The Effectiveness of Flipaclip To Improve The G12 Students Animation Skills in Arellano University Juan Sumulong Campus
The Effectiveness of Flipaclip To Improve The G12 Students Animation Skills in Arellano University Juan Sumulong Campus
Sumulong Campus
Submitted by:
company to launch FlipaClip, a free animation app for Android users. The company
makes money from in-app purchases that allow users to unlock additional animation
tools and ads within the app. People can create their own animations by creating a
number of pages through the software to achieve the motion, according to plans for
FlipaClip, which is now also accessible for iOS. (Dahlberg, 2017) FlipaClip is a full-
featured sketching app that allows you to create stories on your smartphone in a
simple, quick, and thorough manner. FlipaClip is a full-featured sketching app that
manner. You can add that extra something to whatever you draw with FlipaClip's
animation system, which is one of the nicest features. It can also be used with digital
FlipaClip cartoon animation provides kids digital tools to draw and create the
frames of a storyboard and transform them into animated videos, cartoons, and
GIFs. In addition to their own animation, kids can add images to frames directly from
their device. They'll also be able to add audio through three distinct features: voice
or sound recording, the app's audio library (requires inapp purchase), or importing
audio from the device's music library. Simple interface, common drawing tools, and
neat animation features encourage creativity and invite kids to bring their ideas to
life by transforming frames into movies. Users have a few options for support when
anyone expected, quickly earning a 4.3/5.0-star rating, and over 4.5 million
downloads. The app, now also available for iOS, allows people to make their own
animations by drawing a series of pages through the app to achieve the motion. The
simplicity, a robust set of features, and a platform that ensures products scale
effortlessly. The startup makes money through in-app purchases that unlock
additional animation tools and ads within the app. Plans for FlipaClip include adding
audio as an animation tool. FlipaClip has attracted all age groups, but the brothers
18year-olds. “They are spending hours animating instead of watching video games,”
said Jonathan, who created stop-motion animation with Legos when he was a kid
“A sense of creation was embedded in us and this app was born out of that.”
(Dahlberg, 2017)
Children will be able to see all of their projects on the home screen, which they
can sort by alphabetical order or by date of creation or modification. After the project
is complete, it may be turned into a film and uploaded to YouTube, social media
Campus during the school year 2021 to 2022. The researchers have chosen
Grade 12 ICT students as their sample respondents since they are expected to be
more knowledgeable and experienced in this area since they study technicalities in
this field especially in digital apps and technological devices. The researchers
also aim to know if the flipaclip app is effective for the students to utilize it in
enhancing their skills in terms of its interface, tools and background plates.
The independent variable used in this study is the Flipaclip app and the
variable. The researchers have arrived to conduct survey as their data gathering
questionnaires in Likert scale. The sample is chosen from the population through
statistical procedure that will be used by the researchers in this study will be
This study focused to use flipaclip among senior high school students of
Arellano University Juan Sumulong Campus. To learn and expand to use of this
application. following:
THE STUDENTS:
For students to learn how to use flipaclip and expand their learning and
correct mistakes and fix them. They can practice their skills through this application
because it is free to use. This application has many tools that the students can use.
THE TEACHERS:
teach the correct use of it to students who want to expand their knowledge of using
it.
COMMUNITIES:
This paper will help them gain information that will enhance their skills in
JOURNALIST:
The findings of this research will benefit them as they tackle knowledge about
Flipaclip. It will be easy advantage since this study has all the information needed.
FUTURE RESEARCHERS:
If Future Researcher chosen topic is connected to this study, this study will
This study aimed to asses Flipaclip's usage and effectiveness for the
1.3. Eraser
2.1. 2d animation
3.1. 2d animation
HA: there is a significant relationship between Flipaclip and Animation skills of grade
Research Design
The Research Design That research used in this study is Correlation and
Descriptive Design. Correlational research is a great way to easily collect data from
way that is externally legitimate, and it analyzes links between variables without
flipaclip on how to improve the animation skills of ICT students, this research design
can measure and find out if the flipaclip can improved the animation skills of ICT
knowledge of students to help themselves study and to learn how to use applications
or gadgets that can expand their ability here and to encourage their students.
learned in this study, and in order to learn how to use the applications available in
using it.
Sampling Technique
Juan Sumulong Campus as respondents because they are the one who can use
flipaclip. Flipaclip has all the perks of modern animation technology that's why the
grade 12 students can use this app to create or edit videos. The purposive sampling
and the purpose of the study. When researchers are seeking better knowledge of
the subject at hand before they begin their research, it is common to use this form
This is the researchers chosen sampling because they only have limited
to choose who will be the part of the sample from their population to take part in
their data gathering procedure. It is also called as judgmental sampling and selective
sampling. It uses the characteristics of the population as a basis for judgment of the
researchers.
profitable and suitable type of sampling technique for the study. The researcher
chooses this study to find out the effectiveness of flipaclip to the subset of people.
selecting the respondents, and it will be easier to generalize the data because the
The online survey was chosen as a research instrument by the researcher. It's
survey, often known as an internet survey, is a type of data collection method that
involves a set of survey questions. Respondents will receive the online survey thru
We the researchers, made an online survey using the questions that we made
about the flipaclip's accuracy. Then, the researchers send the survey paper on the
research adviser to check it. After that, when our survey paper is checked by
The researchers used purposive sampling in gathering the data and selected
those Grade 12 ICT students who are using FlipaClip application. The survey form
was distributed through messenger by google form. The researchers evenly give
out the task of surveying for each of members. After the completion of online survey,
the researchers gathered the findings from the respondents through google form
they created.
