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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 App
Name of the videogame/app
Being Leonardo
Name of the producer
How to find it
To be Purchased
Main technical requirements
Native Virtual Reality Support
Target Audience
1-5 years, 12-17 years, 18+ years
Augmented Reality
PEGI Clasification

Use in Educational contexts

Degree of required tutoring
Autonomous use by students
Subjects involved
History, Arts and Music
Special needs
Visual impairment
Educational Potential
Being Leonardo describes the multidisciplinary activities of the great Florentine master, in the historical context of the Renaissance, ranging in various thematic areas.
It is one of the first App developed for smartphone, tablet and virtual reality, focused on immersive experience. It is a model for the future virtual reality books.
The ergonomy is based on a 3d timelind that represents Leonardo's life, with a sequence of immersive environments dedicated to Leonardo.
It's an immersive biography: you are Leonardo, you live Leonardo's life.
The interface concept is based on 3d and immersive approach.
The app is interesting for the innovative interface, which is designed for use on a mobile device, tablet or smartphone, and for Virtual Reality viewers.

It is probably the first App designed in parallel and in native form for touch use and use on virtual reality devices, and introduces the students to the immersive education approach.
Learning Object / Suggested activities with students
The App is a example of "3d book",and its challenge is engaging students in art and history.

Skills and competences

Skills and competences acquired
Usage of virtual reality for education.
Competence about historical and artistic subjects.
Soft skills
Creativity, Innovation


Partners' Institution
Author of the comments
Looks good and is a topic which I think is interesting for kids and teens. I like the dedective manner how to research into the themes Leonardo worked on.

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