<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing DTD v2.0 20040830//EN" "journalpublishing.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" dtd-version="2.0" xml:lang="en" article-type="research-article"><front><journal-meta><journal-id journal-id-type="nlm-ta">JMIR Hum Factors</journal-id><journal-id journal-id-type="publisher-id">humanfactors</journal-id><journal-id journal-id-type="index">6</journal-id><journal-title>JMIR Human Factors</journal-title><abbrev-journal-title>JMIR Hum Factors</abbrev-journal-title><issn pub-type="epub">2292-9495</issn><publisher><publisher-name>JMIR Publications</publisher-name><publisher-loc>Toronto, Canada</publisher-loc></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">v13i1e77438</article-id><article-id pub-id-type="doi">10.2196/77438</article-id><article-categories><subj-group subj-group-type="heading"><subject>Original Paper</subject></subj-group></article-categories><title-group><article-title>An Automated Curriculum to Support Behavioral Health Counseling Among Pediatric Residents: Usability Study</article-title></title-group><contrib-group><contrib contrib-type="author"><name name-style="western"><surname>Fleck</surname><given-names>Liam</given-names></name><degrees>BA</degrees><xref ref-type="aff" rid="aff1">1</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Herbst</surname><given-names>Rachel</given-names></name><degrees>PhD</degrees><xref ref-type="aff" rid="aff1">1</xref><xref ref-type="aff" rid="aff2">2</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Meisman</surname><given-names>Andrea</given-names></name><degrees>MA</degrees><xref ref-type="aff" rid="aff1">1</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Talbot</surname><given-names>Thomas</given-names></name><degrees>MD</degrees><xref ref-type="aff" rid="aff3">3</xref><xref ref-type="aff" rid="aff4">4</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Glisson</surname><given-names>Michael</given-names></name><degrees>BAS</degrees><xref ref-type="aff" rid="aff1">1</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Remington</surname><given-names>Max</given-names></name><degrees>BFA</degrees><xref ref-type="aff" rid="aff4">4</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Goldson</surname><given-names>Micah</given-names></name><degrees>MS</degrees><xref ref-type="aff" rid="aff1">1</xref></contrib><contrib contrib-type="author" corresp="yes"><name name-style="western"><surname>Real</surname><given-names>Francis</given-names></name><degrees>MEd, MD</degrees><xref ref-type="aff" rid="aff1">1</xref><xref ref-type="aff" rid="aff2">2</xref></contrib></contrib-group><aff id="aff1"><institution>Cincinnati Children's Hospital Medical Center</institution><addr-line>Cincinnati</addr-line><addr-line>OH</addr-line><country>United States</country></aff><aff id="aff2"><institution>University of Cincinnati</institution><addr-line>3333 Burnet Ave</addr-line><addr-line>Cincinnati</addr-line><addr-line>OH</addr-line><country>United States</country></aff><aff id="aff3"><institution>USC Institute for Creative Technologies</institution><addr-line>Los Angeles</addr-line><addr-line>CA</addr-line><country>United States</country></aff><aff id="aff4"><institution>BreakAway, Ltd</institution><addr-line>Hunt Valley</addr-line><addr-line>MD</addr-line><country>United States</country></aff><contrib-group><contrib contrib-type="editor"><name name-style="western"><surname>Kushniruk</surname><given-names>Andre</given-names></name></contrib></contrib-group><contrib-group><contrib contrib-type="reviewer"><name name-style="western"><surname>Mansoor</surname><given-names>Masab</given-names></name></contrib><contrib contrib-type="reviewer"><name name-style="western"><surname>Zhang</surname><given-names>Xi</given-names></name></contrib></contrib-group><author-notes><corresp>Correspondence to Francis Real, MEd, MD, University of Cincinnati, 3333 Burnet Ave, Cincinnati, OH, 45229, United States, 1 4847163867; <email>francis.real@cchmc.org</email></corresp></author-notes><pub-date pub-type="collection"><year>2026</year></pub-date><pub-date pub-type="epub"><day>22</day><month>4</month><year>2026</year></pub-date><volume>13</volume><elocation-id>e77438</elocation-id><history><date date-type="received"><day>16</day><month>05</month><year>2025</year></date><date date-type="rev-recd"><day>09</day><month>01</month><year>2026</year></date><date date-type="accepted"><day>28</day><month>02</month><year>2026</year></date></history><copyright-statement>&#x00A9; Liam Fleck, Rachel Herbst, Andrea Meisman, Thomas Talbot, Michael Glisson, Max Remington, Micah Goldson, Francis Real. Originally published in JMIR Human Factors (<ext-link ext-link-type="uri" xlink:href="https://humanfactors.jmir.org">https://humanfactors.jmir.org</ext-link>), 22.4.2026. </copyright-statement><copyright-year>2026</copyright-year><license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (<ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link>), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Human Factors, is properly cited. The complete bibliographic information, a link to the original publication on <ext-link ext-link-type="uri" xlink:href="https://humanfactors.jmir.org">https://humanfactors.jmir.org</ext-link>, as well as this copyright and license information must be included.