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The Effectiveness of Flipaclip To Improve The G12 Students Animation Skills in Arellano University Juan Sumulong Campus

The document summarizes a research study on the effectiveness of the Flipaclip app in improving animation skills among grade 12 students in Arellano University Juan Sumulong Campus. The study aims to determine students' satisfaction with Flipaclip tools, how their animation skills improved, Flipaclip's effectiveness in enhancing drawing and animation skills, and the relationship between Flipaclip use and animation skills. The study uses a correlational and descriptive research design with 50 grade 12 student respondents.

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0% found this document useful (0 votes)
1K views22 pages

The Effectiveness of Flipaclip To Improve The G12 Students Animation Skills in Arellano University Juan Sumulong Campus

The document summarizes a research study on the effectiveness of the Flipaclip app in improving animation skills among grade 12 students in Arellano University Juan Sumulong Campus. The study aims to determine students' satisfaction with Flipaclip tools, how their animation skills improved, Flipaclip's effectiveness in enhancing drawing and animation skills, and the relationship between Flipaclip use and animation skills. The study uses a correlational and descriptive research design with 50 grade 12 student respondents.

Uploaded by

RJ Cortez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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2600 Legarda St.

Sampaloc Manila, 1008 Metro Manila

The Effectiveness of Flipaclip to Improve the

G12 students Animation skills in

Arellano University Juan

Sumulong Campus

In Partial Fulfillment of the Requirements for

the Research Project

Submitted by:

Junsay, Jhon Dave M. Aguilar, Michael Jien T.

Cortez, KC P. Eslaw, Jenelyn B.

Palabrica, Aries G. Cariño, Mark Jemuel B.

Camba, Khiahn Rei M. Echalar, Renz Cyrone A.

Taguinod, Rochele D. Aserado, Charlote E.

Alvior, Robetson G. Gumonsang, Baby Norfa M.

Magnaye, Rynelle Brocks S. Metiam, Mark Andrew M.

Velado, Jomelyn A. Pepito John Carl N.

Clavecillas, John Vincent R. Austria, Rachelle Ann C.

Mendoza, Rossjohn E. Magdaon, Carlo Magno L.

Mary Grace Ann L. Estrada

Research Project Adviser


INTRODUCTION

In 2012, Tim Meson, a 26-year-old Oracle software engineer, joined the

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

allows us to create stories on your smartphone in a simple, quick, and thorough

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

pens. (Jesús, 2022)

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

using the app. (Beltran, 2020)


This flip-book style drawing and animation app for Android grew faster than

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

company’s competitive advantage is a combined laser-focus on ease of use and

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

are seeing lots of traction among the 13- to

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

and made movies with his brothers.

“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

platforms, and even stored to the device. (Mama, 2021)


SCOPE AND DELIMITATION

This study only focuses on the Effectiveness of Flipaclip to improve the

Grade 12 ICT students' animation skills in Arellano University Juan Sumulong

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

animation skills of the Grade 12 ICT students is considered as the dependent

variable. The researchers have arrived to conduct survey as their data gathering

procedure to 50 sample respondents. The data gathering instrument are survey

questionnaires in Likert scale. The sample is chosen from the population through

probability sampling technique, specifically simple random sampling. Lastly, the

statistical procedure that will be used by the researchers in this study will be

weighted mean and z-test.


Significance of the study

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:

To teach to use of the flipaclip application to students to correct mistakes and

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

technologies. The civilization of this generation is mostly run by technology, this

research is about using the advances and potential of Flipaclip.

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

be a huge benefit to future researchers as it will act as a guide and reference.

Statement of the Problem

This study aimed to asses Flipaclip's usage and effectiveness for the

G12 students from Arellano University Juan Sumulong Campus.

1. How satisfied are the Grade 12 students using a Flipaclip?

1.1. Drawing Tools

1.2. Selection Tools

1.3. Eraser

2. How did the Grade 12 Students improve their animation skills?

2.1. 2d animation

2.2. Animated Design

3. How effective is Flipaclip to enhance the animation skills of Grade 12 student’s in

Arellano University Juan Sumulong Campus?

3.1. 2d animation

3.2 Drawing Skills

4. Is there a significant relationship between Flipaclip and Animation skill of Grade

12 Students at Arellano University Juan Sumulong Campus?


Hypothesis

H0: there is no significant relationship between Flipaclip and Animation skills of

grade 12 students at Arellano University Juan Sumulong Campus

HA: there is a significant relationship between Flipaclip and Animation skills of grade

12 students at Arellano University Juan Sumulong Campus


METHODOLOGY

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

natural situations. It allows you to apply your findings to real-life circumstances in a

way that is externally legitimate, and it analyzes links between variables without

requiring the researcher to control or manipulate any of them (Bhandari, 2021).

