| |
|
| Title of Digital Core Program #1 =
|
Origin |
| CAKE |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 7-7:30am |
11 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 8 years |
12 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| CAKE is a live-action =
show-within-a-show=20
about a teenage girl by the name of Cake, who, with the help =
of=20
three friends, produces a cable access show. The series is =
designed=20
to provide the viewers with two integrated levels of =
educational and=20
informational experiences. On one level, each episode =
provides=20
actual instruction regarding specific activities, with =
hands-on=20
examples related to the design and use of various fabrics, =
the=20
making of clothes, the crafting of useful home, school, =
play, and=20
household items, and other forms of creative expression. The =
other=20
level in the episode provides an opportunity for the viewers =
to=20
learn about social and emotional themes such as the value of =
honesty, the importance of personal worth and self-esteem, =
the=20
meaning of friendship, the value of having a healthy =
life-style, and=20
other prosocial concepts that are developmentally =
appropriate for=20
this age-group. This program is specifically designed to =
further the=20
educational and informational needs of children, has =
educating and=20
informing children as a significant purpose, and otherwise =
meets the=20
definition of Core Programming as specified in the =
Commission's=20
rules. |
| Title of Digital Core Program #2 =
|
Origin |
| HORSELAND |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 7:30-8am |
11 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 9 years |
11 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| HORSELAND is an animated series =
about five=20
girls and two boys who live in spectacular countryside that =
houses a=20
farm called Horseland. Each of these main characters has a =
special=20
horse whose personality is similar to its owner's. Horseland =
and its=20
unique approach of integrating the personality of the main=20
characters and animals serve to reinforce prosocial themes.=20
Horseland is also a "coming of age" series in which viewers=20
experience and learn from the social interactions, hopes, =
dreams,=20
and even fears of this group of culturally diverse =
adolescents. From=20
this background, the experiences of sharing, caring, =
compromise,=20
friendship, respect, and competition emerge to provide the =
young=20
viewers with social and emotional guidelines for better=20
understanding many of the life-lessons they need to learn as =
they=20
grow and develop. This program is specifically designed to =
further=20
the educational and informational needs of children, has =
educating=20
and informing children as a significant purpose, and =
otherwise meets=20
the definition of Core Programming as specified in the =
Commission's=20
rules. |
| Title of Digital Core Program #3 =
|
Origin |
| DINO SQUAD |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 8-8:30am |
11 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 9 years |
11 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| DINO SQUAD is an animated =
program focusing=20
on a group of five ordinary, but diverse teenagers, who, =
through an=20
unusual accident, become contaminated with a substance that =
allows=20
them to morph from humans into various species of dinosaurs. =
Their=20
science teacher, with full knowledge of their parents and =
with a few=20
special abilities of her own, becomes their mentor. Her =
tasks are to=20
help them maneuver through the experiences of the high =
school years,=20
with its social, emotional, educational, recreational, and =
teenage=20
angst, and to guide them as they stand up for justice =
against the=20
forces of evil. Each episode draws on a set of planned =
educational=20
and informational themes related to specific pro-social =
concepts,=20
life-lessons, and/or selected groups of facts drawn from a =
variety=20
of fields of study. This program is specifically designed to =
further=20
the educational and informational needs of children, has =
educating=20
and informing children as a significant purpose, and =
otherwise meets=20
the definition of Core Programming as specified in the =
Commission's=20
rules. |
| Title of Digital Core Program #4 =
|
Origin |
| SUSHI PACK |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 8:30-9am |
11 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 9 years |
11 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| SUSHI PACK is an animated series =
featuring=20
an unlikely group of superheroes consisting of four small =
pieces of=20
Sushi, and a tube of mustard. Through an accident involving =
an=20
irradiation process, these characters are brought to life, =
and=20
dedicate themselves to fighting crime, injustice, and =
helping those=20
in need. The themes integrated into the episodes of SUSHI =
PACK are=20
associated with the teaching of certain positive social =
behaviors=20
and skills to children. The major educational objectives of =
the=20
program are to have young viewers learn some important =
life-lessons=20
related to such traits as loyalty, honesty, and =
self-confidence, and=20
such behaviors as teamwork problem-solving and cooperation. =
The=20
program seeks to help children understand that these are =
every day=20
pro-social attitudes and behaviors that can be modeled and =
used by=20
them at home and among their friends. This program is =
specifically=20
designed to further the educational and informational needs =
of=20
children, has educating and informing children as a =
significant=20
purpose, and otherwise meets the definition of Core =
Programming as=20
specified in the Commission's rules. =
|
| Title of Digital Core Program #5 =
|
Origin |
| STRAWBERRY SHORTCAKE |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 11-11:30am |
11 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 3 years |
6 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| In this series, Strawberry =
Shortcake, a=20
curious, self-confident leader, narrates stories of her and =
her=20
friends' adventures in the richly-imagined world of =
Strawberry Land.=20
Using her many positive qualities, Strawberry helps her =
friends, who=20
share her values but not necessarily her ability to take a =
broader=20
view, to see beyond their own self-interest. The themes of =
the=20
stories are designed to have particular relevance for young =
viewers,=20
focusing on such issues as friendship, fear, =
self-confidence,=20
sportsmanship, trust and shyness. The pro-social messages =
flow=20
naturally from the narrative, as the characters experience =
concrete=20
(positive and negative) consequences of their actions. This =
program=20
is specifically designed to further the educational and=20
informational needs of children, has educating and informing =
children as a significant purpose, and otherwise meets the=20
definition of Core Programming as specified in the =
Commission's=20
rules. |
| Title of Digital Core Program #6 =
|
Origin |
| CARE BEARS: ADVENTURES IN =
CARE-A-LOT |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 11:30am-12:00pm |
11 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 5 years |
7 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| Care Bears are a group of funny, =
colorful=20
bears, each with a special way of caring and a belly badge, =
which=20
unleashes that bear's special caring power. The bears use =
their=20
caring hearts and their belly badges to help each other and =
to=20
thwart the evil plots of Grizzle, a bad bear with his own =
flying=20
lair. Each Care Bears episode is designed to foster =
children's=20
"emotional intelligence," defined by psychologist Daniel =
Goleman and=20
other researchers as skill in five areas: knowing one's =
emotions;=20
managing one's emotions; motivating oneself; recognizing =
emotions in=20
others; and handling relationships. This program is =
specifically=20
designed to further the educational and informational needs =
of=20
children, has educating and informing children as a =
significant=20
purpose, and otherwise meets the definition of Core =
Programming as=20
specified in the Commission's rules. =
|
| Title of Digital Core Program #7 =
|
Origin |
| BUSYTOWN MYSTERIES - I |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 7-7:30am |
2 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 3 years |
7 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| Inspired by the beloved works of =
best-selling children's author Richard Scarry, Busytown =
Mysteries=20
brings the popular adventures of Busytown to preschoolers =
with an=20
educational, problem-solving twist. Children can follow =
classic=20
characters such as Huckle, Sally and Lowly as they scour =
Busytown on=20
fun-filled adventures looking for answers to life's puzzles. =
Each=20
episode focuses on fostering viewers? problem solving =
abilities, as=20
the characters use their skills of observation to collect =
facts,=20
draw inferences from those facts, and ultimately reach =
conclusions.=20
Each episode also develops vocabulary through words and =
concepts=20
that are part of the episode's overall theme. This program =
is=20
specifically designed to further the educational and =
informational=20
needs of children, has educating and informing children as a =
significant purpose, and otherwise meets the definition of =
Core=20
Programming as specified in the Commission's rules.=20
|
| Title of Digital Core Program #8 =
|
Origin |
| NOONBORY AND THE SUPER SEVEN - I =
|
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 7:30-8am |
2 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 3 years |
6 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| Noonbory and the Super Seven =
follows the=20
adventures of a team of animated characters, who represent =
dynamic=20
forms of the five senses, and their leader Noonbory, who =
engages=20
them all to work together as a team. On an episode by =
episode basis,=20
the borys highlight instances in which assistance, =
cooperation and=20
leadership result in success, while a group of mischief =
makers,=20
called Gurys, demonstrate how taking greedy, selfish and =
deceptive=20
actions leads to problems. Major educational objectives of =
the=20
program include: encouraging viewers to develop positive =
personal=20
qualities and pro-social behaviors including helpfulness, =
kindness,=20
generosity, initiative, compassion and leadership; teaching =
viewers=20
to critically assess and value their own capabilities and =
skills;=20
and aiding viewers to accept and appreciate the competencies =
and=20
differences in others. This program is specifically designed =
to=20
further the educational and informational needs of children, =
has=20
educating and informing children as a significant purpose, =
and=20
otherwise meets the definition of Core Programming as =
specified in=20
the Commission's rules. |
| Title of Digital Core Program #9 =
|
Origin |
| BUSYTOWN MYSTERIES - II |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 8-8:30am |
2 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 3 years |
7 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| Inspired by the beloved works of =
best-selling children's author Richard Scarry, Busytown =
Mysteries=20
brings the popular adventures of Busytown to preschoolers =
with an=20
educational, problem-solving twist. Children can follow =
classic=20
characters such as Huckle, Sally and Lowly as they scour =
Busytown on=20
fun-filled adventures looking for answers to life's puzzles. =
Each=20
episode focuses on fostering viewers' problem solving =
abilities, as=20
the characters use their skills of observation to collect =
facts,=20
draw inferences from those facts, and ultimately reach =
conclusions.=20
Each episode also develops vocabulary through words and =
concepts=20
that are part of the episode's overall theme. This program =
is=20
specifically designed to further the educational and =
informational=20
needs of children, has educating and informing children as a =
significant purpose, and otherwise meets the definition of =
Core=20
Programming as specified in the Commission's rules.=20
|
| Title of Digital Core Program =
#10 |
Origin |
| SABRINA: THE ANIMATED SERIES =
|
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 8:30-9am |
2 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 7 years |
12 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| The animated series, "Sabrina," =
involves=20
the adventures of a modern, early adolescent girl who is =
part human=20
and part witch. Sabrina has magical powers that must be kept =
a=20
secret and also under control. While Sabrina is not your =
typical=20
girl, the familial, social, peer-group, and school-related =
issues=20
she experiences all serve as educational and instructional=20
life-lessons for viewers, as they reflect many of the same =
learning=20
experiences and teenage challenges faced by children today. =
This=20
program is specifically designed to further the educational =
and=20
informational needs of children, has educating and informing =
children as a significant purpose, and otherwise meets the=20
definition of Core Programming as specified in the =
Commission's=20
rules. |
| Title of Digital Core Program =
#11 |
Origin |
| BUSYTOWN MYSTERIES - III |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 11-11:30am |
2 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 3 years |
7 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| Inspired by the beloved works of =
best-selling children's author Richard Scarry, Busytown =
Mysteries=20
brings the popular adventures of Busytown to preschoolers =
with an=20
educational, problem-solving twist. Children can follow =
classic=20
characters such as Huckle, Sally and Lowly as they scour =
Busytown on=20
fun-filled adventures looking for answers to life's puzzles. =
Each=20
episode focuses on fostering viewers' problem solving =
abilities, as=20
the characters use their skills of observation to collect =
facts,=20
draw inferences from those facts, and ultimately reach =
conclusions.=20
Each episode also develops vocabulary through words and =
concepts=20
that are part of the episode's overall theme. This program =
is=20
specifically designed to further the educational and =
informational=20
needs of children, has educating and informing children as a =
significant purpose, and otherwise meets the definition of =
Core=20
Programming as specified in the Commission's rules.=20
|
| Title of Digital Core Program =
#12 |
Origin |
| NOONBORY AND THE SUPER SEVEN - =
II |
NETWORK |
| Regular Schedule |
Total Times Aired at Regularly Scheduled =
Time |
Number of Pre-emptions |
| Saturday 11:30am-12:00pm |
2 |
0 |
| Length of Program |
Age of Target Audience |
E/I Symbol Used As Required =
|
| 30 minutes |
From |
To |
Y |
| 3 years |
6 years |
| Describe the educational and =
informational=20
objective of the program and how it meets the definition of =
Core=20
Programming |
| Noonbory and the Super Seven =
follows the=20
adventures of a team of animated characters, who represent =
dynamic=20
forms of the five senses, and their leader Noonbory, who =
engages=20
them all to work together as a team. On an episode by =
episode basis,=20
the borys highlight instances in which assistance, =
cooperation and=20
leadership result in success, while a group of mischief =
makers,=20
called Gurys, demonstrate how taking greedy, selfish and =
deceptive=20
actions leads to problems. Major educational objectives of =
the=20
program include: encouraging viewers to develop positive =
personal=20
qualities and pro-social behaviors including helpfulness, =
kindness,=20
generosity, initiative, compassion and leadership; teaching =
viewers=20
to critically assess and value their own capabilities and =
skills;=20
and aiding viewers to accept and appreciate the competencies =
and=20
differences in others. This program is specifically designed =
to=20
further the educational and informational needs of children, =
has=20
educating and informing children as a significant purpose, =
and=20
otherwise meets the definition of Core Programming as =
specified in=20
the Commission's rules. |
|