Dare to Speak 2 – Turning Nerves into Network Power
Authors
Akademi Pengajian Bahasa, Universiti Teknologi MARA Cawangan Melaka, (Malaysia)
Akademi Pengajian Bahasa, Universiti Teknologi MARA, (Malaysia)
Akademi Pengajian Bahasa, Universiti Teknologi MARA Cawangan Negeri Sembilan, (Malaysia)
Akademi Pengajian Bahasa, Universiti Teknologi MARA Cawangan Melaka, (Malaysia)
Kolej Matrikulasi Melaka, Kementerian Pendidikan Malaysia (Malaysia)
Akademi Pengajian Islam Kontemporari, University Teknologi MARA, Cawangan Perlis (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2025.925ILEIID000036
Subject Category: Language
Volume/Issue: 9/25 | Page No: 193-196
Publication Timeline
Submitted: 2025-09-23
Accepted: 2025-09-30
Published: 2025-11-05
Abstract
Dare to Speak 2 is an innovative board game designed to help mitigate speaking anxiety in the workplace. Evolving from its original version, Dare to Speak 1, introduced in 2013, which focused on English language learning, the game has expanded into multiple languages, including Bahasa Melayu (Minda Kritis), Mandarin (Fun with Mandarin), and Arabic. Dare to Speak 2 incorporates gamified learning principles by combining the concepts of Snakes and Ladders with Monopoly, offering learners a fun and engaging gamification platform to expose and practice workplace communication. The project uniquely incorporates authentic film dialogues with workplace themes to expose learners to different forms of phrases in offers, acceptances, and declines, helping them manage speaking anxiety, and at the same time, are perceived as polite in real professional scenarios. With existing recognition awards (Silver 2013 and 2015; Gold 2018) and prior registered intellectual property under MyIPO and UiTM’s RIBU, the project is well-positioned for wider adoption. These recognitions validate the product’s innovation and effectiveness, strengthening its credibility for potential investors, collaborators, and licensing opportunities. Future collaborations with education technology companies, Dewan Bahasa and Pustaka (DBP), and industry partners may further support the sustainable commercialization, ensuring that Dare to Speak 2 continues to evolve and meet the dynamic needs of workplace communication training.
Keywords
Speaking anxiety, Gamified learning
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References
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