The European project 'Erasmus+' CURATE-D, aiming to promote equal opportunities, accessibility and social inclusion for people with dementia in cultural experiences and training professionals using game-based learning, ends in December 2024 and presents its results. The results were developed with the collaboration of all project partners: Challedu, coordinator; the Panhellenic Federation of Alzheimer's Disease and Related Disorders of Thessaloniki and the Herakleidon Museum of Athens (Greece); the Gaiety School of Acting - The National Theatre School of Dublin (Ireland) and the Association of Relatives of Alzheimer's of Valencia (AFAV, Spain).
The first result is the “CURATE-D Methodological Guide”: the first part of the guide includes the definition of dementia, its main symptoms and tips on how to treat it. The second part is dedicated to mixed-methods research: literature research on dementia-friendly policy and cultural activities at international level as well as interviews with people working in dementia care or cultural settings about their needs. The third part includes the theoretical background on game-based learning and best practices for dementia caregivers using game-based approaches, as well as the presentation of the methodology of the CURATE-D project.
The second result is the “Educational Guide” for cultural staff, a detailed guide that can be used as an educational tool for cultural staff in various types of museums, art spaces and cultural organisations, in order to create spaces, exhibitions, events that are in line with the needs of people with dementia and their carers.
The third output is the “Educational Guide for dementia professionals”, a detailed guide that can be used as an education tool for dementia professionals to support people with dementia in cultural activities to create and augment dementia-friendly environments and communities.
The fourth result is the “CURATE-D Educational serious game” which main purpose is to train staff of cultural organisations and dementia professionals on how to create dementia-friendly cultural experiences. While playing, learners can enrich their skills and develop knowledge in the field of accessibility and dementia-friendliness. The game is also a way of raising awareness on dementia.
The fifth output is the “Training of professionals and the CURATE-D conclusions report”. After the implementation of pilot workshops using the tools produced during the project to 50 professionals in all countries, their feedback was collected and a report was developed on the final conclusions of the CURATE-D project methodology. This will be useful material for other organisations that want to implement the CURATE-D methodology and tools. All results are freely accessible and can be found on the CURATE-D project website: www.curate-d.eu Stay tuned for project news onthe website: curate-d.eu, Facebook, which you can find via the QR code: