Universidad de Valencia
Andres Paya and Santiago Mengual
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Leisure videogame with educational potential
Name of the videogame/app
Monument Valley 2
Name of the producer
How to find it
To be Purchased
Main technical requirements
Native Virtual Reality Support
6-11 years, 12-17 years, 18+ years
Use in Educational contexts
Degree of required tutoring
Autonomous use by students
No related to school subject
Puzzle/headbreaker game that aims to challenge the visio/spatial orientation capacity and generate mental challenges in the players. This simple game allows students to learn with their peers and increase their knowledge of the geometric possibilities of objects.
Like the mythical game Tetris, it allows us to analyze unreal geometric scenarios as well as to approach the conceptual property of the figures in the plane or in the space, being necessary to approach the game from the logical-mathematical reasoning.
At an early age it improves spatial orientation through the use of its complex three-dimensional space. In the same way, cause-effect actions help to improve logical-mathematical reasoning.
On the other hand, it is possible to work with fine psychomotor skills and eye-hand coordination because it requires precise movements in specific places.
Finally, it is possible to work on the visioperception, being necessary to analyze the scenario in its entirety at the time of making decisions on the mechanisms to be used.
Learning Object / Suggested activities with students
Work of spatial orientation through the movement of right-left, up-down and front-back objects.
Management of attention and memory through the repetition of scenarios in a given time.
The app can be used to manage moments of stress in a student and encourage relaxation.
Higher levels help to work on frustration tolerance in students.
Skills and competences
Skills and competences acquired
Fine psychomotor skills and hand-eye coordination
Tolerance to frustration.
Critical thinking, Problem solving, Self-confidence