TY - GEN
T1 - Role-Playing as an Embodied Cognition Strategy to Enhance Learning Outcomes in the Empathize and Define Stages of Design Thinking Within Project-Based Design Courses
AU - Luo, Yuhan
AU - Jia, Pengxiang
AU - Liu, Bingjian
AU - Lai, Nai Yeen Gavin
AU - Li, Guang
AU - Chai, Wai Siong
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
PY - 2025
Y1 - 2025
N2 - In design education, project-based learning and design thinking emphasize the development of higher-order cognitive skills, including critical thinking and problem-solving. However, students often rely on intuitive, fast thinking (System 1), leading to premature solutions during the empathize and define stages. Dual Process Theory suggests that design thinking requires slower, reflective thinking (System 2) for effective problem analysis. Role-playing, as an embodied learning strategy, provides an opportunity to bridge the gap between these two types of thinking by engaging students physically and emotionally. However, its impact on learning outcomes during these stages remains unclear. This study explored how role-playing with varying embodiment levels influenced comprehension, retention, and transferability in the empathize and define stages of design thinking. Ninety undergraduate design students were randomly assigned to three groups: high-embodiment, low-embodiment, and control. The high-embodiment group engaged in sensorimotor role-playing, while the low-embodiment group focused on verbal interactions, and the control group followed a lecture-based approach. The study included pre-tests, post-tests, and delayed tests to assess outcomes. Results showed that role-playing, particularly high-embodiment, significantly improved comprehension, retention, and the ability to transfer knowledge to new contexts. These findings suggest that embodied learning strategies, especially high-embodiment role-playing, enhance cognitive engagement and support deeper reflective thinking in design education.
AB - In design education, project-based learning and design thinking emphasize the development of higher-order cognitive skills, including critical thinking and problem-solving. However, students often rely on intuitive, fast thinking (System 1), leading to premature solutions during the empathize and define stages. Dual Process Theory suggests that design thinking requires slower, reflective thinking (System 2) for effective problem analysis. Role-playing, as an embodied learning strategy, provides an opportunity to bridge the gap between these two types of thinking by engaging students physically and emotionally. However, its impact on learning outcomes during these stages remains unclear. This study explored how role-playing with varying embodiment levels influenced comprehension, retention, and transferability in the empathize and define stages of design thinking. Ninety undergraduate design students were randomly assigned to three groups: high-embodiment, low-embodiment, and control. The high-embodiment group engaged in sensorimotor role-playing, while the low-embodiment group focused on verbal interactions, and the control group followed a lecture-based approach. The study included pre-tests, post-tests, and delayed tests to assess outcomes. Results showed that role-playing, particularly high-embodiment, significantly improved comprehension, retention, and the ability to transfer knowledge to new contexts. These findings suggest that embodied learning strategies, especially high-embodiment role-playing, enhance cognitive engagement and support deeper reflective thinking in design education.
KW - Design Thinking
KW - Embodied Learning
KW - Role Playing
UR - http://www.scopus.com/inward/record.url?scp=105007816456&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-93564-0_6
DO - 10.1007/978-3-031-93564-0_6
M3 - Conference contribution
AN - SCOPUS:105007816456
SN - 9783031935633
T3 - Lecture Notes in Computer Science
SP - 89
EP - 101
BT - Learning and Collaboration Technologies - 12th International Conference, LCT 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Proceedings
A2 - Smith, Brian K.
A2 - Borge, Marcela
PB - Springer Science and Business Media Deutschland GmbH
T2 - 12th International Conference on Learning and Collaboration Technologies, LCT 2025, held as part of the 27th HCI International Conference, HCII 2025
Y2 - 22 June 2025 through 27 June 2025
ER -