More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.]

When second language learners have language anxiety especially when they are using the speaking skills, they are more likely to experience anxiety, self-doubt, frustration, and fear that will affect their ability to learn the languages. However, based on previous research, it is shown that learners&...

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Main Authors: Abdul Rahim, Mia Emily, Abdul Rahim, Emma Marini, Razawi, Nurul Amilin, Mohamed, Nuruladilah
Format: Article
Language:English
Published: Universiti Teknologi MARA, Perak 2023
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/86686/1/86686.pdf
https://doi.org/10.24191/idealogy.v8i2.450
https://ir.uitm.edu.my/id/eprint/86686/
https://idealogyjournal.com/
https://doi.org/10.24191/idealogy.v8i2.450
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spelling my.uitm.ir.866862023-11-08T09:58:48Z https://ir.uitm.edu.my/id/eprint/86686/ More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.] idealogy Abdul Rahim, Mia Emily Abdul Rahim, Emma Marini Razawi, Nurul Amilin Mohamed, Nuruladilah Electronic Computers. Computer Science Artificial immune systems. Immunocomputers When second language learners have language anxiety especially when they are using the speaking skills, they are more likely to experience anxiety, self-doubt, frustration, and fear that will affect their ability to learn the languages. However, based on previous research, it is shown that learners' anxiety over public speaking significantly decreased when gamification was included in the classroom. Therefore, in this study, the main objective was to explore the students’ perception towards the gamification setting in reducing speech anxiety among UiTM students. The study employs a quantitative study with 221 participants consisting of undergraduates from various faculties in UiTM. A descriptive analysis was used to analyze the data. From the results, it is found that most of the students experienced a level of anxiety in the beginning despite using the virtual gamification setting. However, they believe that the virtual speech application helped them in getting an improved positive experience when delivering a speech, particularly in easing their anxiousness upon speaking in front of an audience. Universiti Teknologi MARA, Perak 2023-09 Article PeerReviewed text en https://ir.uitm.edu.my/id/eprint/86686/1/86686.pdf More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.]. (2023) Idealogy Journal <https://ir.uitm.edu.my/view/publication/Idealogy_Journal/>, 8 (2). pp. 48-59. ISSN 2550-214X https://idealogyjournal.com/ https://doi.org/10.24191/idealogy.v8i2.450 https://doi.org/10.24191/idealogy.v8i2.450
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Electronic Computers. Computer Science
Artificial immune systems. Immunocomputers
spellingShingle Electronic Computers. Computer Science
Artificial immune systems. Immunocomputers
Abdul Rahim, Mia Emily
Abdul Rahim, Emma Marini
Razawi, Nurul Amilin
Mohamed, Nuruladilah
More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.]
description When second language learners have language anxiety especially when they are using the speaking skills, they are more likely to experience anxiety, self-doubt, frustration, and fear that will affect their ability to learn the languages. However, based on previous research, it is shown that learners' anxiety over public speaking significantly decreased when gamification was included in the classroom. Therefore, in this study, the main objective was to explore the students’ perception towards the gamification setting in reducing speech anxiety among UiTM students. The study employs a quantitative study with 221 participants consisting of undergraduates from various faculties in UiTM. A descriptive analysis was used to analyze the data. From the results, it is found that most of the students experienced a level of anxiety in the beginning despite using the virtual gamification setting. However, they believe that the virtual speech application helped them in getting an improved positive experience when delivering a speech, particularly in easing their anxiousness upon speaking in front of an audience.
format Article
author Abdul Rahim, Mia Emily
Abdul Rahim, Emma Marini
Razawi, Nurul Amilin
Mohamed, Nuruladilah
author_facet Abdul Rahim, Mia Emily
Abdul Rahim, Emma Marini
Razawi, Nurul Amilin
Mohamed, Nuruladilah
author_sort Abdul Rahim, Mia Emily
title More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.]
title_short More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.]
title_full More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.]
title_fullStr More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.]
title_full_unstemmed More than child’s play: tackling speech anxiety among Malaysian ESL learners through gamification / Mia Emily Abdul Rahim ... [ et al.]
title_sort more than child’s play: tackling speech anxiety among malaysian esl learners through gamification / mia emily abdul rahim ... [ et al.]
publisher Universiti Teknologi MARA, Perak
publishDate 2023
url https://ir.uitm.edu.my/id/eprint/86686/1/86686.pdf
https://doi.org/10.24191/idealogy.v8i2.450
https://ir.uitm.edu.my/id/eprint/86686/
https://idealogyjournal.com/
https://doi.org/10.24191/idealogy.v8i2.450
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score 13.211869