Reducing Anxiety among EFL Learners through Gamification: An Empirical Study of Instructional Impact

Language learning anxiety is a significant issue faced by English as a Foreign Language (EFL) learners. This study employed a mixed-methods approach to investigate the impact of gamified instruction using ClassPoint on English language learning anxiety among 46 Thai EFL university students enrolled in the English for Information Professionals course. The intervention was conducted over one academic semester. Quantitative data were analyzed using paired-sample t-tests via SPSS, while qualitative data were analyzed through thematic analysis using a coding process verified by inter-rater reliability. Quantitative data from pre- and post-intervention anxiety scales indicated a statistically significant reduction in the learners’ anxiety across all dimensions, including classroom environment anxiety, self-confidence anxiety, language skills anxiety, and academic achievement anxiety. Qualitative feedback further revealed that the anonymous participation and game-like features enhanced learners’ motivation, confidence, and enjoyment. Despite some concerns about competition and time constraints, the majority of the learners positively perceived the integration of ClassPoint. Overall, gamification proved to be an effective pedagogical tool for reducing EFL anxiety and enhancing engagement in this higher education context.

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Publication Details

Journal
International Journal of Learning Teaching and Educational Research
Published
2025-09-22
DOI
https://doi.org/10.26803/ijlter.24.9.5
Citations
1
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
8.93
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article

Reducing Anxiety among EFL Learners through Gamification: An Empirical Study of Instructional Impact

Virawan Amnouychokanant
1 citations
International Journal of Learning Teaching and Educational Research
Technology-Enhanced Education Studies
8.93
article

Reducing Anxiety among EFL Learners through Gamification: An Empirical Study of Instructional Impact

Virawan Amnouychokanant
article en
1 citations

Abstract

Language learning anxiety is a significant issue faced by English as a Foreign Language (EFL) learners. This study employed a mixed-methods approach to investigate the impact of gamified instruction using ClassPoint on English language learning anxiety among 46 Thai EFL university students enrolled in the English for Information Professionals course. The intervention was conducted over one academic semester. Quantitative data were analyzed using paired-sample t-tests via SPSS, while qualitative data were analyzed through thematic analysis using a coding process verified by inter-rater reliability. Quantitative data from pre- and post-intervention anxiety scales indicated a statistically significant reduction in the learners’ anxiety across all dimensions, including classroom environment anxiety, self-confidence anxiety, language skills anxiety, and academic achievement anxiety. Qualitative feedback further revealed that the anonymous participation and game-like features enhanced learners’ motivation, confidence, and enjoyment. Despite some concerns about competition and time constraints, the majority of the learners positively perceived the integration of ClassPoint. Overall, gamification proved to be an effective pedagogical tool for reducing EFL anxiety and enhancing engagement in this higher education context.

International Journal of Learning Teaching and Educational ResearchVol. 24(9)
Silpakorn University (TH)
Openalex Percentile: Top 3%
Technology-Enhanced Education Studies
8.93
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