Syed Osman Abadi, Sharifah Aida Hana (2025) The impact of gamification on undergraduate engineers' public speaking anxiety and competency. Masters thesis, Universiti Teknikal Malaysia Melaka.
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Abstract
The thesis aims to determine undergraduate engineers' public speaking anxiety levels before and after the intervention. This thesis also aims to compare undergraduate engineers' public speaking competency levels before and after the intervention. Finally, the thesis aims to determine the relationship between the participants’ public speaking anxiety and public speaking competency. Although professional engineers possess good technical communication skills on paper, they often lack confidence and competence when it comes to public speaking in front of an actual audience. The struggle affects their job prospects, career advancements and credibility as professional engineers. Prior to the intervention, thirty undergraduate engineers responded to the Personal Report of Public Speaking Anxiety (PRPSA) to determine their level of public speaking anxiety. Sixteen students with the highest levels of public speaking anxiety were chosen for the intervention. Once the participants were selected, the Rhetoric: Public Speaking Game was played once a week for ten weeks. This intervention was conducted in a group of eight students for a duration of one hour per week. Public speaking competency evaluations were conducted before and after the intervention to give empirical evidence as to whether the gamification strategy affected the participants' competence. Paired sample T-test showed a significant decrease in the participants’ public speaking anxiety post-intervention. The test also revealed that after the intervention, the participants demonstrated a significant increase in their competence in public speaking. Strong evidence of a significant negative linear correlation between public speaking anxiety and public speaking competency was found prior to the intervention. This effect was however diminished after the intervention. The gamification approach effectively reduced anxiety and increased competency among research participants. The study has several implications for future research and practice, including the need for further studies into other gamification interventions with a similar purpose to gain a broader view of what could work in helping students with public speaking anxiety and lower public speaking competency. For practitioners, the study supports gamification and the implementation of online games in public speaking learning and practices.
| Item Type: | Thesis (Masters) |
|---|---|
| Uncontrolled Keywords: | Gamification, Public speaking anxiety, English language, Education |
| Subjects: | Q Science Q Science > QA Mathematics |
| Divisions: | Institute of Technology Management And Entrepreneurship |
| Depositing User: | Norhairol Khalid |
| Date Deposited: | 21 Jan 2026 07:31 |
| Last Modified: | 21 Jan 2026 07:31 |
| URI: | http://eprints.utem.edu.my/id/eprint/29471 |
| Statistic Details: | View Download Statistic |
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