| Literature DB >> 33584086 |
Summer Bottini1, Jennifer Gillis1.
Abstract
Identification of reinforcers is critical to the effectiveness of behavioral interventions. Stimulus preference assessments (SPA) are a frequently used method to identify putative reinforcers. Given the fluctuating nature of individual preferences, there is need for efficient training of providers that may regularly implement SPAs. The present study evaluated the utility of a web-delivered training with virtual role play to train SPA implementation. This study builds upon previous literature by utilizing a larger sample and incorporating role-play, a component often omitted from other efficient methods of training. Study 1 trained 40 undergraduate students to implement an SPA via web or in vivo. Results suggest both trainings were equivalently effective, and the web-delivered training reduced trainer time by approximately 25 min. Live role-play and feedback was still necessary with web-delivered training, consistent with suggestions that rehearsal and feedback is a vital component of training. Results also suggest web-delivered training may identify areas of weakness following training. A follow-up clinical pilot showed that the web-delivered training was also effective at training eight novice providers to competently implement the SPA with children with ASD in a special education school. This study demonstrates that web-delivered training with virtual role-play is likely another efficient training method for implementation of behavioral procedures.Entities:
Keywords: Behavioral skills training; MSWO; Online training; Preferences; Technology; Training
Year: 2021 PMID: 33584086 PMCID: PMC7874034 DOI: 10.1007/s10882-021-09788-8
Source DB: PubMed Journal: J Dev Phys Disabil ISSN: 1056-263X
Approximate time each component of training took for individuals involved
| Live Training | Online Training | |||
|---|---|---|---|---|
| Trainee | Trainer | Trainee | Trainer | |
| Set up | 0 | 5 | 0 | 2 |
| PowerPoint Presentations | 25 | 25 | 25 | 0 |
| Virtual Role Play | 0 | 0 | 23 | 0 |
| Live Role Play | 15 | 15 | 15 | 15 |
| Total | 40 | 45 | 63 | 17 |
Implementation components of MSWO and operational definitions for correct response
| Component | Operational Definition |
|---|---|
| Pre-sample | Providers confederate each item, one at a time, prior to beginning the assessment |
| Spacing | Places array of items within 6 inches of the confederate. Items in the array are between 2 and 3 inches from one another |
| Instruction | Presents instruction, “pick one” or something similar, without gesturing to any specific item in the array |
| Within Trial Removal | Following confederate selection of an item, removes all other items in the array from reach of the confederate |
| Between Trial Removal | Once an item was selected by the confederate, it is not included in subsequent trial presentations |
| Item Rotation | Changes the order of items in the array between each trial |
| Multiple Item Response | If the confederate selects multiple items, he/she removes all items and re-presents the trial |
| No Item Response | If the confederate does not select an item within 10 s, he/she removes all items and re-presents the trial |
| Data Collection | Correctly writes down which item is selected on each trial |
| Identify Reward | Correctly states which item would be optimal to use as a potent reward |
Percentage of participants that made an error during each component of the initial live role play versus the virtual role play
| Component | Live Role Play | Virtual Role Play |
|---|---|---|
| Pre-sample | 100% | 63.6% ( |
| Spacing | 75.0% ( | – |
| Instruction | 20.0% ( | 0% |
| Within trial removal | 37.5% ( | 40.9% ( |
| Between trial removal | 2.5% ( | 0% |
| Item rotation | 45.0% ( | – |
| Multiple item response | 80.0% ( | – |
| No item response | 60.0% ( | 59.1% ( |
| Data collection | 0% | – |
| Reward Identification | 5.0% ( | 45.5% ( |
| Correctly calculated all analyses | 75.0% ( | 45.5% ( |