$10,000). Furthermore, a large resource of animated graphic clip-art has been created by the Internet community and is now becoming easily available at affordable cost. It is therefore timely to develop high fidelity, computer-based, educational content that is highly engaging yet effective in its delivery. To further this goal, this project proposes developing contents in the format of an immersive simulation of a food processing plant. In an immersive simulation, a user is kept highly engaged as each successful action results in a potential reward to advance to higher level; the problems presented in these scenarios require answers to science-based questions and similar to what an employee may face in a food processing plant. The questions can be framed based on the educational background of the student. Simulations may be customized for students at any level in their undergraduate curricula: freshman to the senior.' />
Source: UNIVERSITY OF CALIFORNIA, DAVIS submitted to NRP
IMMERSIVE LEARNING PLATFORMS -- DEVELOPMENT OF EDUCATIONAL SIMULATIONS BASED ON FOOD PROCESSING
Sponsoring Institution
National Institute of Food and Agriculture
Project Status
COMPLETE
Funding Source
Reporting Frequency
Annual
Accession No.
0214216
Grant No.
2008-38411-19062
Cumulative Award Amt.
(N/A)
Proposal No.
2008-01947
Multistate No.
(N/A)
Project Start Date
Sep 1, 2008
Project End Date
Aug 31, 2012
Grant Year
2008
Program Code
[ER]- Higher Ed Challenge
Recipient Organization
UNIVERSITY OF CALIFORNIA, DAVIS
410 MRAK HALL
DAVIS,CA 95616-8671
Performing Department
BIOLOGICAL & AGRICULTURAL ENGINEERING
Non Technical Summary
While hands-on laboratory experiments are most effective in learning new scientific concepts and testing novel hypotheses, many experiments in food processing are time consuming. Limited time available in a typical laboratory period does not permit thorough examination of process variables. These constraints force instructors to demonstrate a process without being able to engage students in investigating the various possibilities. Such demands on faculty time and resources have forced many institutions to seriously curtail teaching such courses. Similarly factory tours and field trips are rarely undertaken. Yet it is undeniable that operation of a food processing equipment offers the most engaging environment for a student to learn the "why" and "how" of a process and its underlying mechanisms that impact the ultimate safety of a product. Such experiential experiences offer excellent opportunities to observe and analyze the connections between the process carried out with a processing equipment and what is learnt in a basic science course such as physics, chemistry or microbiology. Today's students are extremely computer savvy. According to a recent study from the Pew Internet and American Life project, more than one-half of all teens have created media content, and roughly one-third of teens who use the Internet have shared content they produced. Electronic gadgets relying on the Internet are becoming ubiquitous. During the past decade, computer games have become increasingly popular as a source of entertainment for younger generation (and even senior citizens!). In this rapidly changing environment, students now expect any educational product that relies on multi-media technologies to have the fidelity that is being provided by the entertainment industry. Production of high-end products for use in education has remained limited due to the high cost of software and related resources. Fortunately, during the last 2-3 years many of the software used in producing animation movies for the screen are now being offered for educational purposes at heavy discount (e.g. Mayar is now sold for around $400 for educational purpose, it originally cost >$10,000). Furthermore, a large resource of animated graphic clip-art has been created by the Internet community and is now becoming easily available at affordable cost. It is therefore timely to develop high fidelity, computer-based, educational content that is highly engaging yet effective in its delivery. To further this goal, this project proposes developing contents in the format of an immersive simulation of a food processing plant. In an immersive simulation, a user is kept highly engaged as each successful action results in a potential reward to advance to higher level; the problems presented in these scenarios require answers to science-based questions and similar to what an employee may face in a food processing plant. The questions can be framed based on the educational background of the student. Simulations may be customized for students at any level in their undergraduate curricula: freshman to the senior.
Animal Health Component
100%
Research Effort Categories
Basic
(N/A)
Applied
100%
Developmental
(N/A)
Classification

