Source: TEXAS TECH UNIVERSITY submitted to NRP
USING VIRTUAL REALITY TO INCREASE STUDENT UNDERSTANDING AND INTEREST IN FARM ANIMAL WELFARE
Sponsoring Institution
National Institute of Food and Agriculture
Project Status
ACTIVE
Funding Source
Reporting Frequency
Annual
Accession No.
1027574
Grant No.
2020-70003-35915
Cumulative Award Amt.
$260,209.61
Proposal No.
2021-11364
Multistate No.
(N/A)
Project Start Date
Aug 15, 2021
Project End Date
Sep 14, 2025
Grant Year
2021
Program Code
[ER]- Higher Ed Challenge
Recipient Organization
TEXAS TECH UNIVERSITY
(N/A)
LUBBOCK,TX 79409
Performing Department
Veterinary Medicine
Non Technical Summary
Many undergraduate and professional animal and veterinary science students in the United States come from non-rural, non-farm backgrounds. In order to gain exposure to animal production, students must primarily rely on their course and laboratory work within their degree programs. While courses often incorporate limited access to university and commercial farms, there are a number of challenges (i.e. funding, biosecurity, large class sizes) that prevent students from gaining adequate farm exposure and experience solving common animal-related challenges. The purpose of this proposal is to investigate an additional mechanism for students to gain on-farm experience through the use of virtual reality (VR) modules focusing on swine and dairy production systems and common welfare issues they would likely come across while working in the livestock industry.The objectives are as follows:1. Create, develop and evaluate the use of VR modules in an entry-level freshman course to increase student interest and understanding of swine and dairy production systems.2. Create, develop and evaluate the use of VR-based animal welfare case studies that can be introduced in upper-level animal welfare, capstone production, or first-year graduate/veterinary courses.3. Provide training opportunities for animal science-related faculty at other U.S. institutions to utilize and assess the success of the VR modules in their own classrooms.To accomplish these objectives, the primary investigators on this study will utilize a multi-collaborator, multi-university and private business approach to develop, utilize and evaluate whether VR could be a useful tool for preparing undergraduate students for a future in animal agriculture.
Animal Health Component
60%
Research Effort Categories
Basic
(N/A)
Applied
60%
Developmental
40%
Classification

Knowledge Area (KA)Subject of Investigation (SOI)Field of Science (FOS)Percent
31539993020100%
Goals / Objectives
The long-term goals of this project are to 1) increase student interest in pursuing and completing animal agriculturalrelateddegrees and, 2) to improve student understanding of on-farm animal welfare by giving students opportunitiesto apply their knowledge and practice the critical thinking skills needed to mitigate common farm animal welfarechallenges. To achieve this, we have three specific objectives:Objective 1: Create, develop and evaluate the use of VR modules in an entry-level freshman course to increase studentinterest and understanding of swine and dairy production systems.Objective 2: Create, develop and evaluate the use of VR-based animal welfare case studies that can be introduced in upperlevelanimal welfare, capstone production, or first-year graduate/veterinary courses.Objective 3: Provide training opportunities for animal science-related faculty at other U.S. institutions to utilize and assess thesuccess of the VR modules in their own classrooms.
Project Methods
Objective 1: Create, develop and evaluate the use of VR modules in an entry-level freshman course to increase student interest and understanding of swine and dairy production systems.Objective 2:Create, develop and evaluate the use of VR-based animal welfare case studies that can be introduced in upper-level animal welfare, and capstone production, or first-year graduate/veterinary courses.Virtual reality-based lessons focused on swine and dairy production systems will be created in an attempt to provide students an opportunity to observe United States production norms and solve common swine or dairy welfare challenges. The lessons will be broken down into four modules as follows:Module 1: Introductory Swine Production ExperienceModule 2: Introductory Dairy Production ExperienceModule 3: Advanced Swine Welfare Problem Solving ModuleModule 4: Advanced Dairy Welfare Problem Solving ModuleEach module will be created in collaboration with Be More Colorful, LLC, a company located in Fargo, ND, USA that specializes in providing "real-world virtual reality solutions" for a number of industries through the development of 360° and virtual reality videos and imagery. The proposed modules will be hosted and easily accessible for users via a password protected internet platform for use with a standard VR headset, smartphone and VR mini-glasses, or a standard computer desktop.The proposed virtual reality modules are different from standard video and photo animal facility tours. Instead of watching the tour on a stationary screen, the experience allows a user to fully immerse themselves into the production facility (see images). With the 360° image capture design of the camera, the user can rotate in any direction to view uninterrupted video and imagery, and hear the sounds occurring in the facility as if they were standing in the room. Additionally, users are given the ability to move throughout the facility at their will, which provides another level of user interaction and control compared to standard video and photo tours.Overview of the proposed VR modulesAll four modules will consist of a fully immersible (360°) video component, which will allow the student user to observe the facilities "in action," followed by fully immersible (360°) key still-scenes within the facilities where student users can continue to explore the facility and interact with the informational and case study components of the modules.Following the development of modules 1-4, their effectiveness will be evaluated in undergraduate and veterinary classrooms and student focus groups at the North Dakota State University, and the Texas Tech Univeristy. Up to 300 undergraduate (approximately 75 lower-division and 75 upper division students per undergraduate institution) and 100 first-year veterinary students (Texas-Tech only) will be invited to participate in data collection. Please see the "Evaluation Plans" portion of this proposal for specific details regarding the evaluation of student use.Objective 3: Provide training opportunities for animal science-related faculty at other U.S. institutions to utilize and assess the success of the VR modules in their own classrooms. Up to 20 faculty and staff from other U.S. institutions will be recruited at national conferences to participate in training regarding how to use and implement the VR modules in their classrooms. During the training sessions, faculty will experience the VR system and will be given a teaching guide. The teaching guide will include further details related to the case study to assist with instruction including possible answers and explanations. The faculty will be asked to implement the VR modules into their own courses within 6 months of training and complete follow-up surveys regarding ease of use, how well the modules fit within their own teaching missions, likelihood of continued use, and overall student learning and engagement impressions. Faculty provided feedback will be used to make any necessary changes to the modules and will be made available in a publication. The final publication will provide a link to the modules for future use in the classroom for all faculty.

