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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
Gintare Dzindzeletaite


Product type
Educational App
Name of the videogame/app
Name of the producer
MIT Media Lab (Brian Silverman and Paula Bonta)
How to find it
For free
Main technical requirements
Windows, Linux
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 after teacher introduction/explanation
Subjects involved
Math, Natural Sciences, ICT, Technology, Arts and Music
Special needs
Learning difficulties
Educational Potential
Scratch is a visual programming language targeted for primarily at children.

Using Scratch, users create their own interactive stories, games and animations, then share and discuss their creations with one another.

Even if Scratch is a tool to study programming language in general, we may review a particular game that was created by this tool (

Considering the educational potential of this app (and created game) few points of strength of the product have appeared:

- Natural Science: players will learn about three basic stages of the water cycle with drop of water (evaporation, condensation and persicipatation)

- Player is able to see inside: This means that basic strength of the product is orientated with learning subjects of Technologies, ICT, Programming and coding. According to scientific papers, users of scratch learn important mathematical and computational concepts, as well as how to think creatively, reason systematically, and work collaboratively: all essential skills for the 21st century: It is used in many school districts to promote learning for academic subjects such as math and science and can be a great tool for constructive learning and project–based learning.

- Arts and Music: players are taught to create their own objects/scripts, their different costumes and sounds. It strongly improves creativity of a user.

The risks: only risk appears if a player creates game with an unapropiate content and share it publicly with everybody. It rises mass communication in negative perspective.
Learning Object / Suggested activities with students
Possible scenario (there are plenty of them):
This tool could be used combining three learning subjects, for instance, Math, Geography and Art.

According to a certain learning object (Geography, Math, Art) teacher may offer future students to create a game that might me presented in front of all class:
1st step: an idea of future game will be created during the lesson of Geography: what topic will be chosen, which countries, what could be the aim of the game and ect.
2nd step: during the lesson of Math students will start to create that game.
3rd step: during the lesson of Art students will decide what kind of colors and shapes they will use.
4th step: created game will be presented in front of class during the lesson of Geography.

Skills and competences

Skills and competences acquired
Please outline:
- Creativity: player may see inside the game and save that project of the game as well as add it to his/her own ideas. Thus, player may change everyting and use their own creativity and knowledge in order to improve created game. After all new game may be shared with others as well.
- In order to create more interesting game, player/future student uses a lot of innovations, learn more about programming, coding and project-based learning in general.
Soft skills
Creativity, Innovation
constructive learning and project–based learning


Partners' Institution
Author of the comments
Andreas Schuch
I have used this tool before in class to introduce students to basic programming language concepts like object oriented programming, if queries, loops, variables... The tool has served me and my students well. At the beginning of each period, I usually took 10-15 minutes to explain today's goal and built a program to reach that goal while projecting my screen for the whole class to see and commented every thought process and some common mistakes one is likely to make. Then I left the rest of the period for my students to try and recreate the program on their computer. Students who would finish early would be given extra tasks to improve upon the original program or tinker some more. Students who struggled got help from me or other classmates.

Scratch is also very useful for its online community. You don't have to start from scratch, you can look around the online community and try out apps others have created. Then you can look "under the hood" and see how that app was made and perhaps even modify (remix) it.

Scratch is useful to tell stories or create little animations, musical sequences or simple games depending on what the needs of the class and teacher are! Even as a language teacher, I am considering using Scratch in my classrooms - for example, by asking students to tell a story in English using Scratch and thus meeting the requirements of the curriculum concerning the use and exposure of students to digital technologies in all subjects.
Partners' Institution
Author of the comments
Even if primarily targeted for children this application is a considerable tool for everybody who wants to start to study programming language.
Partners' Institution
Author of the comments
Dalia Tysliavaite-Blyze
Scratch allows us to make variety projects. At first look it seems a bit overwhelming but when you start to understand what everything does it becomes much simpler and you start to see what you could do with it.
Partners' Institution
Kauno Jono ir Petro Vileiši? mokykla
Author of the comments
Jurgita Jablonskien?

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