Short description
A comprehensive guidebook designed to accompany a semester/year-long nutrition education curriculum, providing in-depth knowledge, practical tips, and engaging activities to help students make informed dietary choices and develop cooking skills.
The guidebook addresses the challenges of limited time, lack of suitable curriculum, and competing academic priorities in traditional education settings. It aims to offer a structured and accessible resource that empowers students to apply nutritional knowledge in their daily lives, promoting healthy eating habits and culinary skills.
Why choose book?
About the Media & Technology Choose:
Students lack devices at school and already according to secondary research.
71% of parents are concerned about children under 12 spending too much time on screens.
This means that screen apps, websites, etc. are not applicable to our program's target learners. At the same time, similar products on the market (e.g. Myplate) have features that are not systematic enough to be integrated into the classroom. This led us to turn our attention to handbooks.
Pros of the Guidebook:
Provide comprehensive knowledge references and accessible resources.
Fun comics and design enhance the student learning experience.
Support for the entire educational process (including school facilities and service) and activities
Cons of the Guidebook:
Requires updates to remain relevant and aligned with current dietary guidelines.
May need to be supplemented with additional resources for in-depth exploration of certain topics.
Cannot be portable so occasions for use need to be carefully considered.
Questions:
How can we ensure the guidebook is accessible and engaging for students with diverse learning styles and preferences?
What strategies can be implemented to encourage students to regularly use and reference the guidebook in their learning?
Set up rubrics: To rate how useful the guidebook is, a rubric will be made, with points given for things like clarity, relevance, and organization.
Peer Assessment: Students will rate how well each other used the guidebook's information in activities and other ways. It encourages students to work together to learn and think critically, so they can learn from each other's points of view.
Project Work (?): Students will be given projects, like activities, that require them to use what they've learned from the guidebook in real life. Checks how well students can use what they've learned in real-life situations.
Cover & Catalogs Sketch
Cooking Session Sketch
Knowledge & Comic Sketch
About
Based on the problem statement, the main barriers to nutrition education are limited time, lack of suitable curriculum, and competing academic expectations. Meanwhile, in an ideal nutrition education curriculum, children are expected to transfer all of the knowledge outside the classroom and into their daily lives: identify and plan healthy meals, understand health risks, and make healthy food and snack choices. We decided to create a semester/year-long detailed curriculum for nutrition education, activities, & media that accompanies these activities.
One of the leading activities is creating a cooking session. Students’ preferences & dietary/religious will be listed, and the class will pick a set of dishes to serve. They will be responsible for prepping, cooking, and serving the meal. Under the supervision of an instructor, this activity will demand students to expand their practical and theoretical knowledge, while caring for their fellow peers.
Learning theories
This activity is in line with several learning theories:
Community of practice: Groups of people sharing the same concern/passion for something they do and learning how to do better as they interact regularly. By doing regular cooking classes and dining together, this activity can act as an artifact where students practice what they learn in their nutrition class. Peers can act as a community that helps support the transfer of this knowledge into practice.
Collaborative learning: Cooking classes and serving students can act as an authentic task in which students learn to collaborate with peers.
Media & Technology
Some media, technology, and supporting elements in this activity:
Practical activity
Posters
Arts & crafts
Pros of cooking classes
Students can learn not just theoretical knowledge, but can also apply them in practice
Peers have a large influence, which acts as social support/motivation for students
Cons of cooking classes
Students need to be conditioned that this is not 'just for fun', but something educational
The budget is bigger than traditional classroom teaching
Peer feedback: Students will be evaluated based on the feedback from the customers or other students they serve. We will focus on this peer evaluation method because each student will have the chance to be in the cooking group.
Reflection: Students can reflect on their progress throughout the semester, and at the end of the semester, provide insights on what have they learned.
Run Your Own Restaurant
Students will play as owners of a health-focused restaurant, where they will match ingredients and assist various customers and tasks in solving dietary problems and challenges in the game. Additionally, the daily restaurant menu will be designed by the students themselves. Students can also visit each other's restaurants. Notably, the game will collaborate with the school cafeteria, allowing students to vote for the best meal pairing, which will be offered in the cafeteria.
Ingredient Pairing and Restaurant Menu Design:
Students' in-game ingredient pairing and restaurant menu design should reflect principles of healthy eating, such as balanced nutrition and diverse ingredients. This helps students learn about the nutritional value of different ingredients and the principles of pairing while playing.
