Digital Intervention for Developing Skills in Nonviolent Communication

Erasmus+ Adult EducationSmall-scale partnerships in adult educationID: 2023-1-SE01-KA210-ADU-000157333
EC Contribution
€60,000
Consortium Size
4 orgs
Start Year
2023
β–ΆSummary

The ECHO project aimed to create a digital intervention (web/mobile application) to teach nonviolent communication skills to adults from vulnerable groups and migrant communities. This initiative ...

β–ΆObjectives

The ECHO project aimed to create a digital intervention (web/mobile application) to teach nonviolent communication skills to adults from vulnerable groups and migrant communities. This initiative focused on making training accessible to those facing barriers to traditional in-person programs. Key objectives included: Training participants to communicate effectively without provoking defensive reactions. Helping participants understand and express true feelings rather than reacting automatically. Teaching how to express feelings in difficult conversations without assigning blame, and taking responsibility instead. Increasing self-awareness of unhealthy communication patterns. Training on how to bring out the best in others and communicate with empathy and compassion. Emphasizing the importance of accepting all points of view as valid, even in disagreement. Differentiating between requests and demands in communication. Teaching techniques to resolve past conflicts and create new possibilities for future interactions. Providing tools for managing difficult communications without emotional activation. Introducing simple mindfulness practices to manage emotional reactions and apply communication tools effectively.

β–ΆActivities

The ECHO project executed a comprehensive series of activities to develop and implement a digital intervention for nonviolent communication training. Key activities included: Collection of User Needs: Conducted surveys to gather user requirements and understand the needs of vulnerable communities and migrants. Curriculum Development: Created a detailed curriculum and training manual based on initial research and user needs. Scenario Creation: Developed scenarios reflecting the five key distinctions found in the research, forming the basis for interactive online games. Game Development: Designed and created online games that embodied these scenarios, making the training engaging and accessible. Dissemination and Launch: Launched the games through a five-day online campaign, each day highlighting one distinction. This included posts on the project's Facebook page and direct engagement with users. User Feedback Collection: Conducted an online survey at the end of the campaign to gather user feedback, essential for evaluating and refining the intervention. Adaptation for Vulnerable Communities: Ensured the content was accessible and relevant to the target groups' realities, including localized content and user-friendly design.

Consortium (4)