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In comparison to reading multiple works of literature, films can send the necessary
information in a shorter amount of time. In addition to that, films also make the information
more engaging and appealing to the masses, especially to children. Animation has a visual appeal
to children and it can also have a positive impact on children with 17% of them learning from
animated cartoons (Ghilzai. et.al. 2017). Animation is not only appealing but also flexible.
Flexible in the sense that the audience can also include teens and adults. (Tomchin 2017). In
other words, the animation is for all, regardless of age, sex, gender, occupation, location, and
ethnicity.
II. BACKGROUND OF THE STUDY
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cultures, Brazilian culture, and has also raised awareness of the endangered species: the Blue
Spix Macaw (Boyle 2011). Moreover, the upcoming animated film by Disney: Raya and the Last
Dragon (2021) is heavily influenced by Southeast Asian cultures.
Furthermore, animation films or films, in general, are an accessible medium to the masses and
especially to the target audience. Watching films gives easy information to an audience and at a
shorter amount of time than reading literature from online sites and physical literature found in
libraries. Finding the right information about the art of accessory-making or specifically just the
Higaonon art of accessory-making has proven to be fairly challenging to do online. It is more
challenging now to search for information in public libraries. Literature found online barely talks
about the Higaonon cultural art of accessory making. Any person, especially the target audience,
would not bother reading all that literature or even find them in the first place. Translating the
information into an animated film would not only be interesting & engaging, but it would be
more accessible to people. More access to this information can help raise awareness of the
dwindling cultural art and at the same time, contribute to the representation of the Higaonon
culture and arts. The study will also benefit future researchers and media practitioners.
C. Scope and Limitations
The research will focus on the cultural art of the Higaonons and then expand this
knowledge into an animated short film. Higaonons live in the province of Agusan del Sur,
Philippines. The research itself will only be conducted in Cagayan de Oro, Misamis Oriental
where the researcher is currently staying as of January of 2021. The research will not go beyond
the other tribes of the Lumads and will only be focusing on the tribe of Higaonons and their way
of making their tribe accessories. However, for the output of this study, the target audience is
children ages 7 to 11. According to Piaget's stages of cognitive development, children of ages 7-
11 years begin to think more logically and concretely and understand information to a general
principle. Children of this age range already have the mental capacity and the cognitive
development to understand their interests. Additionally, the target audience also includes
Filipinos learning the Filipino cultures and living in the country. As of July of 2021, the final
survey questionnaire was conducted through Google form and as of August of 2021, the Final
Defense of the Thesis: The Higaonon Art of Accessory Making was concluded.
III. METHODOLOGY
A. Research Design
The research paper Sequential Exploratory Design. A Sequential Exploratory Design is a
mixed-method design characterized by collecting qualitative data and analysis, succeeded by
collecting quantitative data and analysis. This design method uses qualitative findings to aid in
the explanation and interpretation of quantitative findings. In this case, an interview is conducted
first and studied through Narrative Analysis. Another data collection is conducted through
survey questionnaires using the online platform Google Forms for convenience and using
Theoretical Analysis for examining the collected data.
The first batch of respondents is non-Higaonon handicraft practitioners. While the method of
collecting data is an in-depth interview inclusive to a profile discussed below, and then to be
analyzed using a Narrative Analysis method. The second batch of respondents is viewers
categorized by age: 7-12 years, 13-18 years, 19-24 years, and 25 years and older With a priority
to respondents under 7-12 years given that they are the target audience.
B. Research Instrumental
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Given the chance to travel to Agusan del Norte, the researcher can interview the five (5)
practitioners for the collection of data. A semi-structured interview will be conducted to open up
a light atmosphere for the interviewees while still maintaining an organized set of questions and
only focus on the necessary data. The interview questions should tackle the following :
● Interviewee’s personal information including full name, occupation, and years of working
● Interviewee’s views, insights, and struggles on the art of accessory making
● Information about the accessories which include bead-work, cultural embroidery, and basket-
weaving
A survey Questionnaire is used for the 2nd batch of respondents that surround the animated
Thesis Film and questions the respondents before and after watching the said film. The survey
questions should tackle the following:
● Respondent Age for categorization
● Respondent's knowledge on the topic before and after watching the animated film.
