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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
Accademia delle Belle Arti di Brera
Roberto Carraro


Product type
Educational videogame
Name of the videogame/app
The Lab
Name of the producer
Valve Corporation
How to find it
For free
Main technical requirements
Native Virtual Reality Support
Action, Adventure, Educational, Simulation, Strategy
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
Natural Sciences, Chemistry
Special needs
Visual impairment, Learning difficulties
Educational Potential
The Lab is a compilation of Valve’s room-scale VR experiments set in a pocket universe within Aperture Science. Fix a robot, defend a castle, adopt a mechanical dog, and more.
Learning Object / Suggested activities with students
layers can choose from eight different games, all designed to highlight HTC Vive's capabilities to interact virtually with objects. You access the game from inside a virtual room (a lab), walking around to choose which activity you want to try. The Lab's virtual design interface is innovative and leads the costumer on physical interation with the virtual application: you'll have to physically moving around to get from game to game.

Skills and competences

Skills and competences acquired
The Lab presents different "room-situations" to solve using creativity, personal knowledge, critical thinking. With gamification The Lab deals with educational topics like The Solar System, which lets you pick up virtual planets, Robot Repair, which is just as it sounds, fixing a robot, Human Medical Scan which is like trying your hand at a virtual autopsy, Postcards, which sends you on virtual travels and Secret Shop, which gives players spells to use.
Soft skills
Critical thinking, Problem solving, Coaching


Partners' Institution
Author of the comments
Gerald Weihs

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