Moses Raissa Graceivan
Politeknik Sains Seni Rekakreasi

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Design of The 3D Animation Film "Bully" as an Educational Media about The Dangers of Bullying in Elementary School Children Damar Ketawang; M. Bintang Trimaulana; Moses Raissa Graceivan
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 01 (2026): Info sains, 2026
Publisher : SEAN Institute

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The 3D animated film “Bully” is designed as an educational medium to raise awareness of elementary school students about bullying, a serious problem in educational institutions that negatively affects both the victim and the learning environment. Through interesting animations and relevant stories, this movie conveys educational messages for children. The manufacturing process uses the Research and Development (R&D) method which includes problem identification, concept development, production, feasibility testing, and distribution. A survey at SDN 139 Palembang showed that many students experienced bullying, both verbal and physical, with the psychological impact felt the most. This movie aims to foster empathy, provide solutions to prevent bullying, and contribute to the creative industry. The animation is expected to be an effective medium in delivering moral and educational messages that are easy for children to understand.
Design of a 2D Animated Short Film About the Dangers of Online Gambling Moses Raissa Graceivan; Lukas Sugiyanto; Muhamad Haikal Muwahid
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 02 (2026): Info sains, 2026
Publisher : SEAN Institute

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This study discusses the design of a two-dimensional (2D) short animated film intended as an educational medium to raise awareness among young people about the dangers of online gambling. The increasing involvement of youth in online gambling activities serves as the primary background for this creative project. The research employed a Research and Development (R&D) method with a descriptive qualitative approach, consisting of pre-production, production, and post-production stages. In the pre-production stage, data were collected through observation and interviews with individuals who had prior experience in online gambling. The collected information was developed into a storyline, character designs, and storyboards representing the everyday lives of modern youth. The production process utilized Toonboom Harmony 17 software with a combination of puppet animation and traditional frame-by-frame animation techniques to produce dynamic and expressive character movements. The post-production stage involved visual and audio editing to strengthen the delivery of the film’s moral message. The final outcome of this study is a short 2D animated film that presents an educational narrative about the negative impacts of online gambling, including financial loss, social disruption, and psychological pressure. The results demonstrate that animated media can serve as an effective communication tool to convey moral and social messages creatively and engagingly to a young audience.