Asian Pendidikan https://journalarsvot.com/index.php/aspen <p><strong>Jurnal Asian Pendidikan (ASPEN) [ISSN 2735 2331 eISSN 2805 4350]</strong> is an open-access journal which publishes empirical research articles in the field of primary education, secondary education, higher education, technology, learning, teaching and assessment. The journal aims to provide an international forum for the presentation of original fundamental research, interpretative reviews and discussion of new developments in the area of education. The journal welcomes research articles from teachers, educators, researchers, academics, trainers, police developers and practitioners on all aspects of education, technology, learning, teaching and assessment to publish high quality peer-reviewed papers. The journal welcomes submissions written in either English or <em>Bahasa Melayu </em>(Malay Language).</p> <p>ASPEN is published online with a frequency of <strong><u>TWO (2) issues per year (June and December)</u></strong>. Besides that, special issues of ASPEN will be published non-periodically from time to time.</p> <h3>Open Access Policy</h3> <p>This journal provides immediate open access to its content on the principle that making research freely available to the public supports a greater global exchange of knowledge.</p> en-US charanjit@fbk.upsi.edu.my (Associate Professor Dr. Charanjit Kaur Swaran Singh) secretariat@arsvot.org (admin) Wed, 15 Apr 2026 10:16:49 +0000 OJS 3.2.1.0 http://blogs.law.harvard.edu/tech/rss 60 The Relationship Between Social Innovation and Return on Investment (ROI) in Polytechnic and Community Collages Commercialization Activities https://journalarsvot.com/index.php/aspen/article/view/904 <p>Research, development, innovation, commercialization and economy (RDICE) are the main focuses of Technical and Vocational Education and Training (TVET), an educational system that prioritizes obtaining Return on Investment (ROI). As essential parts of the TVET system, polytechnics and community colleges are always looking to improve income generation through ROI-driven projects. However, a number of contributing factors, such as product value, product exposure, return on Investment (ROI) and social innovation (SI) are necessary for ROI to be successful in polytechnics and community colleges. The purpose of this study is to&nbsp; examine need for return on investment and social Innovation in commercialization activities of Polytechnics and Community Colleges. A quantitative research technique was used, with 145 respondents including Heads of Research, Innovation, and Commercialization from polytechnics and community colleges. Partial Least Squares (PLS) analysis is used to analyze data. This study's findings show that Return on Investment (ROI) and Social Innovation (SI) are key predictors of successful commercialization activities. This study provides strategic insights for educational institutions to boost their commercialization activities while remaining aligned with the commercialization agendas of polytechnics and community colleges.</p> Mohd Norhadi, Utami Hidayah, Irdayanti Copyright (c) 2026 Mohd Norhadi, Utami Hidayah, Irdayanti https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/904 Tue, 31 Mar 2026 00:00:00 +0000 Development of Learning Style-Based Mathematics Problem Solving Instruments to Measure Elementary School Students’ HOTS https://journalarsvot.com/index.php/aspen/article/view/931 <p>Problem-solving skills can be enhanced through the development of measurement tools that integrate learning styles into both the learning process and the completion of Higher Order Thinking Skills (HOTS) tasks. Learning styles influence how students receive, process, and apply information, thereby shaping their strategies in solving mathematical problems. This study aims to analyze the content validity, empirical validity, reliability, and item characteristics of the developed instrument while aligning it with students’ learning style preferences. A quantitative approach with an instrument analysis design was employed. The subjects included expert validators and elementary school students. Data were collected through validation sheets, a mathematical problem-solving test, and a learning style questionnaire to identify students’ cognitive tendencies. Data analysis involved Aiken’s V, Product Moment correlation, Cronbach’s Alpha, test–retest, and item analysis using SPSS and Microsoft Excel. The results show that the instrument meets the criteria of validity, reliability, and good item quality. The instrument is not only aligned with problem-solving indicators but also accommodates variations in learning styles. Cognitive learning styles influence how students analyze and solve HOTS-based problems; thus, integrating them into assessment provides a more meaningful evaluation of students’ mathematical problem-solving abilities.