Abstract

Efforts to teach basic helping skills to counselors in training using computer assisted simulation continue to evolve. Recent commercial releases include integration of compressed video and text to allow students to view client/counselor interactions and make choices regarding response categories.


 

    The use of technological tools to teach basic skills in counselor education and supervision has evolved steadily over the years. From audiotape to videotape, from computer text to interactive multimedia simulation, counselor educators and supervisors have made numerous attempts to integrate new technologies into counselor training (Casey, Bloom, & Moan, 1994). [http://www.ed.gov/databases/ERIC_Digests/ed372357.html]

 

Historical Developments

     Audiotape, first through reel-to-reel and later through eight-track and cassettes, was adopted during the 1950s and 60s to teach skills. Counseling students used this medium to learn from “the masters” in pre-recorded sessions. Students also created their own audiotapes of counseling sessions in order to demonstrate their competence and obtain feedback regarding their performance.

    Videotape later became the dominant tool in demonstrating counseling skills and measuring student progress. From the 1970s through the 1990s, widespread use of videotape led to more sophisticated tools. Simultaneous split-screen videotaping of client and counselor allowed more accurate capturing of nonverbal cues. Remote viewing of a demonstration session using one or more monitors allowed the session to take place with more privacy, eliminating the obvious presence of student spectators. Stereo audio channels in videotape allowed dual use of those channels, with the counseling session recorded on one track and supervisor comments on a second track. Similarly, text based comments by a supervisor can now be superimposed on the bottom of the videotaped counseling session with appropriate hardware.

    While these technological tools increased counselor training effectiveness, they lacked a two-way, interactive simulation process. The development of the microcomputer, however, opened the interactive door.

Challenges to Interactive Simulation Development

    Flake (1975) viewed interactive computer simulations as a way of exposing users to real-life situations, permitting them to practice various response patterns or skills with feedback being received as to their effect. The immediacy of interactive simulations allowed for instantaneous feedback and the possibility of an ongoing review of the two way communication process.

    Computer simulations were used by astronauts as they trained for space  missions using computerized, interactive simulators. Pilots, too, trained for military and commercial flights using computerized, interactive simulators. Microsoft Flight Simulator became a best selling software package in the 1980s and stayed on the top 10 list for a number of years. So why not use “crash, burn, and learn without hurting the real person” techniques for training counselors?

    Counselor training has lagged other disciplines in interactive simulation development for five primary reasons:

First, counselor training is a vertical market, i.e. the number of users is quite limited when compared to the general population, so the financial rewards are minimal. Creating products that crossover into related disciplines, such as social work, psychology, and sociology, can help the author recoup more adequate compensation through expanded markets.

Second, a truly accurate simulation of counseling reality becomes complicated quickly, so the complexity of designing programming loops can involve an exponentially expanding series of choices and responses. While expanded storage memory from (floppy disks to CD-ROM’s to ZIP drives) has allowed progress in this area, the challenge to the programmer can be daunting.

Third, the simulation of human behavior, as in most social sciences, does not lend itself to discrete categories, as it may in the physical sciences; values, attitudes, beliefs, spirituality, nonverbal cues, intuition, and other factors defy codification. Thus, authors often limit their simulations to teach only constructs that reflect limited theoretical goals.

Fourth, some in the human service field view technology and counseling with a dualistic orientation and are subsequently resistant to their merger. They view technology as an intrusion, not a compliment, to working with people. Converts seem to be growing, however, as more of the population moves developmentally through the five stages of the diffusion of innovation curve (Casey, 1995).

Fifth, the hardware industry never stands still. Thus, there is rampant incompatibility of hardware with software, especially with ever evolving upgrades. New, faster, more complex hardware systems allow new options to emerge but make previous versions unreadable and obsolete. And the economic realities of the industry are predicated on planned obsolescence.

 

Early Pioneers

    Despite the five challenges listed, a number of counseling futurists have pioneered efforts to develop interactive computer simulations for counselor training. Bluhm (1988) describes some of the earliest attempts, including CLIENT I, MORTON, the CSU-Hayward project, Genesis II, The Great Therapist Program, and a University of Iowa dissertation project.

    CLIENT I, developed in 1975, sought to simulate client behavior in an initial interview (Lichtenberg, Hummel, & Shaffer, 1984). The expertise of counselor trainees was determined by their rating on a good counselor index which reflected how appropriate and accurate their responses were. The benefits, as touted by its developers, were that it permitted counselor educators to simulate a wide variety of client verbal behaviors and client concerns. CLIENT I was originally written using FORTRAN IV for use on a mainframe computers.