</p></license><self-uri xlink:type="simple" xlink:href="https://humanfactors.jmir.org/2026/1/e77438"/><abstract><sec><title>Background</title><p>Behavioral health concerns are common in pediatric practice, with pediatricians reporting a lack of skills related to providing effective behavioral management strategies to parents. A prior human-facilitated, screen-based virtual reality training curriculum proved effective in enhancing behavioral health communication skills among pediatric residents. However, barriers to spread and scale of the curriculum included the need for human facilitation.</p></sec><sec><title>Objective</title><p>This study explored the usability of an automated virtual reality&#x2013;based behavioral health anticipatory guidance curriculum for pediatric residents.</p></sec><sec sec-type="methods"><title>Methods</title><p>Through a partnership with BreakAway Ltd, an automated prototype was developed that required verbalization by users to support progress through simulated scenarios and included the receipt of personalized feedback to enable deliberate practice of communication skills. Usability of the prototype was assessed using mixed methods that included in-person completion of the prototype, a semistructured interview, and completion of survey instruments including the System Usability Scale and the Measurement, Effects, Conditions: Spatial Presence Questionnaire.</p></sec><sec sec-type="results"><title>Results</title><p>Nine individuals completed usability testing. Qualitatively, users indicated that the system was easy to use, realistic, gamified, and likely most helpful for novice learners. Quantitatively, the ease of system usability was rated highly with some limitations related to spatial presence noted.</p></sec><sec sec-type="conclusions"><title>Conclusions</title><p>Usability testing of an automated curriculum to support behavioral health counseling skills in pediatric residents was completed, providing data to support adaptations in preparation for implementation.</p></sec></abstract><kwd-group><kwd>virtual reality</kwd><kwd>artificial intelligence</kwd><kwd>AI</kwd><kwd>medical education</kwd><kwd>health communication</kwd><kwd>behavioral health</kwd><kwd>motivational interviewing</kwd></kwd-group></article-meta></front><body><sec id="s1" sec-type="intro"><title>Introduction</title><sec id="s1-1"><title>Background</title><p>Although pediatricians frequently discuss behavioral health concerns with families [<xref ref-type="bibr" rid="ref1">1</xref>], they report a lack of training on how to effectively address these concerns using evidence-based approaches and collaborative communication [<xref ref-type="bibr" rid="ref2">2</xref>,<xref ref-type="bibr" rid="ref3">3</xref>]. This represents a critical training gap, as the implementation of effective behavioral management strategies by parents to address typical childhood behaviors (eg, tantrums) can mitigate the development of future behavioral health disorders [<xref ref-type="bibr" rid="ref4">4</xref>]. With approximately 20% of children currently having a diagnosis of a behavioral health disorder [<xref ref-type="bibr" rid="ref5">5</xref>], identification of training strategies to support future pediatricians&#x2019; skills in delivering behavioral health anticipatory guidance (BHAG) is needed [<xref ref-type="bibr" rid="ref6">6</xref>]. Recent curricula aiming to support BHAG skills in pediatric residents have primarily relied upon experts to deliver content via didactic or case-based discussions, limiting the opportunity for spread and scale of effective interventions [<xref ref-type="bibr" rid="ref7">7</xref>,<xref ref-type="bibr" rid="ref8">8</xref>]. Simulation-based medical education in the form of patient actors has been incorporated into training pediatric residents on BHAG; however, limitations related to accessibility, realism, and psychological safety have been reported [<xref ref-type="bibr" rid="ref9">9</xref>]. Advances in technology offer an opportunity for broad dissemination of theory-based education. Screen-based virtual reality (VR) is one technology that can be leveraged to support BHAG skill development in pediatric residents to optimize pediatric health outcomes.