Gamified Hands-on-Training in Business Information Systems:
An Educational Design Experiment
Anke Schüll
a
, Laura Brocksieper and Julian Rössel
Department of Business Information Systems, University of Siegen, Kohlbettstr. 15, Siegen, Germany
Keywords: Self-paced e-Learning, Gamification, ERP-training.
Abstract: The Covid-19-pandemic confronted lecturers worldwide with the sudden necessity to develop concepts
suitable for distance education. Students’ motivation became a crucial aspect of prolonged e-learning
situations. This paper reports on an educational design experiment to change a hands-on-training on SAP
ERP-Systems into a gamified self-paced e-learning environment. This training accompanies a lecture on
Business Information Systems for first-semester students. Allowing mistakes to happen kept the attention
high and made achievements within the learning environment more rewarding. An anonymous online survey
confirmed the relevance of self-paced learning for learning efficiency. Even though a positive impact of
“mistakes” on learning efficiency was not confirmed, comments and statements of the participants pointed
towards an effect on learning, worth further research. We contribute to the body of knowledge by providing
lessons learned on gamified self-paced e-learning within university courses. It could be verified that business
process-related hands-on-training within an ERP-System could be implemented in a gamified self-paced e-
learning environment without compromises regarding scope or scale of the content.
1 INTRODUCTION
The Covid-19-pandemic changed the working and the
learning situation globally. Work motivation and
behavior, health, well-being, job and career attitude
changed (Spurk and Straub, 2020). Schools and
universities closed. The impact of social isolation on
students and their attitude towards using learning-
management systems became a topic of research
(Raza et al., 2021). Lecturers worldwide were
confronted with the sudden necessity to develop
concepts suitable for distance learning. Keeping
students motivated became a crucial aspect of
prolonged e-learning.
Gamification describes the use of playful
elements in non-game activities, e.g. to increase
engagement within an otherwise less enjoyable
context (Bakker and Demerouti, 2007). Elements of
gamification are e.g. rewards, badges, and high scores
(Turk and Goren, 2017). Using gamification to
support the learning process can strengthen students'
perseverance and resilience (Aguilera and Martínez,
2017), arouse their interest, and increase their
motivation.
a
https://orcid.org/0000-0001-9423-3769
More fun, a more intense flow experience (Herzig
et al., 2012) and better learning outcomes than with
conventional training methods (Alcivar and Abad,
2016) were reported on gamified ERP-system
training. In a comparative study, gamification was
found to increase motivation and interest, even
though it was perceived to be more time-consuming
(Barata et al., 2013).
This let to an Educational Design Experiment: the
transformation of the hands-on-training within the
SAP enterprise resource planning-system (ERP-
System) towards a gamified self-paced e-learning
environment. The training accompanies a lecture on
Business Information Systems (BIS) for first
semester students of the University of Siegen. Most
of these students had no preliminary knowledge of
the topic.
This paper contributes to the body of knowledge
by providing lessons learned on gamified self-paced
e-learning within university courses. Taking wrong
turns, making mistakes and failure are part of the
challenge that make achievements more rewarding.
Within e-learning environments, learning from
mistakes is a still underdeveloped field of research.
Schüll, A., Brocksieper, L. and Rössel, J.
Gamified Hands-on-Training in Business Information Systems: An Educational Design Experiment.
DOI: 10.5220/0010618401650171
In Proceedings of the 18th International Conference on e-Business (ICE-B 2021), pages 165-171
ISBN: 978-989-758-527-2
Copyright
c
2021 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
165
The educational design experiment presented in this
paper reports on the transformation of a hands-on-
training towards an e-learning environment with
elements of gamification, self-paced learning and
learning from mistakes.
2 LITERATURE REVIEW AND
FORMULATION OF
HYPOTHESES
Educational design research is an experimental
approach on the iterative development of solutions to
practical and complex educational problems
(McKenney and Reeves 2021, 2014). Self-regulated
learning and a constructive handling of mistakes
became two requirements that shaped the design of
the e-learning environment. Design decisions were
made to give the students a maximum of control over
their learning process, and to allow mistakes to
happen as part of the learning progress.
