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A Comparison of the Acquisition of Play Skills Using Instructor-Created Video
Models and Commercially Available Videos
A Thesis Presented
by
Gail Palechka
The Department of Counseling and Applied Educational Psychology
In partial fulfillment of the requirements
for the degree of
Master of Science
in the field of
Applied Behavioral Analysis
Northeastern University
Boston, MA
August 2009
NORTHEASTERN UNIVERSITY
Bouve College of Health Sciences Graduate School
Thesis Title: A Comparison of the Acquisition of Play Skills Using Instructor-Created Video Models and Commercially Available Videos Author: Gail Palechka Department: Counseling and Applied Educational Psychology Approved for Thesis Requirements of Master of Science Degree ______________________________________________________ __________ Rebecca P. F. MacDonald ______________________________________________________ __________ Susan Langer ______________________________________________________ __________ Chata Dickson
A Comparison of the Acquisition of Play Skills Using Instructor-Created Video Models and
Commercially Available Videos
by
Gail Palechka
B.S. Western Michigan University 2005
Submitted in partical fulfillment of the requirements for the degree of Master of Science in Applied Behavior Analysis
in the Bouve College of Health Sciences Graduate School of Northeastern University, August 2009
Acknowledgements
The author expresses gratitude to the New England Center for Children, for its dedication
to research and service to children with disabilities. Grateful recognition is also offered to the
faculty of the MABA program, for sharing their knowledge and experience.
Vast appreciation is extended to Becky MacDonald, the chairperson of the author’s thesis
committee, for her constant support throughout this process. Special thanks are also offered to
Sue Langer and Chata Dickson, members of the author’s thesis committee, for their time and
suggestions and to Lindsay Wilkinson and Cara Grieco for their assistance with data collection.
Table of Contents A Comparison of the Acquisition of Play Skills Using Instructor Created Video Models
and Commercially Available Videos A. Abstract .................................................................................................... 2 B. Introduction
1. Play in Children with Autism .................................................... 3 2. In Vivo Modeling to Teach Play ................................................. 4 3. Video Modeling to Teach Play ................................................... 4 4. Problem Statement and Experimental Question ......................... 8
C. Method 1. Participants .................................................................................... 8 2. Setting and Materials ..................................................................... 9 3. Dependent Variable and Operational Definition ........................... 10
4. Independent Variable .................................................................... 10 5. Experimental Design ..................................................................... 13
6. Procedures ..................................................................................... 13 D. Results ...................................................................................................... 15 E. Discussion ................................................................................................. 17 F. References ................................................................................................. 22 G. Tables ....................................................................................................... 26 H. Figure Captions ........................................................................................ 34 I. Figures ....................................................................................................... 36
Video Modeling 2
Abstract The purpose of the current study was to compare the rate of acquisition of play skills following the viewing of an instructor-created video model to the rate of acquisition of play skills following the viewing of a corresponding commercially available children’s video. The study included 3 children with autism who received educational and clinical
services in a preschool setting. Each participant was exposed to one video of each type and the number of actions and vocalizations was measured. Two children learned more rapidly using the instructor-created video format. Additionally, probe data were taken to further examine the participants’ attending to video and toys across the two video formats.
Video Modeling 3
A Comparison of the Acquisition of Play Skills Using Instructor Created Video Models
and Commercially Available Videos
Basic play skills emerge early in childhood development. Play is considered to
contribute to a child’s social and language development. Children’s play skills are
imitative of things they observe in their daily environment and are practice for skills later
on in life (Lifter, 2000). Many of these symbolic and pretend play skills are lacking in
children with autism spectrum disorders (ASD), which is a concern for their parents in
their further development.
Children with autism (ASD) often have deficits in the developmental area of play
skills. They typically display repetitive and immature play with little or no imitation or
pretend play with a lack of symbolic or social quality; and will play with toys for their
sensory qualities rather than to access the intended function of the toy (Weiss & Harris,
2001). Furthermore, children with ASD may spin or line up toys when playing, in
contrast to typically developing peers of the same age. Possible some variables that may
contribute to this problem of atypical pkay skills in children with autism include: the lack
of spontaneous language, social interactions, and imitation skills all typical for children
with ASD (Weiss & Harris, 2001). It is also possible that children with autism do not
attend to how others manipulate toys. Insensitivity to the behavior of others can produce
deficits in social behavior (Dube, MacDonald, Holcomb, Mansfield, & Ahearn, 2004;
Taylor et al., 2005) including play skills vital to forming social relationships with
typically developing peers.