</p></sec><sec id="s1-2"><title>Prior Work</title><p>We previously developed a novel screen-based VR curriculum to enhance BHAG competencies among pediatric residents through deliberate practice of skills [<xref ref-type="bibr" rid="ref10">10</xref>-<xref ref-type="bibr" rid="ref12">12</xref>]. A human facilitator drove both the VR responses of graphical characters in scenarios and provided personalized performance feedback following each simulated scenario. The VR curriculum proved highly acceptable and efficacious in enhancing BHAG and health care communication skills [<xref ref-type="bibr" rid="ref10">10</xref>,<xref ref-type="bibr" rid="ref12">12</xref>-<xref ref-type="bibr" rid="ref14">14</xref>]. During usability testing of the human-facilitated curriculum, residents reported the curriculum as realistic, engaging, practical, appropriately scaffolded, and psychologically safe. They indicated the curriculum was easy to use and reported high levels of immersion and spatial presence within the virtual environment [<xref ref-type="bibr" rid="ref10">10</xref>]. The spread and scale of this education was limited due to the need for highly trained human facilitators. Artificial intelligence (AI) offers an opportunity to explore how automation may support maintenance and scale of such VR-based educational interventions.</p><p>AI allows users to interact with computer systems that use data sources to interpret user inputs and deliver curated responses [<xref ref-type="bibr" rid="ref15">15</xref>]. The use of AI in medical education and simulation has been limited; prior research indicates limitations related to realism and accuracy [<xref ref-type="bibr" rid="ref16">16</xref>,<xref ref-type="bibr" rid="ref17">17</xref>]. Thus, we sought to assess the feasibility and acceptability of an automated curriculum to support BHAG and communication skills in pediatric residents.</p></sec></sec><sec id="s2" sec-type="methods"><title>Methods</title><sec id="s2-1"><title>Ethical Considerations</title><p>This study was reviewed and determined to be exempt by the Cincinnati Children's Hospital Medical Center Institutional Review Board (2023-0314). A waiver of documentation of informed consent was granted; therefore, prior to data collection, participants reviewed a study information sheet, and participation in study procedures indicated their consent. All study team members adhered to institutional procedures governing data access and privacy. Compensation was provided to all participants.</p></sec><sec id="s2-2"><title>Curriculum Development</title><p>To develop the automated intervention, we partnered with BreakAway Ltd, a game developer that created a conversational interaction system titled Standard Patient Studio (SPS) [<xref ref-type="bibr" rid="ref18">18</xref>]. SPS uses a cloud-based AI platform in which progression through a simulated scenario is driven by a user&#x2019;s verbalizations. A multidisciplinary team that included 2 pediatricians, 1 pediatric psychologist, 3 software developers with expertise in AI, and 2 research assistants adapted the human-facilitated VR curriculum to the SPS platform. Procedures included scenario storyboarding with branching logic using the prior human-facilitated VR scenarios as a guide, with iterative scenario development testing by study team members. The final curricular prototype yielded 2 scenarios that replicated the human-facilitated VR curriculum&#x2019;s learning objectives and used identical verbal statements by the graphical parent. Potential answer options for the learner were displayed on the screen during each scenario to support scaffolded learning and to inform a learner&#x2019;s spontaneous verbalizations, thereby ensuring progression through a scenario. The answer option most closely aligned with the user&#x2019;s verbalizations was selected by the natural language understanding system. This system categorizes user input via a medical taxonomy reference that assigns an appropriate patient action. In prior trials, this system has demonstrated a 92% appropriate response rate [<xref ref-type="bibr" rid="ref19">19</xref>]. On the basis of the selected answer option, the user received immediate feedback (ie, excellent, acceptable, or poor response) via color-coded emojis that were previously embedded in the SPS platform. Upon scenario completion, users received feedback indicating why an answer selection was preferred or not preferred. The feedback mirrored the human-facilitated feedback by identifying the specific BHAG and motivational interviewing skills demonstrated during a scenario and where there were missed opportunities to demonstrate such skills. A low performance score required users to repeat the scenario, which mirrored the deliberate practice approach used for the human-facilitated VR training.</p></sec><sec id="s2-3"><title>Usability Testing</title><p>Usability testing, a critical component of intervention development, which seeks to systematically evaluate the extent to which an intervention achieves its intended purpose by engaging experts to identify weaknesses, occurred using mixed methods [<xref ref-type="bibr" rid="ref20">20</xref>,<xref ref-type="bibr" rid="ref21">21</xref>]. Health care team members, including senior faculty, psychologists, simulation educators, and pediatric residents, were purposefully sampled to pilot the curriculum. Usability testing occurred in person, where users were asked to &#x201C;think aloud,&#x201D; verbalizing their perspectives as they navigated the automated curriculum [<xref ref-type="bibr" rid="ref22">22</xref>]. Following completion, participants underwent a semistructured interview to explore their overall impressions (<xref ref-type="other" rid="box1">Textbox 1</xref>). Interviews were recorded, transcribed, and analyzed by 2 raters (AM and FR) using the rigorous and accelerated data reduction (RADAR) technique, a rapid qualitative analysis approach [<xref ref-type="bibr" rid="ref23">23</xref>]. RADAR uses a 5-step approach to data reduction through the iterative refinement of data tables and is well suited for studies with narrow research questions. The raters ensured consensus on reduction decisions at each step. Trustworthiness of the qualitative data was also supported through the use of an interview guide that generated descriptive responses (credibility), multiple analyzers and peer debriefing (dependability), and recording of detailed procedures (confirmability) [<xref ref-type="bibr" rid="ref24">24</xref>]. Participants also completed the System Usability Scale (SUS) [<xref ref-type="bibr" rid="ref25">25</xref>] to examine the platform&#x2019;s ease of use and a subset of items from the Measurement, Effects, Conditions: Spatial Presence Questionnaire (MEC-SPQ) [<xref ref-type="bibr" rid="ref26">26</xref>] to assess for immersion in the virtual environment.</p><boxed-text id="box1"><title> Interview guide.</title><p>Usability interview guide items</p><list list-type="bullet"><list-item><p>What are your overall impressions of the automated curriculum?</p></list-item><list-item><p>How easy or difficult was the curriculum to use? Tell me more.</p></list-item><list-item><p>How was your interaction with the avatar characters?</p><list list-type="bullet"><list-item><p>What would you change?</p></list-item></list></list-item></list><list list-type="bullet"><list-item><p>What were your impressions of the feedback you received after the simulation?</p><list list-type="bullet"><list-item><p>Did it seem to accurately reflect your performance?</p></list-item><list-item><p>How easy or difficult was it to interpret?</p></list-item></list></list-item></list><list list-type="bullet"><list-item><p>What one change would you make to the automated curriculum?</p></list-item><list-item><p>Would you recommend the automated curriculum for learners? Why or why not?</p></list-item></list></boxed-text></sec></sec><sec id="s3" sec-type="results"><title>Results</title><p>A total of 9 individuals, including 2 pediatric psychologists, 3 senior pediatric faculty, 2 pediatric residents, and 2 simulation educators, underwent testing during a 1-week period in August 2024. Participants had a mean age of 36 (SD 7.9) years and were mostly women (n=8, 89%), White (n=8, 89%), and non-Hispanic (n=9, 100%).</p><sec id="s3-1"><title>Qualitative</title><p>Of the 9 participants, 8 (89%) provided qualitative data. Participants described the scenarios as relevant and realistic. Overall, they reported that the system was easy to use and correctly coded their verbalizations. The study team observed, and participants reported, that there was a learning curve associated with using the online microphone. Participants indicated appreciation for the nuanced answer options and level of difficulty, although some participants desired decreased scaffolding and increased free agency. Some participants described a game-based experience, attributed to the immediate feedback in the form of color-differentiated emojis. Some viewed the game mechanics integration positively, while others felt it detracted from realism. All participants (n=8) indicated that they would recommend the curriculum for learners. Due to the inclusion of game-based elements and the select option format, some participants believed the curriculum was best suited for novice learners (eg, medical students and residents) rather than practicing pediatricians. All participants indicated that the feedback accurately reflected their performance. When asked what one change participants would make to the automated curriculum, 3 (38%) requested more free agency and less scaffolding during the simulations, 2 (25%) wanted shorter answer options, 2 (25%) wanted more variability in terms of graphical character responses, and 1 (13%) wanted more specific feedback regarding incorrect answer selections.</p><p><xref ref-type="table" rid="table1">Table 1</xref> includes exemplar quotes informing these data interpretations.</p><table-wrap id="t1" position="float"><label>Table 1.</label><caption><p>Principal themes and supporting quotes.