Albright Glenn, Fazel Mina, Khalid Nikita, McMillan Jeremiah, Hilty Don, Shockley Kristen, Joshi Shashank
Department of Psychology, Baruch College, City University of New York, One Bernard Baruch Way, New York, NY 10010 USA.
Medical Services Division, Department of Psychiatry, University of Oxford, Oxford, UK.
J Technol Behav Sci. 2022;7(3):277-289. doi: 10.1007/s41347-022-00243-9. Epub 2022 Mar 26.
The purpose of this study is to examine the impact of an online virtual human role-play simulation in teaching high school educators and staff to identify, talk to, and if necessary, refer students in psychological distress to support services. High school educators ( = 31,144) from 43 US states and 5 American territories completed a baseline survey and then randomly assigned to a wait-list control or treatment group. Participants in the treatment group completed the training simulation which included active learning strategies to teach evidenced-based communication strategies such as motivational interviewing to build skills and shift attitudes. Immediately after the training, treatment group participants completed a post-survey and then a 3-month follow-up survey. Baseline and post-surveys included the validated gatekeeper behavior scale measures which assess attitudinal constructs that predict helping behaviors. Self-reported helping behaviors were collected at baseline from both groups and at the 3-month follow-up for the treatment group. The treatment group participants' post and follow-up data were compared to the control group's baseline measures. The treatment group post-training scores were significantly higher ( < .001) than the control group's baseline scores for all gatekeeper behavior scale attitudinal constructs of preparedness, likelihood, and self-efficacy to engage in helping behaviors. A teacher subsample reported significant increases ( < .001) in the number of students referred to mental health support services when compared to baseline measures of the control group. Role-play simulations hold promise in teaching educators to become the "eyes and ears" of student mental health by empowering them to identify students in psychological distress, engage them in effective conversations about their concerns, and if necessary, make a referral to behavioral health support services. Future studies need to implement measures that document students entering counseling as a result of self-reported referrals and examine the impact of the training on the overall mental health culture within schools. Such studies could lead to simulations being widely adopted to support public health initiatives that address student mental health and wellness.
本研究的目的是检验在线虚拟人类角色扮演模拟在教导高中教育工作者和工作人员识别、与心理困扰的学生交谈以及在必要时将学生转介至支持服务方面的影响。来自美国43个州和5个美国属地的高中教育工作者(n = 31,144)完成了一项基线调查,然后被随机分配到等待名单对照组或治疗组。治疗组的参与者完成了培训模拟,其中包括主动学习策略,以教授基于证据的沟通策略,如动机访谈,以培养技能和转变态度。培训结束后,治疗组的参与者立即完成了一项后续调查,然后是为期3个月的随访调查。基线调查和后续调查包括经过验证的守门人行为量表测量,该测量评估预测帮助行为的态度结构。在基线时从两组收集自我报告的帮助行为,并在治疗组的3个月随访时收集。将治疗组参与者的后续数据与对照组的基线测量进行比较。对于所有守门人行为量表的态度结构,即准备度、可能性和参与帮助行为的自我效能感,治疗组培训后的得分显著高于对照组的基线得分(p < .001)。与对照组的基线测量相比,一个教师子样本报告称,转介至心理健康支持服务的学生数量显著增加(p < .001)。角色扮演模拟有望教导教育工作者成为学生心理健康的“耳目”,使他们有能力识别心理困扰的学生,与他们就其担忧进行有效对话,并在必要时转介至行为健康支持服务。未来的研究需要实施措施,记录因自我报告的转介而进入咨询的学生情况,并研究培训对学校整体心理健康文化的影响。此类研究可能会导致模拟被广泛采用,以支持解决学生心理健康和福祉问题的公共卫生倡议。