Game based learning reports
The main results will be the overview reports on game-based learning (simulation game) and the theories and models of emotional self-regulation for health and social care professionals which will act as a starting point to formulate scenarios which can be adapted to a simulation game.
Digital-Physical Simulation Game
The project aims to create a physical and digital simulation game, accompanied by corresponding materials and instructions, available in multiple languages. The overarching objective is to develop, test, and implement this game grounded in the theoretical framework of emotional self-regulation. The specific goals include ensuring low-threshold access, high usability, and broad dissemination. The simulation game will be provided to health and social care professionals in both physical and digital formats, designed as Open Educational Resources (OER) accessible to the public. Access to the game material and digital format may be facilitated through the project homepage, aligning with the commitment to open education. Notably, the digital format is intended to be compatible with various mobile devices, and both formats will be accessible in the national languages of the project partners.
Didactic concept
This will be a didactic framework in the form of a handout that will be available as an OER, and as such will be accessible to a wide variety of institutions in the health sector and beyond. These institutions will have access to the simulation and find recommendations for further didactic embedding of the topic. It will help institutions from the health sector implement the game in their lessons or trainings and thus it will result in the topic of emotional self-regulation being included in the curricula or training methodology. This in turn will lead to a better understanding of emotional self-regulation as a coping mechanism for the stressful work environment of health professionals and will hopefully lead to less burnout or health professionals leaving their profession.