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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
Leisure App with educational potential
Name of the videogame/app
Pokémon GO
Name of the producer
Niantic, Inc.
How to find it
For free
Main technical requirements
Ios, Android
Native Virtual Reality Support
Target Audience
12-17 years, 18+ years
Augmented Reality
PEGI Clasification

Use in Educational contexts

Degree of required tutoring
Autonomous use by students
Subjects involved
No related to school subject
Special needs
Visual impairment, Physical disability
Educational Potential
The app allows students of all ages to go out classrooms walls and come together to solve problems in an engaging and fun way, and can make students fell good about what they learn and accomplish with augmented reality.

Playing Pokemon GO together can be a great staff team-building activity for back-to-school professional development.

Keep a log of where the students go, what they see, and what they are learning as they play, including historic places and points of interest.

It's a resource from a teacher that aligns learning experiences from the game to Gardner’s Theory of Multiple Intelligences.

Students can calculate how many miles they would need to walk (converting from the kilometers used in the game) in order to hatch the different eggs. Then estimate how many calories they would burn in hatching one egg. Or see how much weight they can lose playing the game with this calculator. And there's a Pokemon GO interval training workout they can do while playing.

Many of the Pokestops (the app's locations) in the game showcase a local business, attraction or historical site. Since students already have their phone in their hands, have them use the Google Street View app to take a 360° spherical panoramic image of the Pokestop.

The Journal component of the game automatically records the time and date of the events as they occur, that students can use to figure out the average number of events per day or to graph their allocation of items from a Pokestop.

The app encourage students to either gather the GPS points of their finds as they play the game or have them collect that info when they are done for the day.
Learning Object / Suggested activities with students
The app can make improve students's logical and strategical reasoning in teams, walk outside the classroom wile they're playing. The app can also improved their social skills and the children appeared more engaged with their learning.

Skills and competences

Skills and competences acquired
The game uses augmented reality for learn to manage data, and it encouraged children with and without learning difficulties to play outside and engage with other students.
Soft skills
Team working, Coaching


Partners' Institution
Kaunas Jurgis Dobkevicius Progymnasium (Lithuania)
Author of the comments
Rimante Grumadaite
Children get familiar with augmented reality (AR), they are forced to go outside, explore new areas. Game promotes physical activity. Great motivation system for greater results (picking pokemons, enforce them, win battles, etc.).

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