Speaking Snakes
Authors
Academy of Language Studies, UiTM Sarawak Branch, Mukah Campus, (Malaysia)
Faculty of Plantation and Agrotechnology, UiTM Sarawak Branch, Mukah Campus (Malaysia)
Faculty of Plantation and Agrotechnology, UiTM Sarawak Branch, Mukah Campus (Malaysia)
Faculty of Plantation and Agrotechnology, UiTM Sarawak Branch, Mukah Campus (Malaysia)
Faculty of Plantation and Agrotechnology, UiTM Sarawak Branch, Mukah Campus (Malaysia)
Faculty of Plantation and Agrotechnology, UiTM Sarawak Branch, Mukah Campus (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2025.925ILEIID000072
Subject Category: Language
Volume/Issue: 9/25 | Page No: 417-427
Publication Timeline
Submitted: 2025-09-23
Accepted: 2025-09-30
Published: 2025-11-07
Abstract
Speaking Snakes is an innovative, gamified board game designed to enhance English-speaking fluency among Malaysian ESL learners in a fun, interactive, and low-anxiety classroom environment. Unlike traditional, lecture-based speaking activities, this innovation introduces a learner-centered approach that emphasises spontaneous verbal expression, peer collaboration, and contextual language use. What sets Speaking Snakes apart is its combination of real-time speaking challenges and game mechanics, which include movement-based gameplay, prompt cards from “Surprise” and “Punishment” boxes and turn-based interaction to stimulate speaking practice in authentic and engaging ways. Aligned with modern educational frameworks such as the SAMR model and Gamification Acceptance Model (GAM), Speaking Snakes encourages meaningful communication while promoting vocabulary development, listening skills, and speaking fluency. It is easy to learn, adaptable to various age groups and proficiency levels, and offers a flexible learning experience suited to different classroom settings. This tool supports key educational goals by fostering motivation, reducing fear of making mistakes, and enabling students to enjoy speaking without pressure. Feedback from users confirms its perceived usefulness and ease of use, highlighting improvements in fluency, confidence, and language engagement. With strong commercial potential, Speaking Snakes represents a scalable solution that could be implemented widely in ESL classrooms across diverse educational contexts. This innovation not only redefines how speaking is taught but also empowers learners to communicate more effectively and confidently in English.
Keywords
board game; gamification; perceived ease of use
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References
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