| Literature DB >> 35126087 |
Valeria Manera1, Luis Agüera-Ortiz2,3, Florence Askenazy1,4, Bruno Dubois5,6, Xavier Corveleyn7,8, Liam Cross9, Emma Febvre-Richards10, Roxane Fabre1,11, Nathalie Fernandez12, Pierre Foulon13, Auriane Gros1, Cedric Gueyraud14, Mikael Lebourhis15, Patrick Malléa16, Léa Martinez15,17, Marie-Pierre Pancrazi18, Magali Payne1,19,20, Vincent Robert21, Laurent Tamagno22, Susanne Thümmler1,4, Philippe Robert1,19,20,21.
Abstract
Workshops using arts and board games are forms of non-pharmacological intervention widely employed in seniors with neurocognitive disorders. However, clear guidelines on how to conduct these workshops are missing. The objective of the Art and Game project (AGAP) was to draft recommendations on the structure and content of workshops for elderly people with neurocognitive disorders and healthy seniors, with a particular focus on remote/hybrid workshops, in which at least a part of the participants is connected remotely. Recommendations were gathered using a Delphi methodology. The expert panel (N = 18) included experts in the health, art and/or board games domains. They answered questions via two rounds of web-surveys, and then discussed the results in a plenary meeting. Some of the questions were also shared with the general public (N = 101). Both the experts and the general public suggested that organizing workshops in a hybrid format (some face-to-face sessions, some virtual session) is feasible and interesting for people with neurocognitive disorders. We reported guidelines on the overall structure of workshops, practical tips on how to organize remote workshops, and a SWOT analysis of the use of remote/hybrid workshops. The guidelines may be employed by clinicians to decide, based on their needs and constraints, what interventions and what kind of workshop format to employ, as well as by researcher to standardize procedures to assess the effectiveness of non-pharmacological treatments for people with neurocognitive disorders.Entities:
Keywords: arts; board game; neurocognitive disorders; recommendations (guidelines); remote/hybrid workshop; workshop
Year: 2022 PMID: 35126087 PMCID: PMC8814601 DOI: 10.3389/fnagi.2021.747804
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
FIGURE 1Main parameters defining the features of a workshop session.
Delphi round 1 and 2 rating and yes-no questions (general questions/questions workshops using art and workshops using board games.
| Experts ( | General public | ||
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| 1a. How important are non-pharmacological approaches to improve mental health in | |||
| Seniors with MILD neurocognitive disorders? | 5.0 (0.8) | ||
| Seniors with MAJOR neurocognitive disorders? | 5.0 (0.0) | ||
| Healthy seniors? | 5.0 (0.8) | ||
| 2a. Whatever the theme and the type of activity offered during a workshop, the workshop method must | |||
| Facilitate social interactions between participants and with the facilitator | 17 (100%) | ||
| Offer a rewarding experience for each participant and in at the same time advance the work of the group | 16 (100%) | ||
| Use an underlying theory. For example: Facilitate the creation of a transitional space in Winnicot’s sense | 10 (83%) | ||
| 3a. Among the overall objectives of workshops (whatever the theme, or the mediation tool) we can list | |||
| Stimulate empathy and spontaneous emotions, in reaction to the group environment | 14 (93%) | 94 (100%) | |
| Stimulate motivation in goal-directed behaviors and cognitive activity | 16 (94%) | 95 (98%) | |
| Stimulate well-being, improve quality of life | 14 (100%) | 94 (98%) | |
| Stimulate sensoriality | 14 (93%) | 93 (97%) | |
| 4a. Feedback to participants at the end of a workshop can take the form of | |||
| Sending a video showing the recording of one or more sessions | 11 (85%) | 55 (70%) | |
| Sending a report, or a photographic composition | 16 (100%) | 79 (90%) | |
| Sending a catalog | 9 (82%) | 32 (54%) | |
| Invitation to a virtual or real exhibition | 17 (100%) | 83 (93%) | |