● Respondent's cultural awareness on the topic before and after watching the animated film.
C. Research Sampling and Respondents
The research will be using a nonprobability, purposive sampling method. The purpose sampling
method is used when the researcher has access to a subset of people who have been practicing
this specific form of art handicraft. This method is also used when researchers rely on their
judgment for choosing the member of the population to participate in the study. Although the
results of the objective sampling do not necessarily have to be statistically descriptive of the
wider population of interest, they are qualitatively generalizable.
Respondents, on the other hand, should be ● Mindanaoan
inclusive to And exclusive to:
● Non-Higaonons ● Training practitioners
● Handicraft Practitioner ● Practicing for less than a year
● Practicing for at least a year ● Non-Mindanao
For the survey questionnaire in regards to the animated film output, the criteria required are as
follows. This is to ensure that the respondents are the target demographic of the animated film
should it be shared in online platforms with priorities to the target audience who are children
under the age of 7-12 years. The target demographic is the locals or Filipinos who are living in
the Philippines as they have the most likely exposure to the culture and societal standards here in
the Philippines.
Respondents should be inclusive to And exclusive to:
● Filipinos currently living in the ● Filipinos not currently living in the
Philippines Philippines
● Children ages 7-12 ● Foreigners
● Respondents who are 13 years old and
older
D. Theoretical Framework
The theoretical framework used is taken from models and principles in design. These follow
under Aesthetic, Technology and Communication format. Each model or principle corresponds
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to the format and is used in the conception and production of the animated film, and most
especially the analysis of the results.
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scriptwriting of the short animated film. The universal principles of design can also be applied to
the aesthetic of the film.
For the quantitative part of the research, the animated film is then subjected for the pre
and post-evaluation by respondents chosen by the researcher. Respondents should fit the
criteria mentioned above. The survey questionnaire, as mentioned, is divided into two parts:
PRIOR to watching the film and SUBSEQUENT or after watching the film. After the
respondents have successfully done these, the results are then to be analyzed through
theoretical analysis.
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F. Conceptual Framework
The conceptual framework used here is a basis for the creation of the animated film: Hinimo
ni Lola from the qualitative side. An interview was first conducted and to do this the preparation
of the interview questions must first be done followed by the actual interview. After transcribing
the one-on-one interview, narrative analysis is then used to break down and understand the
results of the interview to conceptualize the animated film.
The narrative form can be loosely defined as a sequence, experiences, or actions with a plot
that ties together different parts into a meaningful whole (Czarniawska & Franzosi 1998). This
makes information gathered important in a narrative concept. According to Hannah Mertoja and
Colin Davis in their book Narrative Analysis in Arts, it discusses the analysis of ethical issues
involving different strategies that contemporary media utilize to narrate experiences. Narrative
Imagination is an essential part of visions of the future and also the engagement with the past and
the present. Narrative Analysis refers to a cluster of analytic methods for interpreting texts or
visual data that have a storied form (Figgou & Pavlopoulos 2015). Furthermore, narrative
analysis is a genre of analytic framework whereby researchers interpret stories that are told
within the context of research and/or are shared in everyday life (Allen 2017).
Using the theory of Narrative Analysis will help analyze the in-text or transcribed data gathered
from the interviewees and help translate it into a narrative concept. This narrative concept can
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then be designed into a short animated film where the target audience can have more access
compared to that of online and physical literature especially during these trying times of the
COVID-19 pandemic.
IV. REVIEW OF RELATED LITERATURE
Digital Storytelling as a technological tool is the timeless method of storytelling
incorporated into the digital medium in an educational setting (Robin, 2009). Web Roush (2006)
wrote that these technologies are part of a transformation from "one-to-many communication on
the Web" to "many-to-many communication and that traffic and conversation naturally cluster
around content, such as videos, photos, blog posts, and bookmarks". Digital Storytelling is a
technology framework that is well placed to take advantage of user-contributed content and to
help the user's teachers contribute content and make meaningful use of technology in their
classrooms. For this study, a film to raise cultural awareness can be shown and featured in
classroom settings for students and teachers alike to watch.
