Learning by playing: Can serious games be fun? T Wernbacher, A Pfeiffer, M Wagner, J Hofstätter European conference on games based learning, 533, 2012 | 24 | 2012 |
Blockchain technologies and games: A proper match? A Pfeiffer, S Kriglstein, T Wernbacher Proceedings of the 15th International Conference on the Foundations of …, 2020 | 23 | 2020 |
Trine: telepresence robots in education T Wernbacher, A Pfeiffer, P Häfner, A Buchar, N Denk, N König, ... IATED, 2022 | 20 | 2022 |
Beyond classical gamification: in-and around-game gamification for education A Pfeiffer, S Bezzina, N König, S Kriglstein ECEL, 2020 | 15 | 2020 |
Blockchain technologies and social media: A snapshot A Pfeiffer123, S Kriglstein45, T Wernbacher, S Bezzina ECSM 2020 8th European Conference on Social Media, 196, 2020 | 14 | 2020 |
Blockchain technologies and their impact on game-based education and learning assessment A Pfeiffer, N Koenig Savegame: Agency, design, engineering, 55-67, 2019 | 13 | 2019 |
Towards Minimizing e-Commerce Returns for Clothing. AK Seewald, T Wernbacher, A Pfeiffer, N Denk, M Platzer, M Berger, ... ICAART (2), 801-808, 2019 | 11 | 2019 |
eSport-eine Analyse von kompetitiven digitalen Spielen A Pfeiffer, A Wochenalt Novum Publ., 2011 | 10 | 2011 |
MMORPGs 360°: virtuelle Welten & moderne Mediennutzung wissenschaftlich betrachtet X Götzl, A Pfeiffer, T Primus Ed. Nove, 2008 | 10 | 2008 |
Introducing the Concept of “Digital-Agent Signatures”: How SSI Can Be Expanded for the Needs of Industry 4.0. A Pfeiffer, M Bugeja Artificial Intelligence in Industry 4.0: A Collection of Innovative Research …, 2021 | 8 | 2021 |
Be a buddy not a bully-Two educational games to help prevent bullying in Schools S Kriglstein, F Hengstberger, F Fribert, K Stiehl, B Schrank, A Pfeiffer, ... Extended Abstracts of the 2020 Annual Symposium on Computer-Human …, 2020 | 8 | 2020 |
Create digital games for education: dame design as a teaching methodology T Wernbacher, R Reuter, N Denk, A Pfeiffer, N Koenig, K Fellnhofer, ... ICERI, 2020 | 8 | 2020 |
From learning to assessment. Utilizing blockchain Technologies in Gaming Environments to secure learning outcomes and test results M Black, L Donelan, T Higgins, N Koenig, B Lenzen, N Muniz, K Patel, ... MCAST Journal of Applied Research & Practice 3 (2), 172-192, 2019 | 8 | 2019 |
Traces: a pervasive app for changing behavioural patterns T Wernbacher, A Pfeiffer, M Platzer, M Berger, D Krautsack European conference on games based learning 589, 2015 | 8 | 2015 |
Gaming media and their application in educational practice: an interactive toolkit for teachers N Koenig, A Pfeiffer, T Wernbacher Proceedings of the European conference on games based learning 1, 286-295, 2014 | 8 | 2014 |
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? S Wimmer, N Denk, A Pfeiffer, M Fleischhacker INTED2021 Proceedings, 5782-5787, 2021 | 7 | 2021 |
Life-world oriented education in times of the COVID-19 lockdown. Twitch. tv as pedagogical tool A Pfeiffer, S Bezzina, N Denk, S Kriglstein, S Wimmer, C Thielen ICERI2020 Proceedings, 3507-3513, 2020 | 6 | 2020 |
The use of blockchain technologies to issue and verify micro-credentials for customised educational journeys: Presentation of a demonstrator A Pfeiffer, S Bezzina, T Wernbacher, V Vella, A Dingli, N Denk EDULEARN21 Proceedings, 1265-1268, 2021 | 5 | 2021 |
Blockchain technologies for the validation, verification, authentication and storing of students' data A Pfeiffer, S Bezzina, T Wernbacher, S Kriglstein ECEL, 2020 | 5 | 2020 |
The role of blockchain technologies in digital assessment A Pfeiffer, S Bezzina, T Wernbacher, S Kriglstein EDULEARN20 proceedings, 395-403, 2020 | 5 | 2020 |