Descriptive research is a type of study that aims to accurately portray the

participants. Simply put, descriptive research is concerned with summarizing the

participants in a study (Kowalczyk, 2021)

Since the purpose of this research is to determine the effectiveness of

flipaclip on how to improve the animation skills of ICT students, this research design

is appropriate because it allows the researchers to know the efficiency of flipaclip. It

can measure and find out if the flipaclip can improved the animation skills of ICT

students and answer accurately the questions how and what.

The Researcher design that applied in research study is to expand the

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

Grade 12 he has his instruction or guide to speed up the learning of students in

using it.
Sampling Technique

The researcher chooses 50 respondents in Grade 12 Students in Arellano

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

is a non-probability sample selected based on the characteristics of the population

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

of targeted sampling technique early in the research process (Crossman,2020).

This is the researchers chosen sampling because they only have limited

time and resources to conduct this study. Specifically, purposive sampling is

considered under non-probability sampling technique. Purposive sampling is

defined as a type of sampling technique wherein researchers rely on their judgment

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.

The researcher applied purposive sampling because this is a more

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.

Furthermore, this strategy necessitates the researcher having advantages in

selecting the respondents, and it will be easier to generalize the data because the

participant's possible response will be relevant to the study.


Research Instrument

The online survey was chosen as a research instrument by the researcher. It's

a structured questionnaire that respondents answer thru the internet. An online

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

messenger. (Bhat, 2020)

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

research adviser we transferred it to Google Forms so that the survey will be

answered by the Grade 12 students in Arellano University.

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

TABLE A. SATISFACTION OF USING FLIPACLIP

Table 1.1 Drawing Tool


STATEMENT MEAN VERBAL

INTERPRETATION

1 4.08 SATISFIED

2 3.88 SATISFIED

3 4.04 SATISFIED

4 4.3 SATISFIED

5 4.14 SATISFIED

TOTAL 4.08 SATISFIED

FIGURE 1: Drawing Tool

In table A figure 1, it is stated that in statement number 1 the mean is 4.08 with

a verbal interpretation of Satisfied. In statement 2 the mean is 3.88 with a verbal

interpretation of Satisfied and with a statement 3 the mean is 4.04 with a Verbal

interpretation of Very Satisfied. In statement 4 the mean is 4.3 with a Verbal

interpretation of Satisfied and the last statement number 5 the mean is 4.14 with a

Verbal interpretation of Satisfied.

According to the study of Baglama et al. with a title of “Using Animation as a

Means of Enhancing Learning of Individual with Special Needs”. Use of animation

as one of the effective tool of information technology in education has increased

recently and it is highly recommended to use animation to enhance learning of

individuals with special needs in addition to individuals with typically development.

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

instructional tool for enhancing learning of individuals with special needs (

Baglama et al., 2018).

Table 1.2 Selection Tool


STATEMENT MEAN VERBAL

INTERPRETATION

1 4.38 VERY SATISFIED

2 4.38 VERY SATISFIED

3 4.28 VERY SATISFIED

4 4.08 SATISFIED

5 4.18 SATISFIED

TOTAL 4.26 VERY SATISFIED

Figure 2: Selection Tool

In table A figure 2, it is stated that in statement number 1 the mean is 4.38

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

with a Verbal interpretation of Satisfied.

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

tool. The selection tool is great for reusing


parts of a drawing, and it can save you time by avoiding the need to draw items

again and over again. I don't want to see the way this tool operates modified

because it's perfect for so many things (Turner, 2016)

Table 1.3 Eraser


STATEMENT MEAN VERBAL

INTERPRETATION

1 4.22 VERY SATISFIED

2 4.24 VERY SATISFIED

3 4.28 VERY SATISFIED

4 4.12 SATISFIED

5 4.3 SATISFIED

TOTAL 4.23 VERY SATISFIED

Figure 3: Eraser

In Table A Figure 3, it is stated that in statement 1 the mean is 4.22 with a

verbal interpretation of very satisfied. However, in statement 2 it has a mean of

4.24 with a verbal interpretation of very satisfied. Moreover, in statement 3 it has a

mean of 4.28 with a verbal interpretation of very satisfied, Additionally in statement 4

it has a mean of 4.12 with a verbal interpretation of satisfied. In statement 5 it has a

mean of 4.3 with a verbal interpretation of satisfied. The total of mean is 4.23 with

a verbal interpretation of very satisfied.

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

and saturation (Finley, 2022)


TABLE B. IMPROVING IN 2D ANIMATION AND ANIMATED DESIGN

Table 2.1 2d Animation


STATEMENT MEAN VERBAL

INTERPRETATION

1 4.26 VERY SATISFIED

2 4.16 SATISFIED

3 4.04 SATISFIED

4 4.38 VERY SATISFIED

5 4.32 VERY SATISFIED

TOTAL 4.23 VERY SATISFIED

Figure 1: 2d Animation

In Table B Figure 1, it is stated that in statement 1 the mean is 4.26 with a

verbal interpretation of very satisfied. However, in statement 2 it has a satisfied

verbal interpretation with a mean of 4.16. In the statement 3 the mean is 4.04 with

a verbal interpretation of satisfied. Additionally, in statement 4 it has a mean of 4.38

with a verbal interpretation of very satisfied. In statement 5 it has a verbal

interpretation of very satisfied in the mean of 4.32.

