Research Article
Beyond Access: Engagement with Conversational AI-Assisted Feedback Shapes Cognitive Load in Digital Game-Based Learning
Synthesis: Wenzel, Geiger and Liening (2026) ran a five-week longitudinal field study inside a business simulation game with 234 students and 1,147 weekly observations, separating access to conversational AI feedback from actual engagement with it. The distinction turned out to be the finding. Merely providing access moved nothing: neither extraneous (ITT β = .071, p = .481) nor germane cognitive load (β = .019, p = .807). But among students who actually used the chatbot regularly, germane load was significantly higher than among students with access who did not use it (β = −.468, p < .001) and than the control group (β = −.253, p = .028) — while extraneous load was not reduced at all by either access or engagement (F(1, 219) = 0.499, p = .481; usage-based F(3, 214) = 0.172, p = .915). Conversational AI feedback made learners work harder on the material without making the environment easier. That is a better outcome than the usual marketing claim and a different one.
Study Design
A between-subjects longitudinal field design, six weekly measurement waves across a five-week business simulation game, offered as a voluntary supplementary activity in entrepreneurship courses at a German university.
- Participants: 234 students from 244 initial registrations (116 control, 118 experimental); mean age 23.1 (SD = 2.41), 40% female, 53% undergraduate; 47% majoring in industrial engineering and management and 46% in economics.
- Analytic sample: 1,147 observations of 234 students, linear mixed models with random effects for students across waves.
- Control condition: the simulation's built-in static feedback — weekly financial, personnel and operational reports plus leaderboard rankings, adjusted weekly but not adaptive to individual prompts.
- Experimental condition: the same, plus a conversational AI feedback system built in Botpress and embedded in Moodle via an HTML webchat widget, powered by GPT-4o and GPT-4o mini via API. Each team's ID retrieved team-specific data; 19 structured performance indicators (ROI, market share, product quality, personnel and financial metrics) fed a predefined prompt that generated weekly summaries and supported follow-up dialogue. Feedback structure followed personalisation, signalling and segmenting from multimedia learning research, and the feed-up / task-level / process-level / feed-forward structure from Hattie and Timperley and Shute.
- Engagement coding: a usage-based specification split the experimental group into regular users, irregular users, and non-users with access, compared against the control group (0–3).
- Incentives: bonus points worth roughly 8% of the final grade, awarded on in-game ROI using identical criteria across conditions; the simulation was not formally examined, so non-participants were not disadvantaged.
The ITT-versus-usage distinction is the design's spine. ITT estimates the effect of assignment; usage-based estimates receipt. Where the two diverge, the intervention's value depends on take-up rather than on the intervention.
Key Findings
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Access alone changed nothing — on either load measure. ITT showed no effect of condition on extraneous load (β = .071, 95% CI [−.127, .269], p = .481; omnibus F(1, 219) = 0.499) or on germane load (β = .019, 95% CI [−.133, .171], p = .807; F(1, 212) = 0.06). A trial that stopped at ITT would have reported a null and been right about assignment and wrong about the intervention.
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Regular engagement raised germane load against both comparison groups. The usage-based model was significant overall (F(3, 209) = 4.37, p = .005), with regular users ahead of experimental non-users (β = −.468, 95% CI [−.725, −.212], p < .001) and of the control group (β = −.253, 95% CI [−.477, −.029], p = .028). Irregular versus regular users did not differ (β = −.219, p = .116) — so what separated students was sustained use, not any use.
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Extraneous load was never reduced. Neither access nor engagement produced a significant effect on extraneous load in either specification. The hypothesised benefit — that conversational AI feedback would make a complex simulation easier to process — did not appear. The paper is explicit that effects on extraneous load "did not uniformly reduce" and varied by intrinsic load and time rather than showing a main effect.
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Intrinsic load dominated extraneous load, exactly as load theory predicts. Perceived intrinsic load was a strong positive predictor of extraneous load (β = .647, p < .001 ITT; .472, p < .001 usage-based). The task's inherent complexity, not the feedback design, drove how much irrelevant load students experienced.
