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.
Kaunas University of Technology
Image source: https://play.google.com/store/apps/details?id=com.apnax.wordsnack&hl=en
Leisure App with educational potential
Name of the videogame/app
Name of the producer
How to find it
Main technical requirements
Windows, Ios, Android
Native Virtual Reality Support
6-11 years, 12-17 years, 18+ years
Use in Educational contexts
Degree of required tutoring
Autonomous use by students
The goal of the game is to swipe the letters for making words. From same letters several words can be formed. Game is possible in 30 languages and trains spelling skills, enhances vocabulary. Every player can play it in his/her pace - any time limit. Possible to play online and offline
RISKS: highly addictive, needs to be limited time for game duration
Learning Object / Suggested activities with students
Children can play the game as home-works or in the classroom as attractive lesson part (individually, using one device in pairs as a team or as individuals as contest between two of them).
Game can be used for developing vocabulary and improving spelling skills of mother-tongue language or foreign languages (in sum there are 30 languages to choose from).
Skills and competences
Skills and competences acquired
Spelling skills, enriched vocabulary, concentration.
Critical thinking, Problem solving