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Figure 8.5. Mastery of effective classroom management skills
Item 5. Make good use of communication skills
The char below, it clearly seen that 46 respondent acknowledge that the  instructor excellence  using  the  communication  skills,  and  23  feeling  stisfactory.  While  10  admit
that the instructor using  communication skill  below average, particularly  on item  5.5.  that mention  about  correct,  neat  and  orderly  hand  write.  In  addition,  21  respondent  consider
that  it  is  not  applicable  or  not  performed  on  item  5.2.  that  mention  about  take  care  of majority students and  walking around the class .
F. Conclusion
Teahing  online  is  quite  fun,  and  good  experience  for  teacher  and  student.  We engaged  with  high  technology  and  contemporary  issues  in  teaching.  Beside  that  the  most
importan  thing  is  teaching  online  could  be  succeed  and  reach  the  instructional  goal.  The student achievement and knowledge  showed  in good performance.
In general, the praxis of instructional system design using teaching online be able to enhance student understanding of multicultural education.Refer to the result of pretest  and
posttest that revealed student understanding about the topic has improved from 5.142  mean of pretest to 8.928 mean of posttest.
109
In  addition,  feedback  questionnaire  students  illustrated  most  of  the  students  feel satisfy, and interested in the topic. Something that I have to improve on this teaching  online
is  maintain  two  languages,  bahasa  and  English  in  my  PPT,  because  this  teaching  at  two country  it  should  be  use  two  languages,  although  my  focus  is  my  students  in  Indonesia.
Another is preparation in technical  neednest.  I need  to  print  out my PPT, so  I did  not  face difficulties technically to see my PPT.
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111
EFFECT OF UTILIZATION CD INTERACTIVE MEDIA IN SCIENCE LEARNING MOTIVATION FOR THIRD GRADES ELEMENTARY SCHOOL
Experimental study in Palmerah 15 state primary school, West Jakarta Academic Year 20102011
By
Mohamad Syarif Sumantri dan Rina Kristanti
Faculty of Educational Jakarta State University
Email : syarifsumantriyahoo.com This  study  aims  to  to  get  empirical  data  on  the  effects  media  utilization  Interactive  CD  on
motivation  to  learn  science  third  class  Elementary  School.  Research  with  an  experimental method through the design of post-test only control group. The population in this study were
all  students  of  third  class  Elementary  School  in  West  Jakarta.  Samples  were  third-grade students  in  15  public  elementary  school  Palmerah,  West  Jakarta  numbering    70  students,
which is  35 students  as the experimental class and  35  students as  the control class.  Samples were  taken  by  using  a  cluster  sampling  technique.  The  data  was  collected  using  a
questionnaire  enclosed  motivation  to  learn  science  in  elementary  school  third  grade.  Data analysis techniques using t-
test, at significance level α = 0.05. The test results showed t = 3.48 t table = 1.66; means H0 is rejected and H1 is accepted. With the conclusion of the study  is
the use of interactive CD of media positive effect on the level of motivation to learn science elementary  school  third-grade  students.  The  implication  of  this  study  is  that  teachers  and
parents  need  to  know  that  the  students  motivation  to  learn  science  need  to  be  considered because  it  helps  the  students  have  learned  the  task  of  accepting  full  responsibility,  students
can  complete  the  task  well,  they  are  persistent  have  difficulty  and  optimistic  attitude  in learning  science  .  In  addition,  teachers  can  utilize  interactive  CD  of  media  as  a  source  of
helpful  learning  increases  learning  motivation  science.  Through  Interactive  CD  of  media, motivation  to  learn  science  students  will  be  increased  and  learning  to  be  effective,  so  the
enjoyable will support the learning process in the classroom.
Keywords: CD of media, learning motivation, science, elementary school
Introduction
In  general  science  lessons  in  primary  schools  carried  out  by  means  of  the  approach through  a  text  book.  Math  and  science  is  often  presented  in  a  way  classical  or  technical
lectures by teachers at school. With classical style actually makes students easily bored and is difficult to understand the lesson presented by the teacher, the teachers role in science  lessons
should  consider  and  serious  in  trying  to  improve  the  motivation  of  their  students  so  that students can understand the subject matter with better science.
In  general,  elementary  school  teachers  have  not  been  optimized  to  manage  the classroom  effectively subjects  such  as  science teachers  should  emphasize the competence of
science  process  skills  through  observation  and  practice.  But  most  teachers  will  prioritize  a lecture  approach  and  students  are  encouraged  to  memorize  all  the  material  rapidly  and
accurately. Though the subjects of science requires the skills and knowledge that is more  than just  recall  it.  Primary  school  teachers  have  only  put  on  the  achievement  of  the  learning
outcome  goals  and  only  pay  attention  to  the  completion  of  a  structured  learning  program teachers  without  regard  to  the  need  of  students,  how  students  learn,  enthusiastic    about
learning or mastery learning.
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Continuous  learning  process  using  lectures,  reading materials,  and  do  the  problem  is how to teach the less appropriate Sri Esti Wuryani D, 2006. This makes students  depressed
and  learning  are  boring  and  tend  to  be  less  meaningful  than  students  are  encouraged  to conduct  individual  or  group  practice.  In  general,  elementary  school  teachers  who  less
maximize of media and learning resources are available in the school. For example, the use  of interactive science CD of media to motivate students to learn concepts more a real.