    MORTON dealt with the treatment of mild to moderate depressive disorders, using a variety of cognitive and behavioral therapeutic techniques. It represented another attempt to integrate a decision making simulation model through computer enhancement (Selmi et al, 1982).

    The CSU, Hayward, project involved both computer and video interactive training modules with counselor education students (Pressley & Parker, 1984). Each module, 15-20 minutes in length, included a demonstration and modeling of a skill (e.g., paraphrasing, attending, confrontation); questions asking students to analyze a demonstration related to the skill; branching to corrective feedback and review in response to wrong answers; positive feedback for correct answers; and branching to review or summaries as requested by students.

    Genesis II, developed by Chubon (1986) for use by rehabilitation counseling students, introduced students to an array of disabilities potential clients may report. Once a disability type is selected, the computer created a profile of the individual. Students were then required to engage in such management activities as intake interview, consultation, referral, and vocational assessment. For each of these management activities, the student had to determine whether psychological, social, medical, vocational, and personal information should be requested, with inappropriate choices noted by error messages and totally inappropriate selections causing the program to “crash.”

    The Great Therapist Program (Halpin, Dixon, & Glover, 1987) was developed to allow pre-service counselors to simulate dialogue with clients using the models of Carol Rogers, Frederick Perls, Alan Goldstein, and Albert Ellis. Students were presented with clients and given feedback as to how their responses compared with those of the classic therapists.

    In an doctoral dissertation at the University of Iowa, Kenney (1991) created on videodisc interactive loops for teaching counseling skills. As with other programs, she incorporated client simulations with presenting issues and offered alternative responses to the student user.

 

Interactive Simulation for Teachers

    While the aforementioned programs approached interactive simulation, limitations in both speed and multi-sensory involvement kept them from approaching a true virtual reality simulation environment. In the 1990s, increased microprocessor speed and increased memory storage have led to greater movement in that direction.

    Desberg, Colbert, and Trimble (1995) developed a low-cost, commercial product on CD-ROM for Macintosh that was built upon hypertext and compressed video, concurrently viewed on the monitor screen. These simulations, intended for the teacher education market, were designed to teach classroom management and discipline. The package includes 6 different modules, each with a 1-3 minute "QuickTime" movie capturing critical classroom incidents. It uses case methodology, including the review of critical classroom events, student analysis of those events, and expert and novice commentary which span a variety of theoretical positions. The user may select one of a group of paths and activities at any point in time. There are four main interactive elements, two of which give direct feedback and two which are student generated. It encourages student reflection by asking the student questions permitting them to respond, and providing subsequent feedback on their responses.

    While the Desberg, et. al., product was developed primarily for teachers, it can also be used to train school counseling students in classroom management skills, conducting classroom guidance, and consulting with teachers regarding discipline strategies.

 

Interactive Simulation for Counselors

    For the counselor world, a recent and promising example of an affordable commercial product built upon hypertext and compressed video has been developed by Haney and Leibsohn (1999), Basic Counseling Responses: A Multimedia Learning System for the Helping Professional (see http://counseling.wadsworth.com/basic/index.html). The package was designed to teach beginning students in counselor education a basic model for helping skills using a workbook and a CD-ROM, readable by either a Macintosh Power PC or a Windows 95 PC/Intel 486 system.

    Basic Counseling Responses (BCR) contains compressed videos of seven client sessions representing a wide range of client demographics, presenting problems, and stages of counselor/client relationship. (The video is also available on a more traditional videocassette for VHS playback but using this format degrades the interactive capability.) A theoretical model is presented with 15 basic counseling responses: opening or closing, attending, empathizing, paraphrasing, giving feedback, questioning, clarifying, directing, playing a hunch, noting a theme, noting a discrepancy, noting a connection, reframing, allowing, and self-disclosing. Associated with each response are three therapeutic intents (to acknowledge, to explore, or to challenge) and five focuses (client experience, client feeling, client thought, client behavior, plus immediacy).

    After booting the CD-ROM and hearing an introduction about the use of the program, an option is provided to select one of the seven sessions (video and audio) to view in its entirety. After viewing a session, the student can then choose to view the same session segment by segment, with each segment representing a client statement and a counselor response. Following each segment, the student is prompted to identify the type of response, the intent, and/or the focus of the interaction. The user is given immediate feedback as to the accuracy of their identification.

