The European Erasmus+ project ‘A Game-based methodology for empowering dementia-friendly communities and equal access to Culture for people with Dementia (CURATE-D)’, aiming to promote equal opportunities, accessibility and social inclusion for people with dementia in cultural experiences, has successfully concluded its first phase with the release of the 'CURATE-D Methodological Guide’. This document plays a pivotal role in implementing the project, showcasing the innovative methodology grounded in game-based learning to be applied across all activities. Moreover, it outlines the fundamental structure for the upcoming results, which includes two learning guides for the training of professional caregivers working with people with dementia and for cultural professionals. The guide not only encompasses good practices but also incorporates activities to advance the overall project objective. This guide is freely accessible and can be downloaded from the CURATE-D project website: https://curate-d.eu/
The methodological guide is the result of the work developed collaboratively since the beginning of the project by the partners: Challedu, the coordinator; Panhellenic Federation of Alzheimer Disease and Related Disorders, Thessaloniki and Herakleidon Museum of Athens (all three located in Greece); The Gaiety School of Acting (GSA) of The National Theatre School of Dublin, Ireland and the Association of Relatives of Alzheimer (AFAV) of Valencia, Spain. The co-creation of the CURATE-D methodology will enable the transnational impact of the project and the direct connection with the needs of the target groups. In short, the first part of the guide contains the definition of dementia, its main symptoms, and advice on how to cope with them.
The second part is devoted to a mixed research methodology: desk research on dementia-friendly policies at EU level and partner countries, dementia-friendly cultural activities, along with interviews with people working in dementia care and cultural venues about their needs. This bridges gaps in knowledge regarding dementia-friendly activities and how to implement dementia-friendly initiatives in their organisations, respectively. The third part includes the basic theoretical back-ground on game-based learning and best practices for dementia caregivers using a game-based approach as well as the presentation of the innovative CURATE-D project methodology.