Investigating the Effectiveness of Digital Game-Based Learning in Lowering Speaking Anxiety in Elementary EFL Classrooms
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DOI:
https://doi.org/10.32665/intens.v3i1.6131Keywords:
Digital Game-Based Learning, Speaking Anxiety, EFL LearnersAbstract
“This study examines the efficacy of Duolingo, a Digital Game-Based Learning (DGBL) platform, in alleviating speaking anxiety among young EFL learners. The study was carried out at SDN Sumodikaran 1 in Bojonegoro, East Java, with a sample of 30 fifth-grade students. Data were obtained utilizing a one-group pre-test/post-test approach with the Foreign Language Classroom Anxiety Scale (FLCAS). The pre-test was conducted at 07:30, succeeded by a two-hour Duolingo-based intervention, and concluded with a post-test at 09:30. Reliability analysis indicated satisfactory internal consistency (Cronbach’s α = 0.671 pre-test; 0.719 post-test). The normality tests validated the parametric assumptions (Shapiro–Wilk p = 0.578). The paired sample t-test results indicated a substantial decrease in speaking anxiety (p < 0.001), with the mean score declining from 122.06 to 103.50. The results indicate that Duolingo can significantly reduce speaking anxiety in young EFL learners. The study enhances the existing literature on DGBL by emphasizing its capacity to foster supportive and engaging environments for language acquisition”.
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