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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
Kaunas University of Technology
Neringa Kelpšaitė


Image source:
Product type
Educational App
Name of the videogame/app
Lumosity: Brain Games & Brain Training
Name of the producer
Lumos Labs, Inc.
How to find it
Main technical requirements
Windows, 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
Math, Languages
Logic, brain training
Educational Potential
Lumosity is consisting of games to improve memory, attention, flexibility, speed of processing, and problem solving.

After fixing the baseline of player, comparing with others the same age players, there will be given 5 games for daily workout.

Games challenge core cognitive abilities, the levels adapt and remembers the last players skills and there will be a challenge to play. The possibility to track the scores and get insights of the training.
Learning Object / Suggested activities with students
The game can be recommended for leisure time activities to develop memory, attention, flexibility, speed of processing, and problem solving skills.

There can be contest for example for weekend duration when all class pupils play and struggle to get the best result in their accounts (for example math game with counting: Chalkboard Challenge, Raindrops, etc. or English language). On Monday everybody show their results or it can be shared in Lumosity Apps.

To awake all class, to get some speed in children’s brains, for example, after vacation there can be paired contest for Lumosity speed or attention game (Speed Match, Speed Pack, etc.). For two pupils need one smart phone or tablet with Lumosity Apps and pupils plays the same game which last several minutes and than changes.

The winner in the pair can get the mark or can be second level contest to find out the winner of the class.

Skills and competences

Skills and competences acquired
Improve memory, attention, flexibility, speed of processing, and problem solving.
Soft skills
Critical thinking, Problem solving, Creativity, Time management


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