Utilization  instructional  media  according  to  Yudhi  Munadi  2008  is  one  alternative that can be used to increase students motivation to learn science. Instructional media is a  tool
in conveying the material that students are enthusiastic and obtain better learning results. Based on the results of early observation that the information obtained by  researchers
studying media use by teachers is not serious. Appropriate learning media is suspected of an interactive CD. Interactive science CD media available in many primary schools.
Wibowo,  Thomas  2005  explains  that  this  interactive  CD  media  play  a  role  in facilitating  student  learning  significantly.  Media  interactive  CD  to  help  students  understand
the  material  science  in  accordance  with  the  daily  lives  of  students.  For  example,  material changes  in  energy.  This  illustrates  that  the  teacher  must  always  be  active,  creative  and
initiative in tackling the problem of learning. This condition is more teacher encourages active and  creative  role,  recall  position  of  teachers  as  advisors,  mentors,  and  an  incentive  for  the
students activities. One of the active role of the teacher is using the media in accordance with the times in the learning process.
Learning by using interactive CD media is done by looking at the problem is the  lack of  motivation  of  third-grade  students  Palmerah  15th  State  Primary  School  This  action  is  a
preventive  measure  to  prevent  saturation  of  learning  science.  Based  on  the  above  problems, the  researchers  are  interested  to  see  the  effect  of  instructional  media  interactive  CD  on
motivation to learn science third grade elementary school students.
Research Methods
The  purpose  of  this  study  was  to  get  empirical  data  on  the  effects  of  media  use Interactive  CD  on  motivation  to  learn  science  3rd  grade  elementary school  students  and  the
study was conducted in 15 public elementary schools Palmerah, West Jakarta. The study  was conducted in February - March 2010.
The  research  method  is  a  method  of  experiment,  because  researchers  rely  on independent  variables  directly  is  research  that  intentionally  manipulates  the  independent
variable to see the effect that occurs in the dependent variable. Posttest  study  design  using  the  design-only  control  group,  and  there  are  two  groups
chosen  at  random  R.  Experimental  group  and  the  group  given  no  treatment  is  called  the control  group.  To  perform  tests  on  independent  variable  group  performed  two  static  design.
These  two  groups  are  assumed  to  have  the  same  characteristics,  namely  class,  age,  and teaching materials, and the only difference in treatment alone. The results of measurements  of
the dependent variable of the two groups were compared to see the effect of the treatment.
Tabel 1 Two Design Group
group Treatment
Posttest R
E X1
Y1 R
K -
Y2
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Based on the design of the study, the treatment  given to the experimental group. The treatments  were  given  in  this  study  is  to  learn  science  by  using  interactive  CD  media  and
purpose of the treatment is expected to encourage higher student motivation to learn  science. Treatment  of  12  times  with  a  duration  of  30  minutes  for  the  sessions.  The  material  in  each
treatment according to the science of learning materials.
To get data on the differences in learning motivation science experimental group  and the  control  group,  the  researchers  conducted  an  evaluation  performed  by  instrument
questionnaires  given  after  treatment  post-test.  Post-test  results  of  comparison  studies measure differences in learning motivation science experimental group and control group.
The  target  population  is  the  entire  third  grade  elementary  school  students  in  West Jakarta.  The  sample  in  this  study  is  a  third  grade  student  of  Palmerah  public  elementary
school in West Jakarta. Sampling technique uses cluster sampling technique. Cluster sampling is a sampling performed not based on class or strata, but is based on a group or cluster.
Sampling was conducted by: 1 Collect and take random public schools in 8  districts of  West  Jakarta  is  obtained  as  the  first  stage.  2  Take  the  29  Kelurahan  randomly  from  1
districts of Palmerah obtained as the second stage. 3 Selecting Palmerah in 3 schools in  the district  which  has  a  computer  laboratory  at  random.  4  Based  on  the  randomly  selected  2
schools.  Finally,  based  on  the  design  of  the  study,  the  selected  schools  with  third  grade parallel, the class 3A as the control group and the experimental group 3B class numbering  70
students were randomly acquired of  Palmerah state elementary School 15th as a sample.
Data was  collected using  a non-test  instrument  used  to  measure students  motivation. Score  to  measure  the  learning  motivation  is  the  Likert  scale.  In  this  study,  the  measured
variable is  in  the  form  of  enthusiastic,  caring,  and  student  motivation. All  of these  variables cannot be measured with certainty, thus enthusiasm, attention and motivation are arranged   in
a statement to the respondents and the results assessed in the form of a numeric value range  in accordance  with  the  criteria  established  researchers.  From  the  above  statement  it  can  be
described  that  learning  motivation  is  a  mental  stimulation  one  to  do  something  so    that learning motivation, including the attitudes of students in learning.
Validity  testing  showed  that  the  results  of  research  by  using  research  instruments should be accounted for accuracy. Criterion is valid if the count r  r table at the confidence
level α  =  0.05.  Because  the  data  type  is  a  continuum  of  data  then  the  formula  used  is  the
correlation r product moment person. Number of respondents  test this instrument is 29 students, then the table is used as a
criterion r is 0.36. Requirement that the item is said to be valid if the count r  r table. But if the  count  r    r  table the  item  drop  or  otherwise  invalid.  Invalid  item  or  drop,  will  not  be
included  into  the  instrument.  Reliability  of  the  instrument  with  a  Likert  scale  so  that  the calculation using the Cronbach alpha.
