Student-teacher RCT: adding 360° VR to voice training was engaging but no better short-term than imagining the classroom

Bostyn L et al. · 2026 · Journal of Voice · RCT · n = 63 · Student teachers in a Flemish (Dutch-speaking) teacher-training program... · DOI
Evidence certainty: Low certainty
How this was rated

Randomized controlled trial with blinded allocation and blinded raters - genuine design strengths - but several factors constrain certainty. The sample (n=63) left several outcomes underpowered, and the authors are candid that the effect-size confidence intervals for the non-significant measures span from near-zero to large. The key researcher-rated perceptual outcomes (posture, tension, projection, and the CAPE-V) had limited inter-rater reliability (ICCs as low as 0.339), and the raters did not calibrate together beforehand. The CAPE-V was administered under 65-dB white noise, which may have induced Lombard speech, so the authors treat those perceptual scores as relative within-study values rather than valid clinical ratings. No correction was applied for the many comparisons, and the authors explicitly frame their findings as hypothesis-generating rather than confirmatory. A pre-existing baseline difference in tension between the groups complicates the single borderline interaction. The most robust takeaway - no added short-term benefit of VR over the imagination control, with both groups improving on vocal effort and loudness range - is reasonably supported; the claims about VR's engagement advantage rest largely on self-report questionnaires.

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In a randomized controlled trial of 63 student teachers, adding immersive 360° VR school scenes to a three-session preventive voice-training program produced no greater short-term improvement in voice measures than the same training done while imagining the classroom. Both groups lowered their self-rated vocal effort and widened their loudness range; the control group improved slightly more on posture and muscle tension, possibly an artifact of wearing the headset. VR's real edge was engagement: most participants found the virtual classroom and cafeteria realistic and pleasant, while roughly 4 in 10 of the control group struggled to imagine school settings at all.

Clinical bottom line

An exploratory but well-controlled RCT (n=63) showing that adding 360° immersive VR school scenes to a brief, three-session preventive voice-training program for vocally healthy student teachers produced no greater short-term improvement than the same training delivered while imagining the classroom. Both approaches reduced self-rated vocal effort and widened loudness range; the control group's slightly larger gains on posture and tension are confounded by a baseline imbalance, a plausible headset-on-posture effect, and limited rater reliability. The study's real contribution is that VR was rated realistic and pleasant, and was easier than asking trainees to imagine a classroom many had never taught in - which the authors propose could aid motivation and adherence. That is a hypothesis for longer, transfer-focused trials, not a demonstrated clinical advantage. Best read as a feasibility and engagement signal, not as evidence that VR improves voice outcomes.

Key findings

  • Self-rated vocal effort (Borg CR10) fell significantly in both groups, with no group advantage: VR -1.05 points (d=-0.80, 95% CI [-1.25, -0.35]); control -0.83 points (d=-0.63, 95% CI [-1.06, -0.20]). No significant between-group difference (p=0.320) and no time*group interaction (p=0.600).
  • Both groups significantly widened their loudness (intensity) range (p=0.002): VR +3.99 dB (d=0.60, 95% CI [0.12, 1.08]); control +3.35 dB (d=0.50, 95% CI [0.04, 0.96]); no significant between-group difference. Fundamental frequency and frequency range did not change significantly, with wide confidence intervals suggesting the study was underpowered for those measures.
  • On researcher-rated visual-analogue measures, the control group improved on posture (mean -5.30, p=0.008, d=-0.64) and muscle tension (-5.00, p<0.001, d=-0.81), while the VR group did not (posture -3.17, p=0.123; tension -0.83, p=0.575). The one borderline time*group interaction for tension (p=0.046) is confounded by the control group's higher baseline tension (16.36% vs VR 12.83%); post-training the two groups were similar (control 11.36%, VR 12.00%).
  • CAPE-V perceptual ratings: only strain improved across the whole sample (p=0.017), but neither group reached significance on its own (VR -2.50, p=0.100; control -2.58, p=0.076). Overall severity, breathiness, roughness, pitch, and intensity showed no significant change, and voice projection did not change in either group.
  • User experience favored VR for realism: 76.7% found the virtual classroom realistic and 80% the cafeteria, but only 53.3% the playground (the 360° video's limited and slow-reacting virtual pupils were blamed). 70% found the VR environments pleasant settings for practicing voice exercises.
  • By contrast, 42.4% of the control group struggled to imagine a classroom, 45.5% a cafeteria, and 42.4% a playground; trainees without prior teaching experience struggled most, while those who had taught found imagining the setting easier.
  • All 63 participants rated the training as useful, and two-thirds did not find the exercises challenging (VR 63.3%, control 66.7%; p=0.798). Self-reported at-home practice did not differ by group (VR 33.3%, control 45.5%; p=0.440), suggesting VR itself did not drive extra independent practice.
  • Rater reliability was a real limitation: inter-rater ICCs ranged from poor (raters 2-3 at 0.339) to fair/good (0.532-0.623), so the authors advise interpreting all researcher-rated perceptual outcomes (posture, tension, projection, CAPE-V) with caution.

Background

Voice disorders are common in teachers, with prevalence estimates ranging from roughly 20% to 80%, and the warning signs appear early: a meaningful share of student teachers already report recurring voice symptoms before they begin their careers. Teaching places sustained, high-intensity demands on the voice in acoustically difficult rooms, and the consequences of vocal difficulty reach well beyond the voice itself, affecting absenteeism, professional identity, well-being, and even pupils’ ability to follow what is being said.

Both indirect (education-focused) and direct (exercise-focused) voice training programs can improve vocal symptoms and awareness, but two problems persist: effects are often modest in healthy trainees, and - most importantly for this study - carrying newly learned vocal techniques out of the training room and into the real classroom is hard. Immersive virtual reality has been proposed as a way to close that gap by letting people practice inside realistic, controllable simulations of the settings where the skills actually need to be used.

This study builds directly on earlier work by Remacle and colleagues, who created a computer-generated virtual classroom for student-teacher voice training. That earlier work compared an indirect program against a direct, VR-supported program, which made it impossible to isolate the effect of VR itself from the effect of the training content. Bostyn and colleagues set out to fix that confound: they held the training content constant across both groups and varied only whether the exercises were performed inside an immersive 360° school environment or while simply imagining one.

What the researchers did

This was a randomized controlled trial with a pretest-posttest control group design, run by a Ghent University / KU Leuven team in Belgium. Sixty-three student teachers enrolled in a Flemish primary- or secondary-teaching program took part (all Dutch speakers; 49 cisgender women and 14 cisgender men; mean age 28.9 years, SD 10.8). Participants were vocally healthy: anyone with self-reported hearing problems, a diagnosed organic voice pathology, recent regular smoking, or prior intensive voice training was excluded. They were organized into small training groups of four and assigned by blocked cluster randomization (with sex at birth as the blocking factor) to either the VR group (n=30) or the control group (n=33), and were blinded to the existence of the other condition.

Both groups received the same three 90-minute group voice-training sessions over three consecutive weeks, delivered by trained speech-language pathology master’s students who were themselves blinded to allocation. The sessions covered vocal hygiene plus exercises for posture, breathing, resonance (including semi-occluded vocal tract exercises), vocal warm-up, and voice projection with articulation. The single experimental difference was the delivery of the exercises:

Background noise (for example, around 75 dB on the playground and 40 dB in a quiet classroom) was matched across the two groups, so the only thing that genuinely differed was the visual immersion provided by VR.

Before the first session and after the third, each participant was assessed individually on:

  1. Self-rated vocal effort on the Borg CR10 scale, after reading a long passage under 65 dB of white noise.
  2. Researcher-rated posture, muscle tension, and voice projection on a 0-100 visual-analogue scale, plus the six CAPE-V perceptual parameters (severity, roughness, breathiness, strain, pitch, intensity), scored from audio and video of a one-minute spontaneous “explain a topic to the classroom” task under white noise.
  3. Acoustic measures - fundamental frequency, fundamental frequency range, and intensity (loudness) range - analyzed in Praat from sustained vowels and a read passage.
  4. A training-experience questionnaire (general questions for everyone, plus VR-realism questions for the VR group and imagination-difficulty questions for the control group).

Data were analyzed with linear mixed-effects models with Cohen’s d effect sizes. The authors deliberately applied no correction for multiple comparisons and frame the trial as exploratory; rater reliability was checked with intraclass correlation coefficients.

What they found

Both groups improved on the two outcomes most sensitive to short-term training, with no VR advantage. Self-rated vocal effort fell significantly in both groups (VR -1.05, control -0.83 Borg points; medium-to-large effects), and both significantly widened their loudness range (VR +3.99 dB, control +3.35 dB; moderate effects). There were no significant between-group differences and no interactions on either measure - the two delivery methods worked about equally well.

Where the groups differed, the control group did slightly better - but with caveats. The control group showed significant improvements in researcher-rated posture and muscle tension, while the VR group did not. The authors are careful here: the control group started with more visible tension than the VR group, the two groups ended up similar after training, and several VR participants reported feeling overwhelmed or distracted by the immersive environment and noted that the headset made it harder to maintain good posture. So the “control did better” pattern is plausibly a mix of baseline imbalance, a headset-on-posture artifact, and the limited reliability of these perceptual ratings, rather than a true disadvantage of VR for voice technique.

Most other measures did not move. Voice projection did not change in either group (scores were already good at baseline), and the CAPE-V perceptual parameters were largely flat, with only “strain” improving weakly across the whole sample. Fundamental frequency and frequency range were unchanged - unsurprising, since the exercises targeted breath support and projection rather than pitch, and the participants were vocally healthy with little room to improve. For nearly all of the non-significant outcomes, the confidence intervals were wide enough that the study simply could not rule out a real effect; it was underpowered.

VR’s clearest win was experiential. Most VR participants rated the classroom (76.7%) and cafeteria (80%) as realistic and the environments as pleasant to practice in (70%); the playground fared worse (53.3%), blamed on the 360° video’s sparse, slow-reacting virtual pupils. By contrast, a large minority of the control group could not vividly imagine the school settings at all (around 42-45% for each), and those who had never taught struggled the most. Every participant rated the training as useful, two-thirds found the exercises easy, and self-reported home practice did not differ between groups.

Why this matters

This is one of the first trials to isolate the effect of visual VR immersion in voice training by holding the training content identical across groups - the confound that limited earlier student-teacher VR work. Its honest headline is a null: over three sessions, immersive 360° VR did not improve short-term voice outcomes beyond the same exercises done while imagining the classroom, and may even have nudged posture and tension the wrong way through headset interference.

The more interesting signal is about engagement and access. Asking a trainee who has never stood in front of a class to “imagine the classroom” frequently failed, whereas the VR scenes were rated realistic and pleasant. If a vivid, present-feeling context helps trainees stay motivated and practice consistently - the mechanism the authors propose - that could matter for a preventive program whose whole point is building durable habits before voice problems start. But the authors are explicit that this is a hypothesis: motivation was not a controlled outcome here, the program was short, the participants were vocally healthy, and any transfer benefit would need longer trials with real classroom follow-up to demonstrate.

For Therapy withVR specifically: this study did not use, evaluate, or compare against Therapy withVR. The system tested was custom 360° video recorded by the research team and played on a Meta Quest 3, used to coach vocal technique for voice-disorder prevention - a different domain from Therapy withVR’s focus on rehearsing speaking situations and managing speaking-related anxiety. The Bostyn paper is included in the Evidence Hub because it adds to the broader evidence base on immersive VR in speech-language pathology, not because it relates to Therapy withVR.

Limitations

The authors flag the following in their discussion:

Implications for practice

For clinicians and teacher-training programs weighing immersive VR as an add-on to preventive voice work, this trial offers no evidence that 360° VR improves short-term voice outcomes beyond conventional training, and a hint that wearing a headset may even interfere with posture and relaxation during basic technique work. Its practical signal is about engagement and access: most trainees found the virtual classroom and cafeteria realistic and pleasant, whereas a large minority of the control group - especially those who had not yet taught - simply could not vividly picture the school setting the exercises are meant to transfer to. The authors are explicit that any motivational or transfer benefit is unproven and would need longer, multi-session programs with real classroom follow-up to demonstrate. VR here is best considered a possible motivation-and-context aid within a preventive program for vocally healthy trainees, not a driver of measurable voice change on its own.

Implications for research

Larger and longer studies are needed before any claim that VR adds value to voice training can be made. The authors call for follow-up assessments and real classroom observations to test whether VR's immersive qualities actually improve transfer of vocal techniques to teaching. They recommend isolating the full VR package (visual immersion plus interactive elements and congruent room acoustics) against traditional training with auditory support, since 360° video lacks the interactivity and reverberation of a real room. Methodological priorities include calibrated, jointly trained raters with explicit scoring criteria to raise inter-rater reliability, outcome measures sensitive enough to detect subtle change in vocally healthy populations, and a design that can test whether VR raises voluntary enrollment and adherence in preventive programs - a motivational question this blinded trial was not able to address.

Editorial notes from withVR

Where this connects to Therapy withVR

The study above is independent research and does not endorse any product. The notes below are commentary from withVR on how the themes in this research relate to features of Therapy withVR. The research findings are not claims about Therapy withVR.