Stahmer, Ingersoll, and Carter (2003) described many behavior-based teaching
procedures have been used to teach play skills to children with ASD. Among these were
Video Modeling 4
several methods which provide an imitative model. In vivo, or live modeling, has been
shown to be effective in teaching play skills to children with autism. Goldstien and Cisar
(1992) demonstrated the efficacy of in vivo modeling by using it to teach reciprocal
sociodramatic play scripts to children with autism. After observing their typically
developing peers, the learners were able to re-create the scripts with a partner. Training
students using in vivo modeling techniques can also lead to generalization of new
imitation skills to novel settings and instructors (Egel, Richman, & Koegel, 1981).
Additional benefits of in vivo modeling include the emergence of related novel responses
and increases in a child’s social and communication skills (Goldstein & Cisar, 1992).
However, limitations to in vivo modeling include the time and maintenance of training
the model (Taylor, 2001), the potential for stimulus overselectivity (Egel et al. (1981),
and the requirement that the therapist provides additional prompting for both the learner
and the model (Taylor, 2001).
A second type of model presentation described by Stahmer, Ingersoll, and Carter
(2003) is known as video modeling. Video modeling is very similar to in vivo modeling
in that it requires imitation by the learner, but they are different in that the model is
presented in a videotaped format. Video modeling is a procedure that has been shown to
teach a wide variety of skills to children with autism (Charlop & Milstein, 1989; Charlop-
Christy, Le, & Freeman, 2000; Haring, Kennedy, Adams, & Pitts-Conway, 1987;
LeBlanc and Coates., 2003; Sherer et al., 2001; Shipley-Benamou, Lutzker, & Taubman,
2002). A typical video model is a videotaped sample of a model engaging in a
predetermined script of actions and/or verbalizations. After viewing the videotaped
model from 1 to 3 times, the individual is provided with an opportunity to perform the
Video Modeling 5
script. When compared to in vivo modeling, video modeling has been shown to produce
more rapid acquisition and greater generalization of skills (Charlop-Christy et al., 2000).
Also, in some cases additional prompting and reinforcement have not been necessary for
script acquisition (Charlop-Christy et al., 2000.; D’Ateno, Mangiapanello, & Taylor,
2003; MacDonald, Clark, Garrigan, & Vangala, 2005). Charlop-Christy et al. (2000)
described a number of advantages of video modeling over in vivo modeling; with video
modeling, the teacher may present a repeated model, edit out distracting or irrelevant
stimuli, eliminate variation in the model, and spend less time modeling and money for
materials and staffing.
Recently, video modeling has become a widely used method for teaching play and
social skills to children with ASD. It has been used to teach reciprocal commenting skills
in conversation (Charlop-Christy et al., 2000), play statements during play with siblings
(Taylor, Levin, & Jasper, 1999) and initiation of play interactions with peers (Nikopoulos
& Keenan, 2003; 2004). Children also have been taught complex chains of pretend,
solitary sociodramtic play, manipulating figurines while providing the dialog for the
characters (D’Ateno, Mangiapanello, & Taylor, 2003; MacDonald et al., 2005;
MacDonald, Sacramone, Mansfield, Wiltz, & Ahearn, 2009 ).
There are additional advantages to using video modeling to teach play. It
decreases the variation in the model presentation. Video modeling allows the trainer to
focus on prompting the child to imitate the model rather than performing the model
(Weiss & Harris, 2001). Additionally, video modeling reduces problems with learning
related to stimulus overselectivity. Children with ASD may commonly focus on
environmental stimuli irrelevant to the task. Through a video presentation of a model, the
Video Modeling 6
trainer is able to edit out distracting auditory or visual stimuli so that only relevant
content is seen. Video permits the accentuation of certain stimulus features and
minimization of distracting and irrelevant features by showing the model up close
(LeBlanc et al., 2003).
There is a variety of model types to choose from when considering video
modeling. The most common type of model used is the adult as a model, which Charlop
and Milstein (1989) examined. No significant learning differences were found based on
the age of the actor. The use of an adult as model is preferred because adults are the
easiest to train. There is also evidence in recent research that the use of peers (Gena et al.,
2005; Nikopoulous & Keenan, 2004) and self (Buggey, Toombs, Gardener, & Cervetti,
1999) as model are effective teaching tools, but it is unclear if either of these model types
have any outstanding benefits. Recently, Hine and Wolery (2006) examined effects of
filming the model from the learner’s point of view. Using videos filmed from this point
of view they taught two sets of play skills to children with autism with good results and
generalization. The effects of using of point of view as opposed to other perspectives is
currently an area of growing research.
Visual media for the purposes of modeling can be separated into two categories:
commercially made and instructor made. Commercially available videos, (specifically
those intended for children) while they may or may not have been made with the intent of
generating specific play skills, many of them do have accompanying toy sets available in
retail stores featuring the characters of the film. The intent of these films can be viewing
them for entertainment or promotional purposes. The second type of model is instructor
made videos. Videos used in the video modeling literature would fall in to this category;
Video Modeling 7
these are videos generated by teachers to target a specific response from a learner. They
are made with the intent to teach a target skill and feature a series of repeated, deliberate
responses, which will later be required of the learner.
