
ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
www.rsisinternational.org
Dare to Speak 2 – Turning Nerves into Network Power
*1
Zainab Mohd Zain,
2
Anealka Aziz Hussin,
3
Tuan Sarifah Aini Syed Ahmad,
4
Fazlinda Hamzah,
5
Sapiyan Kandong,
6
Noraini Ismail
1, 4
Akademi Pengajian Bahasa, Universiti Teknologi MARA Cawangan Melaka,
2
Akademi Pengajian Bahasa, Universiti Teknologi MARA,
3
Akademi Pengajian Bahasa, Universiti Teknologi MARA Cawangan Negeri Sembilan,
5
Kolej Matrikulasi Melaka, Kementerian Pendidikan Malaysia
6
Akademi Pengajian Islam Kontemporari, University Teknologi MARA, Cawangan Perlis
*Corresponding Author
DOI:
https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000036
Received: 23 September 2025; Accepted: 30 September 2025; Published: 05 November 2025
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, Workplace communication, Board game, dare to speak
INTRODUCTION
Speaking anxiety remains one of the major barriers to effective workplace communication. Employees,
particularly fresh graduates, often struggle to express themselves due to a lack of confidence, limited exposure
to professional language use, and fear of negative evaluation (Horwitz et al., 1986; Woodrow, 2006). In
workplace settings, this anxiety can affect employability, professional growth, and overall organisational
productivity. Employers consistently report that effective communication and interpersonal skills are among
the most highly valued competencies, yet many new employees fall short in these areas (OECD, 2019; Robles,
2012). This highlights a pressing need for innovative solutions that go beyond traditional classroom instruction
to equip learners with practical communication skills in safe and motivating ways.
Gamification has been increasingly recognised as an effective approach in language learning and professional
training, as it reduces anxiety, increases engagement, and fosters practical skills (Kapp, 2012; Prensky, 2001).
By embedding learning tasks in interactive and playful environments, gamification encourages risk-taking,
experimentation, and active participation, which are often inhibited by fear of negative judgment in