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Practice with Simulated People

Pattern · All patterns
Evidence · 125 claims (58 for, 52 mixed, 15 against) · 60 studies (15 causal, 13 review, 12 quant-synthesis, 9 qualitative, 7 design, 4 theoretical), q1–q4 · 17 of 60 report an effect size · 120 claims rest on one study

Description and scope

Practice in which the learner performs a professional or interpersonal task with someone who plays a role: a standardized patient (a trained actor), a virtual patient, a simulated client, customer or colleague, avatar students in a classroom simulation, a pedagogical agent or virtual human, or a role-play partner played by a large language model. The decisions it covers are which performance to rehearse, how realistic and how responsive the simulated person is, how many attempts a learner gets, how feedback and debriefing follow each attempt, and how practice is carried over to real patients, clients, students or customers. It applies the debriefing principle and the deliberate practice principle, and draws on the transfer of learning principle.

It draws on three neighbouring literatures as well as the simulation literature: pedagogical agents and virtual humans (embodied characters whose appearance, voice and responsiveness shape how learners engage), teachable agents (rehearsing by teaching or coaching a simulated learner), and computer-supported collaborative learning (CSCL), where a scripted or AI partner takes a role in a dialogue and collaboration scripts structure who does what.

The study configurations below are evidence; the response-dependent policy and the doses are an untested design proposal. Use the page to gather better evidence about a learner group, not to certify that a learner "can communicate with patients" or "can manage a classroom" from in-simulation scores.

What the evidence does and does not test. The wiki's strongest evidence is two meta-analyses of simulation-based learning in higher education and the health professions, against no intervention or other instruction, and one meta-analysis of virtual patients against traditional teaching. They establish that simulation-based practice raises complex skills on average, and that the gain is smallest for communication skills. They do not isolate the simulated person from the rest of the simulation (mannequins and procedural simulators are pooled in), and they report few delayed or workplace outcomes. Two randomized trials test simulated people directly for communication: a virtual-human trainer for medical students against a computer-based module (blinded OSCE several days later) and a multi-agent LLM standardized patient against a structured non-LLM control. AI role-play partners are otherwise represented in the wiki by reviews, small design studies and uncontrolled pilots, and one review reports a trial in which AI-assisted simulation was inferior to human standardized patients for a hands-on skill. Teacher-education simulations appear in the wiki only as one small design-based study comparing a virtual simulation with authentic classroom video; the wiki records no claim about mixed-reality avatar classrooms of the TeachLivE or Mursion kind, nor about "approximations of practice" as a teacher-education design. Treat those configurations as plausible transports from the health-professions evidence, not as tested.

Case-based learning is the neighbouring pattern for analysing a written case; this pattern begins where the learner has to act in an exchange with a person who responds. AI tutoring covers an AI that teaches the learner; here the AI plays the person the learner must serve, persuade, assess or teach.

Inputs: establish the design brief

Field Record or elicit
Learner and starting observation Task-specific experience (novice, intermediate, advanced, or ?), prior practice with real or simulated people, and one short baseline encounter: what the learner says and does, what they miss, how they recover. Record confidence or anxiety separately from performance. Preserve unknowns.
The performance The named interaction (history-taking, breaking bad news, a parent conference, a de-escalation, a sales or support call, a requirements interview, explaining a concept to a confused learner) and its kind: communication, diagnostic, procedural, collaboration, teaching. Communication and hands-on procedural skills have different evidence here.
The simulated person Who or what plays the role (standardized-patient, scripted-virtual-person, llm-role-play, avatar-operated-by-a-person, teachable-agent), how they respond (fixed script, branching, generative), what they may disclose and under what conditions, and how their realism and consistency have been checked.
Context and activities Setting and mode (online-self-paced, online-instructor-led, classroom, workplace-clinical, lab), time per encounter and in total, who gives feedback and debriefs (mentor, peer, the system, nobody), whether attempts can be repeated without penalty, and the technology (screen, voice, VR headset).
Learner-valued goal Ask what the learner wants from the practice and why (for example, to stop freezing in a difficult conversation, to pass a practical exam, to be ready for a first placement). Record disagreement with the designer objective; negotiate rather than assume agreement.
Designer objective The behaviours that count (a rubric with observable items), the minimum standard, and whether the target is the rehearsed scenario or a family of scenarios.
Outcome A performance rated with a different person (another simulated person, a human standardized patient or a real encounter), rated by someone blind to condition where possible; knowledge, confidence and satisfaction recorded separately; immediate and delayed horizons. In-simulation scores are a process measure, not the outcome.

A request for "realistic AI role-play" does not specify these inputs. Ask for them before choosing a simulated person, a number of attempts or a predicted gain. Check first that the simulated person behaves as the role requires: that it discloses only what a real person in that situation would, that it does not drift out of role or correct the learner, and that a scored rubric item can actually be earned in it.

Sequence and conditional policy

  1. Name the performance and the rubric with the learner. State the observable behaviours that count and show one strong and one weak example of them (a recorded encounter, a worked transcript, a demonstration). For novices, keep the example, and prefer a dialogue (someone asking and someone answering, such as a recorded encounter between a trainee and the simulated person) to a narrated monologue: in one experiment students who overheard a virtual tutee questioning a virtual tutor recalled more and asked more transfer questions than students who overheard a monologue [+W] (reported in a review, 48 college students, no effect size printed). For learners with experience, a short statement of criteria may be enough. About 10 minutes.
  2. Baseline encounter. One short encounter with the simulated person, unscripted for the learner, recorded. Keep it short and treat it as a learning exposure as well as a measurement.
  3. Feedback and a debrief after every attempt. Immediately after the encounter: specific feedback against the rubric items (what the learner did, which item it earned or missed, what to try), then a short debrief in which the learner says what happened, what they were trying to do at one or two decision points and what they will change. Use the debriefing principle for the debrief's structure. A score or a "wrong" flag without reasons is not this step.
  4. Repeat the same scenario once. A second run-through of the same scenario, attempting the named change, followed by feedback again. Record the change between attempts.
  5. Vary and harden across sessions. In later sessions use new scenarios from the same family, with different people, presentations and complications (an emotional reaction, a withheld fact, a misconception, an interruption, the behaviour a real client of that kind would show), and fade the examples and prompts. Move a learner on when they meet the standard on a new scenario, not on a repeated one.
  6. Probe transfer with a different person. At the end of the unit, and again after a delay where it matters, rate a performance with a different simulated person or a human standardized patient, ideally by a rater blind to how the learner practised; where real encounters follow, collect a rating from them.

Dose and progression (proposal, untested as a whole). Encounters of roughly 10–20 minutes, each followed by 5–15 minutes of feedback and debrief; two or three encounters per session; three to six sessions spread over the unit for one family of interactions. Early sessions: one scenario at a time, examples and rubric prompts visible, the same scenario repeated once. Middle sessions: new scenarios, fewer prompts, the learner self-assesses against the rubric before seeing feedback. Late sessions: unannounced complications, no prompts, a different simulated person, and the transfer probe. In the meta-analysis below, simulations lasting several hours to a day showed larger effects than ones under an hour, and duration beyond a month was not established; the 11-minute median session observed in one LLM role-play deployment for novice teachers is a description of use, not a recommended dose.

