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CO-M-E and play for health! Gamification in senior health education

2020-1-PL01-KA204-0820262020Strategic Partnerships for adult educationfinalized
Countries: PL|IT|SI|ES · Grant: €131,169.53
Health and wellbeingIntercultural/intergenerational education and (lifelong)learningNew innovative curricula/educational methods/development of training courses

Project summary

The main goal of the project CO-M-E and play for health! is to create a toolbox for senior educators and carers for the elderly, enabling work in the field of health education based on the process of self-diagnosis, self-reflection and modular content selection depending on the needs of the group and the moment of the learning process. The tool box will consist of a report comparing examples of good practices, a packet of games in stationary education (CO-M-E and sit to play!), on-line games (CO-M-E ON and play!) and a handbook presenting the methodology of working with these tools. The project will last from 01/10/2020 to 31/05/2022 The project has been created and will be implemented by partners from 4 countries: Biosynergia Foundation (Poland), VITECO (Italy), Ljudska univerza Rogaška Slatina (Slovenia) and Egeria Desarrollo Social (HIszpania). The target groups of our project are people involved in non-formal education of seniors - especialy educators and volunteers dealing with health issues in their cooperation with seniors. The toolbox - main result of project - will allow our target groups of our project and results - educators and healthcares with different levels of experience and knowledge in the field of older people's work with to: - modular selection of educational content in the area of Cognitive, Mental and Emotional Health (CO-M-E) in working with seniors, using ready-made content and proposed methodology - the ability to develop their own ways of working with seniors, using the received game methodology tool - diagnosis of knowledge and level of cognitive ability of the group at the beginning of the educational process - easy evaluation of the impact of educational / caring / on seniors through the ability to monitor the obtained variable input, middle and output results - the possibility of planning remote education of older people using the online tool, simultaneously with the ability to view their results The main activities undertaken in the project are: - developing a report on the situation of health education for the elderly and the use of games in the education of seniors - focus and desk research - creating a concept and developing up to the final product of modular games supporting the education of seniors in the area of mental and cognitive health (memory and cards) - creating a concept and developing up to the final product of modular online games supporting the process of learning and self-learning of seniors in the area of cognitive and emotional health - conducting international training for educators and volunteers, preparing for the test phase of the above games, before developing final products; - 6 workshops in the test phase for seniors from 3 countries - publishing a guide to game methodology with examples of good practice - Project summary will include 3 local multiplier events and one webinar. Educators, volunteers and caregivers working with seniors will have innovative tools to better interact and comprehend elderlies and their difficulties. Through the online games and the cards, together with the tool box that gives practical tips to better use them, educators will be able to diagnose the cognitive capabilities and mental condition of learners. This will give them the opportunity to better define the educational path for seniors. It is very important that the game module developed in the toolbox will allow you to plan the entire educational paths based on them, along with monitoring the progress of competences acquired by seniors in the field of health education, as well as the impact of these tools on the health of seniors in the area of CO-ME health (e.g. emotions of seniors or memory abilities). The project will boost the creation of a collaborative learning interaction environment between educators and seniors. By raising the awareness and training on sensitive issues such as Cognitive, Mental or Emotional health, it will be possible to spread good practices to use innovative tools such as games to support and educate the elderly.

Objectives

The main goal of the project was to create a toolkit for senior educators and caregivers of the elderly to work in the field of health education based on the process of self-diagnosis, self-reflection and modular selection of content depending on the needs of the group and the moment of the learning process The developed results (games and a sub-tutorial) were to allow the target groups of our project and results - educators and caregivers with different levels of experience and knowledge in working with the elderly to: - modular selection of educational content from the area of Cognitive, Mental and Emotional Health (CO-M-E) in working with seniors, using ready-made content and proposed methodologies - ability to develop their own ways of working with seniors, using the received methodological tool in the form of a game - diagnosis of knowledge and level of cognitive abilities of the group at the beginning of the educational process - easy assessment of the impact of educational / care / activities on seniors through the ability to monitor the obtained variables of input, middle and output results - the ability to plan remote education of seniors using an online tool, while being able to view their results The target groups of our project were people involved in non-formal education of seniors, primarily in the area of health.

Background

Biosynergy Foundation, which coordinates the project, has been working in the field of health education for seniors for 7 years. We understand health as mental health, cognitive health, emotional health and a healthy body. health, cognitive health, emotional health and a healthy body. We have implemented many projects for local seniors, using various methods of non-formal education. When creating the idea for this project, we wanted to learn about other methods used in working with seniors on a given topic in other countries, modern methods that would allow us to create a modern methodology. Therefore, with partners who were interested in similar areas, had experience working with seniors and/or modern multimedia education. Based on our needs and the goals of the respective organizations, we created the objectives of the project and selected the methodology we wanted to develop as an innovative-gaming in health education for seniors,to be used by those working with this group to strengthen the emotional and cognitive health of people 60+. The main needs addressed by the project were: - to expand knowledge of the methodology and areas available in different countries in the subject of health education /for seniors/. - to become an institution recognized for the high quality of work with seniors, having know-how that we can share (result - toolkit) - learn and exchange practices and ideas on lifelong learning: how to motivate seniors, especially women, to continuously learn and improve their self-esteem - develop and implement new and innovative meetings, lectures and classes for seniors - to create an innovative program on emotional, mental and cognitive health for seniors. - to develop innovative solutions to meet new social challenges.

Project partners (4)