Balancing Affective Engagement and Cognitive Load in Generative-AI-Based Learning: Empathy, Immersion, and Emotional Design in Design Education
Abstract
1. Introduction
2. Theoretical Background
2.1. AI-Aided Question and Content Generation in Education
2.2. Educational, Entertainment, and Aesthetic Experiences
2.3. Empathy and Immersion as Mediating Mechanisms
2.4. Satisfaction and Learning Outcomes
3. Research Model and Hypothesis Development
3.1. Research Model Overview
3.2. Hypothesis Development
3.2.1. Effects of Educational, Entertainment, and Aesthetic Experiences on Empathy
3.2.2. Effects of Educational, Entertainment, and Aesthetic Experiences on Immersion
3.2.3. Effects of Empathy on Immersion, Satisfaction, and Learning Outcomes
3.2.4. Effects of Immersion on Satisfaction and Learning Outcomes
3.2.5. Effect of Educational Satisfaction on Learning Outcomes
3.3. Conceptual Model
4. Method
4.1. Participants and Data Collection
4.2. Generative AI-Based Self-Character Workshop (GSCW) Protocol
- Phase 1: Prompt Ideation and Keyword Selection
- Phase 2: Image Prototyping and Iteration
- Phase 3: Selection, Sharing, and Reflection
- Duration and Instructional Framework
- Educational Significance
4.3. Operational Definitions of Variables and Measurement Instruments
4.4. Validity and Reliability of Measurement Variables
4.5. Data Analysis and Model Evaluation
5. Result
5.1. Data Screening and Descriptive Statistics
5.2. Measurement Model
5.3. Structural Model
5.4. Mediation Analysis
6. Discussion
6.1. Overview of Key Findings
6.2. Affective Engagement as the Core Mechanism of Generative AI Learning
6.3. Empathy as a Mediating Mechanism
6.4. Cognitive Load and Instructional Limitations
6.5. The Immersion–Satisfaction Trade-Off
6.6. Educational Implications
6.7. Theoretical Contributions
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Dimension | Advantages | Limitations |
|---|---|---|
| Efficiency | Rapid generation of test questions and materials, reducing instructors’ workload and preparation time (Kıyak & Emekli, 2024; Cheung et al., 2023). | Requires expert review to ensure alignment with learning objectives (Gökçearslan et al., 2024). |
| Quality & Consistency | Produces grammatically correct and standardized questions at scale (Laupichler et al., 2024). | Often lacks conceptual depth and contextual relevance, especially in professional domains (e.g., medicine) (Laupichler et al., 2024). |
| Personalization | Enables adaptive difficulty and individualized feedback to enhance engagement (Bai & Wang, 2025). | Overreliance on automation may diminish learners’ critical thinking and creativity (Pitts et al., 2025). |
| Feedback & Motivation | Provides immediate feedback, promoting self-directed learning (Ryan & Deci, 2000). | May reduce intrinsic motivation when interaction feels artificial or mechanical (Fredricks et al., 2004). |
| Ethics & Literacy | Expands accessibility and supports inclusive learning environments (Admiraal et al., 2011). | Risks include data bias, misinformation, and plagiarism; requires strong AI literacy (Pitts et al., 2025). |
| Construct | Definition and Source | Items | Example Item | Reliability |
|---|---|---|---|---|
| Educational Experience | Perceived instructional value and learning relevance of the workshop (S. Chang & Suh, 2025a; J. H. Lee & Kim, 2019). | 4 | “This activity helped me understand creative learning more effectively.” | α = 0.952/CR = 0.962 |
| Entertainment Experience | Enjoyment, playfulness, and fun associated with the workshop (Kolb, 1984; Deci & Ryan, 1985; S. Chang & Suh, 2025b). | 4 | “This activity was fun and engaging.” | α = 0.910/CR = 0.922 |
| Aesthetic Experience | Perceived visual appeal, harmony, and design coherence (S. Chang & Suh, 2025b; Norman, 2004). | 3 | “This activity was visually pleasing and harmonious.” | α = 0.861/CR = 0.905 |
| Empathy | Emotional identification with one’s creation or peers (Lessiter et al., 2001; Herrera et al., 2018). | 5 | “I could emotionally connect with the character I created.” | α = 0.909/CR = 0.924 |
| Immersion | Deep absorption and involvement during learning (Hudson et al., 2019; Jennett et al., 2008; Yoon et al., 2011). | 3 | “I was deeply immersed in the activity and lost track of time.” | α = 0.932/CR = 0.950 |
| Educational Satisfaction | Immediate satisfaction and enjoyment of the learning experience (Venkatesh, 2020; Woo & Hwang, 2009; J. Kim, 2015). | 4 | “I was satisfied with my learning experience in this workshop.” | α = 0.956/CR = 0.960 |
| Learning Outcomes | Perceived improvement in creativity, reflection, and skill acquisition (Gillan & Braden, 2016; Jo, 2022; Ha et al., 2024). | 5 | “This activity improved my creative thinking and problem-solving abilities.” | α = 0.958/CR = 0.962 |
| Paths | Unstandardized Estimate | S.E. | C.R. | β | AVE | CR | ||
|---|---|---|---|---|---|---|---|---|
| Educational Experience | -> | EDU1 | 1 | - | - | 0.867 | 0.864 | 0.962 |
| -> | EDU 2 | 1.023 | 0.059 | 17.237 | 0.927 | |||
| -> | EDU 3 | 1.042 | 0.068 | 15.402 | 0.861 | |||
| -> | EDU 4 | 0.968 | 0.058 | 16.655 | 0.824 | |||
| Entertainment Experience | -> | ENT1 | 1 | - | - | 0.847 | 0.747 | 0.922 |
| -> | ENT2 | 1.102 | 0.074 | 14.837 | 0.880 | |||
| -> | ENT3 | 1.062 | 0.074 | 14.278 | 0.857 | |||
| -> | ENT4 | 0.837 | 0.075 | 11.209 | 0.727 | |||
| Aesthetic Experience | -> | AES2 | 1 | - | - | 0.750 | 0.829 | 0.905 |
| -> | AES 3 | 1.295 | 0.137 | 9.444 | 0.977 | |||
| Empathy | -> | EMP1 | 1 | - | - | 0.793 | 0.708 | 0.924 |
| -> | EMP2 | 0.974 | 0.089 | 10.918 | 0.754 | |||
| -> | EMP3 | 1.061 | 0.084 | 12.692 | 0.851 | |||
| -> | EMP4 | 0.957 | 0.085 | 11.325 | 0.777 | |||
| -> | EMP5 | 0.938 | 0.081 | 11.597 | 0.792 | |||
| Immersion | -> | IMM1 | 1 | - | - | 0.895 | 0.862 | 0.950 |
| -> | IMM2 | 1.015 | 0.068 | 14.96 | 0.860 | |||
| -> | IMM3 | 1.013 | 0.075 | 13.534 | 0.804 | |||
| Educational Satisfaction | -> | SAT1 | 1 | - | - | 0.756 | 0.826 | 0.960 |
| -> | SAT 2 | 1.154 | 0.094 | 12.251 | 0.854 | |||
| -> | SAT 3 | 1.173 | 0.093 | 12.656 | 0.878 | |||
| -> | SAT 4 | 1.201 | 0.092 | 13.083 | 0.904 | |||
| -> | SAT 5 | 1.074 | 0.097 | 11.123 | 0.786 | |||
