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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
Universidad de Valencia
Andres Paya and Santiago Mengual


Image source: Pro
Product type
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
Ios, Android
Native Virtual Reality Support
Target Audience
6-11 years, 12-17 years, 18+ years
Augmented Reality
PEGI Clasification

Use in Educational contexts

Degree of required tutoring
Autonomous use by students
Subjects involved
No related to school subject
Special needs
Learning difficulties
Educational Potential
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
Logical-mathematical reasoning
Fine psychomotor skills and hand-eye coordination
Spatial orientation
Mental flexibility
Tolerance to frustration.
Soft skills
Critical thinking, Problem solving, Self-confidence


Partners' Institution
Xano Channel
Author of the comments
Ignacio Pachés Giner
The success of this videogame is related to two characteristics: The first is the quality of the puzzles and the learning curve. The second is the design. It's a very beautiful and peaceful game.
The isometric point of view is a great option for understand the 3D spatial vision without too complex perspectives or special effects.
Playing this game can have benefitial effects in students who are required to use 3D design tools either as a part of their matters of study or as a hobby (for example, using 3D printers to create objects of their interest).

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