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Manual

This Section hosts the Manual - Videogames For Teachers: From Research To Action.

Videogames For Teachers: From Research To Action


The Manual aims to provide future teachers with the necessary knowledge, competences and skills on how to effectively implement videogames and apps for educational purposes.

The Manual contents are organised in three Sections and integrated by practical activities, exemplary case studies, learning objects to put into practices the theoretical concepts, real case scenarios to be used with the students and an interactive test to allow teachers to self-assess the knowledge acquired.

Section 1 - Videogames and Pedagogy: Social and Educational Foundations
Section 1 provides teachers with a deep understanding of the implications, from a didactical point of view, of the new languages and interaction patterns introduced by Videogame and apps.

The contents are organised in 5 chapters:

  • Chapter 1 - Videogames: a way to change communication languages
  • Chapter 2 - Interactive environments for involvement and motivation to learn
  • Chapter 3 - How players learn to learn while playing
  • Chapter 4 - Reviewing solutions for immersive and virtual reality
  • Chapter 5 - The educational roles in videogames
  • Section 2 - Videogames in the Teaching-Learning Processes
    Section 2 make reference to existing videogame and apps to investigate and let teachers and learners understand why they have such an important impact on young generations and so as to reproduce the same solutions for educational purposes.

    The contents are organised in 5 chapters:

  • Chapter 6 - Educational Videogames: An overview
  • Chapter 7 - Videogames as educational tools
  • Chapter 8 - Main achievements of mobile learning through the use of educational apps
  • Chapter 9 - Gamification and self-directed learning
  • Chapter 10 - Social media and education
  • Section 3 - Curricular Proposals for Skills Development in the 21st Century
    Section 3 addresses the assessment, validation and certification of knowledge, skills and competences when using videogames, social media and mobile apps for education. The section contents provide references and exemplary cases on how videogames and apps can develop specific competences and propose methods and tools to validate them within educational initiatives.

    The contents are organised in 4 chapters:

  • Chapter 11 - Videogames, apps and education in the field of Pre-primary and Primary education
  • Chapter 12 - Assessment in Videogames and educational Apps based learning in post-secondary education
  • Chapter 13 - Assessment in Videogames and educational Apps based learning in tertiary education
  • Chapter 14 - From videogames to work: interactive languages and 3D environments as reference models in tomorrow's professions





  • This project has been funded with support from the European Commission. This web site reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

    The V4T - Videogames 4 Teachers project © 2018