Enhancing Early Literacy Through Collaborative Digital Educational Games
A Classroom Action Research with Kindergarten Children Exhibiting ADHD Symptoms
DOI:
https://doi.org/10.56916/jirpe.v4i4.2295Keywords:
early literacy, ADHD, digital educational games, collaborative learning, kindergartenAbstract
Early literacy development presents significant challenges for kindergarten children exhibiting Attention Deficit Hyperactivity Disorder (ADHD) symptoms, who often struggle with concentration and traditional instructional methods. This study investigated the effectiveness of collaborative digital educational games in enhancing early literacy capabilities among children with ADHD symptoms. A classroom action research design following the Kemmis and McTaggart model was implemented over six months with a 5-6 year old male kindergarten student exhibiting ADHD symptoms. The intervention utilized the "Learn ABC" digital educational game within a collaborative learning framework across two cycles. Data collection included oral literacy assessments using a four-point scoring system and structured classroom observations. The intervention involved systematic group formation, collaborative gameplay, and peer presentations, with modifications between cycles based on reflective analysis. Substantial improvements were observed throughout the intervention period. The participant's performance increased from 26.67% at baseline to 88.87% upon completion, representing a 62.2 percentage point improvement that exceeded the established 76% success criterion. Cycle I showed progressive gains from 44.44% to 55.55%, while Cycle II demonstrated accelerated improvement from 66.67% to 88.87%. Qualitative observations revealed enhanced attention span, increased collaborative participation, improved confidence in letter identification, and sustained engagement during gaming activities. The findings demonstrate that collaborative digital educational games can effectively address attention and literacy challenges in children with ADHD symptoms. The intervention's success supports the integration of technology-enhanced collaborative learning approaches in inclusive early childhood education settings. The systematic implementation framework provides a replicable model for educators, though larger-scale studies are needed to establish broader generalizability.
References
American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5®). American Psychiatric Publishing.
Arya, A. J. (2022). Pengembangan Game Edukasi Membaca dan Menulis untuk Meningkatkan Kemampuan Bahasa Aank Usia 5-6 Tahun dalam Keaksaraan Di TK Islam Bhakti 5 YPBWI. Journal of Islamic Education for Early Childhood, 4(1), 91-108. https://doi.org/10.30587/jieec.v4i1.3720
A’yunina, A., & Masruroh, E. (2022). Penggunaan Game Edukasi Solite Kids Dalam Mengembangkan Kemampuan Keaksaraan Anak: Penelitian pada anak Kelompok B RA Persis 195 Al-Huda Jl. Jatinegara Kec. Batunungal Bandung. Islamic Journal of Education, 1(1), 1-10. https://doi.org/10.54801/ijed.v1i1.2
Bergman Deitcher, D., Aram, D., & Itzkovich, I. (2021). Alphabet books: Relations between aspects of parent-child shared reading, children’s motivation, and early literacy skills. Reading Psychology, 42(4), 388-410.
Bowman, B. T., Donovan, M. S., & Burns, M. S. (2001). Eager to learn: educating our preschoolers. Journal of developmental and behavioral pediatrics (Vol. 22). Washington, DC: National Academies Press.
Brooks-Gunn, J., & Duncan, G. J. (1997). The effects of poverty on children. Future of Children, 7, 55–71. https://doi.org/10.2307/1602387
Burley, D. T., Anning, K. L., & Van Goozen, S. H. (2022). The association between hyperactive behaviour and cognitive inhibition impairments in young children. Child neuropsychology, 28(3), 302-317.
Edwards, C. M. (2014). Maternal literacy practices and toddlers’ emergent literacy skills. Journal of Early Childhood Literacy, 14(1), 53–79. https://doi.org/10.1177/1468798412451590
Fabio, R. A., & Antonietti, A. (2014). Hypermedia Tools Enhance Learning in ADHD Students. The ADHD Report, 22(4), 8. https://iris.unime.it/handle/11570/2878168
Irfan & Isyanti, S. (2021). Pengembangan Game Edukatif Dalam Meningkatkan Kemampuan Keaksaraan Anak Usia Dini. ASGHAR: Journal of Children Studies, 1(1), 81-91. https://doi.org/10.28918/asghar.v1i1.4190
Ismawati, N., & Widayati, S. (2023). Meningkatkan kemampuan keaksaraan awal anak usia 5-6 tahun melalui media papan pintar. Jurnal Anak Usia Dini Holistik Integratif (AUDHI), 6(1), 10-20. https://doi.org/10.36722/jaudhi.v6i1.1986
Kofler, M. J., Raiker, J. S., Sarver, D. E., Wells, E. L., & Soto, E. F. (2016). Is hyperactivity ubiquitous in ADHD or dependent on environmental demands? Evidence from meta-analysis. Clinical Psychology Review, 46, 12–24. https://doi.org/10.1016/j.cpr.2016.04.004
