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Alexander Pfeiffer
Alexander Pfeiffer
Massachusetts Institute of Technology and Donau Universität Krems
Verified email at donau-uni.ac.at - Homepage
Title
Cited by
Cited by
Year
Learning by playing: Can serious games be fun?
T Wernbacher, A Pfeiffer, M Wagner, J Hofstätter
European conference on games based learning, 533, 2012
242012
Blockchain technologies and games: A proper match?
A Pfeiffer, S Kriglstein, T Wernbacher
Proceedings of the 15th International Conference on the Foundations of …, 2020
232020
Trine: telepresence robots in education
T Wernbacher, A Pfeiffer, P Häfner, A Buchar, N Denk, N König, ...
IATED, 2022
172022
Beyond classical gamification: in-and around-game gamification for education
A Pfeiffer, S Bezzina, N König, S Kriglstein
ECEL, 2020
152020
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
132020
Blockchain technologies and their impact on game-based education and learning assessment
A Pfeiffer, N Koenig
Savegame: Agency, design, engineering, 55-67, 2019
132019
Towards Minimizing e-Commerce Returns for Clothing.
AK Seewald, T Wernbacher, A Pfeiffer, N Denk, M Platzer, M Berger, ...
ICAART (2), 801-808, 2019
112019
eSport-eine Analyse von kompetitiven digitalen Spielen
A Pfeiffer, A Wochenalt
Novum Publ., 2011
102011
MMORPGs 360°: virtuelle Welten & moderne Mediennutzung wissenschaftlich betrachtet
X Götzl, A Pfeiffer, T Primus
Ed. Nove, 2008
102008
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
82021
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
82020
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
82019
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
82014
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
72021
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
72015
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
62020
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
62020
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
52021
Blockchain technologies for the validation, verification, authentication and storing of students' data
A Pfeiffer, S Bezzina, T Wernbacher, S Kriglstein
ECEL, 2020
52020
The role of blockchain technologies in digital assessment
A Pfeiffer, S Bezzina, T Wernbacher, S Kriglstein
EDULEARN20 proceedings, 395-403, 2020
52020
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