Ginko and Swan Style Transformation: Designing an Interactive Dress-Up Game with Scratch

Authors

  • Kendra Riksana Ramadhani Universitas Negeri Surabaya
  • Irma Russanti Universitas Negeri Surabaya

DOI:

https://doi.org/10.53797/aspen.v6i2.6.2026

Keywords:

ADDIE, scratch, ginko and swan, lecturer

Abstract

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.

Downloads

Download data is not yet available.

References

Alrubaye, H., Ludi, S., & Mkaouer, M. W. (2017). Comparison of visual programming and hybrid programming environments in transferring programming skills (Master’s thesis). Rochester Institute of Technology. https://repository.rit.edu/theses/9412/

Behnamnia, N., Kamsin, A., Ismail, M. A. B., & Hayati, A. (2020). The effective components of creativity in digital game-based learning among young children: A case study. Children and Youth Services Review, 116, 105227. https://doi.org/10.1016/j.childyouth.2020.105227

Bertola, P., & Teunissen, J. (2018). Fashion 4.0. Innovating fashion industry through digital transformation. Research journal of textile and apparel, 22(4), 352-369. https://doi.org/10.1108/RJTA-03-2018-0023

Chen, R. (2020). The role of augmented reality in retail settings: A systematic literature review and research agenda (Master’s thesis, The University of Manchester, UK). University of Manchester Research Explorer. https://research.manchester.ac.uk/en/studentTheses/the-role-of-augmented-reality-in-retail-settings-a-systematic-lit

Gallery, C., Chrimes, C., & Bath, A. (2025). The Impact of AI and 3D Digital Tools on Fashion Product Development.

Gandolfi, E. (2018). Playing, debugging, learning: A proposal between game and instructional designs via extended prototyping. E-Learning and Digital Media, 15(2), 79–97. https://doi.org/10.1177/2042753018757079

Geratowski, L. (2020). Visual Anxiolytics: Developing theory and design guidelines for abstract affective visualizations aimed at alleviating episodes of anxiety (Master’s thesis, Aalto University, School of Arts, Design and Architecture). Aalto doc. https://urn.fi/URN:NBN:fi:aalto-202006213843

Machidon, O. M., Duguleana, M., & Carrozzino, M. (2018). Virtual humans in cultural heritage ICT applications: A review. Journal of Cultural Heritage, 33, 249–260. https://doi.org/10.1016/j.culher.2018.01.007

Mamis, S., Putra, I. N. A. S., Yusa, I. M. M., Aryanto, D., Yasa, N. P. D., Wahidiyat, M. P., … Carollina, D. (2023). Dasar dasar desain komunikasi visual (DKV): Panduan lengkap untuk memasuki dunia kreatif visual. PT Sonpedia Publishing Indonesia. Tersedia cuplikan di Google Books: https://books.google.com/books?id=70rPEAAAQBAJ

Mitra, J. (2019). Entrepreneurship, innovation and regional development: An introduction (2nd ed.). Routledge. E book published October 8, 2019. London. https://doi.org/10.4324/9781315543130

Lorusso, A. M. (2015). Cultural semiotics: For a cultural perspective in semiotics. Palgrave Macmillan. https://doi.org/10.1057/9781137546999

Nguyen, T., Graham, I. D., Mrklas, K. J., Bowen, S., Cargo, M., Estabrooks, C. A., … Wallerstein, N. (2020). How does integrated knowledge translation (IKT) compare to other collaborative research approaches to generating and translating knowledge? Learning from experts in the field. Health Research Policy and Systems, 18(1), 35. https://doi.org/10.1186/s12961-020-0539-6

Patel, S. R., Margolies, P. J., Covell, N. H., Lipscomb, C., & Dixon, L. B. (2018). Using instructional design, analyze, design, develop, implement, and evaluate, to develop e-learning modules to disseminate supported employment for community behavioral health treatment programs in New York State. Frontiers in public health, 6, 113. https://doi.org/10.3389/fpubh.2018.00113

Roberts, D. (2024). Performance History. Staging Restoration Comedy: The Royal Shakespeare Company, 1967-2019, 35-79. https://doi.org/10.1007/978-3-031-52209-3_4

Treiblmaier, H., Putz, L.-M., & Lowry, P. B. (2018). Setting a definition, context, and theory-based research agenda for the gamification of non-gaming applications. Transactions on Human-Computer Interaction, 10(3), 129–163. https://doi.org/10.17705/1thci.00103

Downloads

Published

2026-06-28

How to Cite

Ramadhani, K. R., & Russanti, I. . (2026). Ginko and Swan Style Transformation: Designing an Interactive Dress-Up Game with Scratch. Asian Pendidikan, 6(2), 43-49. https://doi.org/10.53797/aspen.v6i2.6.2026