Dialogue with Avatars in Simulation-Based Social Work Education: A Scoping Review
Abstract
:1. Introduction
- How is the training with avatars organised?
- What types of conversational skills are practised through dialogue with avatars and in what kind of simulated situations?
- What opportunities and challenges are reported?
2. Concepts and Definitions
3. Background
3.1. Studies About Simulation
3.2. AI Applications in Higher Education
3.3. VR in Social Work Education
4. Materials and Methods
4.1. Identifying Relevant Studies
4.2. Selecting Studies
4.3. Charting the Data
5. Results
5.1. Characteristics of the Included Studies
5.1.1. Location and Publication Year
5.1.2. Purpose
5.1.3. Methods Used
5.1.4. Participants
5.1.5. Skills Trained
5.2. Organisation and Implementation of the Training
5.2.1. Preparation
5.2.2. Types of Dialogue
5.2.3. Examples with More Detailed Descriptions of the Virtual Avatars’ Capabilities
5.2.4. Movement and Mobility of Student Avatars
5.2.5. Scopes of Student Communication
5.2.6. Feedback and Debriefing
5.3. Findings from the Studies
5.4. Summary
- The most common skill that was taught in the studies concerned the assessment of clients’ needs. In some studies, this was combined with virtual home visits or a focus on the importance of information gathering. Other skills taught were interprofessional competence, cultural competence, competence concerning substance use disorder, critical thinking, motivational interviewing, and cognitive behavioural therapy.
- Students were prepared for the sessions through readings, videos, instructions, or demonstrations during lectures or on the learning platform and through practice.
- There were different possibilities for student flexibility during the sessions. In some studies, students seemed to stay in one place in the virtual world, while in others they were able to move around or be moved by a facilitator.
- All but two papers explain that students were offered a debriefing after the session in the virtual world.
- The findings of the included studies suggest that training with avatars seems to
- provide meaningful learning;
- occur in a safe and comfortable environment;
- be perceived as less threatening;
- help students to feel free during the training;
- offer an opportunity to train in practical skills;
- help in the acquisition of empathetic understanding.
- According to the pre- and post-tests, many—but not all—skills seemed to have improved.
6. Discussion
7. Conclusions
Funding
Conflicts of Interest
References
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Database | Number of Papers | Review of Abstracts | Review of Papers in Full Text | |
---|---|---|---|---|
Database searches | ERIC | 29 | ||
IEEE Xplore | 47 | |||
Scopus | 216 | |||
Web of Science | 917 | |||
Duplicates | 144 | |||
Remaining papers | 1065 | |||
Reasons for exclusion | Book, book chapter, conference proceeding, etc. | 55 | 2 | |
Not empirical | 278 | 8 | ||
Not social work education | 646 | 13 | ||
Social work education, but not dialogue with avatars | 29 | 22 | ||
Not available | 3 | 1 | ||
Sum | 1011 | 46 | ||
Remaining papers | 54 | 8 | ||
Hand searches | 3 | |||
Selected papers | 11 |
Author(s), Year (Location) | Purpose | Learning Goal(s) | Methods | Participants | Organisation and Implementation of the Training | Findings |
---|---|---|---|---|---|---|
(Averbeck et al. 2024) (Germany) | Purpose: To address the relevance and implementation of VR. | Learning goal/s: Collaborative work | Methods: Questionnaire | Participants: Social work students (11) | Preparation: instructional videos Training: Students could borrow the VR headsets and work with them in the virtual spaces. | Satisfaction with the framework conditions and the hardware. Positive ratings of the focus on the virtual world and user-friendliness. Negative rating of whether the headsets facilitated communication and collaboration. Negative factor was feeling unwell. |
(Lee et al. 2020) (USA) | Purpose: To evaluate the feasibility and acceptability of using a virtual world educational environment for interprofessional health profession students learning about palliative care. | Learning goal/s: Prepare health profession students to engage in collaborative team-based care. | Methods: Pre-and post-test survey, photos, and written reflection | Participants: Graduate students in medicine (n = 12), nutrition (n = 7), nursing (n = 6), physical therapy (n = 5), and social work (n = 5) | Preparation: Instructional sheet and researchers provided brief instructions. Training: Team building and team meeting with a virtual patient. | Pre- and post-test: Several improvements were reported. Themes in the qualitative analysis
|