Recent video modeling research has used video-based imitation to teach longer
behavior chains and more complex skills than ever before. MacDonald et al. (2009)
trained play scripts of up to 16 actions and 17 vocalizations to children with autism and
their typically developing peers. Until now, researchers have yet to determine the critical
features of the videos used by D’Ateno, Mangiapanello, & Taylor, 2003 and MacDonald
et al., 2005 which made their videos effective teaching tools. If the specific features of
those videos which contributed to the acquisition of sociodramatic play skills in children
with autism can be determined, then video models could be made more effective. A step
forward in this research is to determine in what ways these video models differ from
commercially available videos common to children’s entertainment.
With longer and more complex scripts being generated by video modeling
researchers, generalization of the skill of video modeling is the next step. Video modeling
takes many forms in our daily lives. Commercials and instructional programming are just
some of the media typically developing individuals use to gain information on products,
skills, culture, and fashion. Bridging the gap between the instructor created video models
and current media in our culture can become the next step in the imitative repertoire for
many children with ASD. The problem exists, however, of determining what features of
instructor-created video modeling make it a successful teaching tool.
The purpose of the present study was to compare the effectiveness of instructor-
created video models using the techniques described in the research of MacDonald et al.
Video Modeling 8
(2005; 2009), with the effectiveness of corresponding commercially available children’s
videos to teach children with ASD to engage in extended sequences of pretend play. The
targeted play included scripted actions and vocalizations across two sets of toys. The
commercially available video (CAV) was a professionally produced children’s video
edited for length and content by the researcher. The instructor-created video (ICV) was a
film recreating the script from the commercially available video using corresponding toys
and play sets.
Method
Participants
Two male and one female student attending a preschool program at a center for
children with autism participated in this study. All students came to the center with a
diagnosis of autism spectrum disorder. Andrew was 5 years old at the time of the study
(Peabody Picture Vocabulary Test- Third Edition Form IIIB (PPVT-IIIB): 4 years, 7
months; Autism Diagnostic Observation Schedule-General (ADOS): Autism; Mullens:
40.25) and participated in integration for 3.5 hours of the school day. Piers was 5 years
old at the time of the study (PPVT-IIIB: 5 years 7 months; ADOS: Autism; Mullens:
60.75) and was integrated for 3.75 hours of his day. Elaine was 4 years old at the time of
the study (PPVT-IIIB: 4 years 5 months; ADOS: Autism; Mullens: 47.75) and participated
in integration for 3.5 hours of her day. All participants were verbal, and spoke in full
sentences. Participants were selected based on reports of their lack of appropriate
pretend-play skills with figurines.
Video Modeling 9
Setting
All training and probe sessions were run in a therapy room (2.7m x 4.3m) at the
participants’ preschool program separate from the classroom and free from distractions.
In the therapy room, there was a table and chair to view the video and all play specific
materials were set up on the floor behind the participant. A video camera and additional
materials specific to running the sessions and collecting data were also present in the
room. Sessions were run daily and all sessions were videotaped for later scoring.
Materials
Materials used during baseline and training included a portable DVD player, and
two Fisher Price Little People® play sets featured in the selected episodes. The CAVs
were taken from two episodes of the Fisher Price Little People stop motion animated
series. These episodes were then edited so that each had a similar running time and a
similar number of actions and vocalizations by the characters. The ICV used during
training included an adult acting script taken from the corresponding CAV and play set.
Every effort was made to recreate the episode, however sound effects and sound track
were not included.
The Sonya Lee and the Super Sundae episode contained 28 actions, 29
vocalizations, 9 characters, and had a running time of 2 minutes and 41 seconds (Table
1). The Faster than a Speeding Frog episode contained 28 actions, 31 vocalizations, and
had a running time of 2 minutes and 39 seconds (Table 2). All toys were purchased to
recreate the original CAV set, and items that could not be purchased were recreated.
Independent Variable
Video Modeling 10
The independent variable was the format of the training video. A video of each
model type was created for each toy set. The ICV showed an adult modeling the
behavior chain of completing the script using the corresponding play set. The CAV
showed a stop motion clay animation of the script. Each participant was exposed to one
model type of the video for each play set (see Table 3).
Dependent Variables
Script Completion. The dependent variable was the number of actions and vocals
independently completed in the response chain for the toy set. The steps completed did
not need to be performed in the order specified in the response chain, but the completed
toy structure needed to match the picture model. The measurement method was
occurrence of each scripted action or vocalization. Due to the complexity of the scripts,
credit was awarded for partial completion or paraphrasing of vocals and definitions were
created for each action in the script (see Tables 4 and 5).
