scholarly journals PEMANFAATAN FILM ANIMASI SEBAGAI MEDIA PEMBELAJARAN ANAK BERBASIS FLASHMX

2021 ◽  
Vol 12 (2) ◽  
pp. 144-151
Author(s):  
Supriyadi Sandi

Entertainment-based education can be done by teachers and parents to design learning materials about soft skills in children such as helping children. The usefulness of this animated film, has a function as an entertainment tool and as a learning medium for children so that children do not feel bored and are able to provide freshness because of the entertainment element. Of the many animated films that are shown, not many teach about something that contains the meaning of goodness, for example the attitude of helping each other. After making this film, it shows that this film has an interesting storyline and is worthy to be watched by children aged 2-8 years and contains educational values both morally and religiously and can entertain children. Children always want to help people who are having difficulties, namely by helping everyone so that they can help ease the burden of suffering from others and get a reward from the creator. The making of this animation using Macromedia Flash MX software by adding a mixture of visual effects in each scene to make it more interesting and the picture clearer

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Rong Zhang

If an animated film wants to present extraordinary visual effects, the successful use of art colors is the key to the success or failure of an animated film. Although our country’s animated film started a short time ago, its development has been slow. In modern times, it is difficult to compete with excellent animation works of other countries; animation is an art form that requires the combination of modern technology and traditional cultural areas. Chinese cartoons are gradually declining today when the technology is taking off. The reason is that the traditional culture of the country has not been thoroughly explored. In today’s diversified world, if you want to revive the brilliance of Chinese animation, you must deeply and systematically study various elements of national art and form your own creative thinking and creation system. Particularly under computer vision, the gap is very obvious. Under the computer vision, in order to study the characteristics and techniques of the use of fine art colors in animated films, to promote the development of animated films in China, this article analyzes the role of art color in the animation of excellent Chinese and foreign animation works in recent years, through literature analysis, comprehensive qualitative and quantitative analysis, etc., to study the meaning and application of color symbols, hoping to be a Chinese animation providing useful help for film creation and development. Studies have shown that color has a strong influence on animated films. A good use of artistic color can add a lot of color to an animated film. According to statistics, art colors account for at least 20% of excellent animation works, which can be integrated into animation colors. Animation works with domestic characteristics are easier to succeed. This shows that the use of artistic colors can play a key role in animated films.


Author(s):  
Ф. Мир-Багирзаде

При помощи сравнительно-исторического анализа автор исследует азербайджанские мультипликационные фильмы, экранизирующие произведения как отечественной, так и зарубежной литературы. В процессе создания каждого рисованного мультфильма советской эпохи принимали участие профессиональные режиссеры, сценаристы, художники-постановщики, снимавшие анимационные фильмы по произведениям азербайджанских писателей-классиков, среди которых – Низами Гянджеви, Мухаммед Физули, Сеид Азим Ширвани, Мирза Алекпер Сабир, Джалил Мамедкулизаде, Абдулла Шаиг, Сулейман Сами Ахундов, Али Керим, Расул Рза. К числу азербайджанских мультфильмов, снятых по произведениям зарубежной литературы, относится экранизация «Звездных дневников Ийона Тихого» и анимационный фильм по мотивам японских хайку. Азербайджанские мультфильмы по мотивам литературных произведений, вошедшие в золотой фонд киноискусства Азербайджана, отличаются специфическим творческим методом. Using a comparative historical analysis, the author explores Azerbaijani cartoon films that screen works of both domestic and foreign literature. In the process of creating each Soviet-era drawn cartoon, professional directors, screenwriters, and production designers took part in making animated films based on the works of Azerbaijani classic writers, such as Nizami Ganjavi, Mohammad Fuzuli, Seyid Azim Shirvani, Mirza Alakbar Sabir, Jalil Mammadguluzadeh, Abdulla Shaig, Suleyman Sani Akhundov, Ali Kerim, Rasul Rza. Azerbaijani cartoons based on works of foreign literature include the adaptation of «Ijon Tichy’s Star Diaries» and an animated film based on Japanese haiku. Azerbaijani cartoons based on literary works included in the Golden Fund of cinema art of Azerbaijan are distinguished by a specific creative method.