| Learning Outcomes | -> | LO2 | 1 | - | - | 0.841 | 0.836 | 0.962 |
| -> | LO3 | 1.037 | 0.143 | 7.239 | 0.880 | |||
| -> | LO4 | 1.07 | 0.148 | 7.25 | 0.883 | |||
| -> | LO5 | 0.99 | 0.146 | 6.798 | 0.778 | |||
| -> | LO6 | 1.058 | 0.038 | 28.134 | 0.866 | |||
| Education | Entertainment | Aesthetic | Empathy | Immersion | Education | Satisfaction | |
|---|---|---|---|---|---|---|---|
| Educational Experience | 0.929 | ||||||
| Entertainment Experience | 0.331 *** | 0.864 | |||||
| Aesthetic Experience | 0.347 *** | 0.440 *** | 0.910 | ||||
| Empathy | 0.372 *** | 0.571 *** | 0.585 *** | 0.841 | |||
| Immersion | 0.362 *** | 0.554 *** | 0.493 *** | 0.582 *** | 0.928 | ||
| Educational Satisfaction | 0.627 *** | 0.282 *** | 0.445 *** | 0.389 *** | 0.433 *** | 0.908 | |
| learning outcomes | 0.240 ** | 0.109 | 0.119 | 0.045 | 0.245 ** | 0.330 *** | 0.915 |
| Hypotheses | Paths | Estimate | S.E. | C.R. | p-Value | Supported | |||
|---|---|---|---|---|---|---|---|---|---|
| H1 | H1-1 | Educational Experience | → | Empathy | 0.149 | 0.078 | 1.921 | 0.055 | No |
| H1-2 | Entertainment Experience | → | 0.334 | 0.073 | 4.610 | *** | Yes | ||
| H1-3 | Aesthetic Experience | → | 0.434 | 0.088 | 4.957 | *** | Yes | ||
| H2 | H2-1 | Educational Experience | → | Immersion | 0.114 | 0.065 | 1.760 | 0.078 | No |
| H2-2 | Entertainment Experience | → | 0.215 | 0.064 | 3.378 | *** | Yes | ||
| H2-3 | Aesthetic Experience | → | 0.154 | 0.074 | 2.076 | 0.038 | Yes | ||
| H3 | Empathy | → | Immersion | 0.220 | 0.079 | 2.794 | 0.005 | Yes | |
| H4 | Empathy | → | Educational Satisfaction | 0.173 | 0.074 | 2.356 | 0.018 | Yes | |
| H5 | Immersion | → | Educational Satisfaction | −0.186 | 0.091 | −2.050 | 0.040 | No (Trade-off) | |
| H6 | Empathy | → | Learning Outcomes | 0.305 | 0.092 | 3.311 | *** | Yes | |
| H7 | Immersion | → | Learning Outcomes | 0.253 | 0.115 | 2.203 | 0.028 | Yes | |
| H8 | Education satisfaction | → | Learning Outcomes | 0.356 | 0.107 | 3.341 | *** | Yes | |
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Lee, W.; Chang, S.; Suh, J. Balancing Affective Engagement and Cognitive Load in Generative-AI-Based Learning: Empathy, Immersion, and Emotional Design in Design Education. Educ. Sci. 2025, 15, 1478. https://doi.org/10.3390/educsci15111478
Lee W, Chang S, Suh J. Balancing Affective Engagement and Cognitive Load in Generative-AI-Based Learning: Empathy, Immersion, and Emotional Design in Design Education. Education Sciences. 2025; 15(11):1478. https://doi.org/10.3390/educsci15111478
Chicago/Turabian StyleLee, Wonsub, Sungbok Chang, and Jungho Suh. 2025. "Balancing Affective Engagement and Cognitive Load in Generative-AI-Based Learning: Empathy, Immersion, and Emotional Design in Design Education" Education Sciences 15, no. 11: 1478. https://doi.org/10.3390/educsci15111478
APA StyleLee, W., Chang, S., & Suh, J. (2025). Balancing Affective Engagement and Cognitive Load in Generative-AI-Based Learning: Empathy, Immersion, and Emotional Design in Design Education. Education Sciences, 15(11), 1478. https://doi.org/10.3390/educsci15111478

