Content area
As higher education undergoes rapid transformation driven by Artificial Intelligence (AI), the integration of Generative AI (GenAI) has become essential for preparing future-ready creative professionals. In this context, design education plays a leading role in exploring how GenAI can enhance students’ experiential learning. This study empirically examined how three experience dimensions—Educational, Entertainment, and Aesthetic—shape Empathy, Immersion, Satisfaction, and Learning Outcomes in a GenAI-based self-character workshop. A total of 185 design students participated, and the data were analyzed using Structural Equation Modeling (SEM). The results revealed that both Entertainment (β = 0.334, p < 0.001) and Aesthetic (β = 0.434, p < 0.001) experiences significantly and positively predicted Empathy and also increased Immersion (β = 0.215, p < 0.001; β = 0.154, p < 0.05). In contrast, Educational experience showed a non-significant or slightly negative effect. Furthermore, Empathy enhanced Immersion (β = 0.220, p < 0.01), Satisfaction (β = 0.173, p < 0.05), and Learning Outcomes (β = 0.305, p < 0.001). Immersion also improved Learning Outcomes (β = 0.253, p < 0.05) but slightly reduced short-term Satisfaction (β = −0.186, p < 0.05), indicating a cognitive-load trade-off between concentration and immediate enjoyment. These findings demonstrate that GenAI-based creative activities can effectively foster both emotional engagement and learning performance when instructional design minimizes unnecessary cognitive burden. The study contributes to understanding how emotionally meaningful and aesthetically engaging experiences can advance AI-integrated design education in the digital transformation era.
Details
Educational Benefits;
Educational Practices;
Experiential Learning;
Influence of Technology;
Reflection;
Learning Processes;
Direct Instruction;
Learning Experience;
Literacy;
Instructional Materials;
Cooperative Learning;
Empathy;
Creative Activities;
Ethics;
Educational Objectives;
Artificial Intelligence;
Instructional Effectiveness;
Evaluative Thinking;
Creativity;
Outcomes of Education;
Educational Experience;
Cognitive Ability;
Learner Engagement;
Higher Education
Higher education;
Collaboration;
Cognitive load;
Learning activities;
Design education;
Chatbots;
Efficiency;
Motivation;
Perceptions;
Artificial intelligence;
Educational objectives;
Experiential learning;
Authorship;
Empathy;
Creativity;
Immersive learning;
Digital literacy;
Generative artificial intelligence
1 Department of Design and Arts Management, College of Design and Arts, Hongik University, Seoul 04066, Republic of Korea; [email protected]
2 Department of Digital Media Design, College of Arts, Cheongju University, Cheongju 28496, Republic of Korea
3 Department of Media Communication, College of Social Science, Gachon University, Seongnam 13120, Republic of Korea