(Lee 2014) (USA) | Purpose: To compare learning objectives achieved in hybrid/online social work courses through the use of asynchronous forums, avatars, and virtual communities to those achieved in a traditional course. | Learning goal/s: Cultural competence, diversity. | Methods: Post-test survey and online discussion | Participants: Master of Social Work (MSW) students, 25 students in hybrid class and 22 in traditional class | Preparation: Instructor taught in class how to create and use avatars. Training: Student avatars were talking with each other at a virtual cocktail party. | In comparison with in-class students, students who attended the virtual community reported improvements in skills. In-class students reported higher mean score on comfort level in working with diverse population post-exercise. Students reported that they appreciated the opportunities offered with the training, which helped them to extend their empathy. Also, the virtual communities appeared to afford students the ability to be free. |
(Levine and Adams 2013) (USA) | Purpose: To explore whether participation in a virtual role play could increase learners’ feelings of self-efficacy for tasks needed to conduct a case management intake. | Learning goal/s: Understanding the importance of information gathering and how helpful it can be in assessing the needs of client/consumer. | Methods: Pre- and post-test survey | Participants: 9 undergraduate social work students | Preparation: Online orientation about the software. Scheduled one-to-one training with an instructional designer to practise chat or voice discussion. Training: In a virtual role play intake office, students were able to engage in synchronous voice or chat discussions. | Compared pre- and post-tests showed that all students felt greater confidence in
|
(Liaw et al. 2019) | Purpose: To describe the design of a 3D virtual environment (VE) for interprofessional team care delivery and to evaluate healthcare students’ perceptions and experiences of the VE for collaborative learning. | Learning goal/s: Not applicable. | Methods: Focus group, pre- and post-test questionnaires | Participants: 36 third-year undergraduate healthcare students, 6 from each healthcare course—medicine, nursing, pharmacy, physiotherapy, occupational therapy, and medical social work | Preparation: Orientation via a virtual exercise and an asynchronous online video instruction. Training: Student avatars individually assessed a virtual patient; later, student avatars had an interprofessional family conference. | Post-test scores indicated improvements in interprofessional competencies in attitudes toward working in an interprofessional team. About half of the students were positive about the usability, and half of them thought there was too much inconsistency in the system. Focus groups Four themes emerged: feeling real, less threatening, understanding each other’s role, and technical hiccups. |
(Matto et al. 2023) (USA) | Purpose: To understand the learning experiences of a cohort of specialisation year social work students who participated in a VR case simulation. | Learning goal/s: Skills training on substance use disorder (SUD). | Methods: Survey (after the case simulation) | Participants: 28 MSW students | Preparation: A video recording about the case, an article that discussed the principles of VR simulation and the “safe container”, a content-specific article, and background reading on the case situation. Training: Performing an intake interview in a virtual hospital. | Training results showed that between 60% and 75% of the participants strongly agreed that they felt more prepared and confident in trained skills. |
(Minguela-Recover et al. 2024) (Spain) | Purpose: To study the factors that determine the predisposition of social work students to use VR as a complementary pedagogical tool in the theory-practice learning process. | Learning goal/s: How to conduct home visits to assess dependency. | Methods: Post-test survey | Participants: 42 third-year undergraduate social work students | Preparation: (not presented). Training: Students are engaged via voice interaction after watching different situations. | In the survey, 52% stated that they always or frequently use this kind of application for educational activities, and 50% always or frequently use social networks for teaching activities. |
(Reinsmith-Jones et al. 2015) (USA) | Purpose: To evaluate student perspectives on the educational value of learning experiences in the 3D virtual world Second Life. | Learning goal/s: Critical thinking, discrimination, oppression. | Methods: Survey and reflective journals | Participants: 64 undergraduate social work students | Preparation: (not presented). Training: Interaction between student avatars in different scenarios. | Post-test: Students assessed exercises in the virtual store, plane crash, and Holocaust museum as good learning experiences. In the qualitative analysis four themes emerged: (a) emotions, (b) empathetic understanding of events, (c) critical thinking about immorality, injustices, and implications of discrimination, and (d) reflections on effects of personal behaviour and social work professional responsibility. |