Data  analysis  techniques  to  the  analysis  with  descriptive  and  inferential  statistics. Descriptive  statistics  were  used  to  determine  the  centralization  tendency  the  data  mean,
median,  mode,  tendency  the  spread  of  the  data  range  and  standard  deviation  as  well  as making  of  frequency  tables  and  histograms.  Inferential  statistics  are  used  to  test  hypotheses
and make generalizations. The requirements to be fulfilled is to test the normality of the  data using Liliefors test. Test of homogeneity of variance is done by using the formula Barlett  test
at significance level α = 0.05, to test the hypothesis by using t test with significance level α   = 0.05 the n1 = n2 and σ1 ≠ σ2.
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Results and Discussion
Calculation results of students motivation to learn science which treated of media using  CD Interactive experimental group
The  results  obtained  from  the  study  for  the  experimental  group  respondents Elementary  third  grade  students  who  were  treated  using  Interactive  CD  for  learning  science
has  a total  score  of  2893  with  a  highest  score  of  96,  the  lowest  score  of  66,  and  an average score of  82.66. Median  value  of  83,  the  value  of  mode  80  and  82, the value  of  the  variance
and standard deviation 35.23 standard deviation was 5.94.
Table 2 Frequency Distribution of Learning science Motivation in III grades  by treatment CD Interactive of media
Class Interval Frequency Absolute
Frequency Relative 66-70
1 2,86
71-75 2
5,71 76-80
10 28,57
81-85 12
34,29 86-90
7 20
91-95 2
5,71 96-100
1 2,86
Total 35
100 Based on table above can be acquired the value of the frequency and interval value of
each class interval. The number of respondents were below the average of the 13  respondents, or  37.14,  which  means  that  as  many  as  13  students  in  a  class  have  a  value  below  the
average, while those in the class average of the 12 respondents, or 34.29, which means that as  many  as  12  students  have  corresponding  average  value,  and  which  is  above  the  average
grade  of  about  10  respondents  or  28.57,  which  means  that  as  many  as  10  students  have grades above average.
The results of the calculation of learning motivation science without using an interactive  CD of media Control Group
The  results  obtained  from  the  study  for  the  control  group  respondents  untreated students in the form of an interactive CD media use has a total score of  2820 with a highest
score of  97,  the  lowest  score  of  59,  and  an  average  score  of  80.57.  The  median  value of  82 and  a  value  of  mode  variance  83.  Value  48.43,  and  standard  deviation  standard  deviation
was 6.96.
Table 3: Frequency distribution of motivation science third class without assistance CD media interactive Control Group
Class Interval Frequency Absolute
Frequency Relative 59-64
1 2,86
65-70 1
2,86 71-76
7 20
77-82 11
31,43 83-88
12 34,28
89-94 2
5,71 95-100
1 2,86
total 35
100
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Based on the table above can be acquired the value of the frequency and interval  value of  each  class  interval.  The  number  of  respondents  who  are  under  the  average  the    9
respondents or 25.72,  which means that as many as 9 students have scores below  average, while those in the class average of the 11 respondents, or 31.43, which means that as many
as 11 students have corresponding average value, and which is above the average grade  total 15  respondents  or  42.85,  which  means  that  as  many  as  15  students  have  grades  above
average.
Hypothesis Testing
Testing this hypothesis using a t-test the tests the average difference in the two.  T-test to test the two groups, the experimental and control one-shot case study with the criteria if  t
count      t   table,   then   H1   is   accepted   and   if   t      t-table   then   H1   is       rejected. Based on the results of hypothesis testing using t-test, the obtained value t = 3.488 and
t-  table  value  =  1.66,  df  =  68  value  at  significance  level α = 0.05. From these results it is
known  that  t  count    t-table,  so  it  can  be  concluded  that  there  are  differences  in  students learning motivation science interactive CD treated with learning motivation science untreated
interactive  CD,  where  the  average  student  motivation  by  using  interactive  CD  is  higher 82.66  compared  to  the  average  student  motivation  without  the  use  of  an  interactive  CD
80.57.  Thus  using  an  interactive  CD  of  media  have  a  positive  influence  on  motivation  to learn  science.  Summary  results  of hypothesis  testing using t-test  can  be  seen in  the table,  as
follows:
Table 4: Results of t-test
Specification dk n1+n2-2
t- count t-table
Significance α = 0,05
Calculation results of t-test
68 3,48
1,66 Significant
Discussion of Results
Through hypothesis testing, the test results are known t-count 3.48 and t-table at  1.66. With conditions t-count  t-table, prove that Ho null hypothesis which  states that there is a
significant  positive  effect  on  the  using  interactive  CD  of  media  to  motivate  elementary students  to  learn  science  is  rejected,  whereas  H1  alternative  hypothesis  which  states  that
there  is  positive  significantly  from  using  interactive  CD  of  media  to  motivate  elementary students learn accepted science.
From the research, describes the differences  learning motivation  in the  experimental group  with  the  control  group.  Motivation  to  learn  science  group  given  assistance  interactive
CD  of  media  experimental  group  is  better  than  the  learning  motivation  the  group  who  did not  receive  assistance  interactive  CD  of  media  control  group.  It  is  evident  that  the
enthusiastic  students  in  participating  in  science  lessons,  they  are  spirit,  accepted  a  task  with full  responsibility,  able  to  complete  the  task  properly,  resilient  and  optimistic  in  the  face  of
difficulties  in  learning,  so  as  to  make  the  students  are  motivated  to  learn  science.  This  is consistent  with  an  interactive  CD  of  media  functions  expressed  by  Heinich,  Robert,  et.al.
2005.  that  interactive  CD  is  of  media  that  utilizes  a  computer  to  create  and  combine  text, graphics,  audio,  video  and  image  animations  to  make  learning  fun  and  does  not  make  the
students easily bored. Based on the purpose of education Science teachers are required to be able to stimulate students to think reflectively, meaning how teachers design teaching so    that
116
students are active, creative and responsive to a wide range of existing problems Kurrikulum IPA SD 2006.
Media  interactive  CD  prioritizing  elements  of  interactivity.  This  media  can  provide immediate  feedback  on  answers  or  responses  given  by  the  students.  In  addition,  the  CD
interactive media  can individually  control  their  own  pace  of  learning students  personally.  In addition,  students  can  choose  their  own  topic  you  want  to  study.  Display  interactive  CD  of
media  that  can  motivate  students  draw  students  to  learn.  This  is  in  accordance  with  the statement Slavin 2009 motivation is an internal process that activates, guides, and maintains
behavior  over  time  or  something  that  causes  one  to  do  something  and  to  do  something  to survive it. When using CD media students will listen, view, and consider and interact with  the
subject  matter  is  a  practice  and  a  game,  then  the  student  can  understand  very  well  and understand  every  new  word  that  is  contained  in  the  interactive  CD.  In  accordance  with  the
opinion Hannafian 1988. The use of interactive CD of media can clarify the presentation of the  message  so  it  does  not  occur  lesson  learning  activities  verbalistis.  Sardiman.  1999
confirms that the learning system is delivered in a single package consists of animated  films, motivation,  challenge,  adventure,  attractive  graphic  design,  music  and  song,  as  well  as  an
interactive  system  to  make  your  students  learning  experience  to  be  so  enjoyable  and memorable.
According  to  analysis  above  research,  the  provision  of  treatment  with  an  interactive CD  of  media  proved  to  have  a  positive  influence  on  students  motivation.  In  addition,  an
interactive CD of media is more effective and does not require expensive, allows teachers to explain  the  particular  subject  matter  science.  so  that  the  material  presented  is  easy  to
understand  the  students.  This  is  in  accordance  with  the  opinion  of  Greenberg  1998 motivation can encourage the process of generating, directing, and establish behavior   toward
a goal.
Learning  science  in  primary  schools  can  be  understood  as  an  activity  practiced  in order to get an understanding. Media the interactive CD learning behavior consists of psychic
and physical activity in an integrated and comprehensive proceed. Implementation of  natural learning daily life according to Santrock, John 2008 is an activity of individuals who  obtain
the knowledge, attitudes, and skills learned by processing materials.
Elementary  science  learning  generally  according  Darmodjo,  Hendro.  1993  tend  to emphasize rote classical or material. This resulted in motivating students in science  subjects.
Proper use of media can help the learning process more enjoyable. Another thing that can be observed  from  the  changes  in  students  learning  motivation  science  is  influenced  by  the
interactive CD media.  In  case this happens  the of  media influence media  use interactive CD on motivation to learn science third class is a positive effect.
Conclusion Based  on  the  calculation  results  of  testing  research  hypothesis,  acquired  t-test  =  3.48  and  t-
table = 1.66 at significance level α = 0.05 with n = 70, the t-test is greater than t-table so that
H0  null  hypothesis  which  states  that  there  is  a  significant  positive  effect  on  the  using interactive  CD  of  media  on  motivation  to  learn  science  students  of  third  class  rejected,
whereas H1 alternative  hypothesis  which states that there is a significant positive effect on the  using  interactive  CD  of  media  on  motivation  to  learn  science  elementary  third  grade
students received.
Based on these results, it can be concluded that there is a significant positive effect  on the  utilization  of  interactive  CD  of  media  on  motivation  to  learn  science  elementary  school
third-grade students.  It is  evident that the students  were given an interactive CD of     media-
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assisted  activity  more  highly  motivated  students  in  learning  science,  with  indicators  that students can receive job  with full responsibility, students can complete the task properly, the
students  being  persistent  have  difficulty  and  optimism  in  the  study  compared  with  students who were not given assistance use interactive CD media.
Implications The results of this study provide a theoretical description of the effect of using an  interactive
CD  media  on  motivation  to  learn  science  Elementary  School  third-grade  students.  In maximizing  the  utilization  of  interactive  CD  of  media  as  an  effort  to  increase  students
learning  motivation  science  third  grade  elementary  school,  in  practice  need  to  consider  the following matters: schools need to provide enough computers for each student, teachers need
to understand technology as a facilitator of students to be competent in running interactive CD application,  science  teachers  need  to  master  the  material  in  accordance  with  an    interactive
CD,  using  interactive  CD  used  should  be  appropriate  to  the  learning  objectives,    and interactive CD tailored to the characteristics of the students. Thus using an interactive CD  can
assist teachers in implementing science learning becomes more active, effective, creative,  and enjoyable.
REFERENCES Darmodjo, Hendro. 1993.
Pendidikan IPA
. Depdikbud. Heinich, Robert, et.al. 2005.
Instructional Technology and Media for Learning.
New Jersey:Prentice hall.
Hurlock, Elizabeth. 1991.
Perkembangan Siswa, Jilid 2
. Jakarta Erlangga. J.
Hannafin, Michael, et l.1988.
The Design, development, and Evaluation Of  Instructional Software.
New York : Macmillan Publishing Company. 1988. Jerald, Greenberg. 1996.
Managing Behaviors in Organizations.
New York:Prentice Hall. Kurikulum  2006.  2006.
Peraturan  Menteri  P endidikan  Nasional
.  Jakarta:  BP    Dharma Bhakti.
Munadi,Yudhi. 2008.
Media Pembelajaran
. Jakarta : Gaung Persada Press. Santrock, John W. 2008.
Educational Psychology,Third Edition.
New York: Mc Graw Hill. Sardiman. 1999.
Motivasi dan Belajar
. Jakarta: Ghalia Indonesia. Sarlito Wirawan S. 1989.
Pengantar Umum Psikologi
. Jakarta : Bulan Bintang. Slavin, Robert E. 2009.
Psikologi Pendidikan Teori dan Praktek, Edisi Kedelapan.,
Jakarta: PT. Indeks.
Wuryani D, Sri Esti. 2006.
Psikologi Pendidikan.
Jakarta: PT Grasindo.
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URGENCY COMPUTER GAMES FOR STIMULATION THE EARLY CHILDHOOD DEVELOPMENT
Syahrul Ismet
Department of Early Childhood Education Faculty of Science and Education
Padang State University E-mail: syahrul_unpyahoo.com
C.P. 085319107976
abstract
The  rapid  development  of  communication  technology  of  the  21st  century  have  made  the children  as  a  digital  generation.  Information  and  communication  technologies  are  becoming
an important part integral in the lives of children, as well as participate in every stage of  their development. The position of computer technology is not just a means of regular play, but it
has  become  a  medium  for  learning  children.  The  availability  of  a  variety  of  alternative applications of computer games specifically for children at this time, provide an opportunity
for  children  to  play  and  develop  rapidly  and  the  maximum.  Computer  games  that  are interesting, challenging, and provide new experiences, according to the characteristics of early
childhood  development.  During  this  time,  parents  and  teachers  do  not  use  computer  games maximize and effective in stimulating the growth and development of children. The  findings
of the experts indicate that stimulation by utilizing a computer game can develop the  potential of early childhood optimal quickly, context and integration.
Keywords:
computer games, child development, stimulation
.
Preliminary
Early  childhood  this  time,  has  become  the  digital  generation,  the  generation  that interact  directly  with  a  variety of  media  technologies.  Various  media  technology,  especially
computers have been used by children in their play activities. So it can be said that  computer technology and childrens media, at the present can not be separated.
There  are  three  major  groups  of  generation,  in  conjunction  with  the  technology, namely:  1  addict  digital  community,  namely  the  generation  of  high-tech  addiction.
Generations close and hanging with digital technology; 2 digital immigrant cummunity,  the generation that  adapting  high technology, but trying to  control the use of  technology for the
benefit of daily; 3 digital permisive community, namely the generation of high-tech abstain.
Computer technology provides much convenience to implement the learning  process. The use of  computers has become increasingly familiar as a medium that can  assist teachers
in implementing the learning. However, not many early childhood education institutions make the computer as a medium for the stimulation of early childhood development.
Use of Computers for Early Childhood
George S. Morison in Santrock 2009: 52 asserts, the use of computer technology at home and at school is very good  for early childhood development. Kids  now a generation of
technology digital age  digital citizen. Children grow and develop through interaction  with technology. Various applications fun games for children.  In fact, only nine months old baby
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has been interacting with the computer, while sitting on the lap of her parents. This is  an important fact that the children had learned directly from the computer.
It  is  understood  that  the  development  of  computers  has  affected  the  lives  of  young children.  The  interaction  of  children  with  computers  into  their  daily  activities.  Through  a
variety of fun computer games, computer into a media option that interests the child. So it  can not be denied, that the child essentially has learned directly through the use of a computer.
Based  on  the  fact  that  children  use  computer  technology  in  everyday  life,  then Morrison 2004: 374 suggested that all classes of early childhood education has a  technology
center  that  includes  a  computer,  internet  access,  printers,  digital  cameras,  and  educational programs software fit in the computer. These tools can be utilized to the maximum to make
the  learning  process  in  the  classroom,  and  a  variety  of  activity  centers.  The  same  thing  is explained by Ajen Dianawati 2009: 1 that the computer functions can assist student  learning
activities,  so  that  the  development  has  been  utilized  as  a  tool  for  learning  in  schools  or institutions of learning guidance.
