Scientists at Paderborn University support nutrition education for children and young people with ‘SMART-EAT’
Eating healthily and sustainably - supermarkets, fast food chains and canteens often make it difficult for children and young people to choose. The ‘SMART-EAT’ cooperation project launched in August by Paderborn University, SICP - Software Innovation Campus Paderborn and game developer Nurogames simulates classic situations in virtual and augmented reality (VR/AR) and supports schoolchildren in their food choices in a playful way. This innovative form of teaching skills is now to be anchored in teacher training programmes. The interdisciplinary project is being funded by the Ministry of Economic Affairs, Industry, Climate Protection and Energy of the state of North Rhine-Westphalia with around 1.7 million euros and will run for three years.
Authentic shopping experience in the virtual supermarket
Experts from the fields of public health nutrition, VR/AR software engineering, gamification and social psychology are working together in the project to develop a learning environment that combines nutritional and psychological information with new technologies.
Students can visit a virtual supermarket using VR glasses and play through an authentic shopping experience. Which foods do I reach for first? Which packaging do I choose and how do social norms influence my eating behaviour? After the students have considered these questions while shopping, they are given tips on healthier and more sustainable alternatives that take their individual preferences into account. This includes logos such as the Nutri-Score and various seals as well as further information. ‘Although the logos and seals can provide information and support behavioural changes in individuals, we often choose other foods in the actual situation,’ says Prof. Dr Annette Buyken, Professor of Public Health Nutrition at the university, who contributes her expertise in the field of health promotion to “SMART-EAT”. Various technologies are being used in the project to ensure that healthier and more sustainable food ends up in the shopping trolley instead. In VR, for example, eye tracking, gamification and nudging, i.e. the gentle control of behaviour through subtle incentives, will help to positively influence food choices.
Effective learning through interactive games: Gamification approaches promote motivation
During playful learning, pupils should also be able to immerse themselves in virtual worlds together, for example during a joint cookery evening. Here, they can think together about what they want to cook, what food they want to buy and then prepare it interactively. The shared experience in the group should also increase learning efficiency and effectiveness. ‘If young people overcome challenges and receive recognition for their learning success, for example through ranking lists or achieving a master's level, this also increases their motivation when designing digital learning environments,’ explains Prof. Dr Niclas Schaper, Professor of Work, Organisational and Social Psychology at the university. Young people should also be able to design the learning environments themselves.
While students in VR are completely immersed in virtual settings such as supermarkets, restaurants or canteens without having any connection to the outside world, AR is merely an extension of reality. For example, users receive digital information about certain foods via their smartphone. ‘AR-based software systems support people by visualising information according to the situation. The aim is to consolidate findings from nutrition education in everyday practice,’ explains Dr Enes Yigitbas, Competence Area Manager “Human-Centered Digitality” at the SICP.
Pupils and teachers should be able to create and expand learning spaces themselves
The VR/AR applications should not only benefit pupils. There are also new perspectives for teacher training. In order for the applications to be easily integrated into lessons, students and teachers with little programming experience should also be able to create and edit their own virtual, interactive learning spaces. Therefore, an important goal of the project is to make them as simple and intuitive as possible.
With its interdisciplinary approach, ‘SMART-EAT’ aims to impart skills and meaningful behaviour and decision-making patterns for a personalised, sustainable and healthy diet. The aim is to make healthier and more sustainable purchasing decisions the next time you visit the supermarket in real life.
This text has been translated automatically.