Attending to Video. The second dependent variable was the amount of time the
participant attended to the video. Attending was defined as any instance of head oriented
and eyes directed toward the portable DVD screen. Attending to video and attending to
toys were measured by duration. A real-time measurement method (Miltenberger, Rapp,
& Long, 1999), which consisted of second-by-second recording, was used to assess
duration of attending to video and toys. Percent attending was calculated by adding the
number of seconds in which the participant was attending dividing by the total seconds of
the session and multiplying by 100.
Video Modeling 11
Attending to Toys. The third dependent variable was the amount of time the
participant attended to the play set while the video was playing. Attending to toys was
defined as any instance of head oriented and eyes directed toward the toys
Interobserver Agreement
A secondary observer independently scored the sessions from video so that
collect interobserver agreement could be measured, . This observer recorded occurrences
of scripted actions and vocalizations. . Interobserver agreement was calculated by
dividing the number of agreements by the total number of agreements plus disagreements
and multiplying by 100%.
Interobserver agreement was conducted for baseline sessions. Interobserver
agreement was calculated in 50% of the pre-assessments for Andrew , 30% for Piers, and
40% for Elaine. Interobserver agreement for Andrew was 93% for actions and 100% for
vocalizations. Interobserver agreement for Piers was 100% for actions and 100% for
vocalizations. Interobserver agreement for Elaine was 98% for actions (range, 93-100%)
and 100% for vocalizations.
Interobserver agreement was calculated in 33% of ICV sessions for Andrew.
Interobserver agreement was 94% for actions (range, 93-96%) and 94% for vocalizations
(range, 90-100%). Interobserver agreement was calculated in 43% of ICV sessions for
Piers. Interobserver agreement was 98% for actions (range, 93-100%) and 99% for
vocalizations (96-100%). Interobserver agreement was calculated in 38% of ICV
sessions for Elaine. Interobserver agreement was 97% for actions (range, 94-100%) and
100% for vocalizations.
Video Modeling 12
Interobserver agreement was calculated in 33% of CAV sessions for Andrew.
Interobserver agreement was 91% for actions (range, 82-96%) and 96% for vocalizations
(range, 87-100%). Interobserver agreement was calculated in 38% of CAV sessions for
Piers. Interobserver agreement was 85% for actions (range, 76-92%) and 98% for
vocalizations (93-100%). Interobserver agreement was calculated in 31% of CAV
sessions for Elaine. Interobserver agreement was 96% for actions (range, 86-100%) and
100% for vocalizations.
Interobserver agreement was conducted for initial mastery probe sessions.
Interobserver agreement was calculated in 50% of sessions for Andrew, 50% for Piers,
and 50% for Elaine. Interobserver agreement for Andrew was 98% for actions (range,
96-100%) and was 97% for vocalizations (range, 97-97%). Interobserver agreement for
Piers was 94% for actions (range, 87-100%) and 100% for vocalizations. Interobserver
agreement for Elaine was 96% for actions (range, 96-96%) and 100% for vocalizations.
Interobserver agreement was calculated for attending to video and attending to toys in
38% of training sessions for Andrew. Agreement for attending to the video was 96%
(range, 95-97%) and agreement for attending to the toys was 97% (range, 95-98%).
Interobserver agreement was calculated for attending to video and attending to toys in
33% of training sessions for Piers. Agreement for attending to video was 98% (range,
96-100%) and agreement for attending to toys was 92% (80-100%). Interobserver
agreement was calculated for attending to video and attending to toys in 33% of training
sessions for Elaine. Agreement for attending to the video was 84% (range, 78-89%) and
agreement for attending to the toys was 84% (range, 82-86%).
Video Modeling 13
Experimental Design
To compare the effectiveness of ICVs models to CAVs a multielement design
within participant and across model types was used. Additionally, a multiple probe
design was used across participants. Two scripts of a similar difficulty were taught using
one video of each format for each participant. Each participant completed mastery probes
for both scripts before training of another participant began. Mastery probes were
conducted prior to the introduction of another participant for all participants.
Procedures
Baseline. Prior to each baseline and training session, play sets were arranged with
all characters and vehicles as they would appear in the first scene of the video before the
participants entered the room. Characters or vehicles that did not appear in the first scene
of the video were arranged in the positions in which they first appear in the video. For
example: in Sonya Lee and the Super Sundae, the cow does not appear until the rest of
the characters arrive at the farm. Therefore, the cow’s starting position in the play set
was at the farm. Baseline sessions began with the student seated in front of the play set.
The experimenter gave the instruction “It’s time to play” and participants had 5 min to
interact with the materials. During all sessions, the experimenter operated the video
camera to record the session while remaining outside of the play set. All sessions were
videotaped and later scored by the experimenter.
