Association for Behavior Analysis International

The Association for Behavior Analysis International® (ABAI) is a nonprofit membership organization with the mission to contribute to the well-being of society by developing, enhancing, and supporting the growth and vitality of the science of behavior analysis through research, education, and practice.


48th Annual Convention; Boston, MA; 2022

Event Details

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Symposium #63
CE Offered: BACB
Efficient Learning: Basic and Applied Investigations in Skill Acquisition and Application
Saturday, May 28, 2022
12:00 PM–12:50 PM
Meeting Level 2; Room 258C
Area: AUT; Domain: Translational
Chair: Abraao Melo (University of Nevada, Reno)
Discussant: Donny Newsome (Fit Learning)
CE Instructor: Laura Barcelos Nomicos, Ph.D.

Effective and efficient behavior analytic practices are an ongoing focus of research within our field. This is especially relevant given the limited time and resources available to meet the many academic and life skill targets our clients require. With increases in the available technology that can be incorporated into behavior analytic interventions, further research is needed at the basic and applied levels. The current symposium will focus on the efficiency of training targeted skills. The first presentation addresses academic skills, evaluated at the basic level, analyzing how stimuli are sequenced and presented on an online platform. The second presentation, evaluated at the applied level, analyzes the use of virtual reality on acquiring necessary day-to-day skills including grocery shopping and pedestrian skills. The current presentations offer different analyses of the variables relevant to efficiently training essential skills. In addition, both presentations provide guidance for using technology to improve skill acquisition and application.

Instruction Level: Basic
Keyword(s): application, endurance, fluency, virtual reality
Target Audience:

This symposium is geared toward practitioners and researchers

Learning Objectives: At the conclusion of this presentation, participants will be able to: 1) describe the role of technology in skill acquisition, 2) identify new areas of research incorporating virtual reality and 3) discuss efficiency of two different types of stimulus presentations.

Efficient Learning: An Analysis of Stimulus Presentation on Fluent Performance

(Basic Research)
COURTNEY SMITH (University of Nevada, Reno), Matt Locey (University of Nevada, Reno)

Research at the experimental level is needed in order to extend a behavior analytic understanding of the variables participating in skill acquisition as it relates to fluency outcomes. The current study manipulated how stimuli are presented using an alternating treatments design. One presentation type, the Additive Presentation, presented an array of stimuli in which the array was increased in size until all stimuli were presented. This presentation was compared with the Complete Presentation, in which all stimuli were presented. Three groups of stimuli were presented to compare the two presentation types: 5 stimuli, 7 stimuli, and 9 stimuli. Results indicate that the Additive Presentation of stimuli is correlated with more time to meet criteria (defined by fluency aims) than is a Complete Presentation in conditions that can be described as more difficult. Difficult conditions are defined as either 1) having less exposure to a similar procedure and 2) larger number of stimuli presented in an array.


Efficient Learning: The Use of Virtual Reality and Eye-Tracking in Interventions for Children With Autism

(Applied Research)
LAURA BARCELOS NOMICOS (University of Nevada, Reno), Hana Alarifi (University of Nevada, Reno Center for Autism Research), Hesham Aldhalaan (Center for Autism Research), Linda J. Parrott Hayes (University of Nevada, Reno)

With the increased accessibility and affordability of virtual reality, the therapeutic application of this technology has increased. Within the realm of autism treatment there are several ways this technology can improve teaching. Virtual reality can allow for more teaching to occur in environments as similar as possible to the natural environments. Improving generalization and minimizing risk. Virtual reality headsets can provide eye-tracking data that can inform prompting strategies and provide better assessments of attending in real time. While research in this area is increasing there remains a lack of data examining the most efficient teaching strategies and the best combination of technological features. A series of studies were conducted in Saudi Arabia and the US utilizing headsets of varying capabilities. Finding items in the grocery store and pedestrian skills were taught across environments. Recommendations on best practices and the minimum technical requirements for efficient teaching will be discussed.




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