According to the study of Farzinnejad with the title of “Playbook: An

Animation-Based Game for Improving Children’s Creativity and Problem Solving

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

design, development and preliminary evaluation of a novel animation tool for

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

2D animation in the process of animate since it can be download their gadget or


used it website anytime (Farzinnejad, 2021)

Table 2.2 Animated Design


STATEMENT MEAN VERBAL

INTERPRETATION

1 4.24 VERY SATISFIED

2 4.42 VERY SATISFIED

3 4.46 VERY SATISFIED

4 4.44 VERY SATISFIED

5 4.4 VERY SATISFIED

TOTAL 4.39 VERY SATISFIED

Figure 2: Animated Design

In Table B Figure 2, The mean in statement 1 is 4.24, with a verbal

interpretation of very satisfied. However, in statement 2 has a mean of 4.42 with a

verbal interpretation of very satisfied. The mean in statement 3 is 4.46, with a verbal

interpretation of very satisfied. In addition, in statement 4 it has mean of 4.44 with a

verbal interpretation of very satisfied. In statement 5 it has a mean of 4.4 with a

verbal interpretation of very satisfied. The total mean is 4.39 with a verbal

interpretation of very satisfied.

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

Table 3.1 Animated Design


STATEMENT MEAN VERBAL

INTERPRETATION

1 4.36 STRONGLY AGREE

2 4.54 STRONGLY AGREE

3 4.2 AGREE

4 4.1 AGREE

5 3.94 AGREE

TOTAL 4.22 STRONGLY AGREE

Figure 1: 2d Animation

In Table C Figure 1. It is stated that in statement 1 the mean is 4.36 with a

verbal interpretation of strongly agree. However, in a statement 2 the mean is 4.54

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

verbal interpretation of agree, however the statement 5 it has a verbal interpretation

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

Development of E-content ‘Sci-Anime2021’ for PDPR during Covid-19 era”. The

findings of the study shows that the student are strongly agreeing to E-Content is

any form of learning material available digitally which a student’s access or

interacts with teachers or among themselves to achieve related learning outcomes

(Wahida, 2021).

Table 3.2 Drawing Skill


STATEMENT MEAN VERBAL
INTERPRETATION
1 4.3 STRONGLY AGREE

2 4.46 STRONGLY AGREE

3 4.24 STRONGLY AGREE

4 4.42 STRONGLY AGREE

5 4.14 AGREE

TOTAL 4.31 STRONGLY AGREE

Figure 2: Drawing Skill

In Table C Figure 2 it is stated that in statement 1 the mean is 4.3 with a

verbal interpretation of strongly agree. However, in statement 2 it has a strongly

agree interpretation with a mean of 4.46. In the statement 3 the mean is 4.24 with a

verbal interpretation of strongly agree. Additionally, in statement 4 it has a mean of

4.42 with a verbal interpretation of strongly agree. In statement 5 it has a verbal

interpretation of agree in the mean of 4.14. The total mean is 4.31 with a verbal

interpretation of strongly agree.

According to the study published by Shuhong Chen with the title of

“Improving the Perceptual Quality of 2d Animation Interpolation”. Traditional 2D

animation is labor-intensive, often requiring animators to manually draw twelve

illustrations per second of movement. While automatic frame interpolation may

ease this burden, the artistic effects inherent to 2D animation make video

synthesis particularly challenging compared to in the photorealistic domain. The

findings of the study shows that the students strongly agreeing to enchance and

improve drawing skills (Shuhong Chen. 2021).


Summary

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.

2. The data gathered concerning the satisfaction of using Flipaclip in terms of

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

respondents are very satisfied using Flipaclip in terms of Selection tool.

3. The data gathered regarding to the satisfaction of using Flipaclip in terms of

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

are very satisfied using Flipaclip when it’s come to eraser.

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

animation using Flipaclip.

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

improve in terms in animated design.

6. The data gathered concerning the enhancement in 2d animation. The highest

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

in terms of drawing skills.


Recommendations

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

be taught how to utilize it correctly. Furthermore, the instructor should be more

patient and have some encouragement because students who are eager to learn

do not always get it.

3. For Communities, this research is recommended to the members of our

community because it promotes the enhancement of the student’s creativity and it

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

will be contributed to the development of the educational and economical state of

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

demonstrating that Flipaclip is an effective tool for improving animation skills.

Future researchers can use this as a guide to acquire more information about

efficacy in order to improve animation skills.

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