The influence and impact of visual imagery in a learning environment are discussed in Berney
& Betrancourt (2016). From a cognitive point of view, Schnotz et. Al. (2005) defined the
ability to learn animation in terms of allowing and promoting effects. The continuous
representation of changes in animation facilitates the perceptual and mental processing of
complex information, which would be impossible to achieve for inexperienced learners in the
field. The literature has shown that the major characteristics of animation could be either
beneficial or detrimental to the understanding and approach to learning to be learned.
Visual Learning Analytics of Educational Data: A Systematic Literature Review & Research
Agenda by Camilo Vierira, Paul Parsons, and Vetria Byrd also tackled visual imagery for
education and analyzed it quantifiably. The easy availability of online platforms, education
systems, social media, digital student records, and networked devices has contributed to a rise in
the number of rich data trails that can provide insight into the learning process. (Siemens & Log
2011). The results of this study in regards to using existing literature integrated into education
and visualization showed that it is possible to apply. However, the study shows that sophisticated
visuals did not critically connect all three dimensions for the highest scores.
Both animation and human cognition are tackled in a common ground by Torre (2014).
Picture perception and mental image generation processes often involve composing visual
content through two distinct yet interrelated systems: the method of seeing and within one's
visual-spatial working memory. In conclusion, both cognitive animation and animation do rely
on three structures: image, sound, and movement and both also have the potential to be complex
and creative visualization with relative efficiency.
Organizational Readiness: Culturally Mediated Learning through Disney Animation by
Marty Griffin, Mark Learmonth, and Nick Piper, talks about A structure that defines the
anticipatory perceptions of the future organizational life of children as they permeate the cultural
stimuli to which they are exposed. Barnett (2006) Children are casually or intently watching
animations, often with repeated viewings, it is clear that they can have a significant effect- an
effect that can be thought of as indirectly educational on young children. Disney animation can
be problematic to culture, blurring the lines between inspiration and appropriation.
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V. RESULTS AND DISCUSSIONS
A one-on-one interview was first conducted in Cabadbaran City, Agusan del Norte. Five
respondents were chosen to share their stories about them, their work, and the impact of the line
of work in their lives and the lives of their families. To conceptualize the animated film for
viewing and feedback, Narrative Analysis was used to break down and understand the data
collected from the 5 non-Higaonon Handicraft practitioners. The questions asked by the
researcher to the respondent were originally in Cebuano. As of May 2021, returning to Agusan
del Norte for a follow-up interview was not possible due to the return of the city’s strict rules
against travel. For the sake of confidentiality, each respondent mentioned in this research will be
numbered accordingly. (e.g. Respondent 1, Respondent 2, etc.).
Interview with Non-Higaonon Handicraft Practitioners: Tasks and Skills of the Practitioner
The respondents were asked about their usual tasks in this line of work. “Unsa kasagara
imong ginabuhat ani nga trabaho” is translated into "What do you usually do in this line of
work?" which refers to the three handicrafts commonly done in the Higaonon tribe (Burda or
embroidery, bead-work and basket weaving or basketry)
IN VIVO coding
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The respondents were asked how they were acquainted with the handicrafts, translated from
"Ginusa nimog pagkahibalo ani nga trabaho?”. Three answers were averaged from the
respondents.
IN VIVO Coding
IN VIVO Coding
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IN VIVO Coding
IN VIVO Coding
Contents/Codes ● Blessing
● opportunity
● More than an income
● Passion
All of the respondents have mentioned on average that the work they do is a blessing and an
opportunity for them and their families. To them, practicing and producing the Higaonon crafts is
more than just additional income.
This is also a reminder that, although this is a passion for the respondents, practicing and
producing the Higaonon handicrafts is a job first. The work they put in feeds their family and
puts their children to school. Nonetheless, the work they do is significant in the cultural sense to
keep the practice alive for future generations.
IN VIVO Coding
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● Enjoy
● Opportunity
● Children/Family
Respondent 1 had mentioned that making cultural embroidery is special and not just a
form of income. They acknowledge the art they create with their own hands. Respondent 1 also
helps with basket weaving and enjoys the time they spend with their fellow practitioners.
Respondent 2, 3, and 4 mentioned the opportunity they get when working at home. Not only are
they helping to pay the bills, but they also get to spend time with their children and family
members through this practice. Teaching their children how to practice and produce Higaonon
handicrafts has given them a sense of happiness and fulfillment.
This information was crucial to the conception of the plot in the animated film: Hinimo ni
Lola. Although not deliberately mentioned, the idea of spending time with family while
practicing and producing the Higaonon art of accessory making is subtly shown.
IN VIVO Coding
IN VIVO Coding
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Contents/ Codes ● Still practicing/producing
● Still alive
● Pass down skills
All 5 respondents are still hoping to practice and produce Higaonon handicrafts 5-10 years
from now. 3 of the 5 respondents also hope that they would still be alive long enough to pass
down the skills and techniques of Higaonon art of accessory making.
Upon further analysis, the handicraft practitioners have made their work a part of
themselves and a significant part of their lives. Although, the work they put in is just that "work".
They acknowledge the art their hands create and acknowledge the benefits that come along with
it. As a practitioner, they treasure the time they can spend with their families and they also put
effort into passing down the techniques they learned and polished in this line of work. They are
careful with their hands and are particular with the names of each creation as each craft was
made in a specific way. Using the theory of Narrative Analysis will help analyze the in-text or
transcribed data gathered from the interviewees and additional literature, and help translate it into
a narrative concept. The animated film: Hinimo ni Lola follows Hiala as she learns the common
Higaonon crafts produced by her non-Higaonon handicraft practitioner. Designs used include
baskets, beaded accessories and finished and unfinished embroidered clothes are direct examples
of the Higaonon crafts. From the analysis, Lola is the representation of the non-Higaonin
Handicraft Practitioners. With their collective experiences in one character. Lola, like the
respondents, is also a handicraft practitioner and is conceptualized through the data collected
from the interview.
Animation in the Philippines has not been as prominent as it could have been given that
the animation industry began only around 40 years ago. This can be traced back to around the
1980s. Within those 40 years, the country produced 11 animated films that range from 2D, 3D
and 2D/3D hybrid films which are Isko: Adventures in Animasia (1995), RPG Metanoia (2010)
and Hayop Ka! (2020) to name a few. There is already a scarce number of films in the
Philippine Animation Industry, and, naturally, there is a lack of representation in the Higaonon
tribe, specifically the Higaonon Art of accessory making.
To answer the first research question: “How will animation educate and raise cultural
awareness of the Higaonon art of accessory making”, the researcher must first understand the
influence of animation and the use of visual narratives as a learning material for education. With
the use of the theoretical framework, the animated film: Hinimo ni Lola was viewed by 20
respondents in a survey evaluation.
Deductive Coding : There is a predefined set of codes, then assign those codes to the new
qualitative data. With the given time constraint and a limit on a specific set of respondents, the
research falls under deductive coding.
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A survey questionnaire was conducted and answered by 20 respondents before watching the
animated film: Hinimo ni Lola and subsequent to the film. It was ensured beforehand that all of
the respondents are Filipinos currently living in the Philippines through purposive sampling and
that part of the respondents are children within the age bracket of 7-12 years. The survey
questionnaire was conducted to discern if the animated film has effectively educated the
audience and to discern if the animated film has effectively raised cultural awareness about the
Higaonon Art of Accessory Making. A total of 20 respondents answered the survey questions.
For confidentiality's sake, the respondent’s name was not included in the survey as their identity
is not related to the necessary data.
- 7-12 years of age - 13-18 years of age - 19-24 years of age - 25 years and older
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3 No Yes Yes 2 3
4 No Yes Yes 1 1
5 No Yes Yes 3 3
9 No Yes Yes 1 1
10 No Yes Yes 1 1
11 No Yes Yes 3 2
12 No Yes Yes 2 4
15 No Yes Yes 2 2
16 No Yes Yes 1 2
17 No Yes Yes 1 1
18 No Yes Yes 2 3
15
19 No Yes Yes 1 2
20 No Yes Yes 1 1
Prior to Watching the Film: Rating Knowledge on the Higaonon Art of Accessory Making
The respondents were asked, in rating scale, their current knowledge of the Higaonon Art of
Accessory Making prior to watching the animated film: Hinimo ni Lola. In the rating scale, 1 is
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the lowest and labeled as “I don’t know about it” while 5 is the highest and labeled “I have
considerable knowledge about it”.
