Answers are grounded in this paper and cite their sources.
Research and development evaluates a hybrid approach combining traditional games and digital elements, indicating significant vocabulary acquisition in kindergartners.
Children in the digital ages are digital native and they accustom to play with digital games, while the games have drawbacks to child’s development. This study aims to develop and evaluate a hybrid game-based learning medium that integrates traditional Indonesian games with digital elements to enhance English vocabulary acquisition among kindergarten children. Employing a research and development (R&D) design and a modified ADDIE framework, the hybrid media was piloted and tested in three kindergartens in West Sumatra. The instruments used included experts’ validation (Aiken’s V), practicality surveys, and pretest-post-test for measuring the effectiveness which are analyzed through N-Gain and Wilcoxon tests. The results demonstrated a high practicality (mean scores > 91), and significant effectiveness across all test sites (average N-Gain scores ranging from 0.67 to 1.00). Findings show that while digital components introduced vocabulary effectively, the hybrid games provided meaningful physical and social contexts that enhanced retention and engagement. The study contributes a culturally grounded model of hybrid learning that balances digital innovation with local pedagogical values. Its implications highlight the potential of combining technology for early language education in resource-constrained settings.
No takes yet. Share an insight, caveat, or question.
Muryanti et al. (2025) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: