Video games can introduce a concept with which the player can interact and even think back on their own skills. This would be a perfect description for a school lesson, therefore institutions in Europe to advocate for their use in the classroom. Serious or educational game approach came with challenges: they are often less engaging to students. More than ever video games can be great vectors for cross-curricular and innovative pedagogies.

Our partnership will work on developing practical guidance for teachers to use video games in the classroom for cross-curricular teaching, as well as encouraging students to create their own games as learning by doing projects.

It will lead to:

    • reinforce the development of key competences in cross-curricular collaboration, creativity & innovative learning
    • support teachers with innovative teaching and assessment, to promote competence-based teaching & learning
    • use digital & open pedagogies,
    • promote access & use of ICT education by underrepresented groups, in particular learners with SLDs or girls

Project Intellectual Outputs:

  • IO1 Booklet: when video games meet education
  • IO2 Guide “Practical approach to video games in the classroom”
  • IO3 Experience library & pedagogical sequences – Spectators
  • IO4 Experience library & pedagogical sequences – Game creators
  • IO5 Experience library & pedagogical sequences – Single player
  • IO6 Experience library & pedagogical sequences – Multiple players


Our partners in this project: