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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
Hellenic Open University
Vicky Maratou


Image source:
Product type
Leisure videogame with educational potential
Name of the videogame/app
Name of the producer
Electronic Arts (mobile version) & Ubisoft (console version)
How to find it
Main technical requirements
Ios, Android, Xbox
Native Virtual Reality Support
Single, Multiplayer
Strategy, Puzzle
Target Audience
6-11 years, 12-17 years, 18+ years
Augmented Reality
PEGI Clasification

Use in Educational contexts

Degree of required tutoring
Autonomous use by students
Subjects involved
Special needs
Learning difficulties
Educational Potential
The SCRABBLE app is freemium whereas the Xbox version is purchasable. The game mimics the classic board game but also offers the ability to play whenever and wherever one likes. Students can have fun and learn vocabulary words and spelling as they strategically place their tiles to form words with the highest points. They will also need to use math to maximize their scores. Options include playing with another player on the same device, playing solo against the computer, or joining other players over the Internet in a closed or open group.
Gameplay is familiar to anyone who has played the board game.
SCRABBLE is offered in English, French, Italian, German, Spanish, Portuguese.
Learning Object / Suggested activities with students
Teachers can pair students, or allow them work individually against the computer.
Students can use their knowledge of spelling rules to help them at first. Then the game double checks them and lets them know when they are incorrect.
Teachers can encourage students to use vocabulary taught in the lessons and get extra points in class for doing so. Moreover, teachers can ask students to play only with words related to specific topics, e.g. feeling words where every word played must be related to feelings. This can really help expand students' vocabulary in specific topics.
When playing against the computer teachers can manipulate the levels and let students play at beginner level until they get comfortable. After that, teachers can start introducing the strategy of using the points and bonus spaces, so that students start using strategies and math too.
Team work is enhanced when students form groups and combat each other.

Skills and competences

Skills and competences acquired
Critical, logic and observation skills
Soft skills
Critical thinking


Partners' Institution
Hellenic Open University
Author of the comments
Eleni Papalazarou
It is a good way to practise spelling and vocabulary .However, it is time consuming and therefore it couldn't be used in the classroom often.
Partners' Institution
Kaunas University of Technology
Author of the comments
Kauno Jono ir Petro Vileišių School - Gediminas Grosius
Great game for those who spend lots of time on phone anyway. A bit too difficult unless playing on the easiest mode, but really good to revise the vocabulary

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