Gadget Use and Learning Motivation in Early Childhood: Evidence from a Rural District in Malaysia
DOI:
https://doi.org/10.51200/jpks.v10i1.7638Keywords:
gadget use, learning motivation, early childhoodAbstract
This study was conducted to examine the relationship between gadget usage and learning motivation among preschool children in the Kota Marudu district, Sabah. The rapid development of digital technology has made gadgets an integral part of children’s daily lives; however, excessive gadget use poses a risk of negatively affecting children’s motivation toward learning. This study employed a quantitative approach using a survey research design. Data collection was carried out through an online questionnaire distributed to 100 parents with children aged 4–6 years. Data analysis in this study involved descriptive analysis to identify the level of gadget usage and the level of learning motivation among preschool children, while Pearson correlation analysis was used to examine the relationship between gadget usage and learning motivation. The findings revealed that the level of gadget usage among preschool children was at a moderate level (M = 2.80, SD = 0.442), whereas the level of learning motivation was at a high level (M = 3.86, SD = 0.501). Furthermore, there was no significant relationship between gadget usage and learning motivation (r = -0.145, p = 0.151). The findings indicate that although gadget usage was not significantly associated with learning motivation, its use should still be monitored due to concerns reported in previous study. Parental and educators’ supervision of gadget usage should be strengthened to ensure its educational benefits.
References
Aldhilan, D. (2026). Digital tools and screen time management in early childhood education: Benefits and challenges. Frontiers in Education. https://doi.org/10.3389/feduc.2026.1742813
Ali, F. D. A., & Mokhtar, M. (2026). Technology integration in kindergarten ESL classrooms: Teachers’ experiences, pedagogical adaptation, and well-being. International Journal of Advanced Research in Education and Society, 8(2), 550-555. https://doi.org/10.55057/ijares.2026.8.2.43
Asmayawati, A., Masliati, T., & Hasnida, H. (2025). The impact of gadget use on the development of early childhood. Al Tahdzib: Jurnal Pendidikan Islam Anak Usia Dini, 4(1), 17–30. https://doi.org/10.54150/altahdzib.v4i1.622
Burhan Nudin, Lukman, Wahyu Sihab, Nofri Aldinata, Muhammad Daffa Imaduddin, & Triono. (2024). The role of parents and families in children’s education in the digital era. Linguanusa: Social Humanities, Education and Linguistic, 2(1), 9–22. https://doi.org/10.63605/ln.v2i1.35
Chaudron, S., Di Gioia, R., & Gemo, M. (2020). Young children (0–8) and digital technology: A qualitative study across Europe. European Commission Joint Research Centre. https://doi.org/10.2760/294383
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Springer
Fan, Xitao, X., & Chen, Michael, M. (2020). Parental involvement and students’ academic achievement: A meta-analysis. Educational Psychology Review, 32(1), 53–85.
Fauzee, M. S. O., et al. (2026). Mapping student learning motivation research trends (2000–2024): A bibliometric analysis. European Journal of Educational Research.
Gkantia, E., & Dinas, K. D. (2024). Curiosity and digital stories: Exploring preschoolers’ behaviors. European Journal of Educational Research, 13(4), 1741-1760. https://doi.org/10.12973/eu-jer.13.4.1741
Harverson, J., et al. (2025). Digital technology use and well-being in young children: A systematic review and meta-analysis. Computers in Human Behavior.
Kucirkova, N. (2023). Digital technologies in early childhood education: Implications for engagement and learning. Learning, Media and Technology.
Li Y, Chen D, Deng X (2024) The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLoS ONE 19(1), e0294350. https://doi.org/10.1371/journal.pone.0294350
Livingstone, Sonia, S., & Blum-Ross, Alicia, A. (2020). Parenting for a digital future: How hopes and fears about technology shape children’s lives. Oxford University Press.
Luo, J. (2024). Validating the impact of gamified technology-enhanced learning environments on motivation and academic performance. Frontiers in Education, 9, 1429452. https://doi.org/10.3389/feduc.2024.1429452
Madigan, Sheri, S., McArthur, B. A., Anhorn, C., Eirich, R., & Christakis, D. A. (2020). Associations between screen use and child language skills: A systematic review and meta-analysis. JAMA Pediatrics, 174(7), 665–675.
Murillo Herrera, A. Y., & Roca Piloso, P. (2025). Impacts of technological devices use in children of early education. Education Quarterly Reviews. https://doi.org/10.31014/aior.1993.08.03.595
Organisation for Economic Co-operation and Development [OECD]. (2025). How’s life for children in the digital age? The impact of digital activities on children’s lives. OECD Publishing. https://www.oecd.org/en/publications/how-s-life-for-children-in-the-digital-age_0854b900-en
Papadakis, S. (2021). The impact of coding apps on young children’s motivation and engagement. Education and Information Technologies, 26, 305–321. https://doi.org/10.1007/s10639-020-10242-3
Ponti M. (2023). Screen time and preschool children: Promoting health and development in a digital world. Paediatrics & Child Health, 28(3), 184–202. https://doi.org/10.1093/pch/pxac125
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
Sari, R. P., et al. (2026). Exploring the impact of gamification elements in learning environments. Journal of Informatics and Visualization.
Suyansah, A. I., Said, N., & Jawing, E. (2026). The authenticity paradox: ESL instructors’ negotiation of real-world scenarios and ’safe’ spaces in digital assessment. Jurnal Pemikir Pendidikan, 14(1), 166–179. https://doi.org/10.51200/jpp.v14i1.6968
Taisin, N. J., Valerian, T., Justine, M., Kamilis, F., & Tajip, N. A. (2025). Keberkesanan pendekatan pembelajaran berasaskan permainan dalam pengajaran dan pembelajaran Bahasa Kadazandusun melalui Kembara Boros Maan (kata kerja): The effectiveness of the game-based learning approach in the teaching and learning of the Kadazandusun Language through Kembara Boros Maan (verbs). Jurnal Pemikir Pendidikan, 13(1), 27–36. https://doi.org/10.51200/jpp.v13i1.6801
United Nations Children's Fund. (2021). The state of the world’s children 2021: On my mind—Promoting, protecting and caring for children’s mental health. UNICEF. https://www.unicef.org/reports/state-worlds-children-2021
World Health Organization. (2019). Guidelines on physical activity, sedentary behaviour and sleep for children under 5 years of age. Author.
World Health Organization. (2020). Guidelines on physical activity, sedentary behaviour and sleep for children under 5 years of age. Author. https://www.who.int/publications/i/item/9789241550536
Yelizarova, O., Stankevych, T., Parats, A., Yelizarov, V., Puzanova, O., Lebedynets, N., & Hozak, S. (2025). Digital exposure in early childhood: Health risks and protective strategies during remote learning. Inquiry: The Journal of Health Care Organization, Provision, and Financing, 62, 469580251390766. https://doi.org/10.1177/00469580251390766
Zosh, Jennifer M., J. M., Hopkins, E. J., Jensen, H., Liu, C., Neale, D., Hirsh-Pasek, K., Solis, S. L., & Whitebread, D. (2022). Learning through play: A review of the evidence. LEGO Foundation Research Report.