Customer Dietary Problems and Challenges:
Different types of customers will be designed in the game, each with their own dietary problems and challenges. These could include a lack of awareness of healthy eating, nutritional imbalance, food allergies, etc. Students can help customers solve these problems by providing suitable meal combinations.
Interaction and Competition:
Introduce elements of interaction and competition among students, such as visiting each other's restaurants and voting for the best meals. This can motivate students to design healthier and more delicious menus and enhance their interest in learning.
Collaboration with School Cafeteria:
Allow students' creative dishes to be applied to the school cafeteria's menu: This way, students can experience their achievements in the game and see their creativity put into practice in real life.
Education and Evaluation:
Incorporate educational elements into the game to help students understand the importance of healthy eating and provide feedback and evaluation mechanisms (involving parents) so students can understand their performance and learn to improve.
We decided to produce a semester-long (5-month) nutrition education program. This decision is influenced based on what we found during the research process: gaps in knowledge, habit, & motivation; lack of curricula; and lack of focus in schools. To tackle this problem, we create a comprehensive curriculum that builds learners' knowledge, habits, and motivation. There are several supporting elements that we iterate to support this program:
Storytelling Guidebook
This physical guidebook will be handed to students to guide them throughout the semester. To engage our lower-level elementary learners, materials in this guidebook will be presented through storytelling and in an illustrative way.
Cooking Class
To build students' eating habits and practical skills in nutrition education, there will be cooking classes in the curriculum. Students will be tasked to prepare and cook food for their fellow peers. In doing this activity, the facilitators can team up with the schools' cafeteria/local markets/suppliers. It also has a social component where students will serve their peers food, and they will eat together without distracting gadgets.
Here is the overarching plan of the NutriiKids program. The program will run for a semester or an average of 16 weeks.
Before the course: Jane's parents often told her to eat healthy, but she didn't know how or why.
Handbook: Nutrition education begins for 7-year-old Jane, a first grader. She becomes curious after receiving a colorful nutrition education handbook.
Cooking Class: Jane takes a cooking class at school and learns about ingredients while cooking simple meals.
Field Trip: Jane picks fresh fruits and vegetables at a local farm to learn about food sources.
Poster & Chart: Jane draws field trip foods and scenes in class to reinforce her learning.
Sharing Knowledge: Jane shows her classmates what she's learned, enriching and teaching them.
Family Involvement: Jane helps her family cook a healthy meal using what she learned in school.
Continuous Learning: Jane prepares and shares a healthy meal with classmates after earning nutrition badges throughout the semester.
After the program: At the end of the semester, Jane vows to eat fruit daily, demonstrating her commitment to healthy eating.
Design standard: Font Choices, Color Board, Logo Design, and Mascot Design.
Meet Milkie: Students’ Nutrition Companion!
Milkie is the friendly face of our nutrition education program, appearing as an endearing character throughout our materials.
Whether she's setting tasks, asking questions, or cheering students on, Milkie's playful charm motivates and inspires, making learning about healthy eating a delightful adventure.
Our main resource called NutriiBook. A narrative style guide book to be used by students throughout the program. It includes:
Learning materials
Cooking procedures
Learning assessments
This product will fulfills the “knowledge” gap for the students.
Students will apply what they learned in class. Students will vote on the best dish in numerous groups.
Winner's meal will be featured on the school cafeteria's menu of the week and photographed with a chef hat.
Students' “habit and motivation” gap will be filled by this activity.
Students will be organized visits to local farms or markets, facilitating a connection between the food on their plates and where it comes from.
Safety guidance is available prior to the start of each session.
The product fulfills the “habit and motivation” gap for students.
Evaluation Materials Design
Formative assessment includes worksheets and individual activities from NutriiBook.
Summative assessment includes NutriiChart as collective project and NutriiPlan as individual project. Both will be updated throughout the program.
We designed our program with guidance from several learning theories to ensure our design would cater to learners' needs and wants.
Community of practice: Groups of people sharing the same concern/passion for something they do and learn how to do better as they interact regularly.
Collaborative learning: Solving an authentic task together with peers.
Constructionism: Learning by actively building shared cultural artifacts as a tool to mediate learning in relevant learning environments.
Based on our research and ideation process, we identified some tools, technology, and learning methods that we might incorporate in our program. Listed below is the complete list of technology choices and rationale: