---
title: "Education VR case studies: Cornell and FoodStream Network"
description: "Immersive learning in schools and universities: a New York food education program built with FoodStream Network and Everyday Inclusion, designed with Cornell."
canonical: https://peopletechrevolution.com/work/case-studies/education
---

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     canonical document; this file is the same words without the markup. -->

[Our Work](https://peopletechrevolution.com/work) / [Case Studies](https://peopletechrevolution.com/work/case-studies)

# Education case studies

A New York classroom that became a kitchen, and a Cornell module that lets a campus feel bias rather than read about it.

[Download the Cook It! case study PDF](https://peopletechrevolution.com/uploads/docs/people-tech-revolution-cook-it-food-education-case-study.pdf)

A pinch of salt, taken in Cook It.

## Learning that happens in the doing

Both programs started with the same problem: a lesson that stayed on the slide.

Cook It turns nutrition into cooking. Everyday Inclusion turns a policy into a moment you stand inside. Neither asks a student to imagine it.

FoodStream Network

## Cook It

A VR cooking game for New York City schools, built with FoodStream Network so students learn food and nutrition by cooking it.

Pouring at the bench, inside the game.

### Nutrition, maths and culture, cooked rather than taught

Many of the students come from migrant backgrounds, and food education that arrives as a worksheet feels a long way from their own kitchens.

In one classroom sample, 9 of 12 students chose to take part, and FoodStream Network recorded the result in [its own case study](https://peopletechrevolution.com/uploads/docs/people-tech-revolution-cook-it-food-education-case-study.pdf).

[Read the Cook It case study](https://peopletechrevolution.com/work/case-studies/cook-it-food-education)

### In the kitchen

Shaping, measuring and plating: the steps of a recipe, each one a hand movement the student makes.

Shaping a dish with both hands.

A jug takes shape between two hands.

A coach talks a cook through each step.

> "Whether it's preparing teachers to manage disruptive classrooms or training doctors to handle medical emergencies, VR offers a safe space to practice and refine skills."

Simon Lowe
CEO, People Tech Revolution. [Global Best Practice Group, AI Revolution](https://globalbestpracticegroup.com/airevolution/)

Cornell University

## Everyday Inclusion

A three-part VR title on unconscious bias, microaggressions and intersectionality, co-designed with Cornell University and Angela Winfield.

A participant laughs mid-scenario, a facilitator beside him.

### Bias, felt from the inside

Most inclusion training explains what bias looks like. Everyday Inclusion puts the learner in the seat of the person it happens to, then in the seat of the colleague who could have spoken up.

It has been the lead title in PTR's inclusion library since 2018, and the same module later went to work at Metro Trains and Etihad Airways.

[Read the Everyday Inclusion case study](https://peopletechrevolution.com/work/case-studies/everyday-inclusion-cornell)

### A different perspective in each part

A reply chosen from a floating panel, a manager across the desk, two colleagues in the lunch area.

Choosing one written reply from several.

A conversation with a manager, from the chair.

Colleagues in the lunch area, and a choice.

## Where the practice goes next on campus

The same method reaches the laboratory, the tutorial and the classroom tour: moments a student meets once, rehearsed first.

Two first-year students at a laboratory bench.

A tutorial, from the learner's seat.

A classroom, walked through in the headset.

## Where next

The industry page, the library title, and the pages that help a school or university choose.

[Education. Every classroom conversation PTR builds for. Playground, placement, lab and lecture hall, with the evidence linked.](https://peopletechrevolution.com/work/industries/education)
[Everyday Inclusion in the library. The Cornell title, ready to run. What each of the three parts asks of a learner.](https://peopletechrevolution.com/xr/ptr-vr-library/everyday-inclusion)
[Choosing the right technology. VR, AR, mobile or a game: which one fits the lesson. A plain guide for teachers and learning designers.](https://peopletechrevolution.com/learn/choosing-the-right-technology)

### And more places to look

Every case study PTR has published, and how a classroom lesson becomes a game.

[All case studies. Client by client, what was built and what happened. Eight programs across health, education, government and the workplace.](https://peopletechrevolution.com/work/case-studies)
[Games and interactive. How a lesson becomes a game in a fortnight. Cook It is one of the builds this page describes.](https://peopletechrevolution.com/fast-builds/games-interactive)

Want a result like this for your own education team?

[Open the contact form](https://peopletechrevolution.com/work/case-studies/education#contact)
Ask our CEO Simon Lowe’s Digital Twin a question
