Learning by playing: can serious games be fun T Wernbacher, A Pfeiffer, M Wagner, J Hofstätter Proceedings of 6th European Conference on Games Based Learning, 534-541, 2012 | 26 | 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 | 25 | 2020 |
Beyond classical gamification: in-and around-game gamification for education A Pfeiffer, S Bezzina, N König, S Kriglstein ECEL, 2020 | 25 | 2020 |
Trine: telepresence robots in education T Wernbacher, A Pfeiffer, P Häfner, A Buchar, N Denk, N König, ... IATED, 2022 | 22 | 2022 |
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 | 15 | 2020 |
Towards Minimizing e-Commerce Returns for Clothing. AK Seewald, T Wernbacher, A Pfeiffer, N Denk, M Platzer, M Berger, ... ICAART (2), 801-808, 2019 | 14 | 2019 |
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 |
MMORPGs 360°: virtuelle Welten & moderne Mediennutzung wissenschaftlich betrachtet X Götzl, A Pfeiffer, T Primus Ed. Nove, 2008 | 10 | 2008 |
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 | 9 | 2021 |
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 | 9 | 2020 |
eSport-eine Analyse von kompetitiven digitalen Spielen A Pfeiffer, A Wochenalt Novum Publ., 2011 | 9 | 2011 |
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 |
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 |
Limits and benefits of using telepresence robots for educational purposes P Häfner, T Wernbacher, A Pfeiffer, N Denk, A Economides, M Perifanou, ... International Conference on Interactive Collaborative Learning, 23-33, 2022 | 7 | 2022 |
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 | 7 | 2021 |
Gallery Defender: Integration of Blockchain Technologies into a Serious Game for Assessment: A Guideline for Further Developments A Thomas, A Pfeiffer The International Conference on Intelligent Systems & Networks, 43-53, 2021 | 6 | 2021 |
Adaptive LEARNING and assessment: From the TEACHERS’PERSPECTIVE A Pfeiffer, S Bezzina, A Dingli, T Wernbacher, N Denk, M Fleischhacker INTED2021 Proceedings, 375-379, 2021 | 6 | 2021 |
The use of blockchain-supported reward systems for knowledge transfer between generations A Pfeiffer, S Bezzina, T Wernbacher, V Vella, A Dingli, A Serada Academic Conferences International Limited, 2020 | 6 | 2020 |