"Cook It" is a food-education initiative developed by People Tech Revolution in collaboration with FoodStream Network, designed to make health and nutrition lessons in New York City schools practical, cultural and hands-on, through cooking, rather than something students simply sit through.
Many students in the target NYC schools come from migrant backgrounds and low-income neighbourhoods, and traditional food and health education often feels disconnected from their lived experience: overly abstract, overly clinical, or simply unrelatable. Health literacy and food awareness have never mattered more, so the challenge was making these topics both engaging and relevant without losing their educational substance.
"Cook It!" VR turns the classroom into a kitchen: a gamified VR cooking simulation designed for food educators. Instead of textbooks and lectures, students step into the role of active participants, preparing meals and exploring the ingredients, stories and science behind the food they eat. In each session, students engage with nutritional concepts through real-world application, mathematics through measuring and scaling recipes, biology and chemistry by observing how food changes with heat and time, cultural appreciation through recipes drawn from diverse traditions, and communication and collaboration by cooking and reflecting in teams. The program was designed from the outset to be accessible, using affordable ingredients and lessons structured to reflect and celebrate cultural diversity.
"Cook It!" VR gameplay: a simulated kitchen scenario from the classroom cooking simulation described above.
FoodStream Network secured funding for game development, teacher training and program implementation, and the two organisations collected data to evaluate the program's impact on student learning and health habits as part of the rollout.
FoodStream Network's own program evaluation, based on a small classroom sample, produced the figures below. Each carries FoodStream Network's attribution and the sample size where relevant.
Students (80%) actively chose to participate in the VR experience, as reported by FoodStream Network from one classroom sample.
Recall rate when students were asked to identify the location of, and spell, ingredients, as reported by FoodStream Network from the same classroom sample.
Of students spent over eight minutes in the game, often needing encouragement to stop, as reported by FoodStream Network from the same classroom sample.
FoodStream Network reports these as evidence that VR gives students a safe environment in which they engage more readily with tasks such as reading labels than they do in a physical classroom; given the small sample, these figures describe one cohort rather than a proven general effect.
PTR's own published account of the program adds qualitative observations from teachers and program facilitators: stronger student engagement and focus, improved understanding of nutritional and scientific concepts, increased collaboration and mutual respect among students, positive behavioural shifts including healthier eating habits reported at home, and enhanced pride in cultural heritage expressed through food.
"Cook It!" VR turns the classroom into a kitchen, a gamified cooking simulation built with FoodStream Network, which funded development, teacher training and program implementation and evaluated the pilot's impact in NYC schools.