With the use of new technologies and information communication technology (ICT), organisations and educational institutions have new opportunities to improve their ability to train and educate staff and students.
Journal papers:
- Wood, L. C., Reiners, T., Bastiaens, T. J. (2014). Design perspective on the role of advanced bots for self-guided learning. The International Journal of Technology, Knowledge and Society, 9(4), 187-199.
- Bastiaens, T. J., 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, 6(1), 37-49
Book chapters:
- Reiners, T., & Wood, L. C., Teräs, M., Teräs, H., Gregory, S., Chang, V., Fardinpour, A., & McDonald, T. (Forthcoming). Self-guided exploration of virtual learning spaces. In S. Gregory, D. Wood, & S. Scutter (Eds.), Virtual worlds: Facilitating student engagement, creativity and intercultural awareness through authentic learning experiences (pp. XXX-XXX). Springer
- Fardinpour, A., Reiners, T., & Wood, L. C. (Forthcoming). Action-based learning assessment in virtual training environments. In S. Gregory, D. Wood, & S. Scutter (Eds.), Virtual worlds: Facilitating student engagement, creativity and intercultural awareness through authentic learning experiences (pp. XXX-XXX). Springer
- Gregory, S., Reiners, T., Wood, L. C., Teräs, H., Teräs, M., & Henderson, M. (2015). Gamification and digital games based learning in the classroom. In M. Henderson & G. Romeo. (Eds.), Teaching and digital technologies: Big issues and critical questions (pp. 127-141). Cambridge: Cambridge University Press.
- Wood, L. C., & Reiners, T. (2015). Storytelling to immersive learners in an authentic virtual training environment. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 315-330). Cham, Germany: Springer.
- Reiners, T., Wood, L. C., Gregory, S., & Teräs, H. (2015). Gamification design elements in business education simulations. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology (3rd ed., pp. 3048-3061). Hershey, PA: Information Science Reference.
- 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: Business Science Reference.
- Wood, L. C. & Reiners, T. (2013). Game-based elements to upgrade bots to non-player characters in support of educators. In A. Hebbel-Seeger, T. Reiners & D. Schäfer (Eds.), Synthetic Worlds: Emerging Technologies in Education and Economics (pp. 257-277). Berlin, Germany: Springer.
- 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: Information Science Reference.
Conference papers:
- Teräs, M., Reiners, T., Wood, L. C., Coldham, G. (2015). nDiVE: Gamified virtual reality environment for Logistics and Supply Chain Management training. CHI 2016.
- Reiners, T., Wood, L. C., Gregory, S. (2014). Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training. In B. Hegarty, J. McDonald, S.-K. Loke (Eds.), Rhetoric and Reality: Critical perspectives on educational technology. Proceedings ascilite 2014 (pp. 171-181). Dunedin, New Zealand: ascilite.
- Gregory, S. et al. (2014). Rhetoric and reality: Critical perspectives on education in a 3D virtual world. In B. Hegarty, J. McDonald, S.-K. Loke (Eds.), Rhetoric and Reality: Critical perspectives on educational technology. Proceedings ascilite 2014 Dunedin (pp. 279-289). Dunedin, New Zealand: ascilite.
- Reiners, T., Teräs, H., Chang, V., Wood, L. C., Gregory, S., Gibson, D., Petter, N., Teräs, M. (2014). Authentic, immersive, and emotional experience in virtual learning environments: The fear of dying as an important learning experience in a simulation. Teaching and Learning Forum 2014. Perth, WA, Australia: The University of Western Australia.
- Reiners, T., Wood, L. C., Gregory, S., Petter, N., Teräs, H., Chang, V., Gütl, C., & Herrington, J. (2013). nDiVE: The story of how logistics and supply chain management could be taught. In H. Carter, M. Gosper & J. Hedberg (Eds.), Electric Dreams. Proceedings ascilite 2013 Sydney (pp. 734-744). Sydney, NSW, Australia: ascilite.
- 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, 36 (pp. 514 – 523). Auckland, New Zealand; HERDSA.
- Wood, L. C. & Reiners T. (2012). Gamification in logistics and supply chain education: Extending active learning. Internet Technologies and Society (pp. 101-108). Perth, WA, Australia: IADIS Press.
- Reiners, T., Wood, L. C., Chang, V., Guetl, C., Herrington, J., Gregory, S., & Teräs, H. (2012). Operationalising gamification in an educational authentic environment. Internet Technologies and Society (pp. 93-100). Perth, WA, Australia: IADIS Press.
- Venable, J. R., Aitken, A., Chang, V., Dreher, H., Issa T., von Konsky, B., & Wood, L. (2012). Developing a research design for comparative evaluation of marking and feedback support systems. Teaching and Learning Forum 2012, Perth WA, Australia: Murdoch University.
- Wood, L. C., & Reefke, H. (2010). Working with a diverse class: Reflections on the role of team teaching, teaching tools and technological support. IADIS International Higher Education Conference 2010 (pp. 72-79). Perth, WA, Australia: IADIS Press.