Instructor-Created Video. Participants were exposed to one model type for each
toy set (see Table 3). Each session began with the participant sitting at the table with the
portable DVD player in front of them. The experimenter started the video and told the
participant, “It’s time to watch the movie.” The participant viewed the video model of the
Video Modeling 14
episode two consecutive times. Next, the participant was instructed to sit down in front
of the play set. The therapist told the participant “It’s time to play.” At the end of the 5-
min session the participant was told, “Playing is all done.” Initially, sessions were 4
minutes but due to the participants’ inability to finish the script within that time
constraint, all sessions were extended to 5 minutes. After the participant’s data met the
predetermined criterion of 75% total script completion or greater for 3 consecutive
sessions or demonstrated a stable trend with no increase in script acquisition, the
participant was exposed to the mastery probe phase.
Commercially Available Video. Sessions for the CAV were run identically to
those of the ICV. At the beginning of training, the experimenter told the participants
what each of the items in the play set represented, as they were not identical to the items
featured in the video. For example: The cloud and the yo-yo for the Faster than a
Speeding Frog script were not available in stores and were recreated specifically for this
experiment.
Mastery Probes. Mastery probes were identical to the baseline sessions. The
participants were told, “It’s time to play,” and were given 5 min to interact with the toy
sets. Criteria to probe for mastery for all participants were three sessions at 75% or
greater script completion or stability with no increasing trend in the data through visual
inspection. After three consecutive sessions of 75% accuracy with the videos, mastery
probes were conducted without the video. If the participant completed the script with
70% accuracy for two consecutive sessions without the video, they met mastery criteria
for that script and the next participant could begin training.
Video Modeling 15
Results
Total percentage of script completion for each participant is shown in Figure 1.
Andrew met mastery criteria for script completion in 12 sessions with the ICV model and
met mastery criteria for script completion in 12 sessions with the CAV model as well.
Piers met mastery criteria for the ICV script in 4 sessions, and took 8 sessions to reach
mastery criteria for the script taught using the CAV. Elaine met mastery criteria for
script completion in 16 sessions with the ICV model, and never met mastery criteria with
the CAV model.
Script completion of actions and vocals for Andrew is shown in Figure 2. Andrew
completed almost no scripted actions or vocals during baseline across both play sets.
Following training, scripted vocalizations and actions increased for Andrew. Scripted
vocalizations for the ICV script increased from a baseline level of 0 vocalizations per
session to a level of 27 (out of 29) vocalizations on mastery probes, and scripted actions
for the ICV script increased from a baseline level of 1 action per session to a level of 23
actions during mastery probes (out of 28). Scripted vocalizations for the CAV script
increased from a baseline level of 0 per session to 29 vocalizations per session (out of 31)
on mastery probes, andscripted actions for the CAV script also increased from a baseline
level of 0 actions per session to a level of 21.5 actions during mastery probes (out of 28).
Script completion of actions and vocals for Piers is shown in Figure 3. Piers
completed no scripted actions or vocals during baseline across both play sets. Following
training, Piers showed increases in scripted vocalizations and actions. Scripted
vocalizations for the script taught using the ICV increased from a baseline level of 0
vocalizations per session to a level of 28 (out of 31) vocalizations on mastery probes as
Video Modeling 16
well as actions taught using the ICV increased from a baseline level of 0 actions per
session to a level of 25 (range, 22-28) actions during mastery probes (out of 28). Scripted
vocalizations for the script taught using the CAV increased from a baseline level of 0 per
session to 28.5 vocalizations per session (out of 31) on mastery probes while scripted
actions for the CAV script also increased from a baseline level of 0 vocalizations per
session to a level of 22 actions during mastery probes (out of 28).
Script completion of actions and vocals for Elaine is shown in Figure 4. Elaine
completed very few scripted actions or vocals during baseline across both play sets.
Following training, scripted vocalizations and actions for the script taught using the ICV
increased for Elaine. However, Elaine displayed variable results in the CAV condition.
Scripted vocalizations for the script taught using the ICV increased from a baseline level
of 0 vocalizations per session to a level of 28 (out of 29) vocalizations on mastery probes,
and scripted actions for the ICV script increased from a baseline level of 2 actions per
session to a level of 21 actions during mastery probes (out of 28). Scripted vocalizations
for the script taught using the CAV increased from a baseline level of 0 per session to 3
vocalizations per session (out of 31) on mastery probes, and scripted actions for the script
taught using the CAV also increased from a baseline level of 0 verbalizations per session
to a level of 4.5 actions during mastery probes (out of 28).
Attending data for Andrew are shown in Figure 6 and Table 6. Andrew
consistently attended to either the video (mean, 85% range, 76-96%) or the toys (mean,
13% range, 4-24%) for the duration of the training videos. There was no clear difference
in attending to the video and the toys between the ICV and CAV conditions.