RESULTS AND DISCUSSION
INTERPRETATION
1 4.08 SATISFIED
2 3.88 SATISFIED
3 4.04 SATISFIED
4 4.3 SATISFIED
5 4.14 SATISFIED
In table A figure 1, it is stated that in statement number 1 the mean is 4.08 with
interpretation of Satisfied and with a statement 3 the mean is 4.04 with a Verbal
interpretation of Satisfied and the last statement number 5 the mean is 4.14 with a
Results primary showed that based on the increasing use of technology in special
education, animations gained great attention recently and found to be an effective
INTERPRETATION
4 4.08 SATISFIED
5 4.18 SATISFIED
with a verbal interpretation of Very Satisfied. In statement 2 the mean is 4.38 again
with a verbal interpretation of Very Satisfied and with a statement 3 the mean is 4.28
with a Verbal interpretation of Very Satisfied. In statement 4 the mean is 4.08 with
a Verbal interpretation of Satisfied and the last statement number 5 the mean is 4.18
The total of the mean is 4.23 with a verbal interpretation of Very Satisfied. The
findings of the results show that the students are Very Satisfied in Flipaclip Selection
again and over again. I don't want to see the way this tool operates modified
INTERPRETATION
4 4.12 SATISFIED
5 4.3 SATISFIED
Figure 3: Eraser
mean of 4.3 with a verbal interpretation of satisfied. The total of mean is 4.23 with
The findings of the results that the students are very satisfied that the Eraser
in Flipaclip is easy to use. The eraser saturation dot is larger than the thickness dot
and sits just below it. Adjust the eraser's saturation in the same way, except up is
lighter, down is darker. The opacity setting is the black box below the thickness
INTERPRETATION
2 4.16 SATISFIED
3 4.04 SATISFIED
Figure 1: 2d Animation
verbal interpretation with a mean of 4.16. In the statement 3 the mean is 4.04 with
Skills”. The findings of the study that the students strongly agreeing to enhance
and improve their drawing skills in 2D animation. In this Paper, we describe the
smartphones and tablets, with the goal of improving creativity and problem-solving
ability among novice users, mainly young children. Most of the students are using
INTERPRETATION
verbal interpretation of very satisfied. The mean in statement 3 is 4.46, with a verbal
verbal interpretation of very satisfied. The total mean is 4.39 with a verbal
The study's findings states that students utilize flipaclip for creating Animated
Design. It aids them in identifying Animated Design sources because the application
supports Animated Design. "I love how simple the controls are on Flipaclip, how
well-designed the app is, and so much more!" There's a reason I don't consider it to
be the best animation program. It would be amazing if you could include some other
tools, such as a gradient tool or a paint bucket expand tool. (CoffiiBean. 2022)
TABLE C. ENCHANTMENT IN 2D ANIMATION AND DRAWING SKILLS
INTERPRETATION
3 4.2 AGREE
4 4.1 AGREE
5 3.94 AGREE
Figure 1: 2d Animation
with a verbal interpretation of strongly agree. And the statement 3 the mean is 4.2
with a verbal interpretation of agree. While the statement 4 the mean has 4.1 with
of agree with a mean of 3.94. The total mean is 4.22 with a verbal interpretation of
strongly agree.
According to the study that published by Wahinda with the title of “The
findings of the study shows that the student are strongly agreeing to E-Content is
(Wahida, 2021).
5 4.14 AGREE
agree interpretation with a mean of 4.46. In the statement 3 the mean is 4.24 with a
interpretation of agree in the mean of 4.14. The total mean is 4.31 with a verbal
ease this burden, the artistic effects inherent to 2D animation make video
findings of the study shows that the students strongly agreeing to enchance and
1. The collected data showed that the satisfaction of using Flipaclip in terms of
drawing skills that the highest mean is four point fourteen. The respondents is
satisfied using paint bucket is easy to use. However, the lowest mean is three
point eighty-eight out of five. Additionally, the total of mean is four point zero
eight. The respondents are satisfied using the FlipaClip when it’s come to
Drawing tool.
Selection Tool. The highest mean is four point thirty eight both statement one and
two. The respondents are very satisfied using selection tool when it’s come to
move, cut and drag the drawing and images. However, the lowest mean is four
point zero eight. Additionally, the total of mean is four point twenty-six that the
eraser, the highest mean is four point twenty-eight. The respondents are very
satisfied using eraser when it’s come to erasing sketch. The lowest mean is four
point three, the total of mean is four point twenty-three, that’s mean respondents
4. The collected data concerning the improving in 2d animation, that the highest
mean is four point thirty-eight. The respondents are very satisfied using Flipaclip
when it’s come to easy recovering the drawing that people created. However, the
lowest mean is four point zero four. Additionally, the total of mean is four point
twenty-three which means the respondents is very satisfied for improving 2d
5. The improving in animated design had an overall four point thirty-nine mean
which is the respondents is very satisfied. The all statements are resulted to a
very satisfied which is the respondents is very satisfied that the Flipaclip helps
mean is four point fifty four which is strongly agree. The respondents strongly
agreed that the Flipaclip has good features. However, the lowest mean is three
point ninety four. Additionally, the total of mean is four point twenty-two which
means the respondents strongly agreed that the Flipaclip enhance animation skill
in terms of 2d animation.
7. The collected data regarding to the enhancement in drawing skills that highest
mean is four point forty-six. The respondents strongly agreed that the Flipaclip is
an easy touch on the animation without drowning in technical stuff. However, the
lowest mean is four point fourteen. Additionally, the total mean is four point thirty-
one which is strongly agree that the Flipaclip helps to enhance the animation skill
1. For students, Students will learn how to use Flipaclip and will be able to expand
their learning. Make corrections and improvements. They can use this to hone their
talents because it is a free program. There are numerous tools in this application
that the user can use and students can make advantage of it.
2. For teachers, to teach students how to use the Flipaclip program to correct errors
and gain new abilities. Students that are interested in learning more about it should
patient and have some encouragement because students who are eager to learn
gives them the opportunity to improve and explore many areas and aspects of
digital arts and technology. With this, they are expected to be a part of a meaningful
community wherein the knowledge and experience that they have as ICT students
the community.
4. For Journalist, may use this study to expand their knowledge on how the flipaclip
can improve their skills and they can also see how the students improves their
abilities using Flipaclip. Journalist can use this to get more information in their
report paper.
5. For future researcher, this study will be very valuable to future researchers in
Future researchers can use this as a guide to acquire more information about
Bibliography
Dahlberg, N. (2017, April 30). Miami Herald. Retrieved from Miami Herald:
https://amp.miamiherald.com/news/business/technology/article147613109.html?fbclid=I
wAR2ymh4VKvGYvQz76XR_tMVPbZ37gxuEnfwhajkAZAXuA4_0GudtN6W49F8
Dahlberg, N. (2017, April 30). The Starting Gate. Retrieved from Miami Herald:
https://miamiherald.typepad.com/the-starting-gate/2017/04/startup-spotlight-visual- blasters-
can-make-anyone-an-animator-1.html?fbclid=IwAR2bkvM665PbXli-
TSX35u0sCXzrbygx8qh1BfngTwOn_UxQyOMgK_SoBAI
Getz, K. (2017, July 30). A Brief History of Animation. Retrieved from Edmonton Short Film
Festival:
https://esff.ca/brief-history-animation/?fbclid=IwAR0rMukJJ8GC7xa1flgMwjrUBSYOCgNSDmA-
Aj0mDYDWyBM2QgJwYUJLc5U#:~:text=The%20first%20surviving%20feature%20a
nimation,puppet%20animation%2Fstop%20motion%20feature
Basak Baglama, Y. Y. (2018, August). Using Animation as a Means of Enhancing Learning of Individuals
with Special Needs. Retrieved from Research Gate:
https://www.researchgate.net/publication/327364792_Using_Animation_as_a_Means_of_Enhanci
ng_Learning_of_Individuals_with_Special_Needs
Forouzan Farzinnejad, J. H. (2021, June 08). Playbook: An Animation-Based Game for Improving
Children's Creativity and Problem Solving Skills. Retrieved from Digital Library:
https://dl.acm.org/doi/abs/10.1145/3459926.3464748?fbclid=IwAR3PYeQFJIo3j5NgiA7RS8MZVSf
XLcvQvZd0AJhCOc-n5XcYj6-L_0I2j_o
LLC, V. B. (2021, October 18). FlipaClip: Create 2D Animation Reviews. Retrieved from justuseapp:
https://justuseapp.com/en/app/1101848914/flipaclip-create-2d-
animation/reviews?fbclid=IwAR2Lb1VMmG2PiwJUXKTbtDYTTc5xhTpIGACuM6zpf4ZeLPagPUY
KL-BV24w
Norzaimi, H. B. (2021). The development of e-content ‘Sci-Anime2021’ for PDPR during Covid-19 era /
Humaira Batrisyia Norzaimi . Retrieved from ir.uitm.edu.my:
https://ir.uitm.edu.my/id/eprint/50630/?fbclid=IwAR0fqLJNGUWYUyA4KzGiqbg4b_GkiKxqv--
qygYAwKsQZVUU2j5G5HvSgog
Shuhong Chen, M. Z. (2021, November). Improving the Perceptual Quality of 2D Animation Interpolation.
Retrieved from research gate:
https://www.researchgate.net/publication/356602233_Improving_the_Perceptual_Quality_of_2D_A
nimation_Interpolation?fbclid=IwAR3Qnd0X93F3AhjsQecOCHPmsmwaEAUVeO7sWkHFBiIAf5IjG
HVl25h8OD0