitative Social Research
- Media Education
Projects (Extract Research Database)
Games for Innovation, Games for All: G.I.G.A.
Publications (Extract Research Database)
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
Göbl, B.; Jovicic, S.; Denk, N.; Kriglstein, S. (2021). Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports. CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, 2021: https://doi.org/10.1145/3450337.3483455, Association for Computing MachineryNew YorkNYUnited States
Wimmer, S.; Denk, N; Pfeiffer, A.; Fleischhacker, M. (2021). ON THE USE OF ESPORTS IN EDUCATIONAL SETTINGS. HOW CAN ESPORTS SERVE TO INCREASE INTEREST IN TRADITIONAL SCHOOL SUBJECTS AND IMPROVE THE ABILITY TO USE 21ST CENTURY SKILLS? ICERI2021 Proceedings, Vol. 8, p. 9th: 5782-5787, iated
Wimmer, S.; Pfeiffer, A.; Denk, N. (2021). THE EVERYDAY LIFE IN THE SIMS 4 DURING A PANDEMIC. A LIFE SIMULATION AS A VIRTUAL MIRROR OF SOCIETY? ICERI2021 Proceedings, Vol. 8, p. 9th: 5754-5760, 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
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
Denk, N. (2020). E-Sport im Schulalltag?! SchulVerwaltung, 6.2020: 170, Wolters Kluver
Denk, N.; Zauchner-Studnicka, S.; Wernbacher, T.; Stella-Pfeiffer, S.; Salomon, N.; Resch-Schobel, K.; Hollinetz, M (2020). STEM GATEKEEPERS IDENTIFIED: LET’S GET THE PARENTS ON BOARD! ICERI2020 Proceedings, 2020: 3414-3423, iated
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
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.; Wernbacher, T.; Denk, N.; Kriglstein, S. (2020). Do You Love It Already or Do You Still Ignore It? The Two Faces of the Phenomenon Spectatorship in E-Sports. WORKSHOP @CHI 2020 ONLINE, Be Part Of It: Spectator Experience in Gaming and eSports, Online: 10.13140/RG.2.2.14335.15527, CHI
Simon, W.; Denk, N. (2020). Spiele(n) "OnTheGO". gruppe & spiel, 4/2020: 8 - 11, Friedrich Verlag GmbH
Lectures (Extract Research Database)
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
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
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
Digitale Spiele als Lernräume. Außerschulisches Lernen in digitalen Spielen als Chance für den Geschichtsunterricht
PH-Online Kärnten, Kurs: "Außerschulische Lernorte", 18/05/2021
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
ADAPTIVE LEARNING AND ASSESSMENT: FROM THE TEACHERS’ PERSPECTIVE
15th International Technology, Education and Development Conference, 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
Esports and related phenomena of today's gaming culture - opportunity, challenge and necessity for educational work
FROG - Future and Reality of Gaming 2020, 21/11/2020
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
STEM GATEKEEPERS IDENTIFIED: LET’S GET THE PARENTS ON BOARD!
13th annual International Conference of Education, Research and Innovation, 09/11/2020
STEM Gatekeepers identified: Let's get the Parents on Board!
iCERi 2020 - 13th annual International Conference of Education, Research and Innovation, 09/11/2020