Character is a very important and fundamental matter in a child's development. Character education has the same orientation with moral education, whereas moral education is very important in directing young generation to become good people through good values approach. In the midst of current IT advances, animated films are one of the effective and interesting media in transferring the values of character education and moral messages to children. The 2D animated film entitled Pendeta Bangau (The Priestess of Stork) is an animated film which source of story comes from Balinese folklore entitled Pedanda Baka. The aim of this study is to discuss the values of character education and moral messages/values contained in the animated film entitled “Pendeta Bangauâ€. This study uses qualitative research methods with qualitative data analysis techniques model of Miles and Huberman. The result of this study shows that the character education values from the animated film entitled Pendeta Bangau contains the values of honesty, tolerate, friendship / communicative, love of peace, and curiosity. While the moral message/value was seen in the final/end of film, namely the Bangau (stork) died due to its immorality. Its Bangau dead is related to the principal of Prarabda Karmaphala, namely Bangau, gets the results of his behavior in the present, and is now available without being there anymore.
Abstrak. Game edukasi merupakan sebuah permainan digital yang diciptakan untuk membantu proses pendidikan. Materi pendidikan yang dikemas dalam bentuk game bisa berupa materimateri yang diajarkan di sekolah. Game edukasi saat ini semakin pesat perkembangannya karena dipengaruhi oleh banyak pengembang game yang bermunculan. Pengembang game saat ini didukung oleh teknologi yang maju serta teknik-teknik animasi yang beragam untuk menciptakan game. Salah satu teknik yang digunakan dalam Game Edukasi: Petualangan Ikan Badut adalah teknik animasi frame by frame. Frame by frame merupakan teknik dalam animasi yang menggunakan beberapa gambar berbeda dalam setiap frame. Tujuan penelitian ini adalah untuk menerapkan teknik animasi frame by frame pada karakter game edukasi yaitu, Ikan Badut. Metode yang digunakan adalah observasi, dokumentasi dan implementasi. Hasil yang diperoleh yaitu implementasi teknik animasi frame by frame menggunakan beberapa gambar berbeda agar memperoleh gerakan animasi Ikan Badut. Sketsa desain hingga animasi Ikan Badut langsung dikerjakan pada software pengolah animasi yaitu Adobe Flash CS6.
This study aims to obtain an ideal concept structure for the online learning model for the practicum category, especially those related to animation learning with 3-dimensional (3D)-based assets. The research was carried out through methodological steps which included collecting data through literature studies and observing online learning assets, specifically in the practicum category and in the field of multimedia design. The design of the selected learning assets is audio-visual learning assets as the most relevant model for online practicum learning. From the results of tests carried out with the user (student) satisfaction test model, in 4 classes of 3D Animation courses at Institut Bisnis dan Teknologi Indonesia (INSTIKI), it was found that the level of student satisfaction with the implementation of 3D Animation online practicum lectures was in the Average grade. The level of student satisfaction illustrates that the 3D Animation practicum model course with all its shortcomings can still run quite well even though it has not reached the ideal level.
Abstrak. Perkembangan teknologi yang kian pesat semakin mempermudah animator dalam memproduksi sebuah film animasi. Banyak teknik dan metode-metode baru muncul dan digunakan dalam proses produksi sebuah film animasi, salah satunya adalah metode rigging. Rigging merupakan metode pemasangan sistem kerangka pada karakter animasi agar dapat digerakkan. Metode rigging biasa digunakan pada karakter animasi 3D, namun seiring perkembangan teknologi, kini metode rigging dapat juga diimplementasikan ke dalam karakter animasi 2D. Tujuan dari penelitian ini adalah untuk mengimplementasikan metode rigging pada karakter animasi 2D. Objek penelitian adalah karakter animasi "I Angsa" yang merupakan salah satu karakter protagonis dalam film animasi 2D "I Empas teken I Angsa". Metode yang digunakan adalah observasi dan eksperimen. Hasil dari penelitian ini adalah: (1) Dalam proses implementasi rigging terdapat beberapa tahapan diantaranya, penempatan joint, skinning, menentukan FK dan IK, mengatur angle constraint, dan membuat controller bone, (2) Jumlah keseluruhan bone pada rigging karakter animasi 2D "I Angsa" adalah 20 bone. (3) Rigging yang diimplementasikan dapat berfungsi dengan baik ketika diuji dalam melakukan beberapa gerakan animasi.
2D Animation flm of Bali folktale “Bawang and Kesuna” tells about two sisters, Bawang and Kesuna. Bawang is a girl who is lazy, jealousy, and sly. Meanwhile, Kesuna is a kind, calm, honest, and hardworking girl. The folktale is from Sengkidu village, Karangasem. The paper is aimed to reveal the aesthetics of 2D “Bawang and Kesuna” flm approached by Djelantik Aesthetic theory. It discusses the form and structure, the mood, idea and message, as well as the presentation. The study applies qualitative method. The data are collected from interview and documentation of related literatures. The result shows that the form comprises illustration, typography, and colour, meanwhile the structure applies flm structure, namely shot, scene, and sequence. The mood shares village atmosphere giving traditional impression shown from the accessories of costumes and buildings. The film is full of moral messages useful for children character education.Keywords: Aesthetics, 2D Animation Film, Balinese Folktale, Bawang and Kesuna
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