Abstract :
Gadgets in this digital era are objects that can no longer be separated from human daily activities. The use of gadgets in Indonesia has experienced a high increase, it is even estimated that the use of gadgets in Indonesia will exceed its population. Gadgets have a positive impact, including in children's mindsets, namely being able to help children regulate their playing speed, process strategies in games, and help improve children's right brain abilities while under supervision. The negative impacts that affect children's development include children experiencing health problems, acute addiction, and at risk of exposure to negative exposures such as pornography and violence. Information accessed through gadgets can also contain negative content. So to protect the future of children, it is necessary for the role of parents in supervising the use of gadgets in children. The purpose of this study was to apply traditional games (engklek) to reduce the effect of using gadgets on children. Data taken by using the interview method, observation. An.R's 7-year-old client is addicted to gadgets. The sample shows that there are changes in children who are addicted to gadgets so that they are reduced by using traditional games. The results of this traditional game research are effective for children. Suggestions in this paper are expected that traditional game applications can reduce the effect of using gadgets.