Knowledge Area (KA)Subject of Investigation (SOI)Field of Science (FOS)Percent
90360993020100%
Goals / Objectives
The proposed project is aimed at developing computer-based immersive learning platforms of selected food processing plants that will provide highly engaging contents for learning food science. For food safety, it is essential that the workforce in the modern food industry is fully versed in how various vectors that create hazardous situations proliferate in a food processing plant. In a typical curriculum, students learn the basic microbiology and chemistry of such hazards; they often do not get any meaningful opportunity to synthesize such topics in a setting that mimics a food processing plant. In the past, many universities offered stand-alone courses on food processing with extensive laboratory (pilot-plant) experience and factory tours. However due to lack of resources, limited space and faculty time, many institutions have abandoned such valuable experiences for students. The proposed project is focused on creating virtual food processing plants, which will provide students with engaging platforms where they will learn how to integrate knowledge gained from different basic sciences to processing foods with required levels of food safety and quality. We will develop immersive simulations of food processing plants for use in a variety of courses from freshman to senior level. The use of proposed simulations in instruction will enhance student engagement in learning and improve the quality of food science education. The overall goal of this project is to develop Internet-mediated immersive learning platforms for use in teaching food processing. To meet this goal, the focus will be to develop highly engaging student-centered educational contents. Specific objectives of this project are as follows: 1) Develop immersive simulations of three food processing plants namely, brewery, dairy and a tomato cannery. 2) Integrate multidisciplinary educational contents into simulations with introductory, intermediate, and advanced level that would be suitable for freshman to senior level students enrolled in the food science curriculum. 3) Assess the effectiveness of using immersive simulations in teaching food science. Expected Outputs: Products: Three processing plant simulations (brewery, dairy, and cannery) Results: New materials will be available to instructors teaching food chemistry, food microbiology, sensory science, engineering/processing for use as homework, group projects, or laboratory assignments. Outcomes: undergraduate students will be the major beneficiaries of the results. The proposed immersive simulations will increase the availability of innovative and highly engaging instructional materials for all food science programs in the United States and overseas. Use of these materials will improve food science education with an emphasis on food safety and quality.
Project Methods
This project involves developing three comprehensive educational simulations. Each simulation is envisioned to provide a student with a high-end virtual experience of working in a food processing plant, namely, brewery, dairy and a tomato cannery. This project requires merging simulation, animation and game technologies with appropriate pedagogical content. The steps involved in preparing these different components are described in the following. For the purpose of illustrating the concept, we will focus on a brewery simulation. It should be noted that similar approach will be used for a dairy processing plant and a tomato cannery. In developing learning platforms, one of our challenges will be in blending the different elements of any simulation; namely, simulation elements, pedagogical elements, and game elements. Yet these three components are the key to an engaging environment useful for our purposes. Therefore, we will require expertise of a programmer for simulation and game elements, artist for graphic illustrations and animation, and post-doctoral scholar for pedagogical content from science-based subjects. As noted previously, this required expertise is available at Mediaworks, UC Davis. We will use the following software for developing the proposed immersive learning platforms a)Autodesk Maya: 3D modeling and animation b)Unity 3D: Game technology, modeling and animation c)Adobe Flash (Actionscript) A student using the simulation will discover the principles of food science as applied in a real-world setting of the selected food processing plant. For the brewery simulation, the following groupings of the processing steps will be treated as game levels, including: Level One: Malting, Milling, Mashing and Extract Separation Level Two: Hop Addition and Boiling, Removal of Hops and Precipitates Level Three: Cooling and Aeration Level Four: Fermentation, Separation of Yeasts Level Five: Aging, Maturing and Packaging For each Level, pedagogical elements will be incorporated with different level of challenge. In simulating a brewery, we observe that it is easy to incorporate multidisciplinary topics. Engaging questions from various fields of study representing a typical undergraduate curriculum in food science may be included, for example, production agriculture, chemistry, biochemistry, microbiology, engineering/processing technologies, sensory science, marketing, ethics, and social relevance. We will use the following assessments to gain an insight into changes in conceptual understanding of food processing topics with and without immersive simulations. Accurate measurement of conceptual changes will be made by assessing students in both control and immersive simulation groups by giving pre and post tests. This approach will provide a conceptual change score for both experimental and control groups. A comparison of these scores will provide the basis for determining how effective the immersive simulations are in improving instruction.

Progress 09/01/08 to 08/31/12

Outputs
OUTPUTS: This project supported the development of immersive learning platforms using video games for undergraduate students enrolled in food science courses. The main product of this project is an immersive video game on brewing. The video game, involving various scientific disciplines important in brewing, was used in teaching food processing principles in two courses. First was a laboratory course taught to senior-level undergraduate students at the University of California, Davis. In February 2012, 47 students used the video game as one of the homework assignments. The game was accessible on personal computers using compact discs. The students were quizzed before and after they used the game to determine their level of comprehension of selected scientific principles inherent in the game. Their feedback on the navigation and related user functions was used to further modify and improve the game. The second major activity involved using the same immersive game via the Internet for use by 35 students enrolled in a senior-level food processing course (November 2011) at the Ohio State University. Again the students used the game to learn various scientific principles of brewing, including fermentation, chemistry, and engineering. The feedback from the students allowed the game developer to make appropriate changes in the program to make it more readily accessible via the Internet. The underlying concepts of using immersive platforms in teaching food science and engineering were presented at a meeting of the participating agricultural experiment station representatives of NC-1023 in Hawaii in October 2011 and at the International Conference on Engineering and Food, Athens, Greece, May 2011. PARTICIPANTS: Kevin Kostlan (Undergraduate Assistant) Annied Dai (Graduate Research Assistant) Guava Games (a video game developer company) TARGET AUDIENCES: Students enrolled in undergraduate degree programs in food science, fermentation science, and food engineering. And, practicing professionals in the food industry. PROJECT MODIFICATIONS: Although initially we were hoping to develop video games for other food processing sectors (such as a dairy and a cannery), we decided to focus on brewing as it encompasses most of the processes that are inherent in other food processing sectors. This allowed us to develop a comprehensive simulation of brewing beer with most physical, chemical and thermal operations that one observes in dairies and canneries. We were also able to create an additional video game-based product, namely a brewery plant tour. This product was an outcome of feedback from students who used our earlier versions of the game. The structure of the game and simulations are now available and they can be adapted for other food processing examples such as a dairy, cannery, and a fruit juice processing plant.

Impacts
The impact of using the immersive learning platforms in teaching food science and engineering was determined by using the video game developed in this project in teaching food science students. While students in their undergraduate curriculum take myriads of courses, they get few opportunities to coalesce what they have learnt from divergent courses in solving a given problem or critically evaluate a given process. With the video game on brewing, with its diverse content in chemistry, microbiology and engineering, it is possible to incorporate these topics in solving engaging problems and evaluate alternative solutions. To measure changes in students understanding of selected principles, quizzes and surveys were used before and after they played the video game in a course on food processing. Results from these quizzes demonstrated that significant learning took place when the game was available in a user-friendly and engaging environment so that students could focus on the underlying principles. These surveys were also useful in further improving and modifying the game for multipurpose use. For example, it was discovered that one could use a modified version of this game as an effective replacement of the traditional plant tours that are becoming difficult to arrange due to economic constraints. The impact of this approach is now possible with the Internet-version of this game.

Publications

  • Singh, R.P. 2012. Food Engineering Education in the Digital Age. Proceedings of ICEF11, International Congress on Engineering and Food, Athens, Greece (accessed on October 17, 2012, http://www.icef11.org/main.phpfullpaper&categ=SM3)