</p> Resnaning Puji Astuti Riyadi, Septi Triyani Copyright (c) 2026 https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/931 Wed, 15 Apr 2026 00:00:00 +0000 Tumpal Futura: A Transmedia Adaptation of Futuristic Batik Design Concepts into a Scratch Education Game https://journalarsvot.com/index.php/aspen/article/view/936 <p>The relevance of Batik for the new generation faces challenges due to the perception that tends to be static and bound to the past. This research addresses this challenge by conducting a transmedia adaptation of a futuristic Batik design concept, "Tumpal Futura", which is realized into an interactive educational game using the Scratch platform. Through the ADDIE framework and thematic analysis from in-depth interviews with nine experts, this research found that the fusion of cultural heritage with avant-garde aesthetics creates a powerful paradox and is effective in attracting young audiences. It was identified that the main challenge in the adaptation process was not visual replication, but rather the conceptual translation of the motif's philosophy into game mechanics. Furthermore, this study affirms that the success of a digital pedagogy tool lies not in its interactivity alone, but in its ability to provide a rich narrative context. This research successfully presents a model of a complete creative process for revitalizing cultural heritage through transmedia storytelling.</p> Nuril Alfinatus Sholehah, Irma Russanti, Sri Marmoah Copyright (c) 2026 Nuril Alfinatus Sholehah, Irma Russanti, Sri Marmoah https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/936 Wed, 10 Jun 2026 00:00:00 +0000 The Utilization of the Scratch Application in the Development of Ready to Wear Deluxe Wedani Woven Dresses https://journalarsvot.com/index.php/aspen/article/view/937 <p>The contemporary fashion design paradigm demands the integration of cultural heritage with technological efficiency. The process of adapting traditional textiles, such as Wedani woven fabric, into the contemporary ready-to-wear deluxe segment faces significant challenges, primarily the high costs and time involved in the prototyping cycle. This research investigates the utilization of the Scratch application, a visual programming platform, as an innovative solution for rapid, model-based, and cost-free fashion design prototyping. Through a qualitative approach, this study involved in-depth interviews with three key participant groups: industry experts, design practitioners, and academics. Thematic analysis of the qualitative data identifies an urgent need for accessible visualization tools. The result of this research is a functional prototype within Scratch that enables designers to explore combinations of woven motifs on fashion silhouettes in a modular and interactive manner. This system is proven to accelerate the ideation process, minimize financial risks, and reduce material waste from physical sampling. This study affirms that Scratch offers a pragmatic method for bridging the preservation of cultural essence with the demands for efficiency and innovation in the global fashion market.</p> Nabila Wanda Salsa, Irma Russanti, Sri Marmoah Copyright (c) 2026 Nabila Wanda Salsa, Irma Russanti, Sri Marmoah https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/937 Mon, 22 Jun 2026 00:00:00 +0000 Realizing the Dream Kebaya: How Scratch Can Serve as an Innovative Design Tool https://journalarsvot.com/index.php/aspen/article/view/938 <p>The contemporary fashion design paradigm, which is shifting towards digital innovation and sustainability, poses a challenge for traditional garments like the kebaya to remain relevant. Designers are often hindered by complex software and costly, time-consuming physical prototyping processes, which impede innovation. This research aims to bridge this gap by exploring the potential of a simple visual coding platform, Scratch, as an innovative and accessible design tool for the kebaya. Using a qualitative approach with the ADDIE framework, the study gathered data through in-depth interviews with fashion industry experts, practitioners, and academics. Data was analyzed using thematic analysis. The findings indicate that Scratch has the potential to democratize the design process by providing an intuitive platform for visual experimentation. Features such as sprites enable designers to manipulate design elements in a modular fashion and perform rapid iterations on silhouettes, colors, and motifs. The platform can also visually represent material textures and construction techniques, supporting the exploration of sustainable design. In conclusion, Scratch serves as an effective catalyst for creativity, lowering the barriers to experimentation and fostering the creation of original kebaya designs with high artistic value.