</p></caption><table id="table1" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Theme</td><td align="left" valign="bottom">Supporting quotes</td></tr></thead><tbody><tr><td align="left" valign="top">Easy to use</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>&#x201C;I thought it was very easy. I had no problems using the system and getting through the scenario.&#x201D; [ID 26]</p></list-item><list-item><p>&#x201C;It&#x2019;s very self-explanatory, and you just have to like push a button. It&#x2019;s not super high, not high-tech in a way that I&#x2019;m like I have no clue what to do with this.&#x201D; [ID 21]</p></list-item></list></td></tr><tr><td align="left" valign="top">Realistic scenarios</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>&#x201C;I think it&#x2019;s a practical way, some of the things that the parents said are very realistic and real life that we hear all the time, so I thought that was realistic.&#x201D; [ID 24]</p></list-item><list-item><p>&#x201C;I felt the situation was very realistic, and it felt like the, it just, it felt accurate. That&#x2019;s my biggest reaction. These things come up all the time, and kids do have tantrums in the office all the time, so this is very relevant.&#x201D; [ID 26]</p></list-item></list></td></tr><tr><td align="left" valign="top">Accurate character responses</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>&#x201C;I feel like she responded appropriately to what I said.&#x201D; [ID 22]</p></list-item><list-item><p>&#x201C;I think I would say it feels representative in some ways of what like parents might say.&#x201D; [ID 27]</p></list-item></list></td></tr><tr><td align="left" valign="top">Game-based design</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>&#x201C;I felt more like it was like a game to find the best answer than an actual interaction with the person. It felt more like a trivia game.&#x201D; [ID 26]</p></list-item><list-item><p>&#x201C;It [the feedback] felt like a score, like a game and a score.&#x201D; [ID 27]</p></list-item></list></td></tr><tr><td align="left" valign="top">Potential for more realistic characters</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>&#x201C;I would like the room to look more realistic, and I&#x2019;d like Phyllis [the graphical parent] to look more realistic, and I&#x2019;d like Alex [the graphical child] to actually be with Phyllis and not a pop-out video.&#x201D; [ID 30]</p></list-item><list-item><p>&#x201C;I mean, if it looked more realistic, obviously, that would be nice. And her voice sounds a little bit monotone. Like if it could sound a little bit more natural, then I think I would feel more bought in that it feels like a more realistic patient interaction.&#x201D; [ID 22]</p></list-item></list></td></tr><tr><td align="left" valign="top">Accurate and clear feedback</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>&#x201C;I like this [feedback] page, especially because it breaks it up, and it gives specific feedback. I guess sometimes I didn&#x2019;t pick the most egregious answers, so I didn&#x2019;t always get like the bad feedback. But I do like that you could see kind of what the other choices are, and you could kind of see what the scale is.&#x201D; [ID 29]</p></list-item><list-item><p>&#x201C;I like that it&#x2019;s relatively clear [the feedback]. Obviously, you know, there&#x2019;s the green, yellow, red. Green is good. Yellow is kind of that middle of the road. Red is bad.&#x201D; [ID 23]</p></list-item></list></td></tr><tr><td align="left" valign="top">Most helpful for novice learners</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>&#x201C;I can see how it could have a lot of value for resident training and definitely helping residents get more experience.&#x201D; [ID 27]</p></list-item><list-item><p>&#x201C;I think I would, especially for like interns or early learners because, I mean, it&#x2019;s low stakes with the avatar. And I also like the microphone aspect of it, because I think speaking the words instead of just where you&#x2019;ve been clicking goes a long way.&#x201D; [ID 29]</p></list-item></list></td></tr></tbody></table></table-wrap></sec><sec id="s3-2"><title>Quantitative</title><p>The overall SUS mean score among participants was 78 (SD 9.8; range 65.0-92.5), indicating good to excellent usability of the system [<xref ref-type="bibr" rid="ref27">27</xref>]. On the MEC-SPQ, 44% (4/9) of participants agreed or strongly agreed that it felt like they actually participated in the action of the simulation. Only 11% (1/9) agreed or strongly agreed that they felt as though they were physically present in the environment. (<xref ref-type="table" rid="table2">Table 2</xref>)</p><table-wrap id="t2" position="float"><label>Table 2.</label><caption><p>Quantitative outcome metrics assessing system usability (System Usability Scale [<xref ref-type="bibr" rid="ref25">25</xref>]) and spatial presence (adapted Measurement, Effects, Conditions: Spatial Presence Questionnaire [MEC-SPQ] [<xref ref-type="bibr" rid="ref26">26</xref>]), which both use a 5-point Likert scale from strongly disagree (score=1) to strongly agree (score=5).