Video Modeling 17
Attending data for Piers are shown in Figure 7 and Table 7. Piers also
consistently attended to either the video (mean, 90% range, 74-100%) or the toys (mean,
7% range, 0-22%) for the duration of the training videos. Piers’ attending to the video
decreased, and attending to the toys increased as script completion increased.
Attending data for Elaine is shown in Figure 8 and Table 8. Elaine’s attending to
the task (video and toys), while not as consistent, was similar in pattern to Pier’s. Elaine
attended to either the video (mean, 80% range, 60-99%) or the toys (mean, 9% range, 0-
15%) for the majority of the presentation of the training videos. Like Piers, Elaine’s
attending to the video also decreased, and attending to the toys increased as script
completion increased. Additionally, this pattern was observed with both play sets even
though Elaine only learned one script.
Discussion
The CAVs may have proved to be too complex a teaching tool for some of the
participants in this study. While the basic content was the same, the differing aspects of
the CAVs and the ICVs yielded different results for each of the participants. In contrast,
the ICVs proved to be a more reliable model type for teaching play skills. Though care
was taken to re-create the timing, content and script of the children’s videos, the content
that was not re-created seemed to make a difference the videos’ potential as a teaching
tool. Additionally, these differences in acquisition may be the lack of prerequisite skills
or the need for a more literal teaching model.
There were many features of the CAV that were extraneous to the targeted task.
Auditory stimuli such as sound tracks and sound effects competed with the character
dialogue. Additionally, there were many visual aspects of the CAVs that could not be re-
Video Modeling 18
created. In both episodes, characters had moveable limbs and facial expressions. Their
eyes shifted and their hands manipulated items. Although they appeared to be similar to
the toys, the videos had many features that their static counterparts did not. Stop-motion
clay animation also allowed for many special effects that the ICV could not re-create. In
the Faster than a Speeding Frog episode, Eddie landed in a cloud that hung unsupported
in the air and Michael did tricks with his yo-yo. In the Sonya Lee and the Super Sundae
episode, the dump truck tunneled underneath a snow pile and the fire truck sprayed liquid
ice cream toppings on to the sundae. In the end, the participants’ data indicates that some
of these studio animation effects may have been more of a hindrance to the video’s
potential as a learning tool than a help. Only 1 participant out of 3 was able to learn
equally well across both video model types.
Conversely, the same special effects that may have hindered skill acquisition had
no effect on other dependent variables. The commercially generated effects and
soundtrack did not affect participants’ attending to the video more than its instructor
created counterpart. This may indicate that more complex videos do not have the added
advantage of increased attending. Also, based on Elaine’s results, increased attending
does not necessarily have the guarantee of increased skill acquisition.
The unique features of the ICV, while not technically impressive, did aid the
model in its use as a teaching tool. Distracters such as sound effects and the music score
did not compete with any of the dialogue. Also, the presence of an actor manipulating
the figurines provided the participants with a more literal translation of the task. The toys
featured in the ICV were also an exact match to those materials used by the participants
to recreate the script. From this study it can be determined that the differing features in
Video Modeling 19
the videos did indeed make a difference in the videos effectiveness as a teaching tool;
furthermore we may be one step closer to determining what features will create the most
effective video possible.
For some students is was found that although a CAV may be a time and cost
effective alternative to an ICV, they are most likely not the preferred method of teaching.
More research is needed to determine what the prerequisites are in order to learn from a
CAV. Learning from CAVs is the generalization of the skill of video modeling.
Additionally, there is the possibility that it is a higher order skill than learning from an
ICV, with the requirement for exposure to more types of video models before it can be
effective. Teaching individuals to learn from CAVs may be a stepping-stone to teaching
individuals to use generalized video modeling in their daily lives.
There are several limitations to this study that must be considered. First, all
participants in this research had a previous learning history with using video modeling
and the results of the experiment may have been different if the participants had no
previous exposure to this teaching strategy. It should be noted that these data were
collected with high functioning children with autism and may not generalize to a larger
population. The materials used in this study were also limited to the use of clay-mation
as model type. Further investigation would be needed to determine the success of the
intervention using live action or animation. Additionally, there are a number of potential
dependent variables that could be measured in future studies, including the quality of play
(including inflection and intonation) and novel or unscripted play generated by each
model type.
