Author Information
Shi-Chian Wang, National Taiwan University of Science and Technology, TaiwanYu-Chi Chen, National Taiwan University of Science and Technology, Taiwan
Huei-Tse Hou, National Taiwan University of Science and Technology, Taiwan
Abstract
Creative thinking and problem-solving abilities have long been recognized as critical core competencies in the workplace. However, without realistic scenarios or practical experiences, it remains challenging to achieve effective learning transfer. To help learners apply their knowledge in practical situations, this study designed and implemented an educational board game, “Production Crisis – Six Hats Decision Meeting”, which incorporates a GenAI diagnostic mechanism. Learners were placed in a company facing production workforce shortages, taking on roles as department managers or specific job positions. Guided by the Six Thinking Hats creative thinking framework, they engaged in simulated meeting discussions to collaboratively develop optimal solutions. In the game, a GenAI NPC developed in this study acted as the facilitator, responsible for real-time diagnosis of discussion content. When learners deviated from the current thinking hat perspective or when disputes arose, the GenAI NPC identified and explained these issues to maintain discussion focus and depth, thereby enhancing the effectiveness and systematicity of the discussions. A total of 20 learners participated in the empirical evaluation. The results showed that the board game significantly enhanced learners' learning effectiveness. Moreover, the mean scores of overall flow and game acceptance were significantly higher than the median score of the scale (3), and learners experienced a moderate cognitive load, demonstrating the positive impact of this educational board game on learning. Additionally, 85% of learners believed that the GenAI NPC's judgments and explanations regarding the thinking hats had a positive effect on learning, providing precise assistance in making judgments during discussions, offering clear explanations, and helping learners better understand the principles of creative thinking.
Paper Information
Conference: ACE2025Stream: Design
This paper is part of the ACE2025 Conference Proceedings (View)
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To cite this article:
Wang S., Chen Y., & Hou H. (2026) Design of a Creative Thinking and Problem-Solving Training Board Game With a GenAI Diagnostic Mechanism ISSN: 2186-5892 – The Asian Conference on Education 2025: Official Conference Proceedings (pp. 1693-1699) https://doi.org/10.22492/issn.2186-5892.2026.128
To link to this article: https://doi.org/10.22492/issn.2186-5892.2026.128
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