Virtuálna realita ako podpora ochrany pred vyhorením
▶Summary
Background In 2018-2020, we implemented the MAYDAI project - Motivation and Youth Do an Innovation (Erasmus + program K2, 2018-2020), which included a research report on motivational factors of young people. The report also focused on barriers that prevent young people from engaging and volunteering. The young respondents stated that after the initial enthusiasm, there is a fear in the engagement, then the stress until it all ended in burnout and leaving the activity for which they decided. Mental health, which is the basis of physical health, is an important factor in working with young people. According to OECD statistics, 1 in 6 EU citizens suffers from some type of mental illness. Exhaustion, anxiety, depression, stress, burnout / http://bit.ly/euractiv_mental_health / According to the research by the Cleveland Clinic, world events have influenced parents' parenting methods so that children of the Z generation have not had the opportunity to develop psychological resilience through their own experiences, resulting in rapid enthusiasm and, on the other hand, rapid relief and stress. /http://bit.ly/cleveland_clinic/ One of the solutions from such situations is to create a support for youth workers who are dedicated to the education and training of young leaders from the Z generation, so that they can lead them to prevent depression, stress, burnout and other negative mental health conditions. The introduction of new procedures, such as the introduction of virtual reality into the non-formal education, can also serve this purpose. Specific problems to which the project responds: 1 / Young people do not have a psychological resistance to stress, solving responsibility and problems 2 / Youth workers lack methodological support in leading and educating young leaders 3 / Youth workers lack modern technologies that will enable them to better support and guide young leaders. Objectives Project objectives: 1 / Improve non-formal education by introducing a method of using a virtual reality. Indicator: created simulations in virtual reality aimed at preventing the state of stress and burnout of young leaders. 1 / Increase methodological support for youth workers for work with young leaders from various groups. Indicator: developed, verified and published methodology in 3 countries. 21 youth workers are undergoing pilot training led by non-formal education methods. 2 / Support the implementation of educational blocks with the application of virtual reality in the education in youth work. Indicator: created manual for youth workers focused on the implementation of education using the technology of virtual reality. The project follows the Erasmus+ priority for young people: increasing digitization, strengthening education with digital virtual reality tools. Activities Activities aimed at creating intellectual outputs: Output: A set of simulation activities in virtual reality focused on the prevention of stress and burnout when working with youth with case studies Output: Methodology of non-formal education of youth workers aimed at preventing stress and burnout in young leaders using virtual reality simulation activities The content of this page is published for information purposes only. The project was funded by the European Union. However, the communication about the project that is published through this page expresses the views of the project beneficiaries only and it does not represent the views of the European Union or the European Commission. It shall not be deemed to constitute legal or official notice on behalf of the European Union or the European Commission. Neither the European Union nor the European Commission can be held responsible for this content nor the use thereof made by any third parties. Page 2 of 3 2021-2-SK02-KA220-YOU-000050550 Generated on: Jan 9, 2026 Output: Manual for youth workers how to implement educational blocks, methodology with simulation activities of virtual reality to work with young leaders Pilot training to verify the developed methodology and a multiplier event aimed at disseminating project results. Impact Results (intellectual outputs) after the end of the project: 1 / Output: A set of simulation activities in virtual reality focused on the prevention of stress and burnout when working with young people with case studies Result: Users of a set of virtual reality simulation activities will gain a new method in working with young people. Leading