03124nam a22003257a 4500003000400000005001700004008004100021040002900062050002700091100003400118245022700152260006500379300002700444336001500471337001300486338001500499500002200514502016300536504004900699520167200748650001402420650002402434650003102458700004002489700003602529700003602565942002002601952016002621999001702781OSt20260611090233.0260611b |||||||| |||| 00| 0 eng d bEnglishcTUPMdTUPMerda aBTH TR 897.5bG35 2026 aGallego, Mark Eric T.eAuthor aPose!:bVisual Novel Game as Instructional Material to Support Drawing Skill Acquisition in Pose-to-Pose Animation/cMark Eric T. Gallego, John Michael B. Peñamante, Janicia Claire S. Queri, and Elvin Justine P. Reyes..- aManila:bTechnological University of the Philippines,c2026. axiii, 166pages:c29cm. 2rdacontent 2rdamedia 2rdacarrier aBachelor's Thesis aCollege of Industrial Education..-bBachelor of Technical Vocational Teacher Education major in AnimationcTechnological University of the Philippines,d2026. aIncludes bibliographic references and index. aThis design-based research project focuses on supporting the acquisition of drawing skills in pose-to-pose animation, where learners experience difficulties constructing accurate key poses, aligning chronological sequences, and applying perspective drawing. Existing approaches, such as traditional lectures and demonstrations, have not fully resolved these challenges, revealing a need for an intervention that better supports learner drawing skills in pose-to-pose. This project aims to design, test, refine, and evaluate instructional material that addresses these pedagogical and practical gaps. The design is informed by the Design-based Research (DBR) framework, which emphasizes the support of instructional materials that are important for learning. Data were gathered through observations, interviews, expert validation, and student evaluations of how learners support their pose-to-pose drawing skills in animation. The first cycle addresses students' learning needs to produce a prototype with readable fonts, color-safe visuals, and gender-neutral character options. Implementation showed that the Pose! : visual novel improved the interface, instructional clarity, and content variety. Across these cycles’ themes of engagement, clear instruction, and practical application, the final design principle is shaped. Overall, findings indicate that Pose! shows a strong potential, highly engaging, content relevance, and clear support for drawing skills acquisition in pose-to-pose animation, with a high evaluation rating of (X=4.29). KEYWORDS: Drawing skills acquisition, Game-based learning, Instructional material, Pose-to-pose animation, Visual novel aAnimation aGame-based learning aDrawing skills acquisition aPeñamante, John Michae B.eAuthor aQueri, Janica Claire S.eAuthor aReyes, Elvin Justine P.eAuthor 2lcccBTH CIEn0 00102lcc4070aTUPbTUPcBachelor's Thesis CIE-2Fd2026-06-11eDonation iBTH-6950l0oBTH TR 897.5 G35 2026pBTH0006950r2026-06-11w2026-06-11yBTH CIE c31500d31499