</p> Yosi Banath, Irma Russanti, Sri Marmoah Copyright (c) 2026 Yosi Banath, Irma Russanti, Sri Marmoah https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/938 Fri, 19 Jun 2026 00:00:00 +0000 Ginko and Swan Style Transformation: Designing an Interactive Dress-Up Game with Scratch https://journalarsvot.com/index.php/aspen/article/view/951 <p>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.</p> Kendra Riksana Ramadhani, Irma Russanti Copyright (c) 2026 Kendra Riksana Ramadhani, Irma Russanti https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/951 Sun, 28 Jun 2026 00:00:00 +0000 Summer and Beach Style Studio Developing a Scratch-Based Gamification Tool for Visualizing Seasonal Fashion https://journalarsvot.com/index.php/aspen/article/view/964 <p>The rise of digital fashion has created a notable gap between online inspiration and practical style application, a challenge particularly prevalent in non-Western contexts like Indonesia, where generic digital tools often fail to meet local and cultural needs. This research addresses this gap by detailing the development and evaluation of "Summer and Beach Style Studio," a low-fidelity gamification tool built on the accessible Scratch platform. Adopting a qualitative approach guided by the ADDIE framework, this study collected data through semi-structured interviews with three experts: an industry creative director, a fashion practitioner, and an academic. The findings confirm a significant "Inspiration-Execution Gap" and validate the prototype as an effective solution. The tool was praised for its intuitive, game-like interface that successfully lowers technical barriers and encourages user experimentation. Experts also highlighted its strong pedagogical potential to enhance users' "visual literacy" and confidence. This study demonstrates that accessible, low-code platforms can be powerful, culturally relevant tools for fashion visualization and education, offering a potent alternative to complex, high-fidelity systems.</p> Shohifah Khofiyya, Irma Russanti Copyright (c) 2026 Shohifah Khofiyya, Irma Russanti https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/964 Mon, 20 Jul 2026 00:00:00 +0000 Penggunaan Set Induksi Digital Kahoot dalam Meningkatkan Kefahaman Konsep Asas Prinsip Perakaunan dalam Kalangan Pelajar Diploma Perakaunan Tahun 1 di Kolej Vokasional https://journalarsvot.com/index.php/aspen/article/view/990 <p>Basic accounting principles — the accounting equation, the classification of the five account elements, and the debit and credit rules of double-entry bookkeeping — are abstract and highly interdependent, and first-year vocational college students frequently carry misconceptions from these topics into more complex work on journals, ledgers and financial statements. This action research evaluated Kahoot as a digital set induction — a 20 to 30 minute gamified quiz opening each session — in a Financial Accounting 1 course. It followed the Kemmis and McTaggart cycle of planning, action, observation and reflection over four weeks with 24 Year 1 Diploma in Accounting students at Kolej Vokasional Sungai Buloh. Data were collected through a pre-test and post-test of 15 multiple-choice and two structured application items, and through structured classroom observation. The proportion of students at the excellent band rose from 2 (8.33 per cent) to 20 (83.33 per cent), those at the weak band fell from 11 (45.83 per cent) to 2 (8.33 per cent), and the cohort mean rose from 65.0 per cent to 87.0 per cent, a gain of 22.0 percentage points. Observation indicated more active participation, quicker spontaneous responses and greater willingness to attempt debit and credit classification. Practical constraints included unstable internet access, uneven student devices and initial difficulty with class control. The findings are offered as practitioner evidence rather than as a generalisable causal claim, since the study involved a single intact group with no control group and no inferential testing.