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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