Using videogames in teaching – workshop at Greek Scientix Conference on STEM Education

v4t-logoProject V4T (Videogames for Teachers) aims to promote the use of videogames and mobile apps as additional tools in the teaching process. The project aspires to provide teachers with the necessary skills and competences to integrate and use effectively videogames/apps in education.

A workshop on using videogames in teaching will be organized on September 3, 2018, from 18.30 to 20.00, in the context of the National Scientix Conference on STEM Education that will take place at the National Technical University of Athens (NTUA) premises in Zografou. The workshop is organized by the DAISSy research group of Hellenic Open University and is addressed mainly to teachers in primary and secondary education and educators in general.

During the workshop, the online repository of the videogames and mobile apps, that are most suitable for education, will be presented. For each game/application included in the repository, detailed assessment of its features and services and possible ways to use it with students, are included. Educators attending the workshop will be able to connect to the online repository and comment on any of the reviews they want by submitting their own personal experience or opinion.

Participation in the V4T workshop is free, but requires online registration to the Scientix conference at https://scientix.ellak.gr/. More information about the workshop can be found at https://scientix.ellak.gr/events/v4t-videogames-for-teachers/. Note that it would be useful to bring a laptop or smart phone.

The V4T project is funded by the European Commission under the Erasmus+ Program, Key Action 2 – Strategic Partnerships in Higher Education. For more information about the project, you can visit https://v4t.pixel-online.org/index.php or send an inquiry to the address info@daissy.eap.gr.



  • Info

    Title Videogames 4 Teachers

    Acronym V4T

    Programme Erasmus+

    Project Number 2017-1-ES01-KA203-038370

    Start – End Date 1/11/2017 – 31/10/2019

    Duration 24 months

    Action Key Action 2: Cooperation for innovation and the exchange of good practices – Strategic Partnerships for Higher Education

    Funding Agency European Commission

    Total Project Funding €234.508,00

    Project Homepage https://v4t.pixel-online.org

    Status Ongoing


When launching the 2013 Communication Opening up Education the Commission highlighted that, despite many investments and initiatives in the field, between 50% and 80% of students in EU countries never use digital textbooks, exercise software, broadcasts/podcasts, simulations or learning games as tools to learn. Furthermore school teachers do not consider themselves as ‘digitally confident’ or able to teach using digital solutions at their full potential.

The project partnership involves 5 higher education institutions and 2 teachers training associations, all with a strong experience in preparing teachers of the future. Through their experiences they have identified in Videogames and Apps the two aspects in which there is the highest gap between the existing and potential educational added value and the capacities of teachers to make full use of it.

The objectives of the V4T project are:

  • Investigate the state of art as far as educational videogames are concerned, analyzing their characteristics and technical solutions, as well as their didactic potential.
  • Explore in depth the methodological, pedagogical and also skills and competences assessment aspect of the use of videogames and apps for educational purposes.
  • Provide future teachers with a comprehensive reflection on the innovation of didactic methods through the use of videogames and apps for mobiles, and on the issues related to the assessment of competences, skills and knowledge according to the principles of the ECVET and ECTS systems, applying them to educational Videogames.
  • Provide future teachers with the basic knowledge of programming languages in order to make them autonomous in developing educational videogames and apps for mobile.

The project will be implemented in Spain, Italy, Austria, Greece, Lithuania and directly address:

  • Higher education lecturers in Faculties of Education
  • Future teachers

Project Outcomes

The outcomes of V4T project are:

  • Repository of videogames and mobile apps designed either for educational purpose or have a clear and strong educational potential
  • Guide for future teachers on how to use videogames and apps for educational purpose
  • Online training package to introduce future teachers to the main programming languages used to develop videogames, web games and apps


Dissemination Material


DAISSy Research Group

info daissy.eap.gr

Tel.: +30.2610367964

Parodos Aristotelous 18, 26 335, Patras, Greece


game-based learning
educational videogames
apps for learning