Videogames are social and interactive tools which enable users to play, participate, communicate and learn. With the aim to test the effectiveness of the use of videogames in the classroom as teaching tools, this paper presents a case study of videogames adoption in Primary School, where eAdventure was used in a real classroom to teach Natural Science to a group of seven years old students. The case study concludes that videogames may be used as teaching tools and their main strengths are: (i) time reduction when teaching content and (ii) increase of student engagement.