The Effect of an A/r/tography-Based Art Board Game Art Education Program on Fostering Empathy: The Case of the <Sensory Garden> Program

This study addressed the decline in emotional exchange and empathy among the digital-native generation by developing and implementing an art board game to foster empathy. Conducted as an A/r/tography-based action research project with eight third-grade students at S Elementary School, it followed a reflective and cyclical improvement process. The Sensory Garden program, comprising ‘Awakening the Senses,’ ‘Expressing Imagination and Emotions,’ and ‘The Garden of Art Appreciation,’ was designed using the ADDIE model and refined collaboratively with participants. Findings revealed enhanced emotional expression, improved understanding of others, and naturally embodied empathy through interactive play, demonstrating the applicability and feasibility of art board game–based teaching and learning in art education.

Authors

Publication Details

Journal
Society for Art Education of Korea
Published
2025-09-01
DOI
https://doi.org/10.25297/aer.2025.95.625
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00
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article

The Effect of an A/r/tography-Based Art Board Game Art Education Program on Fostering Empathy: The Case of the <Sensory Garden> Program

Hyeyoung HONG, J. Charles Park
Society for Art Education of Korea
Education and Learning Interventions
article

The Effect of an A/r/tography-Based Art Board Game Art Education Program on Fostering Empathy: The Case of the <Sensory Garden> Program

Hyeyoung HONG, J. Charles Park
article en

Abstract

This study addressed the decline in emotional exchange and empathy among the digital-native generation by developing and implementing an art board game to foster empathy. Conducted as an A/r/tography-based action research project with eight third-grade students at S Elementary School, it followed a reflective and cyclical improvement process. The Sensory Garden program, comprising ‘Awakening the Senses,’ ‘Expressing Imagination and Emotions,’ and ‘The Garden of Art Appreciation,’ was designed using the ADDIE model and refined collaboratively with participants. Findings revealed enhanced emotional expression, improved understanding of others, and naturally embodied empathy through interactive play, demonstrating the applicability and feasibility of art board game–based teaching and learning in art education.

Society for Art Education of KoreaVol. 95
Openalex Percentile: Top 65%
Education and Learning Interventions
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