Introduction

Working at Café GAIA Papaya, Copyright: Esteban Buhrkall
Working at Café GAIA Papaya, Copyright: Esteban Buhrkall

GAIA Museum Outsider Art, established in 2002, is a museum for outsider art. As a cultural organisation GAIA Museum’s primary objective is to provide cultural experiences, knowledge and education for the general public. The museum has 3 to 4 special exhibitions a year and a permanent collection that show the broadness of art by national and international artists with learning disabilities and mental health problems. GAIA is also secretariat of the European Outsider Art Association.

The house is open to the public and have eight different work teams: GAIA Design, GAIAbyte, Creative workshop, Framing workshop, Museum shop, GAIA Academy, GAIA VIA and Café GAIA Papaya. In the last three of these teams, one of the work tasks is to work the cash register and serve customers.

Being able to do things on your own is self-empowering and the key to sheltered employment. To give someone the tools to build skills and confidence is what most trainers really love about their jobs.

This eLearning is meant to compliment the training app How to work the cash register app. It will help you to create personalised and specific training apps for the people you are working with. The material will show you how to build a training app for helping someone with special needs to work the cash register. You can get inspired from this app, and adapt it to your device and the special needs your trainees have. To build an app is easy – and fun! There are no limits to what devices you can put instructions for in the app.

The app generator allows you as a trainer to create a personalised app to give the best possible support when training someone preparing for sheltered employment for example at a café or in a shop.

Task


Working at Café GAIA Papaya, GAIA VIA and the Museum Shop can be a demanding job. You have to be able to work the cash register and at the same time be service minded, so the customers have a good experience.

The cash register can be a challenge especially for people with learning disabilities. There are many different functions and therefore many possibilities to make mistakes. If you don´t work there every day, it is also easy to forget the right procedures. The app guides you though the basic tasks and if you are able to keep cool, this is all you need to work the cash register and make your customers happy.

Process

To describe the process in words would be complicated and maybe even confusing, because the cash register has so many different functions and buttons. Instead, the process is shown on 11 short video clips in the app.

1.
Start the cash register

2.
Log on the cash register

3.
Sell one item

4.
Sell two items

5.
Sell more items

6.
Payment by card

7.
Payment by cash

8.
Payment by mobil pay

9.
Payment completed

 

Additional information:

10.
How to use the scanner

11.
Overview

Learning Objectives

Learning outcomes

  • To learn to use the cash register
  • To interact with a customer

Knowlege acquired

  • Understanding the act of a trade

Skills acquired

  • Basic motoric skills

Competences acquired

  • Basic logic
  • Counting

Conclusion

Learning Outcomes:

The Learning Outcome of this eLearning module is to enable the TRAINER to use the existing Cash register App or to create their own APPs which have the following Outcomes for people with learning difficulties:

· To learn how to work a specific cash register

· To be able to interact with a customer when taking payment for a service

 

Knowledge Acquired

The TRAINER will learn how to use the App generator in order to create APPS containing the following knowledge for people with learning difficulties. The Apps will contain the body of facts, principles, theories and practices related to working a cash register in various commercial situations:

· Understanding the principles of taking cash payment for services

· Understand the basic method of giving and checking the correct change after payment

 

Skills Acquired

The TRAINER will learn how to use the App generator in order to create APPS to develop the following work related skills for people with learning difficulties. Skills in this instance means the ability to apply knowledge and use know-how to complete tasks and solve problems. They are described as cognitive (logical, intuitive and creative thinking) or practical (involving manual dexterity and the use of methods, materials, tools and instruments:

· Basic motor skills

· How to register an amount in the cash register and give the correct change

· Basic mathematical skills of addition and/or subtraction following amounts on the cash register

 

Competences Acquired

The TRAINER will learn how to use the App generator in order to create APPS to develop the following work related competences for people with learning difficulties. It is described in terms of responsibility and autonomy:

· Ability to follow a step-by-step guide when using the App for learning

· Be be able to independently register the correct amounts in a cash register

 

Conclusion (How did they do?)

Being able to use the cash register and to serve customers is a big challenge to most of the people in sheltered employment at GAIA. The app is supposed to give security and confidence, so more dare to take this task.

The app is a very logic and visual tool, that is designed to support people in sheltered employment working at GAIAs cafées and shop. The app helps to use the cash register. It is a very helpful tool for those who need guidens through the process of a sale and to those who have challenges with remembering.

We are hoping the app will help people with special needs to increase skills and self-confidence and get included in the job marked.

This app gives competence and self-empowerment and helps getting people with special needs closer to the job marked.

 

EQF Key Competences

1. Learning to learn: The ability of individuals to organise their own learning through being aware of their own learning processes or needs. It means gaining, processing and assimilating new knowledge and skills as well as seeking and making use of guidance.

2. Mathematical competence and basic competences in science and technology: Mathematical competence refers to the ability to develop and apply mathematical thinking in order to solve a range of problems in everyday situations and includes a mastery of numeracy, as well as a willingness to use mathematical modes of thought and presentation. Scientific competence refers to the ability to use the body of knowledge and methodology employed to explain the natural world in order to identify and question and draw evidence-based conclusions. Competence in technology involves the application of that knowledge and methodology in response to perceived human needs or wants.