Observation Discriminating probe Proposed action, with its uncertainty
Learner knows what to say when asked, but does not do it in the encounter Ask them to name the rubric behaviour for the moment just passed; rerun the same moment. If they can name it but not do it, the gap is performance: give more repeated attempts with feedback on that item. If they cannot name it, give the example again first. Neither branch is a validated diagnosis.
Scores improve on the repeated scenario but not on a new one A new scenario of the same family with a different simulated person. Expected rather than a failure: in one trial scores improved sharply between run-throughs of the same scenario, and repetition in language tasks improved the repeated task without transfer to a new one. Add varied scenarios before moving on.
Learner is anxious or freezes Ask what they fear in the encounter; compare a low-stakes private attempt with an observed one. Offer private, repeatable attempts without grade penalty first, then observed ones. Reviews report AI practice as lowering anxiety, but one trial found higher state anxiety with AI simulation than with a standardized patient, so check rather than assume.
The simulated person answers everything, volunteers information, corrects the learner, gives way as soon as the learner pushes, or drifts from the role Rerun with a probing question the real person would deflect, and with a request the real person would refuse; compare two runs of one persona. Fix or replace the simulated person before scoring learners on it. An adaptive patient that disclosed more as the trainee explored behaved more realistically than a prompt-only one; LLMs prompted to play novices may not hold a misconception; and an argument holds that chat-tuned models are inclined to agree and may not push back as a difficult client would (untested in the wiki).
The simulated person stays in role but gets facts of the domain wrong or leaves content out Score its turns against the content the scenario must convey (the facts a patient or client would know, the clinical details), separately from how well it plays the role. Check content accuracy as its own step. In an evaluation of eight AI teaching agents in medical education, agents differed most on knowledge coverage and accuracy and least on role-play quality, and an agent revised to sound more empathic covered the least content; a persona that sounds right is not evidence that the content is.
Learner interrogates the simulated person like a database: closed, jargon-laden questions, no rapport, no explanation back to the person Count open against closed questions in the transcript; ask the learner whether they were talking to a patient or querying a case. Make the rubric reward open questions, rapport and explaining a plan to the person, have the simulated person answer closed questions narrowly, and add a closing phase in which the learner tells the person the outcome. In one mixed-methods study of a generative-AI patient in a problem-based tutorial, students treated the avatar as a question base and asked mostly closed questions [-W] (two tutorial groups, descriptive).
Good communication items, weak diagnostic or technical items Score the domains separately. Add targeted practice on the weak domain; the multi-agent trial raised communication scores without changing diagnostic accuracy, and simulation effects were largest for technical and smallest for communication skills.
High satisfaction and confidence, no change in rated performance Blinded rating of a performance with a different person. Do not read satisfaction or confidence as learning. Revise the feedback or the scenario family, and keep the rating as the outcome.
Learner fails a hands-on component practised only with an AI or screen-based person Observe the component with a human standardized patient or a physical model. Move the hands-on component to a human or physical simulation. One trial in a review found AI-assisted simulation inferior to a standardized patient for a breast self-examination skill.

Choosing configurations from evidence

Do not rank these results against one another: comparators (no intervention, lectures, computer modules, structured non-LLM practice, human standardized patients, authentic video), populations and outcomes (OSCE ratings, in-simulation scores, knowledge tests, confidence) differ. A precise abstention names the missing comparison, outcome or observation and the next way to resolve it.

Fitting the design to a situation

Ask for four facts when the brief omits them: what exactly is the performance (communication, diagnostic, hands-on, teaching), and how will it be rated with a different person?, who or what plays the simulated person, and has it been checked to stay in role?, who gives feedback and leads the debrief, and how soon after each attempt?, and how much experience do learners bring to this kind of encounter?

