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Work-in-Progress—Virtual Reality: A Tool to

Develop Social Work Practice Skills of Engagement


and Assessment
Nicholas Lanzieri Jonathan Bowen David Lasala Henry Samelson
Clinical Associate Professor, Teaching and Learning with Teaching and Learning with Associate Director, Educational
Silver School of Social Work Technology, NYU IT Technology, NYU IT Technology,
New York University New York University New York University Silver School of Social Work
New York City, U.S.A New York City, U.S.A. New York City, U.S.A. New York University
nl240@nyu.edu jb6221@nyu.edu dl137@nyu.edu New York City, U.S.A.
hs86@nyu.edu

Elizabeth McAlpin
Director of Research, Teaching
& Learning with Technology,
NYU IT New York University
New York City, U.S.A.
em341@nyu.edu

Abstract—Virtual reality (VR) can provide students ancillary protective standards of practice and client safety [4]. The use of
ways to develop social work practice skills. It is incumbent for simulation training, particularly when incorporating
schools of social work to critically examine the lessons learned in standardized patient information, can in fact be utilized to
producing previous VR simulations by carefully integrating measure and assess a student’s proficiency levels in the areas of
principles of pedagogy and by utilizing research methods to chart engagement, assessment, intervention, and critical thinking [4]
the path forward for effective teaching and learning. This work- [5], both prior- and post-to the Field placement experience.
in-progress paper aims to briefly describe the steps taken to create
one VR tool for a school of social work that was developed by This paper aims to describe the development of virtual
heeding lessons from the past, while being responsive to developing simulations at New York University’s Silver School of Social
students’ skills for a productive future in clinical engagement. Work (SSSW). The VR tool incorporates the lessons learned
from previous experiences, while still being innovative and
Index Terms—virtual reality, social work, engagement, educational. It allows social work students to have an immersive
assessment experience of conducting a home visit to assess a client and it
operationalizes critical thinking and social work competencies
I. INTRODUCTION [5]. Once research confirms its learning efficacy, the SSSW will
The use of virtual simulations has steadily increased within endeavor to integrate the VR module within courses to prepare
social work masters-level education and its benefits have been students to hone social work practice skills, particularly related
noted. Generally, simulation based learning has been shown to to client engagement and assessment.
be effective for adult students because it is problem-focused,
self-directed and it has relevant applicability to real settings [1]. II. VIRTUAL ENGAGEMENT UTILITY
Virtual simulations allow for greater diversity and variability in By 2030, there are projected to be 80 million older persons,
Field settings and in patient demographics that may not be found over twice the number living in 2000 [6]. Yet many social work
in “real” Field placement outlets. It also provides students with students are reticent to work with this population, which is often
“immediate” feedback and knowledge from their interactions based on fear, bias, and ageist beliefs. Research has repeatedly
within an assortment of settings and with diverse clients. Virtual noted that consistent exposure to the population and its nuances
simulations may be designed to be accessible throughout the day is the strongest predictor for future gerontological work
and will therefore be able to accommodate multiple student [7]. Working toward this objective, a VR tool was created to
connections at one time. Virtual environments grant students
provide students an opportunity to practice with an avatar so
“safe spaces” to make mistakes and to hone in on skill sets that
that they might gain some understanding of how to engage and
they may not ordinarily be processing in “real” settings [2].
Research has indicated that students feel more comfortable and assess an older adult in their home. Such exposure might induce
less pressure to perform in virtual settings as opposed to working them to work with the population within their Field internships.
with face-to-face role plays, a more traditional method of SSSW partnered with its University’s Teaching and
simulation [3]. Within the safety of the virtual simulation,
Learning with Technology group (TLT) to pilot an in-
students have the ability to rehearse and reflect upon the methods
to use for the presented issues, without jeopardizing the development virtual reality framework known as the Virtual
Engagement Utility (VEU). The client visit scenario built with

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VEU is multi-layered and contains 11 different stages of Previous script template development for 360 video
interactions. As will be described, development was quite simulations set the stage for integration of more user-friendly,
detailed and it was one of the first collaborative VR related script formats into subsequent simulation projects, including the
exercises undertaken. The social work scenario collaboration VEU, which would enable both developers and third-party
was based on the SSSW’s expressed interest in VR script reviewers to better follow the branching narratives and
development and TLT’s willingness to expand its experiential decision cues.
services to accommodate faculty initiatives. Using the VEU
As is noted in Fig. 3, the dialogue evolves between the
framework reduced the overhead of developing a custom VR
patient (avatar) and the user (student) who is responding to
experience from scratch. Working with small teams in an
solicited prompts. Each prompt offers options that the student
academic environment requires smart use of tools that are
may select from. For example, to initiate the “home visit” the
flexible and reusable, providing greater returns with less effort.
student will knock on the client’s door. The client will respond
Lessons learned during the script development stage will also
with “Who’s there?” The student user will have three options
contribute to economizing workflows and shortening future
to select from: (Option 1) Good morning, Ms. Roland (client’s
development time.
name). I’m a social work intern from Wellness First. We have
A. Script Development and Pedagogy a scheduled appointment today at 11 am. I confirmed the
The client composite and the main artery of the script appointment with you yesterday over the phone; (Option 2) Hi,
guiding the VR were based on the Field notes received from I’m from Wellness First. May I come in?; and (Option 3) Hi,
social work students who were currently interning within Ms. Roland. Can I come in? I’ve been sent to check-in on you.
agencies that primarily worked with older adults in the context Fig. 1 illustrates how each of the prompts elicits a branch to
of their homes. Once developed, the script was placed in another set of questions and options.
storyboard and branching sequences were added to further Interleaved with the prompts and options are tasks and goals
enrich the interaction between student and avatar (see Fig. (see Fig. 1), which are based on learning objectives stipulated
1). This specific step was based on the branching sequences within the social work graduate curriculum. A value is assigned
that were constructed when developing earlier simulations to each option, and the value of each can be weighted for greater
tools. The branching assists with organization, fluidity and control over the performance evaluation. This data is
action flow. anonymized. Students can choose to de-anonymize the data by
Concurrent with script authoring, members of the TLT providing their unique ID assigned when first activating the
group created a branching narrative template. Template creation VEU tool. The evaluation will be assessed by faculty and then
was an iterative process with input from faculty who informed reviewed with the student. Faculty receive an email with the
TLT on its clarity and ease of use. This template was used as a score for each learning sequence as well as the individual
tool to both visualize and organize the complexity of a choices made. A reflective exercise post-VEU will also be
branching narrative, including interactions with the virtual assigned to better understand the student’s experience and to
environment, feedback on performance, and animation and obtain knowledge on how to further support their learning.
audio cues for voice actors and software Studies note the educational value of interleaving multi-modal
developers. approaches to similar content [8], reinforcing prior knowledge,
and contextualizing learning experiences within larger
conceptual frameworks [9].
B. Framework Development
VEU was developed in Unity, a cross-platform game
engine. Virtual reality experiences created in the VEU
framework are deployable to Google Cardboard and Google
Daydream compatible devices, both smartphone-based VR
platforms. These platforms require VR viewers, which are
available from both Google and a variety of third-party vendors.
As a framework, VEU provides modular features to enable
branching dialogue, interactive environments, evaluation and
reporting, and other tools that are useful in an academic
environment. Designing a scenario within the specifications of
this feature set allows for quicker turn around on projects and a
more uniform user experience for instructors and students. VEU
scenarios can also be deployed as a traditional interactive
experience to PC and Mac platforms using a mouse and
Fig. 1. Branching narrative template. keyboard for interaction. Previous experiences with VR
informed us that students range in their comfort level, access
options and experience with VR related technology. By creating
a multi-platform framework that works in traditional desktop

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6th International Conference of the Immersive Learning Research Network (iLRN 2020)
Online, June 21-25, 2020.

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environments VEU can be a more inclusive experience. VEU D. Framework Customization and Functionality
allows student users to interact with virtual characters and their Once assets were imported into Unity, the VEU framework
environment, complete tasks, save their progress, view was used to create an interactive experience. Dialogue between
feedback on their performance, and share their progress with the student and virtual client was inputted into a node based
faculty. dialogue tree. When a student clicks on the avatar using a pointer
in VR, or the mouse on a PC, they are presented with a dialogue
C. Simulation Assests
bubble and multiple options to respond, guiding the
Under guidance from faculty and their content consultant, conversation. Most choices provide some form of feedback.
members of the TLT media group created both a virtual Optimal decisions allow the conversation to move forward. Less
environment and client avatar. Environmental 3D models were appropriate responses provide feedback, then return to the
modelled using Autodesk Maya. Textures were created using previous choice, allowing students to try again. Students choices
Adobe Photoshop. The apartment layout and appearance went can be weighted and evaluated like a multiple-choice test.
through several iterations informed by reference images from Students can also be prompted to observe and interact with their
the content expert and feedback from faculty within the SSSW. environment, identifying objects relevant to the client visitation.
Based on the work of previous VR projects, we understood the Locomotion is predefined and occurs at set points through the
importance of having input from content experts that would experience, starting with the user greeting the client at their door,
lend more verisimilitude to the nuances of the setting. We also and ending up with them sitting together in the living room.
understood that the aesthetics would add to the overall visual Users are teleported to each position as this method of movement
appeal of the simulation tool. Professional social workers with was found to be the most accessible and approachable on the
various VR platforms VEU supports. While locomotion is
years of experience in making home visits were consulted to
limited, students are free to look around in any direction. At any
authenticate the internal environment.
time the client file can be accessed so students can refer back to
their visitation goals and client background information. Access
to controls such as saving or sharing assessment results was also
customized to appear as a smartphone. These customizations
serve to provide a more immersive experience.
III. FUTURE DEVELOPMENT
Before the VEU tool is purposely infused within the social
work curricula it will be studied in a pre- and post-test research
design in the coming months for its pedagogical value and
whether students are comfortable navigating the VR tool. Also,
social work faculty with Practice expertise will be asked to
Fig. 2. Interior image of VEU apartment.
review the simulation and respond to questions related to
learning objectives, subjectivity, content and overall quality.
The client avatar was created with Autodesk Character Results will inform the development of the current VR
Generator and further customized in Maya. The script was simulations as they pertain to content, structure, and design.
recorded by a voice actor as individual responses while the
actor’s face was captured using a basic HD webcam. The raw In addition, several steps will be taken to further improve
audio and video were processed using Adobe Premiere to the VEU simulation’s design and internal evaluative
remove background noise and normalize audio levels. Faceware mechanism. Metrics can be reported such as tracking time
Analyzer was used to map the actor’s facial expressions to the spent in the experience or on particular questions, and whether
face of the avatar. Body animation and generic responses such the scenario was completed in one session or several. Metrics
as frustration, smiling, or nodding yes and no, were manually are important for faculty to gauge student learning. While the
animated in Maya. These assets were imported into Unity, current iteration of the VEU has some measures, faculty have
creating the environment and avatar that students interact with. assessed that future iterations should contain specific metrics
related to identifying factors of risks and safety as they relate to
the environment. Engagement could be measured by checking
if students skip the voice overs of the avatar or if they completed
optional assessments. These metrics could then be reported
alongside the multiple-choice performance, giving faculty
deeper insight into the behaviors and learning styles of their
students.
A variety of software and hardware was used to capture the
voice and acting performance. Workflows were developed to
speed up and organize the process in future projects. By
incorporating motion capture using iPhone or Vive trackers the
Fig. 3. VEU interior living room area with client seated. workload for animators should be reduced. Using technology

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6th International Conference of the Immersive Learning Research Network (iLRN 2020)
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