Video Modeling 20
There are many exciting possibilities for future research based on the findings of
this study. The use of different video formats could be tested to investigate the degree to
which the toys are able to deviate from the video model; and whether individuals can
learn using live action film as opposed to the clay-mation, which is a closer match to the
toys. Also, the responses of typically developing individuals have not been assessed and
should be taken as a standard when assessing those with disabilities. The ICVs were
based on the camera angles used in the CAVs, but replications could assess effects of the
point of view of the video model. Additionally, the CAV contained pre-existing cuts
where vital actions to the progression of the plot were left out. For example, the tractor
in the sundae script is never shown being boarded or traveling to the farm, but appears
later pulling up to the farm. Despite these gaps in the script, all the participants were able
to complete the script. Further research could explore the necessity of script elements
and the possibly of programming for unscripted play.
Further possibilities for future research could be related to what we learned about
the participants’ attending during the model presentation. Attending to the model has
always been considered an important factor in an individual’s success with an imitation
task (McCoy, 2007), but attending to the materials may be an important factor not yet
considered. Attending to the materials as well as to the model may make a difference in
task completion or rate of acquisition. Attending to materials may also be an important
correlate of or even a prerequisite for video modeling that has not been considered. For
therapists, a model presented in the presence of the materials may yield significantly
different results than a model presented in the absence of the materials. Finally, if
Video Modeling 21
shifting attention from the model to the materials is observed in some individuals, then
can it be trained in individuals lacking this skill?
Video Modeling 22
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Table 1.
Script for Sonya Lee and the Super Sundae
Video Modeling 27
Table 2.
Script for Faster than a Speeding Frog.
Video Modeling 28
Table 3.
Model types and videos for each participant.
Commercially Available
Video Instructor Created
Video
Participant
Andrew Frog Sundae Piers Sundae Frog
Elaine Frog Sundae
Video Modeling 29
Table 4. Scoring guidelines for Sonya Lee and the Super Sundae
Sonya Lee and the Super Sundae: Action Guidelines General Scoring rules
• If a character walks they must contact the ground, they cannot fly • Actions are scored + if they are with the wrong character • Vehicles must contact the ground, they cannot fly over or be lifted • Actions still count if a character/piece is placed somewhere and then falls off • Actions can occur out of order from the original script
Script Description Student Action
Enter Eddie is standing at the sandbox talking to his friends Riding in truck Sonya is in the driver’s seat of the dump truck
enter The truck pulls up to the park and the sandbox from off set Turns to dump sand Truck turns around so the back side is facing the sandbox
Dumps sand Back of truck tips up and sand pile either falls or is placed on the sandbox
Finishes, drives off Back of truck returns to its upright position and truck turns back around so the front bumper is facing the sandbox and gang
Backs away, sad. Truck backs away from the sandbox
leaves Truck leaves the park scene. Can exit on either side
Turns and walks Sonya Lee walks or glides along the surface of the set towards the dump truck Enters on tractor Farmer in tractor enters Walks to tractor At least one member of the gang walks or glides along the set surface towards the tractor
Walking to truck Sonya Lee walks or glides along the surface of the set towards the dump truck. Can be tapped in place next to the truck
Cows skiing Cow bounces or glides along the mound of cotton balls Cow does a flip Cow does at least one flip
In snow with Eddie Sarah and Eddie stand in the snow pile
Points to milk Gestures towards the milk/barn. Can use the farmer to point or can orient the farmer to the milk/barn.
Walk over to milk At least one character must walk/contact the ground Shows them milk Use character to point to or touch the ice cream
Enter Sonya and truck enter (can fly in but must be placed on the set) Backs up and pushes At least once
Breaks through snow Student can part snow with hands and have the truck drive through or they can use the truck to part the snow
Run to truck At least one character runs (makes contact with the set) to the truck
Stop in the middle of town Truck can fly over to the set, but must drive down the street once there. At least one of the vehicles must be present (truck or fire truck) for +
Sprays chocolate from fire truck Chocolate topping is placed on top of one of the ice creams. May or may not pretend to spray it from the truck. Placement is all that is required for +.
Sprays whipped cream White topping is placed on top of one of the ice creams. May or may not pretend to spray it from the truck. Placement is all that is required for +.
Flies in on helicopter Student must spin or fly the helicopter. Character does not have to be present. Also, + is scored if helicopter is on the ground with the blades spinning or it can be in the air without the blades spinning.
Drops cherry on ice cream Cherry can be dropped or placed. Must hit the ice cream topping. Does not have to stay placed.
Sonya Lee and the Super Sundae: Vocal Guidelines General Scoring rules:
• Scored as + if it is complete and matches the script. • Scored as + if it is a partial vocal (at least 50%) or a paraphrase of a vocal (example: script says “Help us eat the world biggest ice
cream sundae” and student says “Let’s eat the world’s largest ice cream cone”) • Student does not have to be holding/manipulating character for + • Scored as + if it is with the wrong character • Vocals are only counted once, but do not count against student if they repeat them • Scored as + if they occur out of order from the original script
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Table 5. Scoring guidelines for Faster than a Speeding Frog.