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Metacognitive self-regulation predicted germane load. SRL was a substantial positive predictor of germane load (β = .363, p < .001 ITT; .346, p < .001 usage-based) and was not a significant predictor of extraneous load. The capacity to direct one's own processing, not the feedback per se, was what tracked learning-relevant load.
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Extraneous and germane load moved in opposition. Extraneous load was significantly negatively associated with germane load (β = −.178, p < .001 ITT; −.180, p < .001 usage-based), which is the theoretical relationship load theory specifies and rarely gets to show in field data.
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Everything declined over the five weeks. Extraneous load fell across waves (Time 5 vs 1: β = −.388, p < .001 ITT; −.348, p < .001 usage-based), and germane load fell too (β = −.174, p = .007 ITT; −.200, p = .006 usage-based). Familiarity reduced both the friction and the productive effort — the novelty effect, visible on a load measure rather than an engagement one.
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Model fit. Conditional R² of .718 for extraneous load and .576–.586 for germane load, against marginal R² of .338/.342 and .223/.253 — fixed effects alone accounted for about a third and a quarter of the variance respectively, so a large share of the story is between-student.
What the Evidence Can and Cannot Support
The authors are careful, and the design has real constraints.
- Self-report load, not physiological or dual-task measurement. Perceived extraneous and germane load are the outcomes; the constructs are measured through students' report of their own experience.
- A pre-proof, and load measurement is contested. Germane load in particular is the least well-operationalised of the three constructs, and the study's usage-based grouping is observational within the experimental arm — students chose their own engagement level, so regular users may differ systematically from non-users in ways the design does not control. The paper treats the usage-based models as associations rather than as causal effects of engagement.
- One context, one game, one institution. German university entrepreneurship students in a business simulation; the transfer to other subject matter and other game genres is untested.
- Incentives were real. Bonus points worth ~8% of a grade is a meaningful motivator, and take-up under incentivised voluntary conditions may not reflect take-up without them — which matters a great deal for a paper whose headline is about take-up.
What this means for practice
- Do not count licences as adoption. Access produced no measurable effect on either load measure (extraneous β = .071, p = .481; germane β = .019, p = .807). The benefit lived entirely in students who used the system regularly, so planning for take-up is the intervention, not a footnote to it.
- Expect learning-relevant effort, not relief. Regular engagement raised germane load (β = −.468 against non-users, p < .001; −.253 against controls, p = .028) while extraneous load was never reduced. A business case built on "it makes the work easier" is not supported here; one built on "students process more deeply when they engage" is.
- Design for the students who would not otherwise use it. Experimental non-users sat far below regular users on germane load, and irregular use did not separate from regular use. What mattered was sustained use, so a single access point with no scaffolding toward it leaves a sizeable group exactly where the control group sits.
- Plan against the decline. Both extraneous and germane load fell across the five weeks (extraneous β = −.388, p < .001). A novelty effect visible on a cognitive measure means the durable benefit needs re-sequencing or fading support, not repetition.
- The instructional scaffolding is the intervention. The system used personalisation, signalling and segmenting plus a feed-up/task/process/feed-forward structure over 19 concrete indicators. A chatbot without that structure is a different treatment and should not inherit these results.
Limitations
- Single institution, one game, incentivised participation. German university entrepreneurship students in one business simulation, with bonus points worth roughly 8% of the final grade driving take-up — and take-up is the paper's headline, so the incentive is load-bearing for the result.
- Load is self-report, and germane load remains the least settled construct in cognitive load theory.
- The usage-based models are observational. Students chose their own engagement level, so regular users may differ from non-users in unmeasured ways; those comparisons are associations, not causal effects of engagement.
- A five-week horizon cannot show whether the germane-load advantage persists beyond the novelty period.
- Much variance sits between students — conditional R² of .718 and .576–.586 against marginal R² of .338/.342 and .223/.253 — so fixed effects alone account for about a third and a quarter respectively.
Citation
Wenzel, A., Geiger, J.-M., & Liening, A. (2026). Beyond Access: Engagement with Conversational AI-Assisted Feedback Shapes Cognitive Load in Digital Game-Based Learning. Computers in Human Behavior, 109217.