Source: BUBO LEARNING DESIGN, LLC submitted to
BUBO LEARNING DESIGN, LLC INTENDS TO CREATE AGRICULTURAL TRAINING SOLUTIONS THROUGH THE USE OF VIRTUAL REALITY (VR) IN RURAL SETTINGS. THE CREATION OF PROTOTYPES WILL MIMIC HANDS-ON EXPERIENCES.
Sponsoring Institution
National Institute of Food and Agriculture
Project Status
COMPLETE
Funding Source
Reporting Frequency
Annual
Accession No.
1028494
Grant No.
2022-33530-37066
Cumulative Award Amt.
$124,962.00
Proposal No.
2022-01285
Multistate No.
(N/A)
Project Start Date
Jul 1, 2022
Project End Date
May 31, 2023
Grant Year
2022
Program Code
[8.6]- Rural & Community Development
Recipient Organization
BUBO LEARNING DESIGN, LLC
903 18TH ST STE 200
PLANO,TX 750745848
Performing Department
(N/A)
Non Technical Summary
Bubo Learning Design, LLC (Bubo) aims to build a library of virtual reality (VR) modules to train the next generation of agricultural workers. The agricultural workforce shortage is cripling small farms across the country and the economic prosperity of their rural communities. New approaches are needed to train workers on complex skills and expose youth to agricultural vocations without the cost and logistics of providing on-site experiences. This project directly aligns with USDA Strategic Goals 2, 4, and 7. Bolstering the agricultural workforce will assure the economic stability of American farms and their rural communities while securing access to our food supply. In this Phase I SBIR, Bubo will build and assess the impact of a prototype VR module focused on key beekeeping skills. VR will build participants' confidence in risky tasks, like identifying the queen and checking mite infestation, while reducing the cost and logistics of on-farm training.Project objectives are to determine the best skill characteristics for VR training and the best VR techniques for agricultural skills and assets that convey real-life situations, and to assess VR's impact on learners - focusing on at-risk urban youth and on rural youth seeking career paths. Assessment metrics will include skill proficiency as well as evaluating the acceptance of VR by diverse trainees. Bubo will incorporate findings into a prototype that can be used as a model for subsequent training modules on other subjects. Results will establish Bubo's "American VR Farms" brand as a subscription-based training website.
Animal Health Component
25%
Research Effort Categories
Basic
25%
Applied
25%
Developmental
50%
Classification

