Generative Scaffolding in Pre-Trip Games: Effects of a GenAI-Chatbot on Inquiry-Based Learning

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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Publication Details

Journal
Journal of Educational Computing Research
Published
2026-07-30
DOI
https://doi.org/10.1177/07356331261474369
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Generative Scaffolding in Pre-Trip Games: Effects of a GenAI-Chatbot on Inquiry-Based Learning

陈勤, 彭海华, Hanjie Gu, Yulin Gong et al.
Journal of Educational Computing Research
Educational Games and Gamification
article

Generative Scaffolding in Pre-Trip Games: Effects of a GenAI-Chatbot on Inquiry-Based Learning

陈勤, 彭海华, Hanjie Gu, Yulin Gong, Jiaxin Lin, Minkai Wang, Huijuan Chi
article en

Abstract

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.

Journal of Educational Computing Research
Northeast Normal University (CN), Jiaxing University (CN), Chongqing University of Arts and Sciences (CN), Zhejiang Shuren University (CN), Zhejiang University (CN), Minnan Normal University (CN)
Quality Education
Openalex Percentile: Top 5%
Educational Games and Gamification
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