TY - GEN
T1 - Examining the Effects of Gamification on Chinese College Students' Foreign Language Anxiety
T2 - 4th International Conference on Big Data and Education, ICBDE 2021
AU - Zhang, Luying
AU - Chen, Yang
N1 - Publisher Copyright:
© 2021 ACM.
PY - 2021/2/3
Y1 - 2021/2/3
N2 - Foreign language anxiety (FLA) is considered as a strong predictor of students' performance in second or foreign language learning. Although studies of implementing gamification to facilitate language learning are drawing more and more attention, limited research has been conducted to explore the effects of gamification on FLA. By conducting semi-structured interviews, this paper investigated students' perceptions of gamification and their FLA in the preliminary stage of a gamified College English Listening and Speaking (ELS) class. Two major findings of this study are reported: 1) Students believe that gamification is helpful in visualizing their learning goals and creating a relaxing learning environment, but they can be frustrated by some complex game designs; 2) Students' FLA mainly comes from speaking English publicly, lacking preparation, fear of making mistakes, and introverted personality, and the alleviating effects of gamification can vary according to the sources and levels of students' FLA. For students who feel anxious due to their introverted personality or lacking preparation, the effect of gamification on reducing anxiety is less obvious. For students with lower anxiety levels, gamification alleviates their feelings of embarrassment and nervousness and promotes their classroom participation in a relatively more remarkable way comparing to their counterparts. This study is expected to contribute to the literature of gamification and foreign language education by exploring the preliminary effects of gamification on language learners' anxiety and providing references for further longitudinal research.
AB - Foreign language anxiety (FLA) is considered as a strong predictor of students' performance in second or foreign language learning. Although studies of implementing gamification to facilitate language learning are drawing more and more attention, limited research has been conducted to explore the effects of gamification on FLA. By conducting semi-structured interviews, this paper investigated students' perceptions of gamification and their FLA in the preliminary stage of a gamified College English Listening and Speaking (ELS) class. Two major findings of this study are reported: 1) Students believe that gamification is helpful in visualizing their learning goals and creating a relaxing learning environment, but they can be frustrated by some complex game designs; 2) Students' FLA mainly comes from speaking English publicly, lacking preparation, fear of making mistakes, and introverted personality, and the alleviating effects of gamification can vary according to the sources and levels of students' FLA. For students who feel anxious due to their introverted personality or lacking preparation, the effect of gamification on reducing anxiety is less obvious. For students with lower anxiety levels, gamification alleviates their feelings of embarrassment and nervousness and promotes their classroom participation in a relatively more remarkable way comparing to their counterparts. This study is expected to contribute to the literature of gamification and foreign language education by exploring the preliminary effects of gamification on language learners' anxiety and providing references for further longitudinal research.
KW - Foreign Language Anxiety
KW - Game Elements
KW - Gamification
KW - Second Language Acquisition
UR - https://www.scopus.com/pages/publications/85109486119
U2 - 10.1145/3451400.3451401
DO - 10.1145/3451400.3451401
M3 - 会议稿件
AN - SCOPUS:85109486119
T3 - ACM International Conference Proceeding Series
SP - 1
EP - 5
BT - ICBDE 2021 - 2021 4th International Conference on Big Data and Education
PB - Association for Computing Machinery
Y2 - 3 February 2021 through 5 February 2021
ER -