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Browsing AUT Business School by Author "Reiners, T"

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    • Authentic, immersive, and emotional experience in virtual learning environments: the fear of dying as an important learning experience in a simulation 

      Reiners, T; Teräs, H; Chang, V; Wood, L; Gregory, S; Gibson, D; Petter, N; Teräs, M (The University of Western Australia, 2014)
      This paper is about the role of authenticity and emotion to aid learning in immersive virtual environments; in particular the occupational health and safety in the operations and supply chain industry. With the introduction ...
    • Design perspective on the role of advanced bots for self-guided learning 

      Reiners, T; Wood, L; Bastiaens, TJ (CGPublisher (http://www.cgpublisher.com), 2014)
      Virtual worlds are rapidly gaining acceptance in educational settings; with bots play an important role in these environments to help learners. Authentic learning can be significantly supported by bots to help self-guided ...
    • Expanding sales and operations planning using sentiment analysis: demand and sales clarity from social media 

      Wood, LC; Reiners, T; Srivastava, HS (Australia New Zealand Academy of Management (ANZAM), 2013)
      We outline the use of sentiment analysis as a tool for demand planning in sales and operations planning (S&OP). First, we explain how S&OP functions and the reliance on cooperation or collaboration with other firms to gain ...
    • From chaos towards sense: a learner-centric narrative virtual learning space 

      Reiners, T; Wood, L; Dron, J (IGI Global, 2014)
      Throughout educational settings there are a range of open-focused learning activities along with those that are much more closed and structured. The plethora of opportunities creates a confusing melee of opportunities for ...
    • Gamification in logistics and supply chain education: extending active learning 

      Wood, LC; Reiners, T (IADIS Press, 2012)
      Engagement with users involved in an activity has become increasingly important, particularly in Higher Education. We review the concept of gamification and outline several existing applications. These incorporate game ...
    • Immersive Virtual Environments to facilitate authentic education in Logistics and Supply Chain Management 

      Reiners, T; Wood, LC (Information Science Reference (an imprint of IGI Global), 2013)
      This chapter will cover our current research focus concerning developing and trialling immersive environments as an innovative and authentic approach to teaching and learning in Logistics and Supply Chain Management, ...
    • nDiVE: the story of how logistics and supply chain management could be taught 

      Reiners, T; Wood, LC; Gregory, S; Petter, N; Teräs, H; Gütl, C; Chang, V; Herrington, J (Australasian Society of Computers in Learning in Tertiary Education (ascilite), 2013)
      One major element of supply chain management education is helping learners to grasp the complexity, the challenges, and the efficient management of the multiple dimensions in supply chains. Each decision made can ‘ripple’ ...
    • New landscapes and new eyes: the role of virtual world design for supply chain education 

      Wood, L; Reiners, T; Bastiaens, TJ (Common Ground, 2013)
      With the common availability of advanced educational technology, we are able to increase the emphasis on the design of learning experiences and benefit from the given flexibility and variety of opportunities to create ...
    • Operationalising gamification in an educational authentic environment 

      Reiners, T; Wood, LC; Chang, V; Guetl, C; Herrington, J; Teräs, H; Gregory, S (IADIS Press, 2012)
      This paper addresses the inauthentic pedagogical approaches in current classroom and distance-learning environments, and will propose a methodology that utilises existing technologies to provide an immersive and authentic ...
    • The role of gamification and game-based learning in authentic assessment within virtual environments 

      Wood, LC; Teräs, H; Reiners, T (Higher Education Research and Development Society of Australasia (HERDSA), 2013)
      Gamification is the application of game-based elements to non-game systems. Within education this can incorporate many game-based mechanisms. We review the use of some of these specifically: rewind, ghost images, save ...

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