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I. INTRODUCTION
Early Childhood Education is an efforts of guiding children from birth to the age of 6 years by
providing stimulation of education to help the growth and development of the physical and spiritual so that
children have the readiness to enter further education (Law No. 20 of 2003 on National Education system
Chapter 1, Article 1, Item 14). Santorck & Yussen (1992) also considers pre-school age as the period which is
full of important and unique events (a highly eventful and unique period of life) that place the foundation of a
person's life in adult age. Goleman explains that a period of three or four years is a fertile period for the growth
of the human brain to be able to reach more than two-thirds of the adult brain size. It can be concluded, that the
experts agree on how essential phase of preschool age for children further development. In addition, referring to
the nature of learning and development, according to Bateman (1990), on the function of the cerebral
hemispheres, one of them, show that children who during the preschool get enough stimulation to develop both
sides of his brain will acquire the readiness thorough to study successfully at the time of entering Elementary
School. Marcon (1993) explains that a child's failure to learn at an early stage will be an important predictor for
failure to learn in subsequent classes. Similarly, early learning mistake could be a barrier for further learning
process.
Technological developments that have been entered into the family environment, especially early
childhood like android technology, tablet and notebook and laptop provide space for children to get involved
into the use of a technology device. It is about 52% of children of ages 0-8 years had been able to access a
Smartphone, tablet or similar electronic equipments (Guernsey, 2012). If the use of technology mentioned
without supervision and control of the parents would also have a negative impact on the development of
children growth such as concentration deficiencies, children become lazy and social interaction is
reduced. Several research reports on children aged two to four years, they are on average of two hours / day
watching at devices screen such as TV / Tablet / Smartphone (Rideout, 2011), other studies have found that
children aged two to five years spend more than 32 hours a week in front of screens (McDonough, 2009), so that
this phenomenon should be immediately identified an alternative solution without restraint technologies and
playful learning can run well.
One alternative is developing android based interactive media can help learning system while playing
in the classroom, in the family and society which must be under the control and supervision of an adult (Bhaskar
K , 2013). This interactive media will give effect on building digital literacy and children's reading stimulus. It
was claimed that it multimedia technologies is prepared as good as possible can influence the effectiveness of
learning to read and helps in the process of teaching and learning (Pasnik et al., 2007; Neuman, Newman, &
Dwyer, 2010; the Corporation for Public Broadcasting, 2011). To improve the learning outcome, both teachers
and students markedly uses Information Communication Technologies (ICT) (Nilay M.Vaidya et al., 2016), the
meaningful use of technology and innovation in learning technologies impact the learning environment better. a
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good learning environment to help students be more comfortable and be able to learn with pleasure. This idea is
particularly relevant to early childhood learning.
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III. METHODOLOGY
This study is a research and development or development research (RnD). This research includes
research that develops and produces android based interactive media for early childhood.
The first stage is conducting a needs analysis android based interactive media design for early
childhood. This stage begins with a needs analysis is to describe the initial conditions of early childhood
school. Needs analysis at the beginning is done through direct observation and interviews. Furthermore, the
design of android-based interactive media for early childhood was carried out.
IV. RESULTS
The results obtained from analysis initial needs of design are as follows:
a. The use of media technology in children is limited, so hindered the development of digital
literacy and children reading ability.
b. The introduction and use of technology is made only on the theme of communication tools
c. The technology has not been used as a medium of learning.
d. Children's ability in the use of technology is not developed optimally.
e. Children are not able to build on the knowledge and experience through the use of media technologies.
Based on these initial conditions, researchers are trying to design Android-based interactive media
products for early childhood. The results of the design carried out by researchers as follows:
Figure1: The starter view and process of playing Game recognizing letters
A first design generated, as shown in Figure 1 above consists of a home page and
opening. Furthermore, there is a display lets recognize the letters with four menus i.e., start to play, help, about
and exit. After that, if pressed button start playing, it will display the correct letters mate choice, children are
invited to choose the right. If the answer is correct then the answer will appear exactly true.
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Impact Factor: 6.452, Volume 06 Issue 10, October 2016, Page 1-5
Figure2: Instructions and other information of the game let's recognize letters
Next to the image 2, it can be seen that continuation phases of the game, if the answer given is correct
then the student does not show up response from the gaming system to answer "not quite right", with the menu
selection and return the main menu. If you want to get out you can click the menu out.
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