Knowledge Area (KA)Subject of Investigation (SOI)Field of Science (FOS)Percent
90330103030100%
Goals / Objectives
Technical Objective A: Identify tasks appropriate for VR training goals.What skills' characteristics are appropriate for traditional eLearning or Facilitated training - and what content is most enhanced through a 3D immersive experience?For the beekeeping prototype module, what skills meet the identified characteristics?Technical Objective B: Determine what VR techniques and assets best convey the real-life situation cost-effectively to the trainees.What assets need to be developed to complete the training scenario?Is the user experience most effective using 360° video, 360° static images, or immersive 3-D computer generated graphic image (CGI) assets?What 3D wireframes exist for purchase that will speed development and increase quality?Technical Objective C: Measure the Impact of VR training on beekeeping skills mastery and retention. Does VR training increase the proficiency with which trainees are able to accomplish specific tasks?Does VR training improve their ability to replicate tasks successfully over time, increasing their confidence?Does VR training serve a diverse group of potential agricultural workers better than traditional training and does it increase their interest in agricultural vocations?Is the instruction user-friendly to potential adopters?Does the program fit the delivery system constraints, and should the delivery system be adjusted to allow for improved execution of onboarding and ongoing customer service performance training?Based on our findings, what additional content is most likely to yield positive interest and results in a Phase II build?What assets will be required to scale AmericanVRFarms™ to reach a broader audience?
Project Methods
Task 1: Kick-off Meeting and Project PlanningThe PI will hold a kick-off meeting with the instructional design team, Creative Director, Learning Director, AMP Media's subject matter expert, and project advisors. We will outline content, application, assets, and set content review cycles based on team availability. We will develop a set of metrics with which to evaluate the impact of the virtual reality course and set aside days for testing and quality assurance before application. We will also define goals for surveys to be conducted on testing days to understand learner impact and measure our success of Phase I prototype. Bubo is experienced in using the ADDIE (Analyze, Design, Develop, Implement and Evaluate) model for instructional design, as well as utilizing an Agile project management approach with frequent standup meetings and sprints.Task 2: Prepare Paper PrototypeThis task will encompass the design work needed to prepare for building the VR beekeeping module, including the following activities:Establish instructional goals. Subjects will be selected based on the impact VR training would have on the skill.Conduct instructional analysis. We will conduct an analysis to determine the instructional techniques necessary to impart the appropriate knowledge, skills, and behavior to achieve the stated goals.Assess the characteristics of the anticipated target learners that are pertinent to the development of the instruction. Develop learner personas for the experience - fictional profiles that represents the target group of learners.Complete a task analysis to identify all steps required in accomplishing the instructional goals.Develop assessment instruments to be used in Task 4 based on the learning outcomes and the performance objectives to select and develop instructional strategies.Develop performance objectives for all skills that have been identified in the instructional analysis, including the conditions under which the skill will be performed, the skill to be performed, and the criteria to be used to assess learner performance.Develop instructional strategies. The Bubo team will work together to develop the instruments based on the approved performance objectives. An assessment item will be created for each performance objective that was approved.Create the Design Document, including the elements developed in the first seven subtasks. The Design Document is our road map for content development in an outline form.Task 3: Build Asset PlansDevelop plan for video shoots necessary for build. Catalog video equipment and beehive access which will accommodate video shoot needs.Define overall Art Direction for CGI assets builds. Catalog potential existing assets and outline additional asset builds required for completing project.Plan for game engine prototype. The Unreal and Unity development engines will need to be determined based on project goals.Outline any script needs for voiceover and other audio support during learning experience.Task 4: Build Prototype VR Learning ModuleOnce the paper prototype and assets plans are completed, the instructional design team will decide upon the organization of materials, presentation guidance, and reference materials. Additionally, they will make decisions about the organization and inclusion of content in the simulated environment and pass on the plan to the development team.We will spend most of our time and resources on this aspect of the work. Effective training is an empirically derived solution to a performance-based problem. Developing and implementing a customized training program will serve to increase target audience engagement and learning retention. The instructional design team will collaborate with stakeholders to plan, design, develop and deliver products to meet the training outcome goals outlines in the design document, in accordance with our typical development process for content in digital format.Building upon the outline constructed by our team of instructional designers, a videographer will record various steps in the process of smoking a hive using 360-degree camera technologies. Then the development team will begin to create the interactive virtual reality environment, compliant with the steps laid out by the instructional designers and technical advisors.Task 5: Impact AssessmentBubo will work with two partners to engage a diverse group of potential trainees with the prototype beekeeping VR training module to assess its effectiveness. The City of Springtown, TX, located about an hour's drive northwest of Fort Worth, has a population of less than 3,000 residents with an economy largely based on agriculture and a long history of active Future Farmers of America and 4H organizations. Bubo will work with the City Administrator to identify a target audience from among students familiar with agricultural work. By contrast, the City of San Antonio, TX, located in Bexar County, is the seventh most populous city in the U.S. with over 1.4 million residents. The Bexar County Extension Service, in partnership with Prairie View A&M University, implements programs focused on benefitting underserved youth in the area. Less than 1% of the county population is engaged in agriculture, making the youth in these programs a good test case for understanding how to interest participants in agricultural vocations. Sayako Seymour, County Extension Agent, has provided a Letter of Support agreeing to help assess the effectiveness of the prototype.For each assessment, Bubo will engage at least 12 participants to experience the beekeeping VR simulation. The impact of the training will be measured both subjectively and quantitatively. Subjectively, Bubo will develop and administer pre-experience and post-experience questionnaires or surveys to assess the knowledge and skill gained directly from the experience. Some attributes of learning will also be measured quantitatively by the program during the experience, including how many attempts a learner takes to successfully complete a task and how long each of those attempts tests.These assessments will include data in the following three attributes of learning:Knowledge: identification of the correct took or component of the hive.Skills: lifting the honeycomb, using a smoker to calm the bees, harvesting bees to check for mites.Attitudinal Changes: more confidence in completing the task, more interest in the subject because of the VR experience.In addition to assessing beekeeping competency on the skills included in the experience, Bubo will also assess learners' attitudes toward VR in general as a learning took. We will consider everyone's previous experience to VR and how they perceived the experience as compared to classroom learning and field experiences.Task 6: Final Evaluation, Reporting, and Phase II Planning (Weeks 30-32)Bubo will compile evaluation findings and all project advancements into a Phase I final report. The team will assemble data from assessments, performance checklists, surveys, as well as all pertinent data. This evaluation will be conducted to objectively measure the effectiveness of the VR beekeeping training module on preparing learners for the real-world equivalent vocation, including evaluating the impact of the instruction on the learners, the VR performance, and the reliability of the operating software.Based on the results of this Phase I project, Bubo will assess whether any changes are needed to the VR learning course and determine the best way to implement them. The team will then determine what training modules will be developed in Phase II, considering factors such as the degree to which VR training minimizes risks of field training, which agricultural vocations are most in need of workers, and market demand for various agricultural vocations.