Progress 09/01/10 to 08/31/11

Outputs
OUTPUTS: The food processing plant simulation developed in this project took advantage of game technology in a compelling and engaging manner, specifically the creation of an immersive environment. This allows for contextual alignment, as the user is presented with high fidelity models and animated procedures virtually identical to the real world. It allows for the simulated activities and animations to take advantage of the simulation's ability to compress time and scale. In this way, many food processing trials can take place in much less than real time, allowing the user to learn by doing. The following description is of BeerIsland a computer video game developed to teach College level students various aspects of brewing. A student discovers the principles of food science/engineering as applied in a real-world setting of a brewery. For the brewery simulation, the following groupings of the processing steps were treated as game levels, including: Level One: Selection of ingredients, namely, water, barley, hops and yeast; Level Two: Malting kiln, Milling, Mashing and Extract Separation; Level Two: Hop Addition and Boiling, Removal of Hops and Precipitates; Level Three: Cooling and Aeration; Level Four: Fermentation, Separation of Yeasts; Level Five: Aging, Maturing and Packaging. For each Level, pedagogical elements were incorporated with different levels of challenge. In simulating a brewery, we observed that it is easy to incorporate multidisciplinary topics. Engaging questions from various fields of study representing a typical undergraduate curriculum in food science may be included, for example, production agriculture, chemistry, biochemistry, microbiology, engineering/processing technologies, sensory science, marketing, ethics, and social relevance. For example, in brewing beer, the chemistry and microbiology of water is of vital importance, the game features are used to walk around an island and seek an appropriate source of water. In the immersive game simulations, activities and problems are presented as: Interactive pop-up window to display screen content; Animation or dynamic activity occurring in the virtual space with instructions and feedback display; Scene change to macro-molecular view of stages in beer making. The game aspect of these learning platforms is to navigate oneself to different parts of the island to source various ingredients for brewing, namely, water, barley and hops. The immersive environment also allows for multi-user play, where students can operate in teams from remote locations. It also invites further development in the educational community as many of the tools and models can be repurposed for other educational requirements such as creating new food processing plants (dairy, cannery, winery, and meat processing). Finally, the 3D maps and models can be used with the technology of Computer Assisted Virtual Environments (CAVE) when that highly anticipated technology becomes more mainstream. PARTICIPANTS: R. Paul Singh (PI), Annie Dai (Graduate Research Assistant), Kevin Kostlan (undergraduate student), Guava Games (a video game developer company) TARGET AUDIENCES: Students enrolled in undergraduate degree programs in food science, fermentation science, and food engineering. In addition, practicing professionals in the food industry. PROJECT MODIFICATIONS: Nothing significant to report during this reporting period.

Impacts
The BeerIsland game has been used twice in a class room with 55 students enrolled in a food engineering laboratory course. Student feedback was used to modify the game. Currently, new animations are being incorporated. During Winter quarter 2012, this game will be again used in a class room with about 50 students and the efficacy of using immersive learning vs regular podium teaching will be evaluated. After any necessary modifications, the game will be made available on the Internet to the food engineering educators. In the development of this game we have used the expertise of professional game developers. The high fidelity of the 3 dimensional objects makes this an intriguing immersive environment for students.

Publications

  • No publications reported this period


Progress 09/01/09 to 08/31/10

Outputs
For food safety, it is essential that the workforce in a modern food industry be fully versed in how various hazards that create unsafe situations proliferate in a food processing plant. In a typical food science curriculum, students learn the basic microbiology and chemistry of such hazards; they often do not get any meaningful opportunity to synthesize such topics in a setting that mimics a food processing plant. The goal of this study is to develop computer-based immersive learning platforms of selected food processing plants that provide highly engaging contents to enhance student learning. A processing plant simulation of a brewery is created as a video game using software Maya, Flash, and Unity. The key elements of this simulation include: selection of water source, evaluation of barley and hops, malting, kilning, brew house operations, and packaging. For each segment of the simulation, student interaction involves science-based questions and problem solving approaches to develop relevant solutions. The user is given full control to navigate through various steps of the processing operations. The responses to questions are given an appropriate score. The video game is set up for use over the Internet and it is platform-independent. The Virtual Brewery allows a user to "walk" on an island where the first task is to find an appropriate source of water. Different water sources are seen: river, lake, and ground water. The user takes a sample of the water and obtains a chemical analysis. Various aspects of water testing and interpretation of results for brewing applications are presented and the user makes an appropriate choice. Next, the user is guided to a seaport where ships are bringing loads of barley. At a receiving dock, the user then analyzes samples of barley. Tests include germination and other analysis to accept or reject an incoming load. Similarly, hops are obtained from a farm growing hops. The user is also presented in depth details about barley and hops via slide show, as well as animations to describe the barley kernel structure. The user then walks to the malting section where equipment is displayed and using animations, the user learns about malting and its importance in brewing. Similar experiences are incorporated in the mashing, fermentation and packaging areas of the brewery. At each station, multimedia displays including slides, short movie clips, and cutaway views of equipment are presented. At various stations, quizzes are posted, that user must take before proceeding to the next station. A beta version of the game was used in a laboratory course (ABT110L) in Spring quarter (2010) to obtain student feedback (Number of respondents: 53). Based on the feedback received from students, a second version of the brewery game is now under construction. It will be used in teaching during the Winter quarter (2011). Additional feedback from the students will be used to make any necessary modifications in the final version. PRODUCTS: A preliminary version of the video game has been developed. A revised version, based on student feedback, is currently under construction. OUTCOMES: A video game of a food processing plant (brewery) will be available on the Internet, it will allow students to learn various topics of food science as they are engaged in playing the game. DISSEMINATION ACTIVITIES: The video game will be available on the Internet. A poster at the Institute of Food Technologists meeting will be used to disseminate the results of this project. Additional venues will be selected for dissemination. FUTURE INITIATIVES: Based on what we have learned in this project, we will proposed a future proposal to further enhance student engagement in learning food science.

