Focus: Feasibility and preliminary efficacy of using Virtual Reality–based Behavioral Skills Training (VR-BST) to teach preservice clinicians to implement Functional Communication Training (FCT)
Authors & Affiliations: Casey J. Clay, Brittany A. Schmitz, Bimal Balakrishnan, James P. Hopfenblatt, Ashley Evans, SungWoo Kahng; Universities of Missouri & Rutgers
Publication: Journal of Applied Behavior Analysis, 2021, Vol. 54, pp. 547-565
Core research questions
Can VR-delivered BST (instructions ➔ modeling ➔ rehearsal ➔ feedback) bring novice students to mastery when teaching FCT for escape- and attention-maintained problem behavior?
What are the associated time, cost, and social-validity outcomes?
Commonly used to teach functional behavior assessment/intervention skills to staff, teachers, and parents
Functional Communication Training (FCT)
Differential-reinforcement procedure teaching a socially acceptable communicative response (FCR) that accesses the reinforcer previously maintaining problem behavior
Evidence-based for reducing severe challenging behavior in Autism Spectrum Disorder (ASD)
Virtual Reality (VR)
Immersive computer-generated environment experienced through head-mounted displays (HTC Vive® in this study)
Presence: psychological state in which virtual objects/actors are experienced as real; requires accurate self-location & possibilities for action
Perceived utility for other clinical skills: 5.8/7
Lowest mean ratings (≈ 4.7\text{–}4.9/7) tied to comfort performing while observed, especially when questions were prohibited (Instructions/Modeling phases)
Open-ended feedback stressed enjoyment of VR, but discomfort without immediate Q&A and difficulty tracking timing/wording rules without feedback
Cost & Efficiency Insights
Average individual training time < 100 minutes to mastery—comparable or faster than published live BST durations
VR removes cost of confederates, reduces trainer staffing; one-time programming cost amortizable over large cohorts
Discussion & Implications
Efficacy: VR-BST reliably produced mastery; 7/13 participants succeeded without feedback, suggesting virtual contingencies may provide automatic “programmed feedback” (natural consequences of correct/incorrect actions)
Safety: Eliminates risk of trainee injury, client injury, and disease transmission during rehearsal of severe behavior intervention
Scalability & Access:
Compatible with consumer headsets; future autonomous modules (gamification, automated feedback) could remove live trainers entirely
Potential for remote/telehealth deployment, benefiting rural or pandemic-restricted training contexts
Educational Technology Perspective: Illustrates fusion of “technology of tools” and “technology of process” (Twyman 2014); calls for more behavior-analytic R&D in automated, competency-based VR learning
Limitations
No assessment of generalization to live clients
Only two behavioral functions (attention, escape) targeted
Correct-response topographies not individually coded; limits fine-grained error analysis
Indirect costs and potential graphics/feature upgrades not analyzed
Future Research Directions
Direct comparison of VR-BST vs traditional BST on efficacy, safety, cost (e.g., randomized group designs)
Test maintenance & generalization to in-vivo contexts and additional functions (e.g., tangible, automatic reinforcement)