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This section of the V4T Project portal provides administrative information for the project contractual partners and for the European Commission and it is password protected.



This Section provides access to an Online database of:
• The best educational Videogames and mobile apps available on the market
• The most suitable Videogames and Apps that, even if not specifically designed for educational purpose, can be used as teaching or learning tools with students

Videogames and apps are categorized, analyzed and assessed in order to provide the teachers with all the necessary information and hints to make full use of the Videogames and Apps in teaching contexts.

Partners' Institution
Hellenic Open University
Rizos Chaliampalias


Product type
Educational App
Name of the videogame/app
Ο Ξεφτέρης στην Αρχαία Ολυμπία (Smarty travels to Ancient Olympia)
Name of the producer
SIEM SA Εκδόσεις-Υπηρεσίες και Προϊόντα Πληροφορικής Α.Ε.
How to find it
To be Purchased
Direct link if available
Main technical requirements
Windows, Ios
Other Web browser, MacOSX
Native Virtual Reality Support
Target Audience
6-11 years
Augmented Reality
PEGI Clasification

Use in Educational contexts

Degree of required tutoring
Autonomous use by students
Subjects involved
Physical Education, Culture
Special needs
Learning difficulties
Educational Potential
Students become familiar with the rules of various sports and games, acquire knowledge of the history of the Olympic games and sports, learn to appreciate the value of Greek cultural heritage, become familiar with and understand basic techniques in games that were popular in Ancient Greece.
The game has comprehensive, clear, interesting and linear story line, provides clear information on how the participants are doing, makes the player feel a need to know more about the content so that they will feel motivated to learn and provides interactive feedback that is crucial to learning. The user interface offers the player an easy way to control the game. Dialogues do not contain information which is irrelevant. It also provides an e-book with information about the Olympic games (ancient and modern).
Easy to use for teachers who are not tech savvy.
This app enriches students' vocabulary with new words that were used in Ancient Olympic games in Greece. It is offered in Greek and English.
Learning Object / Suggested activities with students
Teachers can use it during History or Physical Education lessons as an additional educational tool or bonus activity by the completion of a relevant topic. Depending on the available devices students could play individually, in pairs of two, or it could be used as a class activity on a smart board.

Skills and competences

Skills and competences acquired
Students develop a positive attitude towards social and personal virtues, such as collaboration, team spirit, self-discipline, strong will, responsibility, patience, perseverance and courage. They respect the right of equal participation of all players in the game, realize the meaning of ‘fair play’.
As assessment method, teacher could provide relevant quizzes to the students on paper after completing one part of the game. The game itself includes many self assessment quizzes and activities.
Soft skills
Critical thinking


Partners' Institution
Hellenic Open University
Author of the comments
Georgia-Zeta Tsigka
Besides entertainment, it has educational value as it provides opportunities for children to familiarise with concepts and knowledge related to several learning subjects of the curriculum in junior high school. In Language and History course, it offers opportunities for approaching concepts such as: archaeological site, guided tour, tourist guide, national consciousness, etc.
Indicatively, it provides knowledge about the layout of the site in Ancient Olympia, the organisation of the races (the rules, the people), the values of the Greek athletics in antiquity and others.
Partners' Institution
Hellenic Open University
Author of the comments
Apostolia Evr. Charmani
Smarty travels to Ancient Olympia is a game with educational characteristics, this game could be combined in the in the course of history, Language and speech, and sociology. Because the child learns not only historical events and persons but cultivates the vocabulary and learn new terms and the importance of these as understands and operation concepts for the historical period covered by the game. Also, the child will improve his fine mobility and linguist development.

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