Koutsoftas, A. D., Harmon, M. T., & Gray, S. (2009). The effect of tier 2 intervention for phonemic awareness in a response-to-intervention model in low-income preschool classrooms. Language, Speech, and Hearing Services in Schools, 40(2), 116–130. https://doi.org/10.1044/0161-1461
Krijnen, E., van Steensel, R., Meeuwisse, M., Jongerling, J., & Severiens, S. (2020). Exploring a refined model of home literacy activities and associations with children’s emergent literacy skills. Reading and Writing, 33(1), 207–238. https://doi.org/10.1007/s11145-019-09957-4
Majorano, M., Ferrari, R., Bertelli, B., Persici, V., & Bastianello, T. (2022). Talk—An Intervention Programme for enhancing early literacy skills in preschool children: A Pilot Study. Child Care in Practice, 28(4), 691-707. https://doi.org/10.1080/13575279.2021.1929844
Mautone, J. A., DuPaul, G. J., & Jitendra, A. K. (2005). The effects of computer-assisted instruction on the mathematics performance and classroom behavior of children with ADHD. Journal of Attention Disorders, 9(1), 301-312. https://doi.org/10.1177/1087054705278832
McClanahan, B., Williams, K., Kennedy, E., & Tate, S. (2012). A breakthrough for Josh: How use of an iPad facilitated reading improvement. TechTrends, 56(3), 20-28. https://doi.org/10.1007/s11528-012-0572-6
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
Murphy, K., Farquharson, K., Cain, K., Catts, H., Justice, L., Lomax, R., … Restrepo, M. (2016). Investigating profiles of lexical quality in preschool and their contribution to first grade reading. Reading and Writing: An Interdisciplinary Journal, 29(9), 1745–1770. https://doi.org/ 10.1007/s11145-016-9651-y
National Early Literacy Panel. (2008). Developing early literacy: Report of the national early literacy panel. National Institute for Literacy.
Ota, K. R., & DuPaul, G. J. (2002). Task engagement and mathematics performance in children with attention-deficit hyperactivity disorder: Effects of supplemental computer instruction. School Psychology Quarterly, 17(3), 242–257. https://doi.org/10.1521/scpq.17.3.242.20881
Park, K., Kihl, T., Park, S., Kim, M. J., & Chang, J. (2019). Fairy tale directed game-based training system for children with ADHD using BCI and motion sensing technologies. Behaviour & Information Technology, 38(6), 564-577.
Ramadhani, I. S., Gunawan, G., Astini, B. N., & Fahruddin, F. (2025). Pengembangan Game Edukatif Berbasis Wordwall untuk Meningkatkan Keaksaraan Anak Kelompok B. Indonesian Journal of Elementary and Childhood Education, 6(2), 61-68. https://journal.publication-center.com/index.php/ijece/article/view/1791
Robins, S., Treiman, R., & Rosales, N. (2014). Letter knowledge in parent–child conversations. Reading and Writing, 27(3), 407–429. https://doi.org/10.1007/s11145-013- 9450-7
Rosdiana, D., Cecep, C., & Gianistika, C. (2023). Meningkatkan kemampuan keaksaraan awal melalui aplikasi quizizz. Plamboyan Edu, 1(2), 116-123.
Schell, J. (2008). The Art of Game Design. Florida: CRC Press.
Shaw-Zirt, B., Popali-Lehane, L., Chaplin, W., & Bergman, A. (2005). Adjustment, social skills, and self-esteem in college students with symptoms of ADHD. Journal of attention disorders, 8(3), 109-120. https://doi.org/10.1177/1087054705277775
Supangat, R., Widyasari, W., & Hartono, R. (2025). Pengembangan Media Wordwall Berbasis Game Edukasi Untuk Meningkatkan Kemampuan Keaksaraan Mengenal Huruf Anak Usia 5-6 Tahun Di Tkit Tsabita Bogor. Jurnal Teknologi Pendidikan, 14(1). https://doi.org/10.32832/tek.pend.v14i1.21009
Thomas, R., Sanders, S., Doust, J., Beller, E., & Glasziou, P. (2015). Prevalence of attention-deficit/ hyperactivity disorder: A systematic review and meta-analysis. Pediatrics, 135(4), e994–e1001. https://doi.org/10.1542/peds.2014-3482
Widiana, Y., Kania, G., & Utami, D. (2023). Meningkatkan Kemampuan Keaksaraan Awal Melalui Media Kincir Baca Untuk Anak Usia 4-5 Tahun. Antologi Kajian Multidisiplin Ilmu (Al-Kamil), 1(1), 101-111. https://jurnal.rakeyansantang.ac.id/index.php/Alkamil/article/view/443
Widuroyekti, B., & Luluk, H. (2023). Meningkatkan Literasi Bahasa pada Anak Usia Dini Melalui Media Game Edukasi. Kiddo: Jurnal Pendidikan Islam Anak Usia Dini, 4(2), 62-73. https://doi.org/10.19105/kiddo.v4i2.10204
Xu, Y., Farver, J. A. M., & Krieg, A. (2017). The home environment and Asian immigrant children’s early literacy skills. Parenting, 17(2), 104-123. https://doi.org/10.1080/15295192.2017.1304783
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Septi Asmawati, Aini Mahabbati

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.