The implementation allows an evaluation of
student’s perception of these concepts build on
personal experience. To assess students’ perception,
two independent variables are evaluated, whose
impact is assumed to influence learning efficiency:
self-paced learning and learning from mistakes.
Within a university, students have to learn
autonomously in a self-regulated manner (Anurugwo
2020). Self-regulated learning platforms encourage
students to actively get involved in the learning
process (Anthonysamy et al., 2020) and allow them
to learn and understand the content at their individual
speed (Turk and Goren, 2017; Anurugwo, 2020).
Self-paced learning can improve students’ academic
achievements and prepares for life-long-learning
(Bautista, 2015). Self-paced learning environments
can support students in building cognitive and
metacognitive knowledge based on hands-on
experiences (Bautista, 2015). Self-paced learning
tools support learning effectively (Marshman et al.,
2020).
Therefore, we postulate:
H1: Self-paced Learning Has a Positive Effect on
Learning Efficiency.
Hands-on-training allow students to get actively
involved. The possibility to make mistakes during the
learning process in combination with feedback,
promotes the learning success (Tulis et al., 2016).
Learning speed, understanding of the underlying
concepts and a transfer to new tasks were improved
by a constructive handling of mistakes during the
learning process. Similar findings were confirmed in
a study by Metcalfe (2017). Confronted with critical
situations, those subjects who were exposed to errors
and mistakes during their learning process reacted
better and could adapt more flexibly than those who
were spared the confrontation with errors during the
learning process: learning perseverance improves.
This is consistent with literature on resilience, a trait
that is acquired at least in part through learning
(Coutu, 2002). Thus, the second hypothesis results in:
H2: Mistakes Have a Positive Impact on Learning
Efficiency.
During this experiment, student teachers supported
two groups of up to 30 students each. They took
notice of student reactions and observed their
progress within the ERP-System. To avoid
influencing the behaviour of the participating
students, all interactions remained undocumented. To
assess the perception of the requirements
implementation, an anonymous online survey was
included into the e-learning environment at the end.
3 EDUCATIONAL DESIGN
EXPERIMENT
Educational design experiments can be used to solve
a problem (here: taking up the sudden challenge of
prolonged and distant e-learning), to put knowledge
to innovative use (here: longterm experiences with
hands-on ERP-training and research literature led to
a new concept for gamified self-paced learning),
and/or to increase robustness and systematic nature of
design practices (McKenney and Reeves, 2021).
Herzig et al., (2012) and Alcivar and Abad (2016)
reported on the implementation of hands-on ERP-
training within an e-learning environment. In this
educational design experiment, aspects of
gamifications are included. The e-learning
environment covers the full content of the course in a
playful way. No compromises were made regarding
scope or scale of the content. A game board visualizes
the context (Figure 1). The spokes in the background
of the layout are related to the topic: the production
of bicycles. Even though the learning management
system Moodle is available at our university, this
game board was placed outside Moodle on a website,
an environment unrelated to learning. To raise
students’ interest was the intentions and once they
started the learning process to keep them motivated
all the way through. A variety of media was mixed to
avoid monotony. Suiting to the topic, the shooting of
some videos was located in the landscape on local
bicycle routes. Associations with leisure activities
were expected to bring more ease into the learning
ICE-B 2021 - 18th International Conference on e-Business
166
process.
Learning objects of the hands-on-training in the
SAP ERP-system are logistical processes, material
and information flows. Business processes
(procurement, manufacturing, stock management,
sales and support) and the supportive use of ERP-
Systems are at the core of this course. All student
learners are responsible for their own materials. A
multi-layered bill-of-material (BOM) is used,
containing raw materials, semi-finished and finished
products (here: a bicycle). The processes are
integrated and complexity increases with the
progress: sales orders trigger manufacturing and
manufacturing can only be executed, if raw materials
are in stock. If not, procurement of the raw materials
is required. The interconnectedness between the
many processes leads to increased complexity.
Figure 1: Layout.
The elements of the game board are interactive.
Explanations of the contents of the case studies and
screencasts on the functionality of the ERP-system
are part of the learning environment. The pace is self-
regulated. The graphic elements of the game design
are largely self-explanatory to enable intuitive use:
Each plate corresponds to a mission (a scenario or
a subprocess),
Arrows guide through the roadmap, marked in
different colors. Steps back to preceding sub-
processes or scenarios are marked in red.
Each scenario is described by three elements:
- A process diagram (BPMN 2.0). Explanatory
videos on the process are embedded within these
diagrams.
- Data sheets.
- Screencasts.
QR codes link to mini-quizzes.
Flashing blue lights direct to a trouble-shooting
file that empowers students to "self-help”, if
mistakes occur.
Feedback option/evaluation.
Goals and process steps are explained at the
beginning of each scenario via process diagrams
according to BPMN 2.0 (Business Process Model and
Notation). Videos add explanations to the process
diagrams. Scenarios are the “missions” to be
completed within the ERP-system. The pace is
controlled by the students themselves. The
completion of a mission is rewarded with a badge in
Moodle. There is no best list, but how many other
students have achieved this badge, is visible. Badges
can have a positive effect on user activities (Hamari,
2017). Badges show the achievements of the
participating students and trigger competitive
behavior.
Each scenario is a mission. The repair of a bicycle
previously delivered to the customer, is one process
instance students have to deal with. The repair of this
bicycle involves the replacement of a defective
gearshift, one of the components according to the
BOM of this bike. If the activities were carried out
correctly within the ERP-system, this gearshift
should not be available in the warehouse: students
need to start another instance of the procurement
process, before the repair of the bicycle can be carried
out and the service notification closed. As a service to
the customer, costs are settled via an internal cost
center.
Mistakes can happen at any point in the scenarios,
but are most frequent in master data management.
Master data management and the importance of data
quality are important aspects of the scenarios. In
preparation for real-life-environments, flaws in data
quality should have an impact. Preventing students’
mistakes would be counterproductive to the learning
outcome. They were allowed to happen and if they do,
they have an impact on the process.
Three aspects are important for effective “learning
from mistakes” (Metcalfe, 2017): mistakes were
made by the student learners themselves, they receive
corrective feedback and this corrective feedback
leads to a correct answer, a correction of the mistake
or problem solving. Corrective feedback should
remind learners of the context in which the mistake
was made (Metcalfe, 2017) and to assist in
uncovering the cause, fixing it and reflecting on it.
Reflection and the search for explanations improve
the understanding. Problem-solving paths become
visible, which can empower learners to correct errors
themselves. As mistakes can be taken emotionally
(Kartika, 2018), corrective feedback needs to be
careful and constructive.
The flickering blue light links to a trouble-
shooting file with typical error messages and
explanations of their causes (corrective feedback).
This empowers the student learners to cope with
mistakes without assistance. The sense of control thus
Gamified Hands-on-Training in Business Information Systems: An Educational Design Experiment
167
remains, even when mistakes occur. As a second
escalation level, students are assisted by tutors who
provide corrective feedback.
4 QUANTITATIVE ANALYSIS
The participants of the hands-on-training on
integrated business processes in the SAP ERP-
System were invited to participate in an online
survey. There were no incentives, the survey was
anonymous, participation voluntary. The
questionnaire followed the research model, using a
five-point Likert scale to measure the items and some
free-text fields for students’ comments.
231 students passed the course in the autumn
semester 2020/21, 72 (31%) filled out the
questionnaire. 25 data sets were incomplete and
dismissed from further analysis. Even though with 47
remaining data sets, the sample size is poor (Comrey
and Lee, 2016), the data sets covered 20% of the
participants and their analysis was expected to
provide valuable insights.
SmartPLS version 3.3.3 (Ringle et al., 2015) was
used to analyse the data. SmartPLS is a software for
SEM-PLS (Henseler, 2017) frequently used in
literature on information systems (e.g. in
Kijsanayotin et al. 2009, Celik 2016, Gunawan 2018,
Raza et al. 2021). The partial least square structural
equation modeling (PLS-SEM) was performed in two
stages: Stage one involved the evaluation of the
measurement model (reliability and validity of
constructs). The second stage involved the evaluation
of the structural model (inner loadings). Within the
first stage the validity of the items was examined
(Table 1).
