Natalie Denk

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)

Retrans

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Games for Innovation, Games for All: G.I.G.A.

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TRinE

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StreamIT!

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E-MINT

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Cycle4Value

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Digital Gesund Altern

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Lehre?Respekt!

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

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Kinder Knigge

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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

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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

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

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

CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY

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

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

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