Author(s):  
Christopher Holliday

The conclusion reflects on the meaningfulness of genre analysis as paving the way for more rigorously formalist approaches to computer-animated films, but also as a way of positioning industry, technology and textuality in relation to each other. The conclusion also argues that the features of the computer-animated film identified in the book engage with discourses of juvenile behaviour to stretch the terms of the adult/child distinction, with many computer-animated films demonstrating a notable fascination with the vicissitudes and values of the childhood experience. The narratives of computer-animated films invite a specific consideration of what it means to be a child within contemporary culture. I challenge directly Judith Halberstam’s notion that certain children’s films appeal to the “disorderly child” and instead look to the fuzzy distinction between adolescents and adults engendered in portmanteau terms pertaining to cultural categories such as “kidult,” “manchild” and “adultescents.” The child/adult distinction is thus not fixed or ‘frozen,’ but flowing, and the conclusion identifies how computer-animated films offer future opportunity to examine how, as a genre, they mobilise questions about the cultural experience and significance of childhood, at the same time as their narratives redefine adulthood.


Author(s):  
Christopher Holliday

This chapter proposes that the ascription of star speech (as a dynamic sound form) to the computer-animated film’s puppet performers contributes to the effect and impact of their many screen performances. This chapter takes the star voice to be a unique instrument of performance that lies at the cornerstone of computer-animated film acting, and begins by implicating the potency of the star voice within wider industrial discourses. These include local dubbing practices, sound technology, and the multiplication of star sound across a range of consumer and multi-media products. The formal and structural importance of the star voice to computer-animated film performance is illustrated through the work of prominent film sound theorist Michel Chion and his work on synchresis, a neologism produced out of the combination of “synchronism” and “synthesis”. By extending Chion’s account, this chapter uses descriptors derived from synchresis to outline three prominent synchretic unions operating at the level of character design. A significant innovation here is the development of a taxonomy of the star voice as it is inscribed formally into computer-animated films—anthropomorphic, autobiographic and acousmatic synchresis—which give new precision to the analysis of star voices in animation.


Author(s):  
Christopher Holliday

As a way of remedying the wider absence of computer-animated film acting within scholarship on film and animated performance, this chapter makes a significant assertion that, in its production, the computer-animated film genre actually cross-pollinates stop-frame techniques with those associated with marionette theatre as part of its style of performance. In the workable geometry of its virtual bodies (skeletal structure, anatomical coherency, joint segmentation and armature), computer-animated films evoke the wealth of string marionettes (as well as rod or hand puppets) moved within a live performance setting. Such puppet-like forms of acting holds the computer-animated film distinct from performances in popular Hollywood cinema achieved through stop-motion frame-by-frame techniques and traditional hand-drawn methods. However, this analysis not only supports the central concept that puppetry has become a more significant concern of the computer-animated film than in other animated media, but also provides a counter-narrative to scholarship that affords generality to motion-capture as the dominant mode of cyber or virtual puppetry. Puppetry can be understood, I argue, as an altogether more inclusive category, and this chapter promotes puppetry as opening up performance in computer-animated films and revealing the sliding scale of puppet processes involved in its creation of acting.


2020 ◽  
Vol 5 (3) ◽  
pp. 164
Author(s):  
Kurniyatul Ainiyah ◽  
Nurul Hidayah ◽  
Faradilah Putri Damayanti ◽  
Indana Nuril Hidayah ◽  
Juniardi Nur Fadila ◽  
...  

Indonesian people's knowledge about the history of kingdoms in Indonesia was decreased. Now the existence of history books was shifted by the rapid development of technology. Realized this, many educational institutions were involved in technology to their learning media. To support that, the writer will use technology to create a learning media, named 3D short animated films. This kind of film turned out to attract the publics' attention, ranging from children to adolescents. The animated film will be designed with the theme of the first Islamic kingdom in Indonesia, named the Samudra Pasai kingdom with a duration of approximately 3 minutes. this animated film was made by Blender software version 2.79. The design of this animation aims to increase knowledge as well as learning media for students about the history of the Indonesian people, especially the history of Samudra Pasai kingdom.


