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Proceedings ArticleDOI

Examining the Effects of Gamification on Chinese College Students’ Foreign Language Anxiety: A Preliminary Exploration

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TLDR
This article investigated the effects of gamification on foreign language anxiety in second or foreign language learning and found 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.
Abstract
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.

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Gamification to Improve Participation in an Environmental Science Course: An Educator’s Reflection

TL;DR: In this paper , an educator's experience of incorporating elements of gamification in an environmental science course delivered in a micro-campus established through a Sino-American educational collaboration is described.
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Examining Students’ Over-time Behavioral, Cognitive, Emotional, and Agentic Engagement in Gamified Preclass Learning

Yang Chen, +1 more
TL;DR: The authors examined students' over-time behavioral, cognitive, emotional, and agentic engagement in the gamified pre-class learning section of a 15-week flipped English classroom in a Chinese university.
Proceedings ArticleDOI

Investigating Chinese College Students’ Cognitive Load in a Gamified Foreign Language Class: A Pilot Study

TL;DR: In this paper , the authors investigated how gamification design exerts influence on students' cognitive load in language learning and found that complicated game rules and learning tasks exerted extra cognitive load, while the paper-pen based game operation did not.
Journal ArticleDOI

A Longitudinal Study on Students’ Foreign Language Anxiety and Cognitive Load in Gamified Classes of Higher Education

Yang Chen, +2 more
- 31 Aug 2022 - 
TL;DR: In this paper , the authors designed a gamified flipped learning context in a Chinese university and conducted five surveys, three semi-structured interviews, and consecutive in-class observation in 15 sessions.
References
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Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Journal ArticleDOI

Foreign Language Classroom Anxiety

TL;DR: In this paper, anxiety is defined as the subjective feeling of tension, apprehension, nervousness, and worry associated with an arousal of the autonomic nervous system, which impedes the ability to perform successfully in a foreign language class.
Journal ArticleDOI

Listening Comprehension and Anxiety in the Arabic Language Classroom

TL;DR: In this paper, the authors present the results of the first empirical examination of the effect of general learning anxiety on students' achievement in an Arabic course and of listening anxiety on student's listening comprehension.
Journal ArticleDOI

How Does Anxiety Affect Second Language Learning? A Reply to Sparks and Ganschow

TL;DR: This article argued that language anxiety can play a significant causal role in creating individual differences in both language learning and communication, and concluded that the linguistic coding deficit hypothesis makes a significant omission by assigning mere epiphenomenal status to affective variables in general and language anxiety in particular.
Journal ArticleDOI

College English Writing Affect: Self-Efficacy and Anxiety.

TL;DR: In this paper, the authors describe a research project into the selfefficacy and anxiety of college English students at four universities in China, where a total of 738 participants completed a questionnaire measuring self-efficacies and anxiety in writing in English.
Related Papers (5)
Trending Questions (3)
Does gamification help reduce exam anxiety?

The paper does not specifically mention exam anxiety. The paper explores the effects of gamification on foreign language anxiety in college students.

How does gamification affect the learning of a foreign language?

Gamification can help visualize learning goals and create a relaxing environment, but complex game designs can be frustrating. It can also alleviate anxiety and promote classroom participation.

Second language reading anxiety that need further exploration?

Limited research has been conducted to explore the effects of gamification on foreign language anxiety, specifically in the context of second language reading anxiety.