Impacts
The impacts of the project will be known only after the game is made available on the Internet. So far, 53 students enrolled in a food engineering laboratory course at University of California, Davis, have used a preliminary version of the video game to learn brewing related topics.

Publications

  • No publications reported this period


Progress 09/01/08 to 08/31/09

Outputs
The educational simulation, in the form of a video game, being developed in this project is about brewing. During the first twelve months of the project, we have created a design document that incorporates all game elements. The overall premise is to figuratively build a processing plant (brewery) and complete production of beer from site selection and raw materials through operation and quality analysis of the product. The content is presented in chunks of information, or chapters organized into topics. Chapters are represented as terrains, or islands. Topics are analogous to areas of activities, or atoms. The student-user navigates the terrain and encounters areas of activities. Information essential to the completion of activities in the terrain is presented in the environment and at the active site areas. Game Objects are employed by the student-user to complete learning interactions: 1)Lab; for performing various tests of water, barley and wort; 2) Controller; for running different pieces of brewing equipment; 3) Viewer; for macro and microscopic animations; 4)Calculations; whiteboard for interacting with expressions. Administrative Objects are used by the student-user for other interactions including keeping score. Learning Elements: Level One: Raw Materials: Terrain description: The terrain includes different sites with the water sources to be tested. Decisions are made based on the tests, and other natural and man-made structures in the area of the water source. At least one of the water sources will be completely unusable. The other sources will have a unique beer style associated with the appropriate water composition revealed by the testing. Included will be water composition from the major types of brewing water found around the world and the beer brewed in that region. Level Two: Malting - Barley biochemistry and process: The student's objective is to prepare the barley for malting and then run the barley through the malting process. The student will be able to control the malting equipment. The Controller includes moisture and temperature sensors, timer, and heat control. The Viewer is an animation of macroscopic and microscopic views of a single barley kernel. With animation and graphics, the student will be able to view the modifications of the barley kernel during the malting process. Level Three: Mashing or Turning Raw Barley and Water into Wort: The student first attends the Milling of the Malted Barley. Settings for the Mill are discussed and simple controls need to be set for the milling animation. Infusion Mash is discussed and a Best Practice quiz is presented on different types of mash methods. Level Four: Fermentation: The student will attend the boiling kettle. The Viewer will give a macroscopic picture of the kettle. Filtration and Bottling: The Student attends a Filtration device with a Viewer of the particles and filter meshes. The Student calculates pressure and flow rates and sets the proper amount of temperature and pressure for carbonation. The final step is packaging. We are now focused on creating all elements and writing the code to activate various steps described in this report. PRODUCTS: Products of this project will be available only at the end of the project. OUTCOMES: The outcomes will be a video game of a brewery operation. This will be available at the end of the project. DISSEMINATION ACTIVITIES: None at this stage. FUTURE INITIATIVES: These will be developed after the project is completed.

Impacts
These will be provided at the end of project.

Publications

  • No publications reported this period