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| 1b. Can you rate the following objectives for workshops using arts? | |||
| Stimulate goal-directed behaviors | 3.0 (1.0) | 89 (98%) | |
| Stimulate cognitive activity | 3.0 (1.0) | 81 (92%) | |
| Stimulate emotions | 4.5 (1.0) | 95 (98%) | |
| Stimulate social interactions | 3.5 (1.0) | 86 (98%) | |
| Stimulate sensoriality | 4.0 (2.0) | 93 (100%) | |
| 2b. Can the workshops using arts be used for individual practice (1 patient, 1 facilitator)? | 15 (94%) | ||
| 3b. Can workshops using board games stimulate sensoriality? | |||
| Earing | 14 (100%) | ||
| Vision | 14 (100%) | ||
| Praxis | 15 (100%) | ||
| Olfaction | 12 (100%) | ||
| 4b. Do we need a specific definition of therapeutic workshops using art? | 10 (67%) | ||
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| 1c. Can you rate the following objectives for workshops using board games? | |||
| Stimulate goal-directed behaviors | 4.0 (1.0) | 91 (100%) | |
| Stimulate cognitive activity | 4.0 (0.0) | 96 (99%) | |
| Stimulate emotions | 3.0 (1.0) | 84 (94%) | |
| Stimulate social interactions | 4.0 (1.0) | 96 (98%) | |
| Stimulate sensoriality | 3.0 (1.0) | 55 (71%) | |
| 2c. Can the workshops using board be used for individual practice (1 patient, 1 facilitator)? | 17 (94%) | ||
| 3c. Can workshops using board games stimulate sensoriality? | |||
| Earing | 13 (100%) | ||
| Vision | 14 (100%) | ||
| Praxis | 15 (100%) | ||
| Olfaction | 11 (91%) | ||
| 4c. Do we need a specific definition of therapeutic workshops using board games? | 11 (79%) | ||
| Workshops organized remotely and/or with a hybrid format | |||
| 1d. Can a session (several workshops) be done in a hybrid format? (some face-to-face sessions and some virtual sessions)? | 18 (100%) | 78 (90%) | |
| 2d. A workshop session can be done face to face with the facilitator for some participants, and remotely for some others? | 14 (82%) | 65 (72%) | |
| 3d. Is it possible to animate workshops using art in a virtual way? | 15 (100%) | 60 (67%) | |
| 4d. Is it possible to animate workshops using board games in a virtual way? | 18 (100%) | 56 (67%) | |
* The general public responded to a selection of question.
** Five-point rating scale: 1 = Not important/pertinent at all; 2 = Not very important/pertinent; 3 = Important/Pertinent; 4 = Very important/pertinent; 5 = Extremely important/pertinent.
*** Number and percentage of participants that responded Yes. Percentages are calculated based on the number of people who responded “Yes” or “No” (“I don’t know–Prefer not to answer” responses were not included).
Delphi round 1 and 2 questions for the experts on the organizational aspects of workshops.
| In a workshop intervention | General public ( | ||
| 1e. How many sessions per week should be performed (from 1 to 5)? | Median | Median | |
| Healthy seniors (prevention) | 2 | ||
| Patients with MILD neurocognitive disorders? | 2 | ||
| Patients with MAJOR neurocognitive disorders? | 2.5 | ||
| 2e. How many weeks should the intervention last (between less than 3 weeks and more than 12 weeks)? | |||
| Healthy seniors (prevention) | 6–12 weeks | ||
| Patients with MILD neurocognitive disorders? | 6–12 weeks | ||
| Patients with MAJOR neurocognitive disorders? | 6–12 weeks | ||
| 3e. How long should each session last (from less than 15-min to more than 1 h)? | |||
| Healthy seniors (prevention) | 30–60 min | ||
| Patients with MILD neurocognitive disorders? | 30–60 min | ||
| Patients with MAJOR neurocognitive disorders? | 15–30 min | ||
| 4e. If we take a 45-min session, how much time should be devoted to | |||
| Group discussion | 10 min | ||
| Activity (art creation, board games) | 25 min | ||
| Listening to the facilitator | 5–10 min | ||
| 5e. How many participants can be involved in a workshop session using art remotely? | 7–8 participants | 5–6 participants | |
| 6e. How many participants can be involved in a workshop session using games remotely? | 6 participants | 5–6 participants | |
Mean ratings on the interest of using different types of arts and games for specific disorders.
