Amal's blog

Thursday, 5 January 2012

Log 3: Summary of Project Findings

In conclusion, the summary of the project findings as the following:
  • The research project shows that the Japanimation culture wave is spreading among youth and influence their lifestyle. 
  • The influence has raised two phenomenons: otaku and hikikomori
  • The Japanimation has a good influence in marketing and entertainment industry.
  • Using the anime style for the campaign's video animation will help to drag the youth attention.
  • Developing animation style is depending on the target market demographic and psychographic information and the cultural background. 
  • Animation in advertisement world is a powerful tool that benefiting the leading-edge companies.
  • Choosing the right animation software depends on the type of animation and the skills of the animator.
  • Designer/animator personal preference can be developed through practicing his skills in different projects.
  • This project has allowed me to practice animation professionally.
  • As a result this project has developed my professional practice and covered academic areas on animation background and old/new techniques.
  • It helped me to study the target market and identify the keys of understanding the customers in away to benefit and serve the campaign.


Wednesday, 4 January 2012

Log 5: Comments on Other Learner's Blogs



Comment1:
Amazing, you were doing two degrees at the same time! I've found the course extremely helpful in my workplace as it built a solid academic skills that serve any potentials in professional practice.

Comment2:
DELICIOUS made it easy for us to share links in groups and track each new links that goes to one category, in addition it's a very powerful tool for group work by exchanging information easily within one place.

Comment3:
Interesting ! my project research is relating to youth interaction social life too, (for 16-24 years old) but i've found that some of youth are frustrated with life condition whether it is in personal life or school/work life, or even if they don't have a clear goal of what to do in life so got addicted to any thing that help them escape from realism to the virtual world, or to pass time (e.g. video games)

Comment4:
Google docs helped us to share docs and pass documents between the group easily, without any usb or sending them as attachments through emails .. it organizes docs as if they are in the local computer machine.

Log 4: Critical Reflection

Critical Reflection on Learning Across the BAPP course


When I started the BAPP course I though that my learning will be only based on what I'm practicing at work place, but what I've really impressed is that the course is feeding the professional work with a academic solid based knowledge. 


For example, I haven't conduct any research projects before, and undertaking the animation project and studying the hypothesis and cultural side helped me to realize facts that provided an important findings relating to marketing and customers research.


It changed the way I undertake any work projects, I've learnt the principals of doing research regarding on project questions and problems through interviews, surveys, observation and literature review and how to analyze results for my work advantage. It also improved my technical and professional knowledge on animation which I am passionate about, because the research area helped me to develop my practical skills in animation. 


As a work based learner, professional reflectivity was considered to be my experience that was engaged through all course tasks during the programme. Each module improved me to boost my professional skills by reflecting on influences and learning from all activities that integrate my practice with all future learning experiences.


The last two modules developed my critical awareness of any work project activities, proposing a research topic and understating the research methods in general. 


Choosing the topic of interest and the relating hypothesis in research project was deeply involved with a period of my life that gradually faded as I grew up.
The research topic was somehow relating to my teenage years, I used to be an Japanimation and korean drama otaku and used not to communicate well with family or normal people around me. Now I still watch anime, but not in obsession anymore, and my communication skills have been improved significantly, but i've notice many of my relatives and friends starting to open up to this otaku world. However, my research might not be deep enough to concentrate on this phenomenon, but I hope that I opened up a host for a new researcher to this topic to undertake more deep and serious research actions toward these folks who are starting to lose themselves and waste time in a virtual world far away from the reality.


Completing this course might not put my thoughts in relief specially that I've came across a rare phenomenon and I hope to see more serious researches regarding these topics to go through all reasons causing this to happen and prevent repeating the same mistake for the next generations.


Achieving the last two modules was held with many obstacles that prevented me to finish them earlier, I deferred the submission for two periods of times, maybe because I was on the most critical moments in my life since my fathers' death that have changed my way in living and thinking about my future. 


Undertaking the modules gave me the knowledge, courage and belief on my skills as a professional and I'm really proud of myself that I've overcome these hardships with confidence on my thoughts and knowledge. 


Throughout the course time, I've enjoyed the learning journey and hopefully applying for MA animation course at Middlesex university after two years from now.