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