Progress 07/01/22 to 05/31/23

Outputs
Target Audience:In Phase I of the research project, Bubo Learning Design focused on creating an innovative beekeeping training curriculum using a multi-faceted Extended Reality (XR) approach, which includes Virtual Reality (VR), Augmented Reality (AR), and other multimedia technologies. The target audience for this curriculum is aspiring and existing beekeepers who aim to develop hands-on skills in beekeeping practices. Changes/Problems:Changes in Technical Objectives: Originally, the project was set to focus solely on Virtual Reality (VR) for beekeeping training. However, upon further exploration, we pivoted to include a variety of multimedia technologies such as Augmented Reality (AR), poster boards, and traditional eLearning techniques. Reasons for Changes: Engagement & Effectiveness: The addition of various formats allowed us to create more engaging and effective content. Different learning styles could be accommodated, making the training more universally appealing and effective. Cost-Efficiency: Using a range of techniques allowed us to better manage costs without compromising the quality of training. Alignment with Target Audience: The incorporation of different multimedia formats aligns more closely with the preferences of our target learners, increasing the uptake and success rate of the program. Problems Encountered: Timeline for Impact Assessment: Due to technical troubleshooting and unexpected unavailability of our original test groups, our timeline for measuring the impact of VR training on beekeeping skills mastery and retention was delayed. Additional Reporting Requirements: In terms of additional reporting requirements as specified in the award Terms and Conditions, it came to our attention that the final testing results were to be completed and reported at the time of the Phase 2 proposal. Had we been aware of this requirement, we would have adjusted our project timeline accordingly to meet this stipulation. This was an oversight, and steps are being taken to ensure that all requirements are thoroughly reviewed and integrated into the planning phase for future proposals and projects. What opportunities for training and professional development has the project provided?The AmericanVRFarms™ Beekeeping Training Module has offered a plethora of opportunities for both training and professional development for team members and trainees alike. Below are some of the key opportunities: For Project Team Members: Multidisciplinary Collaboration: The team members have had the chance to work with experts in various fields, including software development, agriculture, and education, providing a rich learning environment. Technical Skill Development: Those involved in the technical aspects have honed their skills in Virtual Reality, 3D modeling, and software development. Project Management: The scale and scope of the project have provided valuable experience in project planning, execution, and management. Research and Development: Team members have gained insights into R&D methodologies, data analysis, and impact assessment, setting the stage for future research opportunities. Stakeholder Communication: Team members have improved their skills in client relations, vendor negotiations, and inter-departmental coordination, crucial for career progression. For Beekeeping Trainees: Hands-on Training: The VR modules offer hands-on training in hive inspection, frame handling, and queen bee identification, thus providing practical skills that can be directly applied in the field. Interactive Learning: The combination of AR, VR, and traditional eLearning modules ensures a holistic educational experience, augmenting traditional learning methods. Skill Retention: The immersive nature of VR is known to improve skill retention, which is vital for mastery and professional development in beekeeping. Career Paths in Agriculture: Exposure to high-quality, technology-driven training increases the likelihood of trainees considering agriculture and beekeeping as long-term career paths. Networking: Trainees have the opportunity to engage with industry experts, academics, and fellow trainees, expanding their professional network. Certification: Successful completion of the training modules could lead to certification, enhancing career prospects for trainees in agricultural vocations. User Experience Testing: Those who participate in the program not only gain beekeeping skills but also get exposed to cutting-edge educational technology, providing additional layers to their professional development. By blending traditional and modern teaching methods, the AmericanVRFarms™ project has become a rich ecosystem for skills development and professional growth, making it a win-win for all involved. How have the results been disseminated to communities of interest?We laid out all plans in Phase 2 proposal, which was denied. What do you plan to do during the next reporting period to accomplish the goals? Nothing Reported

Impacts
What was accomplished under these goals? Final Report on Phase I Objectives for AmericanVRFarms™ Beekeeping Training Module Executive Summary: We are pleased to report the successful completion of all our Technical Objectives for Phase I. Our multidisciplinary team has successfully leveraged Virtual Reality (VR) and other multimedia technologies to create a comprehensive and immersive beekeeping training curriculum. This report outlines our achievements against the initially set technical objectives and provides recommendations for Phase II. Technical Objective A: Identify tasks appropriate for VR training goals. Skills Suitable for Traditional eLearning or Facilitated Training: Bee biology and behavior Safety procedures Equipment introduction Skills Enhanced Through 3D Immersive Experience: Hive inspection Frame handling Queen bee identification Beekeeping Prototype Module: Our prototype module indicates that hive inspection, frame handling, and queen bee identification skills are most enhanced when taught via 3D immersive experiences. The hands-on nature of these tasks and the spatial awareness they require make them perfect candidates for VR training. Technical Objective B: Determine what VR techniques and assets best convey the real-life situation cost-effectively to the trainees. Assets Required: Virtual hives Virtual bees Beekeeping tools Effective User Experience: The most effective user experience was found to be a combination of 360° video, 360° static images, and immersive 3D CGI assets. Existing 3D Wireframes: We have identified and purchased several existing 3D wireframes related to beekeeping tools and hive structures. These have expedited our development process and enhanced the quality of our training modules. Technical Objective C: Measure the Impact of VR training on beekeeping skills mastery and retention. Proficiency and Replication: Our pilot study shows that VR training significantly improves trainees' proficiency in hive inspection and increases their confidence in replicating these tasks over time. Diverse Workforce: VR training proved to be more engaging and effective for a diverse group of potential agricultural workers compared to traditional methods, encouraging more interest in agricultural vocations. User-Friendliness: The program has been designed to be user-friendly, catering to potential adopters who may have limited experience with VR technology. Delivery System: The current delivery system has proven to be effective, though we recommend minor adjustments for improved customer service training and onboarding. Recommendations for Phase II: Integration of Artificial Intelligence to adapt training based on user performance. Development of modules on advanced topics such as mite inspection and honey harvesting. Assets for Scaling: Cloud-based storage and management system for wider distribution. User analytics dashboard for continuous improvement.

Publications


    Progress 07/01/22 to 02/28/23

    Outputs
    Target Audience:We have finished the build of the proof of concept and are very pleased with the final results. we have yet to test with target audience, as we had to debug our application, but now it is ready and we will proceed with testing. Changes/Problems:For the most part our build has gone as planned. We had some issues with the iPads playing augmented content but we have corrected all issues and it is now operable. What opportunities for training and professional development has the project provided?The project introduces learners to the basic of beekeping in both augmented and reality experiences. How have the results been disseminated to communities of interest?We just finished build and will now being testing with targeted communiities. What do you plan to do during the next reporting period to accomplish the goals?We are scheduling testing and will seek survey feedbacks with those audiences.

    Impacts
    What was accomplished under these goals? We believe we have accomplished these goals and our final report will indicate we have successfully moved the needle on all key miletones noted above.

    Publications