Ginko and Swan Style Transformation: Designing an Interactive Dress-Up Game with Scratch
DOI:
https://doi.org/10.53797/aspen.v6i2.6.2026Keywords:
ADDIE, scratch, ginko and swan, lecturerAbstract
Contemporary fashion design is undergoing a significant shift towards interactive digital ecosystems, yet there is a gap in accessible educational platforms for translating abstract style concepts into practice. This research aims to design, develop, and evaluate an interactive dress-up game, "Ginko and Swan Style Transformation," using the Scratch visual programming platform as a pedagogical solution. Adopting the ADDIE instructional design methodology, this research uses a qualitative approach through semi-structured interviews with nine participants consisting of industry experts, practitioners, and fashion academics. Data was analyzed using Thematic Analysis. The results identified three main themes: (1) The narrative duality of the organic "Ginko" style and the structured "Swan" style. The existence of a pedagogical gap in conventional tools; and (3) The validation of the game prototype as an effective medium for design exploration by experts. This study demonstrates that low-barrier platforms like Scratch can successfully bridge design theory and practice, offering a potential gamification model to enhance engagement and conceptual understanding in fashion education.
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