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Social Skill Domain and Scenario Development for the Implementation of Virtual Reality

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Pennsylvania Convention Center, 121BC, Table 4

Roundtable presentation
Listen and learn: Research paper
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Presenters

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Assistant Research Professor
University of Kansas
@MaggieAMosher
@Margaret A Mosher
Maggie Mosher, M.S.S.L., is a Chancellor’s Doctoral Fellow at the University of Kansas specializing in social and emotional learning, technology integration, multisensory instruction, tiered systems of supports, and universal design for learning. Mosher is particularly interested in mixed reality’s role in assisting students with high incidence disabilities in acquiring and generalization social skills. Mosher worked in public and private school systems for 16 years as both a special education teacher and later a school administrator. She is now working on the development of a virtual reality program to support middle school students in acquiring and generalizing social skills (https://voissadvisor.org/).
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Professor
University of Kansas
@seanjsmith
Sean J. Smith, Ph.D., is a Professor in the Department of Special Education at the University of Kansas. Dr. Smith’s research interest focus on innovations and technology solutions to support struggling learners and those with disabilities, particularly interventions aligned with the Universal Design for Learning (UDL) Framework. At present, Dr. Smith is the Principal Investigator on a federally funded project exploring the impact of virtual reality on struggling learners in the area of social emotional development. He also served as a Co-Principal Investigator on the National Center on Online Learning and Students with Disabilities.
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Associate Research Professor
University Of Kansas
Amber Rowland, Ph.D. is an Associate Research Professor at the University of Kansas. She specializes in collaborative, practical and engaging adult professional learning with an emphasis on current instructional practices and the powerful integration of technology. She is Co-Principal Investigator on three USDOE grants focusing on designing powerful professional learning for educators, while also demonstrating student learning gains. Foci include virtual coaching and the application of the VECTOR model to increase coach effectiveness, VOISS, a virtual reality environment that teaches students social skills, and VOISS Advisor, a website that helps teachers support student generalization of learned skills.
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Assistant Professor
Georgia Southern University
@SpedTechGS
@SpedTechGS
Dr. Adam Carreon holds a PhD from the University of Kansas in special education. Carreon is currently an assistant professor of special education in the Department of Elementary and Special Education at Georgia Southern University. His current research focuses on the use of immersive and innovative technology to support students with disabilities, teacher professional development for the implementation and use of immersive technologies, and how immersive technologies can impact social skill learning for students with disabilities.

Session description

This session will present the process used to develop social skill scenarios that teach students with high-incidence disabilities social competencies through the VOISS app. Research on the impact of virtual reality on social skill development and generalization for preK-12 students with high-incidence disabilities will be provided.

Framework

Students with autism spectrum disorder (ASD) and learning disabilities (LD) often display social-emotional deficits that interfere with relationship development, negatively influence academic performance, and increase loneliness (Ke et al., 2018). If not addressed, these deficits are linked to unemployment and limited independence (Tobin et al., 2014). It is imperative to help educators and parents identify the primary social-emotional skills needed for instruction and the possible interventions available to teach these skills and feasible methods for monitoring this development without pulling students out of classroom instructional time. Guided access and exploration of the social-emotional skills necessary for success in adolescents and how to deliver these skills in authentic situations will be provided. Neural and hormonal changes at the onset of puberty provide a second opportunity for development in social-emotional domains (Blakemore & Mills, 2014). Additional behavioral and health problems often emerge or worsen in adolescence due to changes in brain structure and hormone activity during puberty, which may cause minor social difficulties to be extremely painful with long-lasting consequences (Yeager, 2017).

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Methods

VOISS is a research-based technology intervention employed across 11 school districts utilizing a mixed-methods approach through a randomized control trial as well as interview and focus group data. Data collection of over 500 students with identified social skill deficiencies determined success in improving social skill development.

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Results

The final analysis for one study included 202 students. Paired-sample t-tests assessed changes in scores from the pre-post assessments and measured a 24% gain in social skill acquisition in the randomized VOISS condition. Data collected from teachers, parents, and students using the Social Skills Improvement System Rating Scale, along with data collected from teachers and parents using the Autism Social Skill Platform, were analyzed. Scores on the ASSP and SSIS measures were collected pre- and post-treatment. The overall findings found significant differences in VOISS students and those students who participated in a traditional social skill intervention.

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Importance

Parents and educators of children with high incidence disabilities report more positive outcomes to technology-delivered interventions than traditional human instruction (Lan et al., 2018). Current findings suggest 80% of teachers have access to VR (Bilyk, 2019) but do not feel comfortable implementing interventions through VR. Researchers and practitioners report VR to produce better outcomes than real-life equivalent training (Howard & Gutworth, 2020). Yet, only 7% of educators use VR regularly in the educational process (Bilyk, 2019). This session will provide information on how an educational VR for social skills app was created using evidence-based practice and the resulting initial results.

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References

Bilyk, 2019
Blakemore & Mills, 2014
Howard & Gutworth, 2020
Ke et al., 2018
Lan et al., 2018
Lee, 2016
Schonert-Reichl 2017
Tobin et al., 2014
Yeager, 2017

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Session specifications

Topic:
Augmented, mixed & virtual reality
Grade level:
6-12
Audience:
Curriculum/district specialists, Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices not needed
Subject area:
Preservice teacher education, Special education
ISTE Standards:
For Educators:
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
For Students:
Empowered Learner
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.