This article addresses criteria for choosing commercial off-the-shelf(COTS) games and their implementation in the classroom and other L2learning environments. The proposal and discussion of a set of suchcriteria, which include the categories of motivation and flow, clearlydefined and spaced goals, game skills and game mechanics, content,story and narrative, multimodality, agency, course integration andscaffolding, and financial, technical, and administrative considerationsare the focus of this article. This discussion is followed by the analysesof three examples of COTS games (Buzz, Heavy Rain, and SingStar)which may be suitable in a L2 learning context.
This article is based on a survey sent to the IALLT membership and tomembers of all regional groups. Divided into 3 sections titled“Personal,” “Profession/Organization” and “Language Center,” thesurvey aims to provide an understanding of current trends and issues inthe field of language learning and technology, language center design,and language center management. Findings from the survey reveal adiverse field that differs greatly from institution to institution, one thatis trying to adapt to disruptive technological and pedagogical changesand to balance relatively stable physical spaces and structures withrapidly changing and unstable technological and educationalenvironments.
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