Table 1: Mean and Standard deviation (SD).
Item Mean SD
LE1: I feel like I have learned more about
the ERP system.
3.6 1.23
LE2: My understanding of business
processes has improved.
3.51 1.16
LE3: I learn about business application
systems more effectively than through
lectures.
3.7 1.08
M1: Mistakes helped me to understand the
contexts better.
3.49 1.28
M2: Learning from mistakes can promote a
positive attitude in the process.
3.66 1.27
SL1: I like being able to determine the
learning speed by myself.
3.94 1.45
SL2: I like being able to learn the material at
any time.
4.11 1.51
SL3: I like being able to learn anywhere. 3.96 1.47
SL4: Time passes quickly in this
environment.
3.87 1.17
SL5: Noise doesn't distract me when I'm
studying.
3.47 1.47
SL6: It makes me feel good. 3.72 1.04
Cronbach’s Alpha was calculated to assess the
scale’s reliability (Tabachnick and Fidell 2014), those
underneath 0.55 were dismissed from further
analysis. After validity of the items was confirmed,
reliability of the constructs was assessed.
Table 2: Reliability (CR = Composite Reliability, AVE =
Average Variance Extracted).
Cronbach's Alpha CR AVE
LE 0.880 0.879 0.709
M 0.816 0.821 0.697
SL 0.942 0.941 0.728
Composite Reliability (CR) is higher than 0.7 for
all constructs (Table 2). Cronbach’s Alpha was
calculated to assess the scale’s reliability (Tabachnick
and Fidell, 2014). The values are above 0.8 for all
constructs, which is very good (Streiner, 2003).
Average Variance Extracted (AVE) is greater than
0.5 for all constructs, thus satisfying the nominal
value given by Fornell and Larcker (1981). With
these three criteria fulfilled for all constructs,
reliability was confirmed.
Table 3: Fornell-Larcker-Criterion.
LE M SL
LE 0.842
M 0.603 0.835
SL 0.768 0.780 0.853
Discriminant validity has been measured (Table
3). The square root of AVE is higher than the
correlation of these constructs, thus meeting the
criterion of Fornell and Larcker (1981). Cross
loadings of the items on their relevant construct
(Table 4) are higher than on the other constructs.
Table 4: Cross-Loadings.
LE M SL
LE1 0.760 0.352 0.593
LE2 0.864 0.551 0.662
LE3 0.895 0.601 0.683
M1 0.465 0.771 0.530
M2 0.539 0.894 0.760
SL1 0.530 0.540 0.689
SL2 0.716 0.761 0.932
SL3 0.717 0.661 0.934
SL4 0.631 0.579 0.821
SL5 0.625 0.769 0.814
SL6 0.694 0.675 0.903
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Within the structural model analysis, inner
loadings were calculated. The PLS bootstrap was
used to test the significance of item loadings. Whilst
the first hypothesis (SL-> LE) was significant, the
second hypothesis (M-> LE) had to be dismissed
(Figure 2).
Figure 2: Path Coefficients (t-statistics for inner and outer
loadings; LE = Learning Efficiency, SL = Self-paced
Learning, M = Learning from Mistakes).
5 DISCUSSION
In recent literature no clear indication could be found
on whether the effectiveness of corrective feedback is
higher when it is immediate or delayed. But literature
suggests that long delays can have a negative impact
on the learning process and can overwhelm learners
who need support (Mathan and Koedinger, 2005).
This can explain the lower loading of “learning from
mistakes” on learning efficiency that was investigated
in H2. As the frustration level varies from student to
student, the perception of mistakes as beneficial for
the learning process and the learning outcomes varies
as well. One student commented within the
questionnaire on frustration resulting from mistakes:
“The work was sometimes really fun, but when errors
appeared and it took time until they could be fixed or
succeeding errors occurred, it was sometimes really
annoying. That also spoiled the fun a bit.”