2021 ◽  
Vol 36 (3) ◽  
pp. 316-325
Author(s):  
Oscar Gordon Wong ◽  
Imelda Ann Achin

2019 is a phenomenal year for the development of the Malaysian animated film industry as it has successfully produced two superheroes animated films in total. However, the animated film industry in Malaysia is still not competitive at the international level. This can be seen from the 17 animated films that have been produced from 1998 to 2019, only two superheroes animated films managed to get the attention of the audience. This is due to the lack of knowledge of the concept and function of the hero character in animated films. Therefore, the main objective of this paper aims to demonstrate how the Hero’s Journey narrative structure can be applied in BoBoiBoy Movie 2 (2019). This research method involves the use of video analysis tools namely Kinovea and Motion Picture Analysis Worksheet to explain on how the Hero’s Journey of this film conveys the storytelling. The results of this study found that each semicircle Hero’s narrative structure has an important meaning across from one half-circle to the other half-circle. As a result, it explains the concept of peace and chaos as well as stasis and changes in the narrative structure of superhero animated films. This paper will provide information to researchers on the importance and use of the Hero’s Journey approach to analyze superhero animated films.


2020 ◽  
Vol 7 (3) ◽  
pp. 1-5
Author(s):  
Xavier Ochoa ◽  
Simon Knight ◽  
Alyssa Friend Wise

Our 2019 editorial opened a dialogue about what is needed to foster an impactful field of learning analytics (Knight, Wise, & Ochoa, 2019). As we head toward the close of a tumultuous year that has raised profound questions about the structure and processes of formal education and its role in society, this conversation is more relevant than ever. That editorial, and a recent online community event, focused on one component of the impact: standards for scientific rigour and the criteria by which knowledge claims in an interdisciplinary, multi-methodology field should be judged. These initial conversations revealed important commonalities across statistical, computational, and qualitative approaches in terms of a need for greater explanation and justification of choices in using appropriate data, models, or other methodological approaches, as well as the many micro-decisions made in applying specific methodologies to specific studies. The conversations also emphasize the need to perform different checks (for overfitting, for bias, for replicability, for the contextual bounds of applicability, for disconfirming cases) and the importance of learning analytics research being relevant by situating itself within a set of educational values, making tighter connections to theory, and considering its practical mobilization to affect learning. These ideas will serve as the starting point for a series of detailed follow-up conversations across the community, with the goal of generating updated standards and guidance for JLA articles.


2021 ◽  
Vol 3 (2) ◽  
pp. 145
Author(s):  
Khoirul Anwar ◽  
Choeroni Choeroni ◽  
Toha Makhshun

Pada masa pandemi covid-19 sekarang ini, kegiatan pembelajaran jarak jauh (PJJ) di semua tingkatan dan jenjang pendidikan, khususnya di tingkat taman kanak-kanak mengalami berbagai tantangan dan kendala. Di antaranya masih banyak guru yang mengalami kesulitan mengelola pembelajaran jarak jauh karena keterbatasan mereka dalam menguasai pembelajaran berbasis daring.� Sementara itu, kendala yang dihadapi orang tua murid adalah ketidaksiapan mereka dalam mendampingi anaknya dalam pembelajaran berbasis daring. Kondisi demikian menjadikan pelatihan pembelajaran berbasis daring bagi para guru dan orangtua murid sebagai salah satu solusi dalam mengatasi kendala pembelajaran di masa pandemi. Inilah yang menjadikan arti penting kegiatan pengabdian saat pendemi seperti sekarang ini bagi guru-guru yang menjadi garda terdepan dalam kegiatan pembelajaran. Metode dalam kegiatan pengabdian ini dilakukan dengan cara pelatihan dan pendampingan. Hasilnya, para peserta mampu mempergunakan berbagai aplikasi pembelajaran daring. Implikasi yang diperoleh dari kegiatan ini adalah bertambahnya keterampilan menerapkan teknologi pendidikan dalam kegiatan pembelajaran berbasis daring bagi guru-guru TK di Kecamatan Mranggen-Demak.��During the Covid-19 pandemic, distance learning activities (PJJ) at all levels and levels of education, especially at the kindergarten level, experience various challenges and obstacles. Among the many teachers who experience distance learning difficulties because of their limitations in mastering online-based learning. Meanwhile, schools that are related to students' parents are their unpreparedness in assisting children in online-based learning. This condition makes online-based learning training for teachers and parents of students as one of the solutions in overcoming learning problems during the pandemic. This is the important meaning of service activities during a pandemic like it is today for teachers who are at the forefront of learning activities. The method in this service activity is carried out by means of training and mentoring. As a result, the participants were able to use various online learning applications. The implication obtained from this activity is the development of the application of educational technology in online-based learning activities for kindergarten teachers in Mranggen-Demak District.


Sign in / Sign up

Export Citation Format

Share Document