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Quasi-experiment shows that a GenAI-chatbot enhances learning in seventh graders, suggesting improved outcomes for those with lower confidence.
To address the issue of “travel without learning” in study tours caused by insufficient preparation, digital game-based learning (DGBL) serves as an engaging pre-trip solution. However, traditional DGBL’s static feedback limits open-ended inquiry and personalized learning. To overcome this, we proposed the DGBL-GAI approach to provide dynamic scaffolding, and developed a “Field Trip Preparatory Game” as its specific application. A preliminary quasi-experiment involved 83 seventh-grade students: the experimental group (n = 41) used the game guided by the DGBL-GAI approach, while the control group (n = 42) received traditional script-based static prompts. Results indicated that the DGBL-GAI approach was associated with better learning achievement and self-efficacy. Furthermore, an exploratory subgroup analysis based on post-intervention self-efficacy suggested a preliminary association: the achievement advantage of the DGBL-GAI approach appeared more evident among students with lower self-efficacy. Finally, behavioral pattern analysis provided supportive process-level evidence suggesting that, within the current sample, the experimental group appeared to engage in a more proactive and strategic learning pattern, using AI as an information integration hub and showing greater persistence, whereas the control group followed a more linear and passive learning pathway.
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陈勤 et al. (2026) studied this question.
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