If the brief says… Then change… Basis
Learners are novices in this kind of encounter (novice) Start with a modelled example, shown as a dialogue rather than a narration, and rubric prompts; move to self-assessment and reflection phases only after they meet the standard on a new scenario Prior knowledge moderated which scaffold helped [~M]; agents as coaches most useful for novices [~M]; overheard dialogue beat monologue [+W] (one experiment, reported in a review)
Learners are experienced practitioners (advanced) Drop the worked example, use harder scenarios with complications, and put the time into reflection after each attempt Reflection phases did more at higher education levels [~M]
Learners are school-age, rehearsing by teaching Use a teachable agent inside the regular curriculum, not as a separate activity; give teachers planning time, a curriculum map and a rehearsal of their own before the first lesson Teachable agent improved fourth-graders' gains [+M]; carried from one quasi-experiment; prep time, curriculum alignment and teacher confidence are reported barriers to K-12 simulations [-W] (teachers' reports, via a review)
School-age learners would practise social or emotional situations with an AI character Keep it a supervised, bounded rehearsal with an adult debrief; set age limits locally, and check the tool's reliability before pupils use it; have the character disagree, refuse and disappoint as a real peer would rather than please, and move the rehearsal on to people Teachers describe AI companions as a low-stakes rehearsal space but tie acceptability to age [~W]; primary teachers worry about AI reliability, age appropriateness and over-reliance [-W]; teachers' most common concern is that agreeable companions remove the friction through which adolescents learn to sustain relationships [-W]; teachers' views, not outcomes
The goal is confidence in the task as well as skill, and the simulated person is a fellow learner or companion Pair a peer-level companion for early confidence-building sessions with a more competent one, or a stronger model, for sessions aimed at application; measure self-efficacy and performance separately High-competency companion improved application [+M]; low-competency companion raised self-efficacy [~M]; one experiment with undergraduates, the sequence untested
The goal is communication or interpersonal skill Plan more attempts and richer feedback than for technical skills; rate the outcome with a human, blind to condition Communication gained least from simulation [~M]; MPathic-VR OSCE transfer [+M]
The goal includes a hands-on or physical-examination skill Practise that component with a human standardized patient or a physical model, not an AI or screen-based person AI simulation inferior to SP for breast self-examination [-M]; limited effects for tactile skills [~M]; AI mannequins mixed for psychomotor skills, LLM partners strongest for communication [~M]; face-to-face simulation adds embodiment [~M]
The goal is diagnostic or clinical reasoning as well as conversation Score reasoning separately and add reasoning-specific practice; do not expect the conversational practice to carry it Multi-agent SP did not change diagnostic accuracy [~M]
Online, self-paced, no live facilitator (online-self-paced) Build specific, rubric-referenced feedback and a written debrief prompt into every attempt; allow unlimited low-stakes repeats; add a mentor review of a recorded encounter at the end of each scenario family High-information feedback outperforms corrective feedback [~S]; feedback without reasons judged insufficient [-M]; learners value repeatable practice and recorded review [~M]; completers rated a self-service AI trainer engaging and easy to use [+W] (feasibility, not learning)
Mentors or faculty have little time Use an automated assessor for formative scoring of every attempt, and spend mentor time on the debrief of selected recordings and on the transfer rating An LLM assessor agreed with human raters about as well as individual human raters [+M] (one validation, one rubric); the division of mentor time is untested
Time is short (one session) Run at least one baseline encounter, feedback and debrief, and a repeat; tell learners the gain on the repeat will be larger than on a new scenario Large first-to-second run-through improvement [+M]; repetition did not transfer to a new task [~M]
Time allows several sessions Spread scenarios over sessions and vary them; longer total practice is associated with larger effects Longer simulations associated with larger effects [+M]
A traditional, lecture-based component is being replaced Replace the passive component with simulated-person practice; expect less from replacing an active one Larger advantage over passive than active teaching [~M]; VPs better for skills, not knowledge [+M]
Stakes are high (certification, licensure, a practical exam) Use the simulated person for practice; keep the decision on a rated performance with a human standardized patient or examiner, and on the transfer probe untested proposal; human or conventional cases were sometimes rated more authentic [~M]
Learners report anxiety about practising in front of others Begin with private AI attempts, then observed ones; measure anxiety rather than assume it falls AI practice reported as lowering foreign language anxiety [+M]; nursing learners valued safe, repeatable, nonjudgmental AI practice [+W] (qualitative, 11 studies); higher state anxiety with AI than SP in one trial [~M]
The plan uses VR headsets Keep sessions short, give a screen alternative and check for symptoms; use VR to add to live or real practice, not to replace it Cybersickness reported in about 42% of VR users [-M]; VR should reinforce, not substitute [~W] (a review's interpretation)
The simulated person is a prompted general LLM Test persona consistency and disclosure rules before use, compare two runs of one persona, score its content accuracy separately from its role-play, test whether it resists where the real person would, and prefer a responsive design that discloses as the learner explores Adaptive patient's disclosure climbed while a prompt-only one stayed flat [+M]; model and prompt moderate persona expression [~M]; agents differed most on knowledge, least on role-play [~M]; sycophancy may limit push-back [-W] (argument)
The budget is small or the cohort large Use an LLM role-play partner for the repeated attempts and spend the money saved on checking the simulated person and on mentor debriefs and transfer ratings LLM classroom role-play cost $0.05–$0.10 a session [+W] (one deployment, 150 users); costs of checking and debriefing not recorded in the wiki
The goal is speaking in a second or foreign language Use an AI conversation partner in simulated everyday or workplace scenarios with corrective feedback after each turn or exchange; vary the scenarios rather than repeating one, and rate speaking with a person at the end AI corrective feedback and repeated practice reported to improve speaking [+W]; AI simulates authentic interaction scenarios with tailored scaffolding [+W] (both a systematic review's thematic coding, no effect sizes); repetition did not transfer to a new task [~M]
The simulated person is used inside a problem-based or case tutorial Allow more time for the history (about ten minutes more in one study), add a phase in which learners explain the diagnosis and plan to the simulated person, and prompt open questions; do not expect better recall of the case from the simulated person alone GenAI tutorials ran longer, and only those groups told the patient the diagnosis and plan [~W]; students treated the avatar as a question base [-W]; recall did not differ by condition [~W]; learners rated the tutorial higher [+W] (one mixed-methods study, four tutorial groups)
Health professions (history-taking, breaking bad news, interprofessional talk) Use the virtual-human or LLM standardized patient for conversational practice with an OSCE-style rubric, a repeat run-through and a blinded OSCE at the end MPathic-VR OSCE advantage [+M]; multi-agent SP raised OSCE-aligned scores [+M]
Teacher education (managing a class, responding to student thinking) Pair simulated students with authentic classroom video and real placements; use the simulation for rehearsing responses and reflection, and the video for learning to read classrooms; validate simulated students against real student responses Authentic video beat virtual simulation on analysis [-M]; simulation prompted more reflection [+M]; LLMs may not unknow expert knowledge [-W]; novice CS teachers who used an LLM classroom simulation viewed it positively [+W] (optional feedback, no outcome measure); mixed-reality avatar classrooms are untested in the wiki
Business (sales, negotiation, customer, management or coaching conversations) Use the health-professions sequence with a business rubric; rate the outcome in a role-play with a different person or a real call, and treat the expected gain as the communication-skill estimate untested in business settings in the wiki; transported from communication gained least [~M]
Technology (requirements interviews, user support, explaining code, code review) For explaining and reviewing code, have learners teach a simulated learner and then check correctness separately; for client interviews, use a simulated client with rules for what it discloses Teaching a ChatGPT agent improved programming knowledge [+M] but not correctness [~M]; simulated clients untested in technology settings in the wiki
An AI partner takes a role in a group discussion or collaboration script Give the AI a defined role (clarifying the stage goal, keeping the group on topic, asking the questions people hesitate to ask), tell the group what that role is, check that it tracks the group's decisions accurately, and debrief the group, not only individuals LLM participants clarified stage goals and prompted reflection [+W] (focus groups); an AI partner whose role was ambiguous and which tracked a group's decisions inaccurately lost the group's trust [~W] (one group's case study, school students); scripts improved collaboration skills [+M] (human groups); script features did not moderate effects [~M] (human groups)

The evidence by question

Further evidence, not yet read against this model

Read against the model on 2026-10-19; these bear on the page but do not change a configuration, a situation row or the default. - AI-driven case simulations in ambulatory settings support diagnostic reasoning in nursing education [+W]: a review's narrative statement with no effect size, about AI case simulations with diagnostic suggestions rather than a simulated person; it does not outweigh the trial in which a simulated patient left diagnostic accuracy unchanged, so the diagnostic row stands. - Students report more assessment confidence after a simulated clinical course [+W]: confidence from the same ten-student pilot already cited; confidence is recorded separately from performance in this pattern. - Role-playing exercises enhanced communication, collaboration and critical thinking [+W]: a review's one-line report of a role-play study with human partners, no effect size; consistent with the overall expectation of a gain, adds nothing to it. - Adult learners expect AI to support role play and assumption-challenging simulations [+W]: adult learners' expectations from interviews; useful when eliciting the learner-valued goal, not evidence about outcomes. - Participants with prior communication training scored higher on an AI-rated communication rubric [~W]: read 2026-10-19; an association in one uncontrolled study, useful for reading baseline differences between learners (the brief already records prior practice), not an effect of the practice. - Simulation and hybrid authentic-learning approaches do not necessarily differ in participants or experienced meaningfulness [~W]: read 2026-10-19; a journal editorial's summary of a CSCL taxonomy review, about collaboration settings rather than practice with a simulated person; no configuration follows. - Simulation is a site where professional knowledge is produced and reshaped, not only rehearsed [~W]: read 2026-10-19; an editorial's interpretive synthesis of qualitative studies (forestry, nursing, rescue, military); a framing, not a test. - A social-chatbot intervention was followed by lower loneliness and social anxiety [+W] (not about this page): read 2026-10-19; companionship for wellbeing, reported in a review, not rehearsal of a performance. - Student satisfaction with virtual patients is generally positive [+W]: read 2026-10-19; 17 satisfaction studies, most items indifferent between groups; satisfaction is recorded separately from performance here and does not change the model.