| Plastic arts | Photography | Music | Cinema | Writing | Social games | Mind games | Dexterity games | Memory games | ||||||||||
| mean | SD | mean | SD | mean | SD | mean | SD | mean | SD | mean | SD | mean | SD | mean | SD | mean | SD | |
| Attention |
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| 4,0 | 1,1 |
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| 3,6 | 1,0 | 3,4 | 1,2 | 3,4 | 1,4 | 3,8 | 1,2 | 3,9 | 1,3 | 4,0 | 1,2 |
| Memory | 3,7 | 1,0 | 4,1 | 0,9 |
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| 3,9 | 0,8 | 3,5 | 1,1 | 3,8 | 1,2 | 3,8 | 1,1 | 3,6 | 1,2 |
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| Executive functions |
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| 3,8 | 0,9 | 3,6 | 1,1 | 3,4 | 1,1 | 4,0 | 1,1 |
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| 3,6 | 0,9 |
| Depression |
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| 4,5 | 0,7 |
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| 4,3 | 1,1 | 3,9 | 1,2 | 4,1 | 1,2 | 3,2 | 1,3 | 3,4 | 1,3 | 3,4 | 1,2 |
| Agitation |
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| 3,4 | 1,4 |
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| 3,6 | 1,3 | 3,0 | 1,1 | 3,4 | 1,2 | 3,1 | 1,3 | 3,5 | 1,1 | 3,0 | 1,3 |
| Interests |
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| 4,2 | 1,2 | 3,5 | 1,2 | 4,1 | 0,8 | 3,5 | 1,1 | 3,8 | 1,1 | 3,5 | 1,0 |
| Social interaction | 4,0 | 1,0 | 3,8 | 0,9 | 4,0 | 1,2 |
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| 3,3 | 1,2 |
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| 3,6 | 1,4 | 3,7 | 1,2 | 3,7 | 1,2 |
| Physical activity |
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| 3,5 | 1,0 |
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| 3,2 | 1,0 | 3,6 | 1,1 | 3,3 | 1,1 |
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| 3,1 | 1,1 |
1: Not pertinent at all, 5: Completely pertinent.
Recommendations on how to facilitate the activity of the participants connected remotely in remote/hybrid workshops.
| Organization |
| Reduce the sessions duration compared to classical workshops |
| Ask regularly questions about satisfaction and provide feedback on the sessions |
| Regulate turn taking and precisely define the activities |
| Promote the use of group and private chats to help participants when they need |
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| Ask participants to do some “homework” to be discussed during the sessions |
| Invite caregivers to join the sessions (if needed) to facilitate patients’ participation |
| Contact participants before the session to ensure that that they are able to connect and they have the required materials/setup |
| Send/ship tools and materials before the session |
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| Employ a variety of multi-media materials (music, video, sounds, images, etc.), and ensure a good quality of rendering (e.g., big screen, good microphones and speakers) |
| Ask direct feedback about their feelings and emotions, and ask to share personal memories and interests |
| Ask to collect specific materials that we can touch, smell. before the session |
| Use mental imagery to stimulate senses that cannot be directly stimulated (smell) |
| Promote group activities in which participants build something together (e.g., every participants build a piece of a global artwork) |
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| Suggest participants (if they want) to meet outside de sessions |
| Increase the number of social exchanges during the sessions, and of group/couple activities (multi-role games); |
| Include group discussions and feedback before and/or after the game activity |
| Create a group dynamic (e.g., asking each participant to select a personalized avatar that can evolve over time) |
FIGURE 2Percentage of experts (N = 18) and general public (N = 101) agreeing on the objectives of workshops using (A) arts and (B) board-games.
Summary of a Strengths, Weakness, Opportunities, and Threats (SWOT) Analysis of using ICT for workshop using art/board games.
| Strengths | Weakness |
| - Can be used to connect people living remotely | - Time-consuming setup (for some devices) |
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| - Emerging advances in technology | - Low experience in ICT by users |