Faster Than a Speeding Frog: Action Guidelines General Scoring rules
• If a character walks they must contact the ground, they cannot fly • Actions are scored + if they are with the wrong character • Vehicles must contact the ground, they cannot fly over or be lifted • Actions still count if a character/piece is placed somewhere and then falls off • Actions can occur out of order from the original script
Script Description Student Action
Stops traffic Police officer present in the middle of the intersection Crosses street Feet contact the ground, can float or step
Jumps on Eddie’s head Freddie the frog jumps up, leapfrogs on top of Eddie’s head and then jumps again Leapfrogs Eddie and Freddie jump over each other Leapfrogs Eddie and Freddie jump over each other
Jumps on spring Eddie jumps up, lands on spring and falls
Falls back to earth Comes back to earth, contacts the ground either on his back, side or standing
Picks up spring Eddie picks up any of the springs. Child can hang spring on his hand or can hold it up in front of him
Continues to do flips Continues to jump through the conversation Lands in cloud Can land in cloud head or feet first Pulls himself up Straightens himself to an upright, seated position in cloud
Reaches for springs and knocks them down Springs fall out of the cloud, Eddie may or may not touch them
Tears around the corner Fire truck enters. Turns corner and pulls up to cloud Jumps out At least one fireman gets out
Unwinds ladder to reach Eddie Extend ladder to cloud. Ladder may not extend all the way or child may extend truck Reach to each other One or both characters make an effort
Retracts ladder Ladder/truck pulls away from cloud
Jumps, gains attention Frog makes some sort of attention gaining response to the gang. May differ based on video
Takes yo-yo Yo-yo (string or whole thing) goes to frog Winds up and jumps Jump attempt. Does not reach cloud
Tries again Jump attempt landing in cloud
Lands in cloud Anywhere on cloud, does not have to stay in cloud if child cannot balance/handle all pieces at once
Ties yo-yo to cloud Can be actual or pretend Jumps down holding frog and yo-yo Can be either or both yo-yo and frog with Eddie
Faster Than a Speeding Frog: Vocal Guidelines General Scoring rules:
• Scored as + if it is complete and matches the script. • Scored as + if it is a partial vocal (at least 50%) or a paraphrase of a vocal (example: script says “Help us eat the world biggest ice
cream sundae” and student says “Let’s eat the world’s largest ice cream cone”) • Student does not have to be holding/manipulating character for + • Scored as + if it is with the wrong character • Vocals are only counted once, but do not count against student if they repeat them • Scored as + if they occur out of order from the original script
Video Modeling 31
Table 6.
Summary data for Andrew for attending to video and attending to toys during training.
Commercially Available Video
Viewing
Instructor Created Video
Viewing
Attending to
Video
Attending to
Toys
Attending to
Video
Attending to
Toys
1 83% 12% 80% 13%
2 90% 7% 89% 5%
3 95% 5% 76% 24%
4 70% 24% 96% 4%
Video Modeling 32
Table 7.
Summary data for Piers for attending to video and attending to toys during training.
Commercially Available Video
Viewing
Instructor Created Video
Viewing
Attending to
Video
Attending to
Toys
Attending to
Video
Attending to
Toys
1 100% 0% 97% 1%
2 92% 4% 92% 2%
3 74% 22% 82% 14%
Video Modeling 33
Table 8.
Summary data for Elaine for attending to video and attending to toys during training.
Commercially Available Video
Viewing
Instructor Created Video
Viewing
Attending to
Video
Attending to
Toys
Attending to
Video
Attending to
Toys
1 99% 0% 93% 4%
2 76% 10% 60% 15%
3 79% 14% 75% 13%
Video Modeling 34
Figure Captions
Figure 1. Summary data for total script completion across all three participants. Open
triangles represent the script trained using the instructor-created video and closed squares
represent the script trained using the commercially available video.
Figure 2. Summary data for completion of scripted actions and vocals for Andrew.
Open triangles represent the script trained using the commercially available video and
closed squares represent the script trained using the teacher created video model.
Figure 3. Summary data for completion of scripted actions and vocals for Piers. Open
triangles represent the script trained using the commercially available video and closed
squares represent the script trained using the teacher created video model.
Figure 4. Summary data for completion of scripted actions and vocals for Elaine. Open
triangles represent the script trained using the commercially available video and closed
squares represent the script trained using the teacher created video model.
Figure 5. Summary data representing the percentage of attending to video and attending
to toys per probe session for Andrew.
Figure 6. Summary data representing the percentage of attending to video and attending
to toys per probe session for Piers.
Video Modeling 35
Figure 7. Summary data representing the percentage of attending to video and attending
to toys per probe session for Elaine.
Figure 1.
Figure 2.
Figure 3.
Figure 4.
Figure 5.
Figure 6.
Figure 7.