Information and Contacts

Latest News

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
Erika Pernold


Product type
Leisure App with educational potential
Name of the videogame/app
Thinkrolls 2
Name of the producer
How to find it
To be Purchased
Main technical requirements
Ios, Android
Native Virtual Reality Support
Target Audience
1-5 years, 6-11 years
Augmented Reality
PEGI Clasification

Use in Educational contexts

Degree of required tutoring
Autonomous use after teacher introduction/explanation
Subjects involved
Special needs
Learning difficulties
Educational Potential
Thinkrolls 2 is a logic game for children between 3 to 9. The children encounter the world of physics. Each level obtains a new physical concept (water, expansion/compression, electricity, light, gravity, natural draft). The children have to find a way through a labyrinth by trial and error and considering the different physical phenomena. Each level has about 17 sublevels. Each level is easier in the beginning and gets harder by proceeding.

There are easier levels for children 3 – 5 and more difficult for children 5 – 9

The design of the game is very suitable for the target group. The player trains problem oriented thinking, logical thinking, advance planning and spatial imagination


★ Google Play Award Winner 2016 - Best Families App ★
Golden Award by Bestekinderapps - "Geniales Logikspiel für Kinder!"
recommended from
Editor's Choice by Children's Technology Review (A+), BestAppsForKids, TechWithKids, TeachersWithApps, FunEducationalApps, TopBestAppsForKids

Underlies the Children's Online Privacy Protection Act (COPPA), no advertizing, no in-app purchase

Learning Object / Suggested activities with students
The teacher could let the students play different levels when they are learning about the specific physical phenomenon.

The students can play the game e.g. in groups of two within the lesson to get a feeling for physical phenomena. They could try it in pairs to help each other. Afterwards the whole class can talk about what they have encountered.

Skills and competences

Skills and competences acquired
The learner learns about differnt physical phenomena:

Accordion – Expansion/Compression, building bridges, making steps
water and barral – what is (not) swimming on water
Egg – gravity, force
Ventilator – boost/natural draft
Wormwhole - teleporting
Battery - electricity
light bulb – visual faculty, Memory

The game trains logical competences, spatial sense, problem solving, memory, power of Observation

The assessment should be a discussion with the whole class about what they have encountered during the play
Soft skills
Problem solving
Logic, Memory, Spatial Sense, Power of observation


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