Progress 08/15/23 to 08/14/24

Outputs
Target Audience:Modules were used in class to help demonstrate common industry practices- 100 veterinary students (Feburary 2024) Presented results of study and some information about use of the program to 20 faculty (April 2024) Presented workshop for objective 3 of the grant: objective had approximately 20 faculty in attendance (July 2024) Changes/Problems: Nothing Reported What opportunities for training and professional development has the project provided?Copied from above: Objective 3 was primarily addressed in this reporting window. Two training opportunities were deployed. One in a short zoom session with faculty at other institutions, the second included an in person, 2 hour workshop. The workshop allowed faculty to use a worksheet and do a self guided exploration of the farm. Additionally, a graduate student spent a small amount of time working on the handouts, giving a graduate student an oppertunity to work on and develop a professional document which can be used as an educational material. How have the results been disseminated to communities of interest?Yes- through 1 submitted publication, a targeted talk to faculty who teach animal welfare was developed to gain interest in April, and a workshop was deployed, recruiting specifically faculty in teaching positions. What do you plan to do during the next reporting period to accomplish the goals?Submitting a second publication for objectives 1 and 2, and writing/submitting a manuscript based on faculty feedback in the workshop (focused on usability of the final product for education).

Impacts
What was accomplished under these goals? Objective 3 was primarily addressed in this reporting window. Two training opportunities were deployed. One in a short zoom session with faculty at other institutions, the second included an in person, 2 hour workshop. The workshop allowed faculty to use a worksheet and do a self guided exploration of the farm. Objectives 1 and 2 were addressed through submission of a publication; a second publication related directly to these goals is currently being written.

Publications

  • Type: Journal Articles Status: Submitted Year Published: 2024 Citation: 2. Underwood, L., C. Byrd, and N. Anderson. Student perceptions of using a virtual reality farm model as a learning tool. Submitted July 2024. NACTA.


Progress 08/15/22 to 08/14/23

Outputs
Target Audience:Ran study on undergraduate, graduate, and veterinary students. Over 70 students have viewed and worked through the modules A presentation was given at NACTA- which includes faculty and instructors at other agricultural schools across the US. They are now aware of the learning modules and what they can be used for. Changes/Problems:All challenges were reported in 2022. No major issues since. What opportunities for training and professional development has the project provided?Provided a graduate student a chance to run a study, learn about human research design, and present their work at a professional conference (oral talk). How have the results been disseminated to communities of interest?A presentation was given at NACTA (see citations) which shared some of the results to the ag teaching community. A masters student has graduated with their thesis focused in this study. What do you plan to do during the next reporting period to accomplish the goals?Finish publications/prepare student thesis for final publication. Going to run a workshop to help others learn how to use the VR program- this will be provided through a welfare community of practice. Attendees will be asked to provide a post survey regarding use in class.

Impacts
What was accomplished under these goals? Measured student understanding of on-farm welfare- objectives 1 & 2 were addressed by running a complete study on student experience via the VR. Completed the methods as outlined in the grant.This study is currently being written with the goal to publish in 2023.

Publications

  • Type: Conference Papers and Presentations Status: Published Year Published: 2023 Citation: Underwood, L. L., C. J. Byrd, and N. C. Anderson. Student enjoyment of a virtual reality livestock farm industry tour is influenced by past experiences. NACTA, Las Cruces, New Mexico. June 22, 2023. Oral presentation.
  • Type: Theses/Dissertations Status: Published Year Published: 2023 Citation: Underwood, L.L. 2023. Using Virtual Reality to Increase Student Understanding and Interest in Farm Animal Welfare. Masters Thesis. Texas Tech University.


Progress 08/15/21 to 08/14/22

Outputs
Target Audience: Nothing Reported Changes/Problems:The major change is the loss of advanced modules. During development, a large miss-communication occured between all the individuals involved in development and the primary communcation liason did not raise the problem to the group. To suppliment the development of only one swine and one dairy module, a live action video has been made with voice over of each farm. Additionally, more welfare hotspots have been included to help blend the original goals of objective one and two. What opportunities for training and professional development has the project provided? Nothing Reported How have the results been disseminated to communities of interest? Nothing Reported What do you plan to do during the next reporting period to accomplish the goals?During the next period we will: collect data on the influence of VR on student welfare understanding in undergraduate, graduate, and veterinary students Provide trainings to animal welfare professors at other institutions about how to use the VR and the web modules in class. Suggestions will be provided regarding ways to develop assignments, use them in class demonstrations, and use as supplimental material to classrooms.

Impacts
What was accomplished under these goals? Data collection has not begun until the fall of 2022; up to this date work was accompished to create and develop VR based animal welfare modules. Objective 1: Create and develop an entry level VR module has been completed. The modules are available in both VR and on a computer, making them more usable to those with internet access but without VR capabilities. The next step of testing and training will begin in the next period.

Publications