Effectiveness of Virtual Reality Social Skills Training for Students with Autism and Social Difficulties Observed Through Behavior and Brain Waves
Abstract
:Featured Application
Abstract
1. Introduction
1.1. Teaching and Application of Autism Through Virtual Reality (VR)
1.2. The Advantages of Virtual Reality (VR) Teaching for Social Skills Training in Students with Autism
1.2.1. Improvement in Self-Emotion Regulation and Emotional Communication
1.2.2. Improvement in Cooperation Skills
1.2.3. Improvement in Empathetic Responses
1.3. The Relationship Between Social Skills Training and Brain Waves
2. Materials and Methods
2.1. Research Tools
2.1.1. Virtual Reality (VR) Social Skills Course System
2.1.2. Behavioral Experiment Materials
2.2. Analysis Tools
2.2.1. Instruments and Equipment
- Electroencephalography (EEG)
- E-Prime 3.0 (Psychology Software Tools)
2.2.2. Questionnaires and Scales
- Elementary and Junior High School Students Social Skills Behavior Scale (version used by teachers)
- Descriptive Statistics for Self-Developed Social Skills Performance Rating Scale
- Response Speed in Conversation: The time needed for thinking and answering after the students hear the questions raised by the avatars. The time calculation starts from the time the avatar finishes asking the question and ends with the subject articulating the first word of his/her response. Five points in 0~3 s, four points in 3–5 s (more than 3 s, including 5 s), three points in 5–8 s (more than 5 s, including 8 s), and two points for more than 8 s. Those who did not answer the questions obtained one point. The faster the students answer, the higher their score.
- Effectiveness of Conversation Expression: This project includes volume control, the appropriateness of the tone, the manner of speaking, speaking speed, the expression of body language, etc.
- Sentence Structure Integrity: This project considers whether each sentence answered by the student contains a subject, a verb, an adjective, a noun, an adverb, or even an active invitation or courage to ask a question through a complete sentence. The basic score of this project is 3 points. If the structure of the sentence answered by the subject is more complete, he/she can obtain a higher score.
- Conversation Etiquette: There are five items in this section, including the participant’s attention during the dialogue process (eye focus/behavioral performance), whether the conversion process has been interrupted or given an irrelevant answer, meaningless vocabulary or soliloquizing in the conversation, reiteration of the answer, etc. If all five of the above projects have been performed well, the subject obtains five points. Poor performances in one of the items result in four points, three points for poor performances in two items, two points for poor performances in three items, and one point for poor performances in four or more items. If no response was made to any items, the subject also obtains one point for this project.
- Social Skills Effectiveness Survey
2.3. Participants
- Typical Students (TD): Must be identified by teachers or parents as having social difficulties at school or in daily life, and must pass the Autism Student Social Function Checklist (designed by [32] as a self-assessment scale for students with social function disorders).
- Autistic Students (ASD): 1. Diagnosed by public or private hospitals as having mild autism and possessing a disability certificate. 2. Identified and approved by the Special Education Student Identification and Placement Counseling Committee as autistic students. 3. The Wechsler Intelligence Scale for Children (WISC) score must be 70 or above.
