"<< Background >>With the project, we solved needs that were focused on specific problems:1/young people do not have the psychological resistance to the burden and the problems that have arisen 2/Youth workers lack methodological support in leading and educating young leaders 3/Youth workers lack modern technologies that provide them with better support and guidance of young leaders.The project was based on our experience as well as that of others who work with youth and volunteers. In the research report on the motivational factors of young people-volunteers, we subsequently found that after their initial enthusiasm, they often feel fear during their activities after a certain period of time, leading to stress leading to burnout and leaving the activity. The activities of volunteers set in this way affect their mental health. Preventive activities to prevent this are absent in their support. This fact of youth burnout was confirmed by OECD statistics and the Cleveland Clinic. All this led us to create a support system using modern technologies for youth workers, which will have a preventive effect on young people so that they do not get into a state of burnout. The implementation of virtual reality into education will serve this purpose as well<< Objectives >>By implementing the project, we were focused on the following goals:1/ Improve the quality of non-formal education by introducing the method of using virtual reality. 2/ Increase methodical support of youth workers for work with young leaders from various groups. 3/ To support the implementation of educational blocks with the application of virtual reality in education when working with youth. The project followed the Erasmus + priority for youth: increasing digitization, strengthening education with digital tools of virtual reality.With the project, we wanted to achieve support for the mental health of young people, their resistance to stress, and to create modern technological tools that will be applied in the non-formal education of youth.<< Implementation >>The activities implemented in the project were:1/ Creation of a set of simulation activities in virtual reality aimed at preventing stress and burnout when working with youth with case studies. Part of this activity was a survey aimed at revealing the most used and requested ways and techniques of burnout prevention. And the case studies that formed the basis of the virtual environment.2/ Creation of a methodology for non-formal education of youth workers with a focus on preventing stress and burnout among young leaders using virtual reality simulation activities. This activity was complemented by the pilot training for youth workers, where the created methodology was verified.3/ Creation of a Manual for youth workers on how to implement educational blocks, i.e. a methodology with virtual reality simulation activities for working with young leaders.The prepared outputs from these activities were presented at the international multiplication event - Conference for youth workers ""Burnout out"".Dissemination activities and transnational project meetings of the project teams of partner organizations were part of the activities. All activities were managed through the Management and implementation.<< Results >>The results and outputs of the project are:1/ Output: A set of simulation activities in virtual reality aimed at preventing stress and burnout when working with youth with case studies. Created application for virtual reality called ""VR odolnosť (VR resilient)"" can be downloaded to virtual reality glasses Oculus Quest 2 or similar glasses. Result: Users of a set of virtual reality simulation activities gained a new method in working with youth.2/ Output: Methodology of non-formal education of youth workers aimed at preventing stress and burnout among young leaders using virtual reality simulation activities.Result: Youth workers using the methodology acquired the competencies necessary for training young leaders to prevent burnout. 3/ Output: Manual for youth workers on how to implement educational blocks, methodology with virtual reality simulation activities for working with young leaders. Result: Users of the manual received practical information on how to work with the methodology and the virtual reality incorporated in it."
