Project Results
- Project Result 1: EMOSENIORS SELF-EVALUATION TOOL
- Project Result 2: EMOSENIORS TRAINING SYSTEM
- Project Result 3: EMOSENIORS GAME
- Project Result 4: EMOSENIORS DIGITAL TOOLKIT
This project result (PR1) aims to identify emotional difficulties faced by carers in their daily contact with the elderly and develop a self-evaluation tool to help carers develop or enhance their emotional competences. The project consortium will conduct a needs assessment and design questionnaires to identify emotional deficits in the core group, seniors. The result will be a report in English and national languages with conclusions from the self-evaluation tool. The development of emotional competences is essential for caregivers to manage emotions, cope with stress, and provide better care to the elderly. The target group for this project is caregivers who will act as mediators to improve their socialization and psychological well-being, ultimately leading to their quality of life. The self-evaluation tool developed can be used in other contextst, such as caring for people with any degree of dependence or impairment, both in the private and public spheres, and non-professional carers such as family members. The expected impact is to improve the training and implementation of emotional skills and promote mental health and well-being among carers.
Result 2 of the EmoSeniors Project aims to provide caregivers with the necessary knowledge and emotional skills to manage their emotions and improve their well-being while caring for elderly individuals. The consortium will develop a training system that will help caregivers improve their emotional intelligence and equip them with emotional management tools to handle everyday challenges when working with the elderly. This will be achieved by preparing and analyzing theoretical modules. The target group for this result is caregivers, who often lack specific emotional intelligence training to care for the elderly. The training package will focus specifically on emotional intelligence training for caregivers who care for elderly individuals. It is also noteworthy that the developed system can be used in other contexts outside the project, such as institutions that care for people with some level of dependency or disability, both in the private and public sphere, and even non-professional carers, such as family members
Some of the key objectives, elements of innovation, and potential impacts of this result are as follows:
Help caregivers become aware of their emotional management and improve their emotional skills
Develop a training system to provide caregivers with emotional management tools to enhance their well-being and enable them to cope with everyday challenges
Prepare theoretical modules to assist caregivers in recognizing their emotional intelligence deficits and provide them with the necessary knowledge to manage both their own emotions and the emotions of seniors.
The consortium responsible for the project will develop the board game based on the conclusions of 12 defined areas analyzed on the two previous Results..The expected impact of the board game is that it favors the development and maintenance of cognitive abilities, group work, communication with other players, socializing and reinforces affective bonds between players, and develops creativity by implementing new strategies and different decision-making processes depending on various factors. the game will be available in English and in the national languages of the partners, and will be dedicated to any individual or organization working in the area of elderly care, public or private.
The digital game that will be made available on a project website and dedicated to any person of a public or private organization in the field of elderly care will be focusing on improving the digital literacy and emotional skills of older adults, with an emphasis on the use of a participatory approach in digital literacy and learning. The game is expected to have a positive impact on seniors by improving their cognitive abilities, ability to multitask, and concentration and thus be designed to be user-friendly and accessible to the largest number of people.