</p> <p><strong>Abstrak:</strong> Konsep asas prinsip perakaunan, iaitu persamaan perakaunan, pengelasan lima elemen akaun serta peraturan debit dan kredit dalam sistem catatan bergu, bersifat abstrak dan saling bergantung. Pelajar tahun pertama kolej vokasional kerap membawa miskonsepsi daripada topik ini kepada penyediaan Jurnal Am, Lejar dan Penyata Kewangan. Kajian tindakan ini menilai penggunaan Kahoot sebagai set induksi digital, iaitu kuiz bergamifikasi selama 20 hingga 30 minit pada permulaan setiap sesi pengajaran, dalam kursus Perakaunan Kewangan 1. Kajian mengikut kitaran Kemmis dan McTaggart, iaitu perancangan, tindakan, pemerhatian dan refleksi, dilaksanakan selama empat minggu ke atas 24 orang pelajar Diploma Perakaunan Tahun 1 di Kolej Vokasional Sungai Buloh. Data dikumpulkan melalui ujian pra dan ujian pasca yang mengandungi 15 soalan aneka pilihan dan dua soalan aplikasi berstruktur, serta melalui pemerhatian berstruktur dalam bilik darjah. Bilangan pelajar pada tahap cemerlang meningkat daripada 2 orang (8.33 peratus) kepada 20 orang (83.33 peratus), bilangan pelajar pada tahap lemah menurun daripada 11 orang (45.83 peratus) kepada 2 orang (8.33 peratus), manakala markah purata kohort meningkat daripada 65.0 peratus kepada 87.0 peratus, iaitu peningkatan sebanyak 22.0 mata peratusan. Pemerhatian menunjukkan penyertaan lebih aktif, tindak balas spontan lebih pantas dan kesediaan lebih tinggi untuk mencuba pengelasan debit dan kredit. Kekangan praktikal yang dikenal pasti termasuk ketidakstabilan capaian Internet, kepelbagaian keupayaan peranti pelajar dan kesukaran kawalan kelas pada peringkat awal. Dapatan ini dikemukakan sebagai bukti amalan guru dan bukan sebagai dakwaan sebab akibat yang boleh digeneralisasikan, memandangkan kajian melibatkan satu kumpulan utuh tanpa kumpulan kawalan dan tanpa ujian inferensi.</p> Nur Hamizah binti Mohd Nasir, Nur Insyierah binti Ahiaruddin, Muhammad Amin bin Ahmad Dimyati, Muhammad Akif Danish bin Norisam Copyright (c) 2026 Nur Hamizah binti Mohd Nasir, Nur Insyierah binti Ahiaruddin, Muhammad Amin bin Ahmad Dimyati, Muhammad Akif Danish bin Norisam https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/990 Fri, 18 Sep 2026 00:00:00 +0000 Keberkesanan Inovasi Memori Penanda Buku dalam Meningkatkan Penguasaan Novel Bahasa Melayu dalam Kalangan Pelajar Kolej Vokasional https://journalarsvot.com/index.php/aspen/article/view/991 <p>Mastery of the literature component, particularly the novel, remains a persistent difficulty for many Malaysian vocational college students because the texts are long, the literary register is dense, and the information that must be recalled during examinations is highly structured. This action research evaluated the effectiveness of Memori Penanda Buku, a laminated half-A4 bookmark containing colour-coded summary notes on theme, issues, characters and characterisation, setting, plot, plot techniques, language style, values, moral lessons and the author's biodata, as a quick-reference teaching aid for the Malay Language novel component. The study followed the Kemmis and McTaggart action research cycle of planning, action, observation and reflection, and was conducted on one class of Year 2 SVM MTK students at Kolej Vokasional Sungai Buloh. Data were collected through a comparison of pre- and post-intervention achievement, structured classroom observation, oral question-and-answer sessions, quizzes and written exercises. The passing rate rose from 75 per cent before the intervention to 88 per cent after it, an increase of 13 percentage points, while observation indicated greater willingness to attempt novel questions, faster identification of key facts and more confident use of literary terminology. The production cost was RM113.00 for about 200 bookmarks (RM0.57 per unit), indicating an inexpensive and readily reproducible innovation. The findings are interpreted through cognitive load theory, dual coding theory and retrieval practice, and are offered as practitioner evidence rather than as a statistically generalisable claim, since the study involved a single intact group without a control group or inferential testing.</p> <p><strong>Abstrak:</strong> Penguasaan komponen sastera, khususnya kajian novel, masih menjadi kesukaran berterusan kepada sebahagian besar pelajar kolej vokasional kerana teks yang panjang, laras bahasa sastera yang padat serta maklumat yang perlu diingat semasa peperiksaan bersifat sangat berstruktur. Kajian tindakan ini menilai keberkesanan Memori Penanda Buku, iaitu penanda buku bersaiz separuh A4 yang dilaminat dan mengandungi nota ringkas berkod warna tentang tema, persoalan, watak dan perwatakan, latar, plot, teknik plot, gaya bahasa, nilai, pengajaran serta biodata penulis, sebagai bahan rujukan pantas bagi komponen novel Bahasa Melayu. Kajian dilaksanakan mengikut kitaran kajian tindakan Kemmis dan McTaggart yang melibatkan perancangan, tindakan, pemerhatian dan refleksi, ke atas sebuah kelas pelajar 2 SVM MTK di Kolej Vokasional Sungai Buloh. Data dikumpulkan melalui perbandingan pencapaian sebelum dan selepas intervensi, pemerhatian berstruktur dalam bilik darjah, sesi soal jawab lisan, kuiz dan latihan bertulis. Peratus kelulusan meningkat daripada 75 peratus sebelum intervensi kepada 88 peratus selepas intervensi, iaitu peningkatan sebanyak 13 mata peratusan, manakala pemerhatian menunjukkan kesediaan yang lebih tinggi untuk mencuba soalan novel, pengecaman fakta penting yang lebih pantas serta penggunaan istilah sastera yang lebih yakin. Kos penghasilan ialah RM113.00 bagi kira-kira 200 keping penanda buku, iaitu sekitar RM0.57 seunit, menunjukkan bahawa inovasi ini murah dan mudah dihasilkan semula. Dapatan ditafsirkan menerusi teori beban kognitif, teori pengekodan dwisaluran dan latihan mendapatkan semula maklumat, dan dikemukakan sebagai bukti amalan guru dan bukan sebagai dakwaan yang boleh digeneralisasikan secara statistik, memandangkan kajian melibatkan satu kumpulan utuh tanpa kumpulan kawalan dan tanpa ujian inferensi.</p> Nor Iedah Binti Mohd Khalid, Siti Syafiqah Binti Saifullazif, Haqim Adam Syah Bin Abd Hani, Ezra Hariz Imaan Bin Riz Zuan Copyright (c) 2026 Nor Iedah Binti Mohd Khalid, Siti Syafiqah Binti Saifullazif, Haqim Adam Syah Bin Abd Hani, Ezra Hariz Imaan Bin Riz Zuan https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/991 Fri, 18 Sep 2026 00:00:00 +0000 Meningkatkan Penguasaan Subnetting Melalui Gamifikasi dan Visualisasi: Kajian Tindakan Inovasi Subnetting Master di Kolej Vokasional https://journalarsvot.com/index.php/aspen/article/view/992 <p>Subnetting is a foundational competency in computer networking, yet many students treat it as a memorisation task and cannot explain why a network begins at a particular address or why the last address in a block becomes the broadcast address. This two-cycle action research evaluated Subnetting Master, an innovation that sequences instruction from concrete to visual, then procedural, then gamified practice. Its components are the Kek Network analogy, a physical Subnet Slider, the Magic Number shortcut, and Subnetting Bingo. The study involved 20 first-semester Diploma in Information Technology students at Kolej Vokasional Sungai Buloh over five weeks, with content limited to Class C subnets from prefix /25 to /28. Data were collected through initial and final diagnostic tests, answering-time records, an observation checklist, document review and short interviews, and were triangulated across these sources. The mean diagnostic score rose from 45 per cent to 88 per cent, the pass rate from 60 per cent to 100 per cent, and observed active participation from 30 per cent to 100 per cent, while the mean time to complete one full subnetting question fell from 6.2 minutes to 2.0 minutes. The four recurring errors identified at baseline declined after the intervention, and students became more willing to explain their working aloud. The findings are reported as practitioner evidence from a single intact class without a comparison group or inferential testing, and the main contribution is a reusable teaching protocol rather than a generalisable claim of effectiveness.</p> <p><strong>Abstrak:</strong> Subnetting merupakan kemahiran asas dalam bidang rangkaian komputer, namun ramai pelajar menganggapnya sebagai tugasan hafalan dan tidak dapat menerangkan mengapa sesuatu rangkaian bermula pada alamat tertentu atau mengapa alamat terakhir dalam sesuatu blok menjadi alamat broadcast. Kajian tindakan dua kitaran ini menilai inovasi Subnetting Master yang menyusun pengajaran secara berperingkat daripada konkrit kepada visual, kemudian kepada prosedur pengiraan dan akhirnya kepada latihan bergamifikasi. Komponennya terdiri daripada analogi Kek Network, Subnet Slider fizikal, teknik Magic Number dan permainan Subnetting Bingo. Kajian melibatkan 20 orang pelajar Semester 1 Diploma Teknologi Maklumat di Kolej Vokasional Sungai Buloh sepanjang lima minggu, dengan skop kandungan dibataskan kepada subnet kelas C bagi prefix /25 hingga /28. Data dikumpulkan melalui diagnostik awal dan akhir, rekod masa menjawab, senarai semak pemerhatian, semakan dokumen serta temu bual ringkas, dan ditriangulasikan antara sumber tersebut. Purata markah diagnostik meningkat daripada 45 peratus kepada 88 peratus, kadar lulus daripada 60 peratus kepada 100 peratus, dan penglibatan aktif yang diperhatikan daripada 30 peratus kepada 100 peratus, manakala purata masa menyiapkan satu soalan subnetting lengkap menurun daripada 6.2 minit kepada 2.0 minit. Empat kesalahan lazim yang dikenal pasti pada peringkat awal berkurangan selepas intervensi, dan pelajar menjadi lebih bersedia menerangkan jalan kerja secara lisan. Dapatan dilaporkan sebagai bukti amalan guru daripada satu kelas utuh tanpa kumpulan perbandingan dan tanpa ujian inferensi, dan sumbangan utamanya ialah protokol pengajaran yang boleh diguna semula.</p> Norsidah binti Hashim, Nur Diyana binti Mohamad Shukri, Ilham Karimi binti Mat Rof, Farah Afiqah binti Borhannudin Copyright (c) 2026 Norsidah binti Hashim, Nur Diyana binti Mohamad Shukri, Ilham Karimi binti Mat Rof, Farah Afiqah binti Borhannudin https://creativecommons.org/licenses/by-nc-sa/4.0 https://journalarsvot.com/index.php/aspen/article/view/992 Fri, 18 Sep 2026 00:00:00 +0000