Clay et al., 2021
Overview of the Article
- 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?
Key Concepts & Definitions
- Behavioral Skills Training (BST)
- Components: written/verbal instructions, modeling, rehearsal, feedback
- 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
- AutSim©
- Custom VR simulation of an autism clinic treatment room, including a motion-captured child avatar capable of scripted problem behavior and FCRs
Rationale for VR-BST
- Traditional in-vivo BST exposes trainees & clients to risks
- Aggression, self-injurious behavior (SIB) ➔ staff injuries (Hostetler 2019, Whitman 1976)
- Infectious-disease transmission (e.g., SARS, tuberculosis; Schablon 2009)
- Logistical costs of human confederates (training, scheduling, social distancing)
- VR advantages
- Eliminates direct contact; repeatable, safe rehearsal; automated or remote delivery; potentially inexpensive with modern consumer hardware
Development of AutSim© VR Simulation
- Design goal: high experiential congruence with a real autism clinic room
- Technical elements enhancing presence
- High-detail architectural modeling (Autodesk 3DS Max)
- Motion-captured child avatar
- 6-degree-of-freedom navigation & hand interaction via HTC Vive controllers
- One-way mirror, clock, FCR card, table/chairs accurately scaled to real room (10 m × 7 m)
- Software stack: Unity 3D engine + C# scripting; flexible to migrate to standalone headsets (e.g., Oculus Quest)
Method
Participants & Setting
- female undergraduate Health-Science majors (no prior ABA/FCT training)
- Freshmen = 2, Sophomores = 6, Juniors = 2, Seniors = 3
- Sessions in a cleared conference room; consent obtained; optional compensation
Experimental Design
- Non-concurrent multiple-baseline across participants
- Component analysis of BST
- Instructions (baseline)
- Modeling
- Rehearsal + feedback
- Mastery criterion: correct implementation across consecutive sessions
Session Types
- Attention FCT (60 scripted actions/session)
- EO: therapist withdraws attention
- FCR prompt on FT ; deliver of high-quality attention for FCR
- Ignore screaming, hitting, property destruction, threatening approach
- Escape FCT (30 scripted actions/session)
- EO: present academic/functional task
- 3-step guided compliance hierarchy (instruction ➔ instruction + model ➔ physical guidance)
- FCR prompt on FT ; deliver break; maintain demands for problem behavior
Response Measurement
- Data collectors observed physical trainee behavior + live overhead VR feed
- Each child action = a scored opportunity; coded correct vs error using operational definitions (see Tables 1 & 2)
- Percentage correct = \frac{#\;\text{Correct}}{#\;\text{Correct}+#\;\text{Errors}}\times100
Interobserver Agreement (IOA)
- Scored in intervals
- Attention sessions: IOA mean (range ; of sessions)
- Escape sessions: IOA mean (range ; of sessions)
Social-Validity Assessment
- 11-item Likert survey (adapted from Higgins 2017) via Qualtrics; anonymous responses from participants
Time & Cost Tracking
- Personnel time derived from grant budgets; direct monetary costs capped by small internal grant
- Key 1-year expenditures (Table 4):
- Programmer GA: ➔
- Lead researcher oversight: ➔
- Research assistants for sessions: ➔
- Hardware/software: gaming laptop + Unity/other licenses
- Participant payments:
- Total direct cost: (indirect costs not included)
Results
Attention-Maintained FCT (Figure 2)
- Instructions phase mean (range )
- Participant “April” reached mastery during instructions alone
- Modeling phase mean (range ); six more participants mastered
- Feedback phase mean (range ); remaining three reached mastery
- Most frequent error: incorrect EO arrangement
- Least frequent error: provision of attention for problem behavior
- Time to mastery: mean post-Instructions/Modeling; mean post-Feedback
Escape-Maintained FCT (Figure 3)
- Instructions phase mean (range ); no mastery
- Modeling phase mean (range ); “Jennifer” mastered
- Feedback phase mean (range ); remaining four mastered
- Most frequent error: failure to differentially reinforce compliance vs guided compliance
- Least frequent error: failure to deliver break after FCR
- Time to mastery: mean post-Instructions/Modeling; mean post-Feedback
Social-Validity Findings (Table 3 highlights)
- Highest satisfaction: modeling component (mean )
- Overall technology/setup satisfaction:
- Perceived utility for other clinical skills:
- Lowest mean ratings (≈ ) 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 < 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; 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)
- Expand AutSim© with variable client avatars, automated feedback, data-analytics dashboards
- Investigate training effect on trainee response variability and generalization through programmed scenario diversity
Ethical, Practical & Philosophical Considerations
- Reduces ethical concerns of exposing clients/trainees to risk prior to mastery
- Raises questions about balancing technological immersion with humanistic elements in clinician preparation
- Supports broader move toward competency-based, data-rich education in health sciences and applied behavior analysis
Quick-Reference Numerical Summary
- Participants: undergraduates
- Scripts per session: (attention) / (escape)
- IOA: (attention), (escape)
- Mastery criterion: correct × consecutive sessions
- Time to mastery (post-full BST): Attention ; Escape
- Direct project cost (1 yr):