</p></caption><table id="table2" frame="hsides" rules="groups"><thead><tr><td align="left" valign="top">Items</td><td align="left" valign="top">Score, mean (SD)</td></tr></thead><tbody><tr><td align="left" valign="top" colspan="2">System Usability Scale</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I think that I would like to use this system frequently</td><td align="left" valign="top">3.6 (0.9)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I found the system unnecessarily complex</td><td align="left" valign="top">1.9 (1.1)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I thought the system was easy to use</td><td align="left" valign="top">4.1 (0.6)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I think that I would need the support of a technical person to be able to use this system</td><td align="left" valign="top">1.4 (0.5)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I found the various functions in this system were well integrated</td><td align="left" valign="top">3.8 (0.8)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I thought there was too much inconsistency in this system</td><td align="left" valign="top">1.9 (0.9)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I would imagine that most people would learn to use this system very quickly</td><td align="left" valign="top">4.3 (0.5)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I found the system very cumbersome to use</td><td align="left" valign="top">1.6 (0.5)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I felt very confident using the system</td><td align="left" valign="top">4.0 (0.7)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I needed to learn a lot of things before I could get going with this system</td><td align="left" valign="top">1.7 (0.5)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>Total</td><td align="left" valign="top">78.3 (9.8)</td></tr><tr><td align="left" valign="top" colspan="2">MEC-SPQ (subset)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>The virtual reality experience captured my senses (ie, it held my attention)</td><td align="left" valign="top">3.3 (1.0)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I dedicated myself completely to the virtual reality experience. (ie, I was not distracted)</td><td align="left" valign="top">3.4 (1.0)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I was able to make a good estimate of the size of the presented space</td><td align="left" valign="top">3.2 (0.8)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>I felt as though I was physically present in the environment of the simulation</td><td align="left" valign="top">2.6 (1.0)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>It seemed as though I actually took part in the action of the simulation</td><td align="left" valign="top">3.1 (0.9)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>The objects in the simulation gave me the feeling that I could do things with them</td><td align="left" valign="top">2.4 (1.0)</td></tr><tr><td align="left" valign="top"><named-content content-type="indent">&#x00A0;&#x00A0;&#x00A0;&#x00A0;</named-content>Even now, I still have a concrete mental image of the spatial environment</td><td align="left" valign="top">3.6 (1.0)</td></tr></tbody></table></table-wrap></sec></sec><sec id="s4" sec-type="discussion"><title>Discussion</title><sec id="s4-1"><title>Principal Results</title><p>Adaptation of a human-facilitated VR curriculum on BHAG was successfully automated through the use of the SPS platform developed by BreakAway Ltd. Qualitative and quantitative data indicated that users could easily navigate the platform and interact with its components. Compared with the human-facilitated VR curriculum [<xref ref-type="bibr" rid="ref10">10</xref>], users reported less spatial presence in the virtual environment. However, users still described the automated training as realistic and relevant. Users also endorsed a game-based aspect to the training experience, which was not reported with the prior human-facilitated VR curriculum [<xref ref-type="bibr" rid="ref10">10</xref>]. Overall, users indicated that the current automated training might be most appropriate for novice learners. Our decision to scaffold the learning experience by displaying answer options supported reliable progression through the scenarios and safeguarded against misclassification of verbalizations, which can occur when using generative AI models [<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref28">28</xref>-<xref ref-type="bibr" rid="ref30">30</xref>]. However, more advanced learners may benefit from removing scaffolded answer options at a limited number of interaction points.