8 respondents (40%) do not know about the Higaonon art of accessory making. 6
respondents (30%) somewhat knowledgeable on the Higaonon art of accessory making fall under
the age 7-12 years. 4 respondents (20%) have moderate knowledge on the Higaonon art of
accessory making while remaining 2 respondents (10%) are fairly knowledgeable on the
Higaonon Art of Accessory Making.
This question aimed to set a point to where the respondents believe to be before watching an
animated film about the Higaonon art of accessory making and to further prove the effectivity
and the success rate of film in educating the audience.
Prior to Watching the Film: Cultural Awareness on the Higaonon Art of Accessory Making
The respondents were asked, in rating scale, their current cultural awareness of the Higaonon
Art of Accessory Making prior to watching the animated film: Hinimo ni Lola. In the rating scale,
1 is the lowest and labeled as “I am not aware of the arts”, while 5 is the highest and labeled as
“I am considerably aware”.
5 respondents (25%) are not culturally aware of the Higaonon art of accessory making. 3 of
5 these respondents fall under the age of 7-12 years while the other 2 fall under the age of 19-24
years. 7 respondents (35%) answered that they are somewhat culturally aware of the Higaonon
arts. 3 out of 7 of these respondents fall under the age of 7-12 years, and the rest fall under the
age of 19-24 years. 6 respondents (60%) answered that they are moderately aware of the
Higaonon art of accessory making. 1 of these respondents fall under the age of 7-12 years. 1
respondent falls under the age of 25 years and older, and the other 4 respondents fall under the
age of 19-24 years. The remaining 2 respondents (10%) answered that they are fairly aware of
the Higaonon art of accessory making. Both of these respondents fall under the age of 19-24
years.
Upon further inspection, the majority of the target audience are not quite culturally aware of
the Higaonon art of accessory making given that they are either not culturally aware at all or just
somewhat culturally aware. This has given the opportunity to see if the animated film can be as
effective in raising cultural awareness to the audience.
A second part of the survey questionnaire was answered after the respondents have viewed
the animated film: Hinimo ni Lola
- 7-12 years of age - 13-18 years of age - 19-24 years of age - 25 years and older
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RESPONDENT After watching After watching How Additional
S the film, please the film, please effective was comments/
rate your rate your the film in feedback on
current current educating you the film
knowledge on cultural about the
the Higaonon awareness on Higaonon art
art of accessory the Higaonon of accessory
making art of accessory making
making
1 5 5 5 I wish to learn
more.
2 5 5 5 It was a very
nice film, but I
think the
choice for the
background
music could
have been
better.
3 4 4 4 It feels like a
game, and its
very cute. If
only the
subtitles could
be more
engaging in a
way.
4 4 4 5 The film is a
great basis or
starting point
for learning
about the
culture of
Higaonon art of
accessory
making
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5 5 5 5 It was
informative in
a creative
manner.
6 4 4 5 None.
8 4 4 5 A very classic
like animation,
simple yet
pleasing to
watch
9 4 3 4 Nothing to say
but it was
great!
10 4 4 4 It looks very
nice po
11 4 4 4 It was good!
12 4 4 5 The short
animation was
cute and
adorable, also
it was
interesting to
learn about the
higaonon. Also
the vibe of the
music was so
chill and
relaxing
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13 5 5 5 It was great :)
14 4 4 5 The animated
film may
actually raise
awareness even
for the people
who do not
have any
background
knowledge
about the
Higaonon art
and culture.
18 4 4 4 nice
19 5 5 5 Very pog
20
20 4 4 5 I wish it was
longer with
more detail :)
Subsequent to Watching the Film: Knowledge on the Higaonon Art of Accessory Making
The respondents were asked, in rating scale, their current knowledge of the Higaonon
Art of Accessory Making after watching the animated film: Hinimo ni Lola. On the rating
scale, 1 is the lowest and labeled as "I don't know about it" while 5 is the highest and labeled
"I have considerable knowledge about it".
12 respondents (60%) are fairly knowledgeable on the Higaonon Art of Accessory
making after watching the animated film: Hinimo ni Lola. 5 of these 12 respondents fall under
the age of 7-12 years, and the other 7 respondents fall under the age of 19-24 years. The
remaining 8 respondents (40%) are considerably knowledgeable on the Higaonon art of
accessory making after watching the animated film. 1 of these 8 respondents fall under the age of
25 years and older, while the remaining 7 respondents fall under the age of 19-24 years.
With the information from the former question, the animated film showed a significant
rise from respondents who are not knowledgeable and somewhat knowledgeable of the Higaonon
art of accessory making to fairly and considerably knowledgeable after watching the film. There
is a quantifiable and positive difference to prove that the animated film: Hinimo ni Lola can
educate audiences that first have little to no knowledge and make them more knowledgeable
about the topic.
Subsequent to Watching the Film: Cultural Awareness on the Higaonon Art of Accessory
Making
The respondents were asked, on a rating scale, their current cultural awareness of the
Higaonon Art of Accessory making after watching the animated film: Hinimo ni Lola. In the
rating scale, 1 is the lowest and labeled as “I am not aware” while 5 is the highest and labeled as
“I am considerably aware”.
11 respondents (55%) are fairly aware of the Higaonon Art of Accessory making after
watching the animated film. 5 of these 11 respondents fall under the age of 7-12 years, while the
other 6 respondents fall under the age of 19-24 years. 8 respondents (40%) are considerably
aware of the Higaonon Art of accessory making after watching the film. 2 of these 8 respondents
fall under the age of 7-12, 1 respondent falls under the age of 25 years and older, while the other
5 respondents fall under the age of 19-24 years. The remaining 1 respondent (5%) are moderately
aware of the Higaonon Art of accessory making after watching film and fall under the age of 19-
24 years.
With information from the former question, the animated film showed a significant rise from
respondents who are not culturally aware and somewhat culturally aware of the Higaonon art of
accessory making to the majority of fairly knowledgeable and considerably knowledgeable.
There is a quantifiable and positive difference that the animated film: Hinimo ni Lola can raise
cultural awareness to audiences that first have little to no awareness and make them more aware
of the Higaonon art of accessory making.
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Subsequent to Watching the Film: Effectiveness of the Animated film
The respondents were asked, in a rating scale, if they believe that the animated film featured
was effective in educating them in the Higaonon Art of Accessory Making. 1 is the highest and
labeled as "Not effective", while 5 is the highest and labeled as "Very effective".
14 respondents (70%) answered that the animated film: Hinimo ni Lola is very effective in
educating them. 4 of these 14 respondents fall under the age of 7-12 years, the other 10
respondents fall under the age of 19-24 years. The remaining 6 respondents (30%) answered that
the animated film is fairly effective in educating them. 3 of these 6 respondents fall under the age
of 7-12 years, 2 respondents fall under the age of 19-24 years and the other 1 respondent fall
under the age of 25 years and older.
Other than the past two questions that prove the effectiveness of the animated film in
educating and raising cultural awareness as it aimed to do, this question was to ask the
respondent themselves if they are also aware of the change before and after watching the
animated film. There is more proof of quantifiable and positive differences that the animated
film is effective in educating the audience.
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Technology: Multimedia and The Human Learning Process
Atkinson and Shiffrin’s Multimedia and the Human Learning Process is a fairly wide model.
For this research, we are noting the human’s sensory registers, namely the short term memory
and the long term memory, and how these can affect one's learning ability through multimedia.
Children in their early development, specifically that of infancy and pre-school, have little to no
capacity to retain information such as visual, verbal, audio, and textile in the long run of their
growth (Lukowski, A. F., & Bauer, P. J. (2014). However, a study by Heit and Hahn (2001) talks
about diversity-based reasoning in children where people make more deductions from a
diversified group of information than they do from a more similar or uniform set. As mentioned
in the above statements, children learning diversity, may it be cultural or social, is important in
growth as it welcomes self-confidence, social skills and is positively reactive to differences in
people and situations.
With this knowledge, new information about the culture and social issues, such as the
lack of representation and information about the Higaonon culture and arts, is possible for
children audiences as young as their early developmental stages. The animated film was made
into 5 minutes to keep the video short enough not to bore the viewers, especially to the target
audience, and to fulfill the university requirement of the minimum minutes for short films.
According to a recent study, excessive internet use for lengthy periods may have a negative
influence on some cognitive skills, particularly attention and short-term memory. And so keeping
it around 5 minutes was a way to make the viewer think it is short enough to watch, but it is long
enough to give out enough information about the Higaonon art of accessory making.
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the value of family and familial relationships. Animation in culture has also raised awareness of
diversity. Children are exposed to different cultures and races through animation and cartoons.
Disney Princesses easily showcase their country's culture. For example, the first Asian Disney
Princess, Mulan (1998) showcased the culture of China.
Even raising awareness of social issues such as the endangerment of animal species and
illegal logging can be showcased in cartoon animation. This was successfully done in Rio (2011)
and Rio 2 (2014) respectively. Raising the issues of global warming, mass usage of non-
biodegradable items, and the potential of worldwide garbage pollution from Wall-E (2008) was
also successfully portrayed in the film. Animation can also be a platform to spread values to
children and introduce them to cultural and social representation. Shows such as Steven Universe
(2013) helps children and even young adults understand sexual orientation (Brown 2020), the
importance of family values and principles (Sepinwall 2019), women empowerment, racial
diversity (Clark 2020), mental health in easy and fun digestible content.
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entertainment. In addition, the exposure of critical topics such as social issues and the importance
of values has a positive effect on children under the ages of 7-12 years.
The researcher has to first understand the Higaonon art of accessory making through non-
Higaonon handicraft practitioners. A one-on-one interview was then conducted in Cabadbaran
City, Agusan del Norte with five (5) respondents who are non-Higaonon, Mindanaon and
practicing the aforementioned arts for at least 5 years. Using narrative analysis, the transcript was
studied, and the conception and production of the animated film: Hinimo ni Lola was made with
the guide of the theoretical framework. The characterization of Lola in the film represents the
joint experiences from the non-Higaonon handicraft practitioners, backed up by the information
collected from literature review. While the characterization of the protagonist represents the
audience in general who know little to nothing of the topic.
A survey was conducted to see if the animated film is effective in educating and raising
cultural awareness on the Higaonon art of accessory making. The results show that a total of
twenty (20) respondents are initially not as familiar with the Higaonon art of accessory making.
Although, they do believe that animation can be used to educate and to raise cultural awareness.
After watching the animated film: Hinimo ni Lola, a 5 minute short film which focuses on the
three common handicrafts of the Higaonons, the results show a significant and positive rise in
their knowledge and cultural awareness of the Higaonon art of accessory making. In other words,
the animated film: Hinimo ni Lola had successfully and effectively educated the audience
(respondents) and raised cultural awareness of the Higaonon art of accessory making.
For future researchers who wish to tackle the topic, consider a different approach on the
sampling method of the research. Use of random sampling for the survey questionnaire is
recommended to really capture the data needed and see if the animated film is as effective in a
larger scale of audience. In addition, collection of more data on the non-Higaonon handicraft
practitioner is highly recommended for more accurate analysis for the next animation film on the
Higaonon art of accessory making.
VII. REFERENCE
Alyona Medelyan PhD. (2019, October 11). Coding Qualitative Data: How To Code
Qualitative Research (2021) | Thematic. Thematic; Thematic.
https://getthematic.com/insights/coding-qualitative-data/
Berney, S., & Bétrancourt, M. (2016, June). Does animation enhance learning? A meta-
analysis. ResearchGate; Elsevier.
https://www.researchgate.net/publication/304375733_Does_animation_enhance_learn
ing_A_meta-analysis
Brown, T. (2020, March 25). “Steven Universe”: How the queer kids’ show changed TV
forever. Los Angeles Times; Los Angeles Times.
https://www.latimes.com/entertainment-arts/tv/story/2020-03-25/steven-universe-
rebecca-sugar-lgbtq-legacy
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Kramer, J. (2017, July 12). The Atlantic. The Atlantic; theatlantic.
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Opinion | The Healing Power of “Steven Universe” (Published 2020). (2021). The New
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The MIT Press. (2016). The Digital Plenitude. The MIT Press.
https://mitpress.mit.edu/books/digital-plenitude
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