Bossenbroek Rineke, Wols Aniek, Weerdmeester Joanneke, Lichtwarck-Aschoff Anna, Granic Isabela, van Rooij Marieke M J W
Behavioural Science Institute, Radboud University, Nijmegen, Netherlands.
JMIR Ment Health. 2020 Mar 24;7(3):e16066. doi: 10.2196/16066.
Many adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual's inability to tolerate anxiety-provoking situations. Thus, interventions in special needs schools that help adolescents cope with anxiety and, in turn, diminish disruptive classroom behaviors are needed.
This study aimed to evaluate the effect of a virtual reality biofeedback game, DEEP, on daily levels of state-anxiety and disruptive classroom behavior in a clinical sample. In addition, the study also aimed to examine the duration of the calm or relaxed state after playing DEEP.
A total of 8 adolescents attending a special secondary school for students with behavioral and psychiatric problems participated in a single-case experimental ABAB study. Over a 4-week period, participants completed 6 DEEP sessions. In addition, momentary assessments (ie, 3 times a day) of self-reported state-anxiety and teacher-reported classroom behavior were collected throughout all A and B phases.
From analyzing the individual profiles, it was found that 6 participants showed reductions in anxiety, and 5 participants showed reductions in disruptive classroom behaviors after the introduction of DEEP. On a group level, results showed a small but significant reduction of anxiety (d=-0.29) and a small, nonsignificant reduction of disruptive classroom behavior (d=-0.16) on days when participants played DEEP. Moreover, it was found that the calm or relaxed state of participants after playing DEEP lasted for about 2 hours on average.
This study demonstrates the potential of the game, DEEP, as an intervention for anxiety and disruptive classroom behavior in a special school setting. Future research is needed to fully optimize and personalize DEEP as an intervention for the heterogeneous special school population.
许多接受特殊教育的青少年除了行为问题外,还受到焦虑的影响。焦虑会导致严重的长期问题,并且由于个体无法忍受引发焦虑的情境,可能成为课堂上破坏性行为的潜在原因。因此,特殊需求学校需要采取干预措施,帮助青少年应对焦虑,进而减少课堂上的破坏性行为。
本研究旨在评估虚拟现实生物反馈游戏DEEP对临床样本中青少年每日状态焦虑水平和课堂破坏性行为的影响。此外,该研究还旨在考察玩DEEP后平静或放松状态的持续时间。
共有8名在一所针对有行为和精神问题学生的特殊中学就读的青少年参与了一项单病例实验性ABAB研究。在4周的时间里,参与者完成了6次DEEP课程。此外,在所有A阶段和B阶段,均收集了自我报告的状态焦虑和教师报告的课堂行为的即时评估(即每天3次)。
通过分析个体情况,发现6名参与者在引入DEEP后焦虑有所减轻,5名参与者的课堂破坏性行为有所减少。在群体层面,结果显示,参与者玩DEEP的日子里,焦虑水平有小幅但显著的降低(d=-0.29),课堂破坏性行为有小幅但不显著的降低(d=-0.16)。此外,还发现参与者玩DEEP后的平静或放松状态平均持续约2小时。
本研究证明了游戏DEEP在特殊学校环境中作为焦虑和课堂破坏性行为干预手段的潜力。未来需要进行研究,以充分优化和个性化DEEP,使其成为针对异质化特殊学校群体的干预措施。