Illustrative design instance and observation record

Illustration only, invented, not a tested unit. An online, competency-based unit for working adults preparing to hold difficult conversations with clients: breaking unwelcome news and responding to the client's reaction. The designer's objective is that each learner, with a client they have not met before, acknowledges the reaction, checks understanding and agrees a next step, scored on a six-item rubric. One learner says she wants to stop over-explaining when people get upset. Session 1: learners watch a recorded strong and weak encounter scored against the rubric, then hold a 12-minute voice conversation with an LLM-played client whose disclosure rules were checked beforehand (it reveals a worry only if asked an open question). Each attempt is followed by item-level feedback from an automated assessor and a written debrief prompt; the learner then repeats the same conversation. Sessions 2–4 use new clients (an angry one, one who goes quiet, one who withholds a key fact), with fewer prompts and self-assessment before feedback; a mentor reviews one recording per learner and leads a 15-minute live debrief. Week 6: a blinded rating of a conversation with a human role-player the learner has not practised with; week 12: the same rubric applied to a real conversation, rated by a supervisor.

Record: performance and rubric → simulated person (who or what, disclosure rules, consistency check) → each learner's baseline encounter → feedback and debrief actually given after each attempt, by whom, and how soon → change between run-throughs of the same scenario → performance on new scenarios, by rubric item → anxiety and confidence, recorded separately → transfer rating with a different person at the stated horizon. Preserve the learner's stated purpose and any change in it. An agent may summarise this record but must not fabricate missing inputs or assign numerical state probabilities without a calibrated model.

Elements and limits

Simulation, role-playing, debrief, feedback, immediate feedback, worked examples, scaffolding, reflection and pedagogical agent signalling.

This pattern is scoped to rehearsal of an interaction with a person who responds. Procedural simulation with mannequins and part-task trainers, written cases with no one to talk to, simulations of physical systems, and assessment of competence for certification need distinct configurations and evidence. The wiki records no randomized comparison of an LLM role-play partner with a human standardized patient on a transferred communication outcome, no study of mixed-reality avatar classrooms for teacher candidates, and no study in business or technology settings of practice with simulated clients or customers, and no controlled study of an AI conversation partner for second-language speaking (only a review's thematic coding). The checks on the simulated person (content accuracy, push-back, fidelity of a simulated learner) rest on evaluations of the agents themselves, not on what learners gained from better-checked ones. The diagnostic branches and doses above remain to be tested with actual learners.

Examples

Key Sources

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Page metadata
Field Value
type pattern
id practice-with-simulated-people
title Practice with Simulated People
description A reusable policy for rehearsing an interpersonal or professional performance with a simulated person (a standardized or virtual patient, a simulated client, customer or colleague, avatar or simulated students, a pedagogical agent, or an AI role-play partner): name the performance and how it will be judged, give novices an example first, run short repeated encounters with feedback and a debrief after each, vary and harden the scenarios across sessions, and judge the unit on a blinded performance with a different person rather than on in-simulation scores or satisfaction.
status review
grain_size unit
canonical True
generated by claude/unspecified on 2026-10-19
trust unverified — no one has confirmed this page's content

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