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VILLAGERS MONTESSORI COLLEGE

18 Dalsol St GSIS Village Bgy Sangangdaan Quezon City

“Animated Films And The Effectiveness In Teaching Learners Their Life Lessons”

A Research

Presented to the Faculty of

VILLAGERS MONTESSORI COLLEGE

SENIOR HIGH FACULTY

In Partial Fulfillment of the Requirements for Practical Research 1

By:

Carl Ernest L. Espiritu

Jiancarlo Gorospe

Mark Kelly Gusi

Naijhel Macoy

Mark Jade Morales

Bruce Adrian Ng
ABSTRACT
ACKNOWLEDGEMENT
TABLE OF CONTENTS

CHAPTER I THE RESEARCH PROBLEM AND ITS BACKGROUND

INTRODUCTION

Background of the Study……………………………………………………………………………………………

Statement of the Purpose……………………………………………………………………………………………..

Conceptual framework and/or Theoretical framework………………………………………………………………..

Hypothesis of the Study……………………………………………………………………………………………….

Scope and Limitations………………………………………………………………………………………………….

Significance of the Study………………………………………………………………………………………………

Definition of Terms……………………………………………………………………………………………………
Chapter 1

THE PROBLEM AND ITS BACKGROUND

I. Introduction

The researchers conducted an investigation about Animation has been a medium for over a century. Defined as

“the art of making inanimate objects appear to move.” (Britannica, n.d.). Hundreds of images are shown at a

speed that would simulate actual movement. There are many styles of this art, and there are three that are

prevalent: 2D animation, 3D animation, and stop motion. All three are the styles used in most animated films we

see today. Animated films are famous for having many advantages over live-action films. Being able to use

more ambitious and artistic designs, being able to express the emotions of the scenes more clearly, and

showing spectacles and imagery that are hard to pull off in live action. The writing in these films is also

something to take note of. Many great stories have spawned from this medium. Many animation studios like

Ghibli, Disney, Pixar, and Dreamworks have given great and inspiring stories. Messages that would uplift its

audience. Giving valuable life lessons that the audience can take to heart and grow. And that brings us to the

main subject of this research. The producers placed meaningful messages in their films to tell the audience, but

is it effective? Are the producers able to convey their message in a concise and digestible way that the

audience can understand? What are the techniques used in making animation that helped in conveying its

message? And did it influence the lives of its audience? All of this is what we intend to find out from this

research. Based = “ RRL”

II. Background of the Study

Animated films are defined as "a movie that is made from a series of drawings, computer graphics, or

photographs of inanimate objects (as puppets) and that gives the appearance of motion by small changes in
each frame" (Merriam-Webster, n.d.). This kind of medium gives more life to the film world because it expands

upon an individual's ability to express themselves and how convey compelling stories. The first feature-length

animated film was Snow White and the Seven Dwarfs in 1937. It was a film made in 2D animation, and it was

produced only using pencil, ink, and paper (The Economic Times, 2022). It laid the groundwork for how

animators make animated films for a few years. It provided people with films like Beauty and the Beast, Aladdin,

Anastasia, Peter Pan, and many more. Additionally, the animated film trend stayed in its hand-drawn style until

1995, when Toy Story was released. It was the first animated film made completely in computer-generated

imagery, also known as CGI. It inspired many animators to create this kind of animation, and movies like Shrek,

Cars, Frozen, and Despicable Me have come to life. Moreover, another type of animation style has emerged in

the following years. It is called stop motion animation, and with the use of figures and models, films are made in

this style. Wherein the models are meticulously handled with precision and care to accurately make the models

look like they're moving on their own. Guillermo Del Toro’s Pinocchio, Coraline, and The Nightmare Before

Christmas are some of the films that utilized this style.

People have told many stories through paper and ink, computer-generated imagery, and stop-motion about

love, great adventures, heroes saving the world, and the daily lives of individuals. Animation helped bring out

the themes and lessons the creators wanted to impart to their viewers. In Kung Fu Panda, the message it

conveys is that there's no special ingredient to make something special; it is special as it is. In the movie Inside

Out, always express what you feel and never suppress your emotions. These life lessons were told through this

medium, using the characters and story. The natural progression of their story and character arcs showed what

path you'll similarly have when you internalize the lessons and the consequences if you don't. Using a Ghibli

film, for example, “When Marnie Was There," A little coming-of-age movie about a girl named Anna who was

unsatisfied and hated her position in life. She was an orphan and found out a secret that made her think about

her place in the world. Throughout the film, she learns to accept where she is now after a few encounters with a

mysterious girl named Marnie. The animation in the film helped express her journey. The stunning visuals
helped us feel the emotions going through her and also helped the story have more depth than it looks.

III. Theoretical / Conceptual Framework


Animated Films And The
Effectiveness In Teaching
Learners Their Life

IV. Hypothesis of the Study

V. Statement of the Problem

This research seeks to provide various explanations and clarifications regarding the very nature of our research title. By

doing this, we believe that the readers will have a clear and full understanding regarding our study and come out of it
appreciating the finer points of animation, that is the genuinely helpful lessons that they provide to the watchers and in

particular the primary focus of this research, the students. Unfortunately, however, there are various challenges and

obstacles that our research is currently facing such as the capability of students to comprehend and understand the more

complex Lesson's shown by Animated Films particularly the younger students when the lesson is more complicated and

nuance resulting in the students not being able to completely understand the lessons that the animated film wishes to

convey and The willingness and attentiveness of students to learn various life lessons through the medium of Animated

Films when compared to other mediums since not all students are interested in animations as a form of medium by which

they will learn various life lessons thus resulting in the research not have any effects to them. However, we have laid out

various objectives to improve the research and deal with the challenges. Our study seeks to address The many

hindrances that a student may encounter whenever they try to watch animated films that would negatively affect the

effectiveness of learning its life lessons. As a form of medium, various problems can always pop out whenever the

students watch an animated film and our study will show you what these are and what it causes to negatively affect the

lessons an animated film wishes to convey to the audience and how those problems can be methodically rooted out and

resolved. In antithesis to the former, our research will also provide the numerous factors that comprise the Effectiveness

of Animated Films and Teaching students its lessons. This will lay out what those factors are with their positive effects and

how they can be effectively shown to convey the lessons an animated film wishes to teach to the students who watched

them.

VI. Scope and Limitations

This research seeks to provide it cover a wide range of topics and keep students or others, interested while watching

different kinds of animation to learn valuable lessons from that film it also affects the audience's emotions depending on

the animated film they are watching, and the research also teach the technique of how to make animated films and

creative ways to encourage people to do animation, research will not extend to Age Appropriateness because of not all

animated films are suitable for all age groups and the limited accessibility because not all students have the necessary

technology or resources to watch an animation, and peoples that misunderstood the moral lesson. Since our study is not

suitable for all audiences let's say for example elderly people can share their thoughts and ideas that can improve our

education Because their experiences in life can become a moral lesson for us to improve our goals in life. This study aims
to see how effective animated films can be, especially if we use them in schools or education. One of the limits of this

study is not all schools and students believe that animated films are that effective and useful in education. In this part, it is

beyond our control how students can make this an effective option in their education.

VII. Significance of the Study

The result of the study may be significant to the following beneficiaries:

Students - This conducted research will serve as a guide for every student to help them
understand and acknowledge the impact of animation in teaching its life lesson to enhance
or evoke their emotions towards the animation. It also contributes to students' personal,
social, and academic development by providing entertainment, fostering creativity,
promoting cultural awareness, and encouraging critical thinking and emotional intelligence.
They are a valuable resource for educators seeking to engage and inspire their students
both inside and outside the classroom.

Educators - This study can help teachers and mentors appealingly teach student life
lessons to children. Through animated films, educators can give a digestible and interesting
way to teach learners life lessons. This research serves as a tool for educators to enhance
the engagement, comprehension, and retention to students, while also promoting creativity
in learning life lessons.

Animators - This study helps them to continue to develop and refine their technical skills, it
also comes with its own set of challenges and impact on the animators oneself. It plays a
vital role in the lives and careers of animators, providing inspiration, professional
development opportunities, creative expression, career advancement, cultural impact,
community, and personal fulfillment.

Future Researchers - This study will help future researchers to use this as a reference
who would like to conduct research related to this study’s content and/or information and
Communication Technology. Also it holds huge significance for future researchers as tools
for data visualization, communication, education, collaboration, exploration, storytelling, and
creative expression. As technology continues to advance, the animations will play an
increasingly important role in shaping the future of research that provide future researchers
with valuable insights, inspiration, and opportunities. By studying animated films, the future
researchers can gain new perspectives, generate new ideas, and also contribute to the
advancement of knowledge across the fields of study.
VIII.

Definition of Terms

2D Animation - the art of creating movement in a two-dimensional space.

3D animation - refers to the process of taking digital objects and making them come to life by creatillusion that they’re

moving through a three-dimensional space.

Age Appropriateness - suitable to the developmental and social maturity of the particular age or age group

Animated Films - Films that are entirely made in animation.

Animation - it is a filmmaking technique where they use a series of images shown at a high speed to simulate movement.

Animators - Artists who create multiple images known as frames used in animation.

Computer Generated Imagery - the process of using computers to create pictures in movies and TV shows.

Disney - It is a film studio founded by Walt Disney in 1923. It is a 2D Animation studio that made the first feature-length

animated movie: Snow White And The Seven Dwarfs. They also made other films like Peter Pan, Beauty and The Beast,

and Aladin. It is now a big company in today’s age.

DreamWorks - It is a film studio founded in 1994. It was considered as the “anti-Disney” as they made films that mocked

Disney. The most known in this example is Shrek. A movie that mocks the traditions and norms of Disney films at the

time. But through the years it lost this nickname and made more films like Kung Fu Panda, How To Train Your Dragon,

Madagascar, and More.

Hand Drawn Animation - Also known as traditional animation, it is an animation where the frames of the film are hand

drawn.

Frame - A single image that makes up a sequence of images

Pixar - A film studio that was founded in 1986. It is a studio that specializes in 3D Animation that makes movies like Cars,

The Incredibles, Toy Story, and More. It was later bought by Disney and is now a subsidiary of the company.

Stop Motion Animation - A style of animation where practical effects like figures, models, and dioramas are used in

making the animation. Most

Snow White and the Seven Dwarfs - It is the first feature-length movie. It was made by Disney and it follows Snow White

getting lost in a forest and finding shelter in the Seven Dwarfs’ home. It was released in 1936.

Stop Motion - an animation technique in which a camera is repeatedly stopped and started
Studio Ghibli - It is a Japanese Animation Studio founded in 1985. It is a well-respected studio as it made many

groundbreaking films with many engaging stories that won awards. Films made by this studio were: Marnie Was There,

The Boy And The Heron, Spirited Away, My Neighbour Totoro, and more.

Toy Story - It is a Pixar Film released in 1995. It is the first feature-length movie that is made completely and CGI or

Computer-Generated Imagery. It follows two toys fighting over who’s the favorite.

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