Intervention (covers material learned in weeks 8 to 15): This role play is your opportunity to demonstrate emerging skills in choosing and enacting an appropriate evidence-based intervention with your client. You will select a therapy approach reviewed during this semester (CBT (1st wave, 2nd wave, or 3rd wave), Narrative Therapy, Solution Focused Therapy etc.) and implement and intervention or technique that demonstrate the therapy approach. You will include a brief, written discussion (no more than 1 page double-spaced) of your rationale for the intervention/ technique chosen. Please submit this reflection as a Word Document.
Substance Abuse and Mental Health Services Administration. Substance Abuse Treatment for Persons With Co-Occurring Disorders. Treatment Improvement Protocol (TIP) Series, No. 42. HHS Publication No. (SMA) 133992. Rockville, MD: Substance Abuse and Mental Health Services Administration, 2005. — Chapter 4, Assessment (pages 65 to 71) https://files.eric.ed.gov/fulltext/ED491572.pdf
Hazelden (2011). Integrated dual disorders treatment: A group approach to relapse prevention (Links to an external site.) and healthy living (Links to an external site.).
lready many facilities such as The Arlington Science Focus School in Arlington, VA; the Gaelscoil Eoghain Ui Thuairisc school in Carlow, Ireland; the Drury University in Springfield, MO; and many others are seeing the advantages of education through VR implementation. They have found that the introduction of VR into educational institutes beneficially affected the way students understood a concept. Marianne Stenger, a journalist from the online education provider OpenColleges, claims that it allows students to “learn from realistic scenarios without the risk of practicing an unfamiliar skill in an uncontrolled real-life situation”(Stenger 3). It also makes it possible to simulate environments. A common misconception is that VR is used only for video games, however, according to Stephen Babcock, the Market Editor for Technical.ly Baltimore, its “increased accessibility also presents an opportunity to use virtual reality in fields beyond” these game environments (Babcock 1). This simulation can range from environments as small as the inside of a biological cell to as big as space. This immersion creates educational settings where students are engaged and are able to experience situations personally. This personal experience also holds many opportunities for students “to construct their own knowledge from meaningful experiences”(Hu-Au and Lee 5). Similarly, VR helps students make connections that they could not have seen before because VR allows one to “construct visual and manipulable objects” making learning easier (Hu-Au and Lee 5). The explicit education that comes from VR education in a class environment provides a foundation to the implicit education that a student can form on his or her own through the connections he or she makes. A student can form connections faster through practice and improve academically when using VR as a learning tool. These connections and VR implementation are seen more in higher educational facilities and serve as a model to lower educational facilities.
In medical schools, VR is being used as a training and informational guide on dealing with medical situations. The aspect of surgical training is one of the primary uses of VR in these facilities. According to Lan Li and his colleagues, collaborators of the National Center for Biotechnology Informati