2.4. Experiment and Teaching Locations and Testing Times
2.4.1. Virtual Reality Course
2.4.2. Behavioral Experiment and Electroencephalography (EEG) Testing
2.4.3. Experiment Schedule
2.5. Statistics and Analysis Methods
- Distribution of the Data and Test for Normality
- Descriptive Statistics
- Two-Way ANOVA (Mixed Design)
- Paired Sample t-test
- Chi-Squared Test
- Wilcoxon Sign Rank
3. Results
3.1. The Normal Distribution of Participants’ Test Results
3.2. Basic Information of Virtual Reality (VR) Teaching Subjects
3.3. Descriptive Statistics for Self-Developed Social Skills Performance Rating Scale
3.4. Social Skills Effectiveness Survey
3.5. Elementary and Junior High School Students Social Skills Behavior Scale (Version Used by Teachers)
3.5.1. Paired Sample t-Test
3.5.2. Two-Way ANOVA, Mixed Design
3.6. Reactions and Changes in Viewing Image Materials Before and After Virtual Reality (VR) Teaching
3.6.1. Chi-Square Test
3.6.2. Wilcoxon Sign Rank
4. Discussion
4.1. After Teaching Social Skills Through Virtual Reality (VR), Students’ Overall Performance Scores in the Social Skills Course Significantly Improved
4.2. After the Experimental Teaching of Social Skills Through Virtual Reality (VR), Students’ Social Skills Performance in School Life Improved
4.3. Students’ Adaptability to Specific Environments and Self-Care Behaviors Significantly Improved After the Experimental Teaching of Social Skills Through Virtual Reality (VR)
4.4. The Content and Teaching Process of This Virtual Reality (VR) Course Is Suitable for Students with Autism as Well as for Typical Students with Social Difficulties
4.5. After Learning Through the Virtual Reality (VR) Course, Typical Students with Social Difficulties Shifted from Independently Solving Problems to Understanding Their Limitations and Seeking Help from Others
4.6. After the Virtual Reality (VR) Course, Students with Autism Showed Improved Empathetic Responses
- Pain Perception: For “pain”, it was found that students with autism had a less noticeable response to pain. It was found that autistic students have a less noticeable response to pain. After the course, their response to the same set of pain perception images remained similar to the pre-test, indicating that short-term course benefits may not directly alter instinctive empathetic reactions. Typical students with social difficulties showed a significant response to pain in the pre-test. However, in the post-test, using the same set of pain perception images, their response gradually became less intense, indicating adaptation to the stimuli (see Figure 2).
- Emotion Recognition: Autistic students showed less noticeable responses to emotions, while typical students with social difficulties exhibited greater fluctuations. After the course, the fluctuations in both autistic students and typical students with social difficulties slightly decreased, suggesting that typical students have improved in emotion recognition and do not need to expend as many cognitive resources (see Figure 3).
- Immediate Response (Unexpected Situations): Both autistic students and typical students with social difficulties showed significant responses when facing unexpected situations. After the social course, the post-test responses at Cz and C4 for autistic students were more active. Typical students with social difficulties also showed brainwave responses at Cz and C4, indicating that both groups of students are able to think about how to address problems in situational contexts (see Figure 5).
5. Conclusions
6. Study Limitations
6.1. Source of Subject Recruitment
6.2. Storytelling and Social Skills
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
VR | Virtual Reality |
ASD | Autism Students |
TD | Typical Students with Social Difficulties |
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Level Task | Basic Scenario | Advanced Scenario | Triggered Way |
---|---|---|---|
Enter the teaching homepage (The numbers in the right column of the screen can be adjusted according to the subject’s height). | Unexpected situations will not appear in the menu. In the scenario, the researcher (examiner) will selectively trigger events based on the student’s response and practice situation on that day. | The researcher (examiner) selects the level with a computer mouse. | |