    In addition to identifying predetermined responses, intents, and focuses, the student is then invited to reflect upon many of the exercise questions with open-ended comments, which can be saved on the computer via disk and subsequently turned in to the instructor. The process is self-paced with ample opportunity for help, filing to disk, or returning to a previous point in the program. There is a helpful reminder to save work in progress before exiting each portion of the program.

    The author of this article utilized BCR for the first time in a beginning course, Introduction to Counseling and Guidance, during summer session 1999. The enrolled students represented three groups: admitted masters degree students in Counseling, potential masters degree in Counseling, and students in other Education programs choosing the course as an elective. In the class, BCR was offered as a supplementary text for the class but usage of the CD-ROM was demonstrated on a projection system within the classroom.

    The reaction expressed by the class members to the BCR program was the most enthusiastic response the author has observed in his twelve years of counselor education and supervision career. The students insisted that the BCR be used for three class periods, well belong the introductory period originally scheduled by the author. The consensus of the class was that the product not only reflected realistic counseling sessions but that the act of identifying responses, intents, and focuses forced them to scrutinize each portion of the session much more carefully. Moreover, the exercises evoked provocative discussion regarding the counselor/client interaction. The students also noted that the inclusion of video and audio allowed for voice inflection, nonverbal behavior, gender, culture, age, and other variables to be included in the discussion of appropriate counselor response. The reaction by the students who were non-counselors was most emphatic: as this was likely their only course in counseling, they valued the program as one-stop resource for skills that they might integrate into their future roles as teachers, administrators, nurses, or speech therapists. One international student in the class, from Japan, also commented on how clearly the concepts and their applications to real counseling situations were illustrated. At the conclusion of the course, there was unanimous agreement that the CD-ROM and workbook package should be a required text for future sections of the class.

    The authors of BCR do offer several limitations to the program. They acknowledge that counseling can be an art, characteristically ambiguous, and thus the responses provided are worthy of discussion and debate among student class members rather than viewed as "right" and "wrong" in a rigid sense. They also acknowledge that the sessions are not to be viewed as "perfect demonstrations of skills" but rather a starting point for critique. The intent of the package is to be used interactively with a group and not simply as a stand-alone package.

    BCR, in summary, offers, in this author¹s opinion, the most sophisticated attempt yet to create computer-assisted, interactive simulation experiences using realistic counseling sessions. Use of compressed video and audio, text-based tutorial and self-paced activities seem highly motivational for teaching basic counselor helping skills. While there remains a need to quantitatively assess the program¹s efficacy in actual skill acquisition, the early results seem promising.

 

Future Directions 

    While each generation of computer simulation for counselor training seems to dramatically improve upon its predecessor, true virtual reality for counselor training appears to still be “just around the corner.” The time, effort, and resources necessary for this to occur appear to be formidable obstacles. Counselor educators can encourage these efforts by adopting currently developed innovative materials for integration into their curriculum wherever appropriate.

    Future computer simulation could expand beyond generic skills to more specific applications of counseling. Simulations specific to gerontological counseling, career counseling, school guidance, rehabilitation counseling, mental health counseling, college counseling, or agency counseling, to name just a few, may not be far off.    

   Ongoing updates to software development, including Internet-based enrichment materials and even user discussion groups, are likely to be offered.

    The goal of training counselors to “crash, burn, and learn” using simulators is still an admirable one. Perhaps it will take a larger team of innovative people, coupled with commensurate rewards, to reach virtual reality status. As more sophisticated technology is developed toward artificial intelligence, there may be some spin-offs useful for counselor training as well.

Summary

    The use of technological tools to assist in the teaching of counseling skills continues to evolve. Pioneering attempts during the 1970s and 1980s to create simulation experiences were developed for platforms that are now virtually extinct. More recently, programs such as Basic Counseling Responses, illustrate promising attempts to utilize faster microprocessors and increased storage with early signs of cautious optimism as we continue to move toward more realistic virtual reality in counselor training.

 

References 

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Author Biography

John A. "Jack" Casey is Associate Professor in the Department of Counseling and Educational Psychology at University of Nevada, Reno. He is a former school counselor, agency counselor, private practitioner, college student development professional, and university counseling center therapist. He is a frequent contributor to professional publications and conferences on the topic of counseling and technology.

© 1999 Department of Counseling and Educational Leadership - Columbus State University