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Innovative foreign language program for cognitive training in high risk adults

Funder: European CommissionProject code: 2019-1-EL01-KA204-062744
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for adult education Funder Contribution: 192,051 EUR

Innovative foreign language program for cognitive training in high risk adults

Description

Context: Bilingualism can delay the onset of dementia by up to five years and foreign language training as cognitive therapy, impacting decision-making, multitasking, concentration and communication are areas of active research. The process of learning and using a new language, not the level of proficiency in the language, engages various parts of the brain and triggers multiple cognitive benefits. These benefits can be retained if the new language continues to be practiced. Objectives: This proposal describes an English-language learning project based on short, intensive language classes that introduce and train our target group in the use of the online games and role-playing scenarios for continued independent practice for a six- month period. The e-learning medium is a particularly relevant teaching methodology for our target audience who may have transportation issues, auditory or other health problems, and who tend to process new information at a slower rate and so require more repetitions than provided in traditional learning setting. The recorded content can be listened to as many times as a user wants. The scenarios will present two roles, with transcripts available in both English and the native language of the learner. The user can choose between roles, listen to the other role, switch roles, record him/herself in the roles, repeating the process as often as they like before they switch to another role-playing scenario. This methodology facilitates the language skills of listening and speaking. This technique of role-playing incorporates a high degree of novelty, which is another factor that positively impacts language learning. The four components of language learning exposure, understanding meaning, understanding structure and practice - are all addressed with this project.. As for memory games, they increase the ability to remember and retain new words activating the language center of the right hemisphere. The games are fun, easy to play and can be measured. The games will enable our project partners to understand how much time each person spent on a game, the rate of success and progress. Data as such will be our basis to measure the success of the project.Participants: Healthy elderly with Subjective Cognitive Decline (SCD), Mild Cognitive Impairment or people with early dementia, caregivers, language learning teachers, NGOs, social enterprises, health care professionals. and educational providers are targeted by the Super Lingo project and it is expected to reach 9.000 persons and organizations. Activities: Focus groups analysis, data analysis, design of the training material, design and development of role play games and memory games, training of project’s sample target group, evaluation and assessment are the key activities. Pilot testing, dissemination and use of project’s results, multiplier events, seminars, webinars and one learning activity will be organized as part of the effort to involve target group members. The Project Management is considered to be the main activity of the project.1. Pre-intervention neuropsychological evaluation of similar profiles (M0)2. Two- phase intervention per day, for a week: (1) Face to face teacher guided 20 -30 minutes (games and 1 scenario per day). (2) Online practice 20-30 minutes using the same content for self-practice. This process will be done for one week. 3. Follow up for six months of practicing via online English language role play scenarios (3 per week, total of 18 scenarios) and games with a target of minimum five hours per week. 4. Post-intervention evaluations: cognitive, psychological and level of English (M6)Methodology: Our methodology includes a) tasks according to plan and quality criteria, b) target group involvement and input, c) promotion and raising awareness, d) an underlying inclusive approach traceable to all activities, e) reporting and meetings to discuss, f) sustainability actions and transferability possibilities of results.Neuropsychological evaluation pre and post the intervention● Mini Mental state Examination (MMSE)● Test of Everyday Attention (TEA) or other relevant test● Warwick-Edinburgh Mental Well-being Scale (WEMWBS) or other relevant test● Geriatric Depression Scale (GDS)● The Short Anxiety Screening Test (SAST)Long-term impacts:- Empowering people experiencing cognitive decline and people living with dementia..- Potentially delaying the progression of cognitive impairment.- Developing interactive educational games and activities for people with dementia.Content for an engaging, short, intensive course and follow-up games and role playing scenarios. The face- to- face meetings will be the basis for teaching how to continue online the practicing of foreign language exercises of games and role-playing dialogues.

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