Classroom This screen task must discuss the content of the itinerary with the classmates. Unexpected situations: Actively brainstorm together in the situation where a classmate is asked to go home, so that the classmate can persuade their mother. | The classmate suddenly received a call from his mother, and he could not attend the exhibition with you temporarily. What would you do? | The student answers the question, and the researcher (examiner) selects the corresponding answer item with a computer keyboard. For different answers from the students, the keyboard keys can be used to reply to different options. The numeric keys 1~0 and the English letters a~z, respectively, represent the sentence response content. | |
Restaurant Students practice ordering food for themselves and friends. Unexpected situations: Students must think about how to stop line-cutting behavior or seek help from the ticket seller. | What should you do if the waiter informs you that your desired meal is sold out? | The student answers the question, and the researcher (examiner) selects the corresponding answer item with a computer keyboard. | |
Ticket window Students must assist their classmates in buying tickets correctly. Unexpected situations: Students must think about how to stop line-cutting behavior or seek help from the ticket seller. | What should you do if someone else cuts in front of you? | The student answers the question, and the researcher (examiner) selects the corresponding answer item with a computer keyboard. Also, to allow students to practice ticket purchases, this scenario allows students to operate the HTC VIVE controllers for payment and ticketing. | |
Lighting exhibition The task must be accompanied by classmates watching the exhibition and expressing their feelings about viewing. | The primary goal in the exhibition space is to train students to follow exhibition rules. Therefore, when visiting the exhibition with classmates, no unexpected situations have been incorporated into the design. | The student answers the question, and the researcher (examiner) selects the corresponding answer item with a computer keyboard. | |
Park This task is to say goodbye to classmates and describe today’s visit to the exhibition and dining experience. In the end, the student is going to invite the classmate to come out again next time. Unexpected situations: Students should try to soothe their friend’s emotions and explain that there will be another opportunity to hang out together next time. | A classmate tells you he does not want to go home yet, but it is getting late. What should you do? | The student answers the question, and the researcher (examiner) selects the corresponding answer item with a computer keyboard. |
Materials for Units | Unit of Picture | Triggered Way |
---|---|---|
Introduce The screen introduces the types of images that students will see shortly, including pain perception, emotion recognition, and responses to unexpected situations. | Before officially starting, the researcher (examiner) will explain the screen content. This content will remain until the student fully understands it and then presses the space bar to start the test. | |
Unit 1 Pain Perception (12 sets of questions) Students will assess their pain based on the image. | The material image will stay for 5 s, then this scale will appear. Please have the students rate from 0 to 4 (Likert five-point scale). After completing the rating, the next set of questions will continue. | |
Unit 2 Emotions (17 sets of questions) Students look at the pictures and judge possible emotions. | Emotional images cited from [31]. | The material image will stay for 5 s, then this scale will appear. Please have the students enter the correct emotion of the person in the image. There are 1 to 8 options. Select according to the corresponding emotion number. |
Unit 3 Improvise (5 sets of questions) Students assess the difficulties in the situation and think of countermeasures. | In this unit, different situations will appear. For example, what would you do if someone cut the queue? Then, four will be three options: Do nothing (do not know how to handle it), Passive (actively seek help), Active (find a way to handle it yourself), and Others, as shown below. |
Kolmogorov-Smirnov a | Shapiro-Wilk | |||||
---|---|---|---|---|---|---|
Data | df | p-Value | Data | df | p-Value | |
Pre-test | 0.136 | 11 | 0.200 * | 0.929 | 11 | 0.401 |
Post-test | 0.106 | 11 | 0.200 * | 0.954 | 11 | 0.691 |
Participant ID | Age | IQ Score | Gender | Category |
---|---|---|---|---|
1 | 11 | 97 | M | TD |
2 | 9 | 89 | M | TD |
3 | 11 | 92 | M | TD |
4 | 11 | 70 | M | ASD |
5 | 9 | 98 | F | TD |
6 | 10 | 89 | F | TD |
7 | 10 | 79 | M | ASD |
8 | 8 | 83 | M | ASD |
9 | 12 | 74 | M | ASD |
10 | 7 | 103 | M | ASD |
11 | 10 | 78 | M | ASD |
Average | 9.81 | 86.55 | 9M/2F | 5 TD/6 ASD |
Item | Response Speed in Conversation | Effectiveness of Conversation Expression | Sentence Structure Integrity | Conversation Etiquette | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Session | Mean | SD | N | Mean | SD | N | Mean | SD | N | Mean | SD | N |
First | 3.871 | 1.114 | 11 | 2.929 | 0.862 | 11 | 2.908 | 0.686 | 11 | 4.125 | 0.982 | 11 |
Second | 4.370 | 0.620 | 11 | 3.337 | 0.404 | 11 | 3.153 | 0.466 | 11 | 4.399 | 0.559 | 11 |
Third | 4.465 | 0.595 | 11 | 3.465 | 0.415 | 11 | 3.369 | 0.502 | 11 | 4.263 | 0.434 | 11 |
Fourth | 4.585 | 0.497 | 11 | 3.403 | 0.681 | 11 | 3.277 | 0.507 | 11 | 4.304 | 0.590 | 11 |
Fifth | 4.723 | 0.274 | 11 | 3.606 | 0.311 | 11 | 3.417 | 0.379 | 11 | 4.648 | 0.298 | 11 |
Sixth | 4.806 | 0.136 | 11 | 3.648 | 0.626 | 11 | 3.437 | 0.318 | 11 | 4.652 | 0.270 | 11 |
Item | N | Min | Max | AVG | SD |
---|---|---|---|---|---|
Accommodating with oneself | 11 | 3.00 | 4.67 | 3.88 | 0.50 |
Communicating with others | 11 | 3.00 | 4.62 | 3.74 | 0.48 |
Accommodating the environment | 11 | 3.17 | 5.00 | 4.11 | 0.60 |
Item | N | Min | Max | AVG | SE | SD |
---|---|---|---|---|---|---|
Pre-test | 11 | 123 | 181 | 152.09 | 6.37 | 21.11 |
Post-test | 11 | 111 | 174 | 143.09 | 6.52 | 21.61 |
Item | N | Correlation | p-Value | t |
---|---|---|---|---|
Pre-test and Post-test | 11 | 0.846 | 0.022 * | 2.718 |
Source | Type III Sum of Squares | df | Mean Square | F | p-Value |
---|---|---|---|---|---|
Intercept | 150.927 | 1 | 150.927 | 513.877 | 0.000 |
Group | 0.075 | 1 | 0.075 | 0.257 | 0.624 |
Error | 2.643 | 9 | 0.294 |
Teaching Effectiveness | Item | Value | F | Hypothesis df | Error df | Sig. |
---|---|---|---|---|---|---|
Social Course Intervention | Pillai’s Trace | 0.420 | 6.519 b | 1.000 | 9.000 | 0.031 |
Wilks’ Lambda (λ) | 0.580 | 6.519 b | 1.000 | 9.000 | 0.031 | |
Hotelling’s Trace | 0.724 | 6.519 b | 1.000 | 9.000 | 0.031 | |
Roy’s Largest Root | 0.724 | 6.519 b | 1.000 | 9.000 | 0.031 | |
Social Course Intervention * Group | Pillai’s Trace | 0.015 | 0.137 b | 1.000 | 9.000 | 0.720 |
Wilks’ Lambda (λ) | 0.985 | 0.137 b | 1.000 | 9.000 | 0.720 | |
Hotelling’s Trace | 0.015 | 0.137 b | 1.000 | 9.000 | 0.720 | |
Roy’s Largest Root | 0.015 | 0.137 b | 1.000 | 9.000 | 0.720 |
Total N | Test Statistic | Degrees-of-Freedom | Asymptotic p-Value (Two-Sided) |
---|---|---|---|
25 | 4.058 a | 1 | 0.044 * |
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Yeh, C.-C.; Meng, Y.-R. Effectiveness of Virtual Reality Social Skills Training for Students with Autism and Social Difficulties Observed Through Behavior and Brain Waves. Appl. Sci. 2025, 15, 4600. https://doi.org/10.3390/app15094600
Yeh C-C, Meng Y-R. Effectiveness of Virtual Reality Social Skills Training for Students with Autism and Social Difficulties Observed Through Behavior and Brain Waves. Applied Sciences. 2025; 15(9):4600. https://doi.org/10.3390/app15094600
Chicago/Turabian StyleYeh, Chia-Chi, and Ying-Ru Meng. 2025. "Effectiveness of Virtual Reality Social Skills Training for Students with Autism and Social Difficulties Observed Through Behavior and Brain Waves" Applied Sciences 15, no. 9: 4600. https://doi.org/10.3390/app15094600
APA StyleYeh, C.-C., & Meng, Y.-R. (2025). Effectiveness of Virtual Reality Social Skills Training for Students with Autism and Social Difficulties Observed Through Behavior and Brain Waves. Applied Sciences, 15(9), 4600. https://doi.org/10.3390/app15094600