The  use  of  computers  in  early  childhood  institutions  will  positively  impact  child development.  Children  will  have  an  opportunity  equal  access  to  technology,  regardless  of
economic  status.  Children  can  develop  their  skills  through  interaction  with  the  computer. Children can improve the performance through the use of the internet and a variety of learning
software.
Utilization  of  computers  in  the  education  of  children,  according  to  Davidson  and Wright as quoted by Brewer  2007: 124-125 are based on several  assumptions, namely: the
use  of  computers  becomes  a  social  activity,  the  use of  computer  based initiation  of children and direct experience, computer software to support children to explore, experiment and solve
problems,  offer  computer  learning  new  things,  and  the  computer  as  a  form  of  child development in the classroom.
Understood  from  these  assumptions,  the  use  of  computers  in  early    childhood education  is  not  just  to give  the  child  the opportunity to interact  with  technology. However,
the  computer  becomes  a  media  that  is  able  to  develop  a  lot  of  things  in  the  child. Consequently, teachers are not only required to have a computer technical  computer  skills,
but  also  able  to  develop  the  potential  of  children  through  a variety of  computer learning.  In accordance with the opinion of Diana Trister Dodge and Laura J Colker was quoted  Parwoto
2008: 55,  that  the  computer  can  provide  high  completeness  effective  learning  for children. While the development of a child with a computer match depending on how they use it.
In terms of age, the introduction of telematics and applications suggested by  Rusman, Dedi  Kurniawan  and  CEPI  Riyana  2011:  96  begins  in  children  and  given  to  all  levels  of
education. According to Catherine and Glenn de Padua 2012: 45, many researchers suggest the  age  of  3-4  years  as  the  best  age  to  start  computer  classes  for  children.  When  this  age,
children  have  mastered  basic  life  skills,  such  as  walking  and  talking.  The  basic  skills  of  a child into capital and active in exploring computer directly.
Expert  opinion  that  the  use  of  the  computer  education  should  start  at  an  early  age, giving confirmation  that  the  computer  system  useful for  the  development  of  the  child  in  his
golden period. If the child has had basic life skills, such as walking and speaking, then these skills can already be used to interact with the computer. Computers provide many  advantages
in developing the potential of early childhood.
Based on the description of computers and early childhood can be concluded that  the development  of  todays  computers  took  place  rapidly.  Early  childhood  and  parents  are
encouraged to use the computers in the childrens learning. Age 3-4 years to the dawn of  time learning the computer is  good for children, because children  already have the  basic skills to
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explore.  The  use  of  computers  will  be  valuable  for  the  development  of  effective  and completeness of childrens learning, if tailored to the needs and interest.
Computer games Stimulation Benefits for Child Development
The  use  of  computers  can  help  the  social  development  of  children.  Morrison  2008: 116  detailing  the  many  social  values  of  children  that  can  be  developed  through  learning
computers, among others, self-control, self-reliance, self-confidence, positive friendships,  and self-reliance activities without always being watched.
During this time, the reasons for rejection of computer learning for children,  because they  do  not  develop  the  social  aspect.  When  children  interact  with  computers,  children  are
busy with their own activities without social interaction with others. This can be overcome  by teachers to design learning computer-based social development. Teachers can freely  develop
such  social  values  in  the  design  of  computer-based  social  learning.  For  example,  a  joint project  activities,  provide  a  few  chairs  in  the  computer,  working  in  pairs  or  small  groups
collaboration. Teachers can also provide opportunities for children to explore and then discuss their  project.  Next,  children  were  asked  to  explain  things  that  are  found  during  the  project
activities.
The  use  of  computers  can  enhance  a  childs  intelligence.  According  to  Conny  R Semiawan  2008:  55,  an  increase  in  the  development  of  the  child  intelligensi,  due  to
encouragement the childs curiosity is high curiosity is typical of human nature. In  addition, the speed, accuracy, currency of the information can be obtained through the computer. Thus
the enrichment occurs in brain function, which in turn increases the production of neuroglial cells are specialized cells that surround the neurons, so it will increase the number of neuronal
cells.  Senanda  with  Conny  Semiawan,  Bambang  Warsita  2008:  140,  confirms  the  use  of computers can enhance the achievement of learning outcomes with the use of time and cost is
relatively small.
Children have a tremendous potential of the brain. The potential that will thrive when given  the  stimulation  penguhubung  make  synapses  between  nerve  cells  more.  Through
computer  activities  that  challenge  the  child  will  try  to  answer  the  curiosity,  as  well  as  a careful and fast  growing  practice.  At the end of  stimulation through the use of computers to
create increasingly better intelligence and increased child.
The use of computers  can develop  childrens creativity. This  was said by  Anna Craft as quoted Parwoto 2008: 55 as follows:
A  lot  of  games  games  computer  matching  with  different  learning    activities. Children can see their own level of success, especially in basic skills, such as  reading,
using the keyboard, and various types of open-ended investigations. All the  activities of the child is the development of childrens creativity through a computer.
The  use  of  computers  to  train  children  with  a  wide  range  of  technical  skills.  Skills
such as turn on the computer, run up and close it. In carrying out the program, the child will be involved more with the technical skills. During play, children stimulate to read,  understand
and  are  trained  to  use  various  keys  on  the  keyboard  and  mouse.  This  makes  the  process  of training the childs creativity flourish.
According  to  experts,  the  use  of  computers  in  early  childhood  learning,  cultivate  a critical  attitude in  the  child.  By the  time  the  child  interacts  with the  computer,  children  will
observe, play and develop the ability to indefinitely. Berekplorasi child as he wishes to try  out new  experiences.  According  to  Blanchard  2010:  1  research  Critcher  2008,  Drotner  and
Livingston  2008,  Hasebrink,  Livingston,  Haddon  and  Olafsosson  2008,  Linebarger  and Piotrowski 2009 concluded that children aged 3-5 years, is now able to develop various their
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potential by learning through the media. Children can directly observe, explore, play and learn through digital media they like.
Computer  learning  in  kindergarten  can  develop  physical  motor  abilities,  such  as: developing  eye  coordination,  small  muscles  of  the  fingers  of  children,  and  increase  their
motivation to play. Parwoto 2008: 55 suggested that the computer learning, teachers have  a lot  to  understand  the  use  of  computers  for  their  students,  because  they  have  to  guide  and
resolve when the child has an error in the use of computers.
Motor activity is the highest activity in the childs life. Through a childs motor activity was  able  to  rain  physical  and  neurological  coordination.  Motor  activity  is  also  easy  to
determine,  since  the  visible  of  the  activities  of  children.  When  using  a  computer  children develop physical coordination by playing a mouse, keyboard or touchscreen.
According to The David and Lucie Packard 2000: 45 in addition to the  development of  parenting  skills  that  are  technical,  computer  study  also  establish  a  communication  link
between a child with someone else. Through various social networks on the Internet,  allowing for  children  to  connect  with  their  friends  mapun  family.  Not  only  in  the  form  of  verbal
communication, even a child can also communicate through sharing his work with others.
Catherine  and  Glenn  de  Padua  in  The  David  and  Lucie  Packard  2000:  45  also describes some of the benefits children with learning computers, namely:
1  improve  childrens  learning  skills,  it  is  pointed  out  various  studies  that  children who  use  computers  have  better  academic  performance  2  stimulate    childrens
creativity  and  imagination,  because  even  a  simple  computer  program  will  be  felt challenging for children, because children learn to identify problems, analyze  option,
and choose the best solution, 3 promote the development of personality, because  the computer  program  allows  the  children  make  mistakes,  correct,  and  try  again  without
fear  of  being  scolded.  the  child  becomes  accustomed  to  risk-taking,  possess  a  more independent and more confident .
From the  description  of  the  benefits  of  computer  games  to  stimulate  early  childhood
development,  it  can  be  concluded  that  computer  games  provide  many  benefits  for  children and  can  be  tailored  to  the  needs  of  development.  These  benefits  include  the  social  value  of
emotional  intelligence,  motor  skills,  creativity,  real  experience,  critical  thinking,  academic ability,  personality,  communication  and  so  on.  The  use  of  computers  in  early  childhood
learning can help the development of children quickly and effectively.
Principles of Computer Games stimulation for young children Based on the Needs Children
Early childhood  is  unique in  its  development.  Between  one  child  with  other children can  not  be  equated.  Thus,  the  needs  of  each  child  is  different.  Learning  computer  must
understand  the  development  of  children  with  different  requirements.  For  that,  according  to Morrison 2004: 389-393 before carrying out the computer study early childhood  educators
need to understand a few important things.
First,  the  teacher  should  be  informed  about  the  different  needs  of  each  child  to technology.  Such  information  is  useful  for  teachers  to  plan  lessons  and  assistance
aktvitas different for  each child. Second, the use  of computer technology  is designed to  develop  a  childs  social  skills.  This  is  related  to  the  criticism  that  the  learning
computer is not able to develop a childs social. Third, teachers implement  meaningful learning for children, such as discovery learning, problem solving and computer  skills
.
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Understanding  the  different  needs  of  children  can  help  teachers  plan  effective computer learning. Since early childhood learning should address the needs of each individual
childs development. Differences in individual needs, will mempengerahuhi teacher assistance to each child during learning.
Play Implemented through the stimulation of a childs learning the game. Playing for children is a
means  to  develop  a  variety  of  skills.  For  that  developed  computer-based  learning  game. Henniger as quoted by Morrison 2004: 468 explains the principle of the development of  the
game through a computer, namely:
1  shows  the  activity  of  childrens  play,  which  can  stimulate  childrens  physical activity, 2 the child can choose their own type of game he likes, 3 children can  play
directly, minimize teacher intervention on the child, 4 process-oriented game, instead of the resulting work children, 5 game stimulates imagination and kreatiftas child, 6
games with minimal risk. Principles  of  learning  computer-based  game  shows  the  liveliness  of  children  and
benefits for development. Child during the play shown to be active, self-reliance, direct play and fun. During play children develop imagination and creativity.
Development of social value
The  development  of  social  values  is  an  important  part  of  a  childs  learning.  Because the  child  will  enter  real  life  in  society.  The  emergence  of  criticism  of  computer  learning
minimal  social  value,  because  as  long  as  the  computer  is  learning  emphasizes  individual activities.  In  fact,  many  of  the  techniques  that  teachers  can  do  in  developing  a  social  value
through a learning computer.
According  to  Clement  and  Sarama,  as  quoted  by  Morrison  2004:  468  suggests  the use  of  a  computer  can  develop  a  childs  social.  For  example,  teachers  deal  with  computer
learning  laboratory  with  putting  a  few  chairs  in  a  variety  of  computers  and  software  in  the computer. This will make the children interact with each other and share their experiences  in
working.
Mentoring Children
Although computer-based learning to the child, but the mentoring teachers or  parents while  studying  computer  is  still  needed.  Because  every  child  has  the  ability  of  the  different
interactions with the computer. Mentoring serves to facilitate the childrens curiosity, as  well as preventing the negative of computer use.
According  Henniger  2013:  471,  there  are  three  forms  of  mentoring  parents  and teachers  when  interacting  with  the  child  in  learning  computers,  namely  as    an  instructor,
mentor  and  model.  As  instructors,  teachers  and  parents  membelajarkan  how  to  use technology. As counselors, teachers and parents to guide the child can adapt, so skillfully  use
computers.  As  a  model,  teachers  and  parents  will  always  be  considered  about  how  to  use  a good computer.
Integration of Learning
Children  learning  computer,  not  just  the  technical  skills  to  use  the  technology.  But utilized  integrated  with  learning  programs  that  follow  the  child.  Thus,  a  computer  learning
materials can be prepared based on the needs of the school. So that learning becomes a  source of  learning  computer  that  is  connected  to  the  other  childs  learning  experience.  This   is
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supported by Henniger in Morrison 2004: 379 that pengeaturan computer centers in allows child  labor  mengkasesnya  on  any  learning  and  development  activities  of  children  use  the
computers as a core part of the school.
Selection Software
Computer  programs  for  early  childhood  learning  is  growing  by  leaps  and  bounds. Various  types  of  software  can  be  selected  according  to  need.  To  be  optimally  useful  as  a
source of childrens learning, teachers need to pay attention to the principles in the use of  the software.
According  to  Brewer  2007:  124-15  kids  computer  software  selection  refers  to  the technical  aspects,  aspects  of  learning,  aspects  of  content  and  developmental    aspects.
Technical aspects, such as operating the buttons that are used, how to run programs, save  and print work. Aspects of learning, such as voice and image support, equal parts of the display,
the ability to  give feedback. Aspects of the content, in the form of the material to be studied children  like  the  information,  processes,  capabilities,  and  level  of  difficulty  of  each  level.
Aspects  of  development,  such  as  a  game  program  according  to  the  childs  age.  In  line  with Brewer,  D  Brown  Phylis  Morrison  2004:  387  describes  some  of  the  considerations  when
choosing software teachers:
1 The application matches the specifications of the computer, because it is associated with the operating system, memory, speed and color, 2 the application in  accordance
with  the  standard  curriculum  taught  objectives,  3  applications  adapt  to  the development of age, 4 application of fun to play.
NAEYC National Association of Early Young Children in Morrison 466-467  have
established  the  principles  of  computer  learning  for  young  children  is  the  reference  in  the development of childrens computer learning. Principles are:
1 teachers use of computers to adjust for age, the differences of each child, as well as  cultural  differences,  2  computer  learning  stimulates  cognitive  and  social
development, 3 the computer must be integrated into the childs learning  environment so easy to use  a  child  any  other learning, 4  all children  have  access to  computers in
the  class,  5  software  used  should  depict  reality  in  the  community  and  used  as  a problem-solving strategies, 6 early childhood professionals and parents work  together
to  realize  the  hardware  and  software  that  is  suitable  for  children,  7  early  childhood educators  need  training  to  be  a  professional,  so  that  learning  becomes  the  better
computer . It is understood that  the principles of software selection is very important  in learning
computer.  Since  the  control  over  the  software  into  computer-based  learning  activities.  In general,  the  software  used  should  be  appropriate  to  the  needs  of  early  childhood,  children
develop a range of skills, and is easy when operated.
Conclusion
Computer  games  can  be  used  to  stimulate  the  development  of  early  childhood,  from the  age  of  3  years.  Media  use  of  computer  games  can  be  included  in  learning  activities  at
school  early  childhood    kindergarten.  Many  benefits  accrue  to  children  through  the  game due  to  a  computer,  such  as  motor  skills,  academic  intelligence,  social  values,  to  solve
problems,  and  so  on.  To  implement  an  effective  stimulation  computer  games  for  childrens development, the teacher refers to the principles of stimulation computer games for children.
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CONTENTS OF ADVERTISING IN CHILDREN TELEVISION SHOWS
Nurist Surayya Ulfa Department of Communication, Diponegoro University
nurist.surayyaundip.ac.id
This study is a content analysis of advertisings aired at several television  children programs in  Indonesia.  Based  on  the  analysis  of  1.442  ads,  it  is  found  that  the  duration  of  ads  are
generally  about  4-5  minutes,  with  10-15  advertisings  aired.  While  in  prime  time  show,  the duration  is  increasing  to  7-8  minutes  and  aired  24-27  ads.  The  proportion  of  ads  is  50
children  products.  Meanwhile,  83  ads  is  emotional  advertising  that  contains  only  1-2 informations and only 3 ads is informative of which contains 4-5 informations.
Keyword: information contents, advertising, children television programs
1. Background of The Study