Publications

Wood, L., Reiners, T., & Srivastava, H. S. (2014). Sentiment analysis in supply chain management. In J. Wang (Ed.), Encyclopedia of Business Analytics and Optimization. Hershey: IGI Global.
Reiners, T., Wood, L. C., & Dron, J. (2014). From Chaos Towards Sense: A Learner-Centric Narrative Virtual Learning Space. In J. Bishop (Ed.), Gamification for Human Factors Integration: Social, Education, and Psychological Issues (pp. 242–258). Hershey, PA: IGI Global.
Wood, L. C., Reiners, T., & Bastiaens, T. (2014). Design Perspective on the Role of Advanced Bots for Self-guided Learning. The International Journal of Technology, Knowledge and Society.
Bastiaens, T., Wood, L. C., & Reiners, T. (2014). New Landscapes and New Eyes: The Role of Virtual World Design for Supply Chain Education. Ubiquitous Learning: An International Journal.
Reiners, T., Teräs, H., Chang, V., Wood, L., Gregory, S., Gibson, D., … Teräs, M. (2014). Authentic, immersive, and emotional  experience in virtual learning environments: The fear of dying as an important learning experience in a simulation. In Transformative, innovative and engaging. Proceedings of the 23rd Annual Teaching Learning Forum, 30-31 January 2014. Perth: The University of Western Australia. Retrieved from http://goo.gl/JRcldg
Maderer, J., Guetl, C., & Al-Smadi, M. (2013). Formative Assessment in Immersive Environments: A Semantic Approach to Automated Evaluation of User Behavior in Open Wonderland. In Proceedings of iED 2013 Boston Summit, Boston.
Reiners, T., & Wood, L. C. (2013). Immersive Virtual Environments to facilitate authentic education in Logistics and Supply Chain Management. In Y. Kats (Ed.), Learning Management Systems and Instructional  Design: Best Practices in Online Education (pp. 323–343). Hershey, PA: IGI Global. Retrieved from 10.4018/978-1-4666-3930-0
Wood, L. C., Teräs, H., Reiners, T., & Gregory, S. (2013). The role of gamification and game-based learning in authentic assessment within virtual environments. In S. Frielick, N. Buissink-Smith, P. Wyse, J. Billot, J. Hallas, & E. Whitehead (Eds.), Research and Development in Higher Education: The Place of Learning and Teaching, 1 – 4 July 2013. (Vol. 36, pp. 514–523). Auckland, New Zealand: HERDSA.
Wood, L. C., & Reiners, T. (2013). Game-based Elements to Upgrade Bots to Non-Player Characters in Support of Educators. In A. Hebbel-Segger, T. Reiners, & D. Schäfer (Eds.), Synthetic Worlds: Emerging Technologies in Education and Economics (Vol. 33, pp. 273–294). New York: Springer.
Wood, L. C., Reiners, T., & Srivastava, H. S. (2013). Expanding Sales and Operations Planning using Sentiment Analysis: Demand clarity from social media. In ANZAM 2013 (pp. ANZAM–2013–252.R1, 1–17).
Fardinpour, A., Reiners, T., & Dreher, H. (2013). Action-based Learning Assessment Method (ALAM) in Virtual Training Environments. In H. Carter, M. Gosper, & J. Hedberg (Eds.), Electric Dreams. Proceedings ascilite 2013 (pp. 267–277). Sydney.
Pirker, J., Weghofer, P., & Guetl, C. (2013). Science Fiction Prototyping: Flexible Settings in Immersive Environments. In International Conference on Interactive Computer aided Blended Learning (pp. 321–326).
Reiners, T., Wood, L. C., Gregory, S., Petter, N., Teräs, H., Gütl, C., … Herrington, J. (2013). nDiVE: The story of how Logistics and Supply Chain Management should be taught. In M. Gosper, J. Hedberg, & H. Carter (Eds.), Electric Dreams. Proceedings ascilite 2013 (pp. 734–744). Sydney.
Gregory, S., Gregory, B., Reiners, T., Fardinpour, A., Hillier, M., Lee, M. J. W., … Larson, I. (2013). Virtual worlds in Australian and New Zealand higher education: Remembering the past, understanding  the present, imagining the future. In H. Carter, M. Gosper, & J. Hedberg (Eds.), Electric Dreams. Proceedings ascilite 2013 (pp. 312–324). Sydney.
Riedmann, P., Venable, J., Chang, V., Reiners, T., & Gütl, C. (2013). RIVALE: A Prototype Realistic Immersive Virtual Agent-based Learning Environment Case Study for Learning Requirements Elicitation Skills. In Proceedings of the AIS SIG-ED IAIM 2013 Conference.
Reiners, T., Wood, L. C., Chang, V., Guetl, C., Herrington, J., Teräs, H., & Gregory, S. (2012). Operationalising Gamification in an Educational Authentic Environment. In P. Kommers, T. Issa, & P. Isaías (Eds.), IADIS International Conference on Internet Technologies & Society 2012 (pp. 93–100). Perth, Australia.
Wood, L. C., & Reiners, T. (2012). Gamification in Logistics and Supply Chain Education: Extending Active Learning. In P. Kommers, T. Issa, & P. Isaías (Eds.), IADIS International Conference on Internet Technologies & Society 2012 (pp. 101–108). Perth, Australia.
Wood, L. C., & Reiners, T. (0000-00-00 in press). Gamification. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology. Hershey, PA: IGI Global.
Wood, L., Reiners, T., & Pahl, J. (0000-00-00 in press). Manufacturing and logistics information systems. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology. Hershey, PA: IGI Global.
Reiners, T., Wood, L., Gregory, S., & Teräs, H. (0000-00-00 in press). Gamification design elements in business education simulations. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology. Hershey: IGI Global.
Fardinpour, A., & Reiners, T. (0000-00-00 in print). The Taxonomy of Goal-oriented Actions in Virtual Training Environments. Presented at the SLActions 2013. Retrieved from http://www.slactions.org/2013
Reiners, T., & Wood, L. C. (Eds.). (0000-00-00 forthcoming). Gamification in Education and Business. New York: Springer.
Reiners, T., Wood, L. C., & Gregory, S. (0000-00-00 ready to be submitted). Experimental study on technology-induced authentic immersion in virtual  worlds for education and vocational training.
Reiners, T., Wood, L. C., & Bastiaens, T. (0000-00-00 under review). Mobile Application to Create Interactive Learning Environments in 3D Environments. The International Journal of Learning in Higher Education.
Reiners, T., Gregory, S., & Knox, V. (0000-00-00 in press). Virtual Bots, their Influence on Learning Environments and How They Increase Immersion. In S. Gregory, M. J. W. Lee, B. Dalgarno, & B. Tynan (Eds.), Virtual Worlds in Online and Distance Education: Technology, Usability and Designon. Athabasca University Press.
Reiners, T., Wood, L. C., Teräs, H., Gregory, S., Chang, V., Gütl, C., & Herrington, J. (0000-00-00 forthcoming). Skills Acquisition and Training Using Authentic Immersive Environments. New York: Springer.