</p></sec><sec id="s4-2"><title>Limitations</title><p>This study had several limitations. First, our small, purposeful sample, ideal for usability testing [<xref ref-type="bibr" rid="ref31">31</xref>-<xref ref-type="bibr" rid="ref33">33</xref>] and intervention development, limited generalizability. However, recent literature by Guest et al [<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref32">32</xref>] indicates that 6 to 7 interviews are likely sufficient to support theme generation for homogenous samples such as ours. Second, the rapid qualitative analysis method may have limited exploration of interview data. However, the RADAR technique is well suited for research questions that are narrow in scope [<xref ref-type="bibr" rid="ref23">23</xref>].</p></sec><sec id="s4-3"><title>Comparison with Prior Work</title><p>Behavioral health medical education lacks effective, innovative training curricula necessary to develop practice competencies [<xref ref-type="bibr" rid="ref3">3</xref>]. By removing the need for a human facilitator or patient actors, AI-based communication training provides an opportunity for spread and scale [<xref ref-type="bibr" rid="ref16">16</xref>,<xref ref-type="bibr" rid="ref34">34</xref>]. Additional research is needed on how to best incorporate AI into education interventions to optimize learning outcomes that support behavior change. We specifically sought to align the automated curriculum with deliberate practice principles, as this served as the theoretical foundation for the prior human-facilitated VR curriculum [<xref ref-type="bibr" rid="ref11">11</xref>]. Deliberate practice is a personal, goal-oriented approach to training that focuses on attempting a behavior (eg, providing BHAG), receiving immediate feedback, and then repeating it until demonstrating skill mastery. Consistent with this theoretical framework, the automated curriculum provided a platform for rehearsal of specific verbiage, feedback based on each interaction point, repetition of skills over the two scenarios, and the opportunity to repeat scenarios. Aligning AI-based educational interventions with evidence-based adult learning theories will allow us to establish a literature base on how AI might most effectively support learning. This is particularly important for the topic of behavioral health, as recent studies describing curricular interventions often do not specifically indicate a theoretical foundation for the work [<xref ref-type="bibr" rid="ref8">8</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]. As AI becomes integrated routinely into training, we should consider how we might best facilitate trust for learners interacting with AI systems as well as provide transparency regarding AI algorithms and source data [<xref ref-type="bibr" rid="ref37">37</xref>].</p></sec><sec id="s4-4"><title>Conclusions</title><p>Our study demonstrated the feasibility of developing an automated curriculum to support BHAG skills in pediatric residents through collaboration with an experienced industry partner. Automation of training curricula adds value by enhancing the capacity for scalability by reducing dependence on human facilitation. As such, automation also decreases the costs for participation, supporting equity among learners in accessing novel, evidence-based education. Next steps include updating the curriculum based on usability testing and implementing it among pediatric residents to assess its acceptability and effectiveness among that population and to explore how its outcomes compare to other training modalities, such as human-facilitated VR interventions. An evaluation of implementation strategies will also be critical to understand how such novel education can be integrated into resident curricula. Moreover, given the varying perceptions related to the game-based elements incorporated into the intervention, further exploration of how such game-based features impact attitudes and learning outcomes is warranted. We also plan to add an orientation regarding learning goals prior to intervention completion to align with best practices for promoting a constructive digital feedback environment [<xref ref-type="bibr" rid="ref38">38</xref>]. In the future, we aim to refine the automated curriculum, including adjusting the level of free agency and gamified elements, to support learning across the continuum of health care providers.</p></sec></sec></body><back><notes><sec><title>Funding</title><p>This work was supported through the Cincinnati Children&#x2019;s Hospital Medical Innovation Fund award. Funders played no role in the design and conduct of the study; collection, management, analysis, and interpretation of the data; and preparation, review, or approval of the manuscript.</p></sec></notes><fn-group><fn fn-type="conflict"><p>TT and MR are employed or consult with BreakAway, Ltd. To minimize bias, these authors did not participate in the collection, management, or analysis of data. 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