(Smith et al. 2021) (USA) | Purpose: To evaluate the initial feasibility, acceptability, usability, and effectiveness of implementing three computerized simulations with virtual clients. | Learning goal/s: Training in motivational interviewing and cognitive behavioural therapy. | Methods: Pre- and post-test survey | Participants: 22 MSW students | Preparation: Students were asked to review an eLearning content before the sessions to learn about the avatars’ background and skills needed in the session. Training: For three weeks students completed 45-min training sessions with a new avatar. Each simulated a client facilitated by a matrix of three characters and three moods. | Between the pre-test and post-test, students reported significant increases in their self-efficacy concerning general clinical skills, specifically their exploratory, insight, and action skills. Qualitative analysis themes: Simulations provide a strong foundation that prepares beginners for clinical practice, and there are technical barriers to the simulation experience. |
(Washburn et al. 2016) (USA) | Purpose: The principal aim of this study was to evaluate the feasibility and acceptability of VP simulations for the development of brief behavioural health assessment skills in a sample of MSW students. | Learning goal/s: Development of brief behavioural health assessment skills. | Methods: Surveys | Participants: 6 MSW students | Preparation: Informational session including description of the software and the tasks. Videos showing examples of interaction with avatars. Instructions on how to use the technology. Training: Students had 30 min to assess a virtual patient for any mental health or substance abuse concerns. | Results indicated that there was a significant increase in diagnostic accuracy. Students performed well on identification of the presented problem and responding to specific client concerns, but they performed poorly on identification of client strengths and exploring the impact of culture on the presented problem. Students rated the overall usability as good, and they felt that the training method had a positive impact on their clinical skills. Analysis of the open-ended questions showed that all students indicated difficulties with technological issues. The simulation decreased their anxiety and showed that repeated practice is helpful. |
(Wilson et al. 2013) (USA) | Purpose: To provide students with an opportunity to practise the engagement and assessment skills that are specific to home visiting. | Learning goal/s: In a simulated home visit, practise the engagement and assessment skills associated with the general practice model. | Methods: Discussion and feedback from students and instructors | Participants: 41 MSW students and faculty instructors | Preparation: Instructors introduced the home visiting simulation in a live in-class demonstration and in orientation of technology. Training: Two student avatars (one client and one social worker) interact within the context of an apartment that was designed to have a number of occupants and environmental hazards that social workers may encounter when conducting home visits. | Both faculty and students noted the importance of preparing students in using technology. They thought the simulation provided meaningful learning opportunities. They believed that the simulations fulfilled the objective of making students aware of the challenges associated with conducting home visits regarding issues of safety and dealing with personal biases. Students reported that the simulations helped them to understand the types of skills needed for home visiting. Also, they discussed the benefits that would have resulted from having additional time to practice interacting with one another as avatars prior to engaging in the assignment. Faculty expressed that students’ conceptualisations of their clients’ circumstances and the resources available to them were expanded. |
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Vidman, Å.; Tham, P. Dialogue with Avatars in Simulation-Based Social Work Education: A Scoping Review. Soc. Sci. 2024, 13, 628. https://doi.org/10.3390/socsci13110628
Vidman Å, Tham P. Dialogue with Avatars in Simulation-Based Social Work Education: A Scoping Review. Social Sciences. 2024; 13(11):628. https://doi.org/10.3390/socsci13110628
Chicago/Turabian StyleVidman, Åsa, and Pia Tham. 2024. "Dialogue with Avatars in Simulation-Based Social Work Education: A Scoping Review" Social Sciences 13, no. 11: 628. https://doi.org/10.3390/socsci13110628
APA StyleVidman, Å., & Tham, P. (2024). Dialogue with Avatars in Simulation-Based Social Work Education: A Scoping Review. Social Sciences, 13(11), 628. https://doi.org/10.3390/socsci13110628