(Participant 9). Another student perceived this as less
problematic: “In general, the videos, data sheets, etc.
make working with SAP very easy. However, it
becomes frustrating when you receive error messages
that do not appear in the videos and often leave you
sitting in front of the computer at a loss. With a little
help from the tutor, however, this is also feasible and
is therefore not a big problem.” (Participant 28).
Another student expressed a preference to increase
the self-control and to even intensify the possibility to
make mistakes within the scenarios: “In my opinion,
watching the videos made it a little too easy to work
on the project. At one point or another, I would have
liked to take more control to manoeuvre through the
process in the system, so that I could make my own
mistakes and learn from them.” (Participant 45).
The positive correlation of self-paced learning
with learning efficiency which was assumed in H1 is
in line with previous literature (Marshman et al.,
2020; Bautista, 2015) and received further
confirmation by the comments given within the
questionnaire (Table 5).
Table 5: Some sample comments on learning efficiency of
the participants.
“It helped me to understand what an ERP system is and most
importantly, it brought practice to my studies, making them
easier to understand.”
“You learn parallel to the normal lecture (Business
Information Systems), how certain processes run in the system,
[…] which was a lot of fun for me and helped a lot with
learning!”
“Working within the environment was a lot of fun! […] I would
have liked a slightly higher level of difficulty and a little more
control. I learned a lot from this project and would always
recommend and wish for more of this kind of learning in my
s
tudies.”
“Very interesting and good way to design a course. The
learning material is practically applied in a corresponding
software environment. There was no dull memorization […] but
rather the material was "understood". Interactive or practical
design of lectures should be used more often.”
Among the comments given, one student asked
for more tasks, to improve understanding, e.g.,
another sales order requiring manufacturing of parts.
There were some sound issues in the videos that
required improvement and one student asked for more
colour, and the possibility to visualize the progress in
the roadmap (Participant 41). As suggestions for
improvement are indicators for a positive attitude
towards the learning environment, all of them were
written down, to improve the environment for the
semesters to come.
6 CONCLUSIONS
This paper contributes to the body of knowledge by
providing an educational design experiment within an
academic context on the complex topic of business
processes and their support through ERP-systems. It
could be verified that a hands-on-training within a
SAP ERP-System could be taught via an e-learning
SL2
SL3
SL4
SL5
SL6
M1
M2
LE1
LE2
LE3
SL1
0.313
3.665
12.640
68.171
LE
M
SL
12.847
53.360
17.008
15.769
26.678
25.587
13.411
21.093
25.587
Gamified Hands-on-Training in Business Information Systems: An Educational Design Experiment
169
environment without making compromises regarding
scope or scale of the content. The student feedback
gives encouragement to continue on this path.
Iterative development will improve functionality,
sound quality and user interaction.
Within this educational design experiment the
task of providing a self-controlled e-learning
environment to gain an in-depth understanding in
distance learning environments has been addressed.
The design was gamified, the layout showed a self-
explanatory roadmap that students could follow at
their own pace, completing missions and being
rewarded with badges as they proceeded. Making
mistakes was possible within all scenarios. If they
occurred, they had an impact on the processes.
Reflection was necessary to understand the causes
and to identify ways for their correction. “Learning
from mistakes” was supported via corrective
feedback.
Within this design experiment, students could
give feedback via an anonymous online survey. SEM-
PLS was used for data analysis. A positive correlation
of self-paced learning with learning efficiency was
confirmed, while a positive correlation of learning
from mistakes with learning efficiency was not
supported. As the size of the data set is rather small,
further research is necessary. Within e-learning
environments, literature on learning from mistakes is
spare. Future studies could elaborate on this. As only
students taking the course qualify for participation in
the survey, options for broadening the survey are
limited. Further design research could broaden and
confirm the results.
The invitation to the survey was linked into the
learning environment at the very end. As only
students who successfully completed the course came
so far, the results might be biased. But the positive
attitude of those students gave encouragement to
continue on the path in the aftermath of the pandemic:
“It was a little hard for me to get into at first, but
now I don't want to get out. It's a pity it's over, it
was really fun.” (Participant 6)
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