Immersive practice context (different purpose)

Bostyn and colleagues used 360° video of real school scenes - a classroom, cafeteria, and playground recorded in a Flemish primary school and played on a Meta Quest 3 - to give voice exercises an ecologically valid backdrop. Therapy withVR shares the broad idea of practicing in realistic, controllable environments, but for a different purpose: rehearsing speaking situations and managing speaking-related anxiety, not coaching vocal technique for voice-disorder prevention. The studied system is custom research material built by the authors, not a commercial product, and not Therapy withVR. Editorial parallel only.

Engagement and motivation

A central finding here was that the immersive scenes were rated realistic and pleasant, and that a large share of the imagination-only control group could not picture a school setting they had not yet taught in - pointing to VR's potential to make practice feel more concrete and engaging. Therapy withVR is built around the same intuition that a vivid, present-feeling environment supports engagement and repeated practice. The Bostyn study did not evaluate Therapy withVR and did not measure motivation as a controlled outcome. Editorial parallel only.

Transfer to real-world settings

The study's explicit motivation was how hard it is to carry vocal techniques from training into the real classroom, and the authors call for future work using classroom observation to test that transfer. Therapy withVR is similarly oriented toward real-world carryover of practiced skills, in its own domain of speaking situations rather than voice training. This is an editorial parallel of aims, not a shared method or a result about Therapy withVR. Editorial parallel only.

Cite this study

If you reference this study in your work, the canonical citation formats are:

APA 7th
Bostyn, L., Leyns, C., Saka, E., Vanhee, L., D'haeseleer, E., & Rombouts, E. (2026). Contextual Voice Training for Student Teachers: Exploring the Role of Virtual Reality. Journal of Voice. https://doi.org/10.1016/j.jvoice.2026.04.037.
AMA 11th
Bostyn L, Leyns C, Saka E, Vanhee L, D'haeseleer E, Rombouts E. Contextual Voice Training for Student Teachers: Exploring the Role of Virtual Reality. Journal of Voice. 2026. doi:10.1016/j.jvoice.2026.04.037.
BibTeX
@article{bostyn2026,
  author = {Bostyn, L. and Leyns, C. and Saka, E. and Vanhee, L. and D'haeseleer, E. and Rombouts, E.},
  title = {Contextual Voice Training for Student Teachers: Exploring the Role of Virtual Reality},
  journal = {Journal of Voice},
  year = {2026},
  doi = {10.1016/j.jvoice.2026.04.037},
  url = {https://withvr.app/evidence/studies/bostyn-2026}
}
RIS
TY  - JOUR
AU  - Bostyn, L.
AU  - Leyns, C.
AU  - Saka, E.
AU  - Vanhee, L.
AU  - D'haeseleer, E.
AU  - Rombouts, E.
TI  - Contextual Voice Training for Student Teachers: Exploring the Role of Virtual Reality
JO  - Journal of Voice
PY  - 2026
DO  - 10.1016/j.jvoice.2026.04.037
UR  - https://withvr.app/evidence/studies/bostyn-2026
ER  - 

Know of research that should be in this hub? If a relevant peer-reviewed study is not listed here, send the reference to hello@withvr.app. The hub is kept up to date as the literature grows.

Funding & independence

From the paper's Declaration of Competing Interest: 'There is no conflict of interest.' The study was approved by the Ethics Committees of UZ/KU Leuven (S 69469) and UZ/UGent (ONZ-2024-0241). The authors disclose using ChatGPT to improve the language and readability of the manuscript and state that they reviewed and edited the content and take full responsibility for it. The paper reports no external grant or funding source. The VR consisted of 360° videos the authors recorded in a Flemish primary school, presented on a Meta Quest 3 - it is custom research material, not a commercial product, and not Therapy withVR. For full transparency: two co-authors of this paper (Clara Leyns and Evelien D'haeseleer) separately co-authored a different study (Leyns et al. 2025) that did use Therapy withVR and was co-authored by withVR's founder, Gareth Walkom; the present Bostyn 2026 study did not use Therapy withVR, did not involve withVR BV in its funding, design, conduct, or authorship, and declares no conflict of interest. This summary was prepared independently by withVR from the published paper, and the certainty rating reflects the study's design and limitations, not its authors' separate relationship to the platform.

Last reviewed: 2026-06-08 Next review due: 2027-06-08 Reviewed by: Gareth Walkom