Comparing the training effectiveness of virtual reality and role play among future mental health providers

Psychol Trauma. 2021 Sep;13(6):657-664. doi: 10.1037/tra0000997. Epub 2021 Jan 21.

Abstract

Objective: The present study compares the effectiveness of a standardized peer-to-peer role play (RP) and a virtual client-trainer (VC-T) in training graduate-level students in the development of interviewing and clinical skills related to working with the military population. The study examines each training modality in six areas: (a) self-efficacy, (b) initial engagement, (c) recognizing and responding to symptoms of posttraumatic stress disorder, (d) recognizing and responding to symptoms of suicide, (e) military cultural competence, and (f) overall competence.

Method: A quasi-experimental nonequivalent groups study design was used. The sample comprised students enrolled in a graduate-level program (RP = 61; VC-T = 75). Participants completed pretest measures, attended training, and completed posttest measures.

Results: Broadly, the findings revealed that RP and the VC-T are equally effective in increasing trainees' self-efficacy, recognition and response to posttraumatic stress disorder symptoms, recognition and response to suicide symptoms, military cultural competence, and overall competence. These results suggest that regardless of training modality, trainees demonstrated increased clinical skills and competencies needed for working with the military population.

Conclusions: The results suggest that both RP and the VC-T are equally effective, which opens the possibilities of implementing the VC-T as a training tool that has greater reach compared with RP. As more graduate programs offer an online version of their traditional on-ground coursework, the VC-T is an opportunity to have 1 training platform for both on-ground and online students. (PsycInfo Database Record (c) 2022 APA, all rights reserved).

MeSH terms

  • Clinical Competence
  • Humans
  • Mental Health*
  • Self Efficacy
  • Virtual Reality*