Submitted:
09 January 2025
Posted:
10 January 2025
You are already at the latest version
Abstract
Background/Objectives: The integration of Augmented Reality (AR) and Artificial Intelligence (AI) in educational applications presents an opportunity to enhance learning outcomes in young users. This study focuses on ARFood, a serious game designed to teach Generation Alpha about nutritional health and environmental sustainability. The objective is to evaluate and improve the effectiveness of the app’s AI-driven feedback mechanisms in achieving specific educational goals in these domains. Methods: ARFood features two AI-powered Non-Player Characters (NPCs), each programmed to evaluate virtual shopping carts created by users. The nutritional NPC provides feedback on dietary choices, while the sustainability NPC assesses environmental impacts. Ninety-three participants were involved, generating 83 virtual carts evaluated by both NPCs. Each NPC’s feedback was assessed for alignment with five predefined educational objectives per theme, using a zero-shot RoBERTa classifier. An iterative process was employed to refine the NPC prompts, increasing the weight of underrepresented objectives, and re-evaluating the virtual carts until all objectives were satisfactorily addressed. Results: Initial evaluations revealed uneven alignment across the educational objectives, particularly in areas such as resource conservation and balanced diet planning. Prompt refinement led to a significant improvement in feedback quality, with final iterations demonstrating comprehensive coverage of all educational objectives. Conclusions: The study highlights the potential of AR and AI in creating adaptive educational tools. Iterative prompt optimization, supported by zero-shot classification, proved effective in enhancing the app’s ability to deliver balanced, goal-oriented feedback. Future applications can leverage this approach to improve educational outcomes in various domains.
Keywords:
1. Introduction
2. Materials and Methods
2.1. ARFood’s Storytelling
2.2. Methods
- Initial Prompt Development: Each NPC is initialized with a base prompt designed to provide feedback aligned with its educational goals.
- Data collection: A sample of participants interacts with the app, each generating a virtual shopping cart. Each cart is evaluated twice: once by the nutrition NPC and once by the sustainability NPC.
- Educational Objective Decomposition: Nutritional education and sustainability education are each broken down into five specific objectives.
- Evaluation Using Zero-Shot RoBERTa classifier: a zero-shot classifier assesses how well the NPCs’ feedback aligns with the predefined educational objectives. For each evaluation, probabilities are assigned to indicate the relevance of the NPCs’ responses to the five objectives.
- Prompt Refinement: Based on RoBERTa’s classification results, prompts are modified to emphasize underrepresented objectives. The app then re-evaluates the carts using the updated prompts.
2.2.1. Initial Prompt Development
2.2.2. Data Collection
2.2.3. Educational objective decomposition
- Healthy Choices: Encouraging users to select nutrient-dense foods over highly processed or sugary options.
- Balanced Diet: Promoting a diet that includes appropriate proportions of macronutrients (carbohydrates, proteins, and fats) and micronutrients (vitamins and minerals).
- Variety of Foods: Emphasizing the importance of diverse food intake to ensure a well-rounded nutrient profile.
- Nutritional Education: Providing foundational knowledge on food labels, nutrient functions, and the benefits of different food groups.
- Portion Control: Teaching users how to manage portion sizes to avoid overeating while still meeting nutritional needs.
- Snack Quality: Guiding users toward healthier snack options that align with overall dietary goals.
- Unhealthy Eating: Identifying and discouraging consumption patterns linked to negative health outcomes, such as excessive intake of sugary beverages or fast food.
- Motivation to Healthy Eating: Fostering a positive attitude toward making consistent healthy choices and maintaining long-term dietary improvements.
- Ecological Impact: Encouraging users to consider the broader environmental consequences of their food choices, such as habitat destruction or pollution.
- Carbon Footprint: Promoting awareness of the greenhouse gas emissions associated with the production, transportation, and consumption of selected items.
- Use of Sustainable Products: Highlighting the importance of selecting items made with sustainable resources or through environmentally friendly practices.
- Waste Reduction: Teaching strategies to minimize food and material waste, emphasizing responsible consumption and proper disposal methods.
- Support for Local Products: Advocating for locally sourced items to reduce transportation emissions and support regional economies.
- Biodiversity Support: Encouraging choices that protect or enhance biodiversity, such as avoiding products linked to monoculture farming or deforestation.
- Minimizing Packaging Waste: Highlighting the importance of selecting products with minimal or eco-friendly packaging to reduce plastic and non-biodegradable waste.
- Organic Food Preference: Promoting the selection of organic products, which are grown without synthetic pesticides or fertilizers, contributing to healthier ecosystems.
2.2.4. Evaluation Using Zero-Shot RoBERTa Classifier
2.2.5. Prompt Refinement
3. Results
3.1. The Dataset of Virtual Shopping Carts
3.1.1. Spending Behavior
3.1.2. Cluster Analysis
3.2. Initial Prompt Development
3.3. Prompt Refinement
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Paramita, A., Yulia, C., & Nikmawati, E. E. (2021, March). Augmented reality in nutrition education. In IOP Conference Series: Materials Science and Engineering (Vol. 1098, No. 2, p. 022108). IOP Publishing.
- McMahon, M., & Henderson, S. (2011). Enhancing nutritional learning outcomes within a simulation and pervasive game-based strategy. In S. de Freitas, & P. Maharg (Eds.), Digital games and learning (pp. 131-143). IGI Global. [CrossRef]
- Barwood, D., Smith, S., Miller, M. R., Boston, J., Masek, M., & Devine, A. (2020). Transformational game trial in nutrition education. Australian Journal of Teacher Education, 45(4). [CrossRef]
- Camacho, S., & Guevara, R. (2014). Augmented reality and simulation in dietetics education. Journal of Nutrition Education and Behavior, 46(4), S77-S78. [CrossRef]
- Leong, C., Liesaputra, V., Morrison, C., Parameswaran, P., Grace, D., Healey, D., Ware, L., Palmer, O., Goddard, E., & Houghton, L. (2021). Designing video games for nutrition education: A participatory approach. Journal of Nutrition Education and Behavior, 53(7), 613-620. [CrossRef]
- Pilut, J., Litchfield, R., Hollis, J., Lanningham-Foster, L., & Wolff, M. (2021). Virtual reality grocery store tour: Impact on nutrition education and self-efficacy. Journal of the Academy of Nutrition and Dietetics, 121(9), A17. [CrossRef]
- Arnold, P., Khot, R. A., & Mueller, F. F. (2018, March). “ You Better Eat to Survive” Exploring Cooperative Eating in Virtual Reality Games. In Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction (pp. 398-408).
- Plechatá, A., Morton, T., Perez-Cueto, F. J., & Makransky, G. (2022). A randomized trial testing the effectiveness of virtual reality as a tool for pro-environmental dietary change. Scientific reports, 12(1), 14315.
- Fritz, W., Hadi, R., & Stephen, A. (2023). From tablet to table: How augmented reality influences food desirability. Journal of the Academy of Marketing Science, 51(3), 503-529.
- Garcia, M. B. (2023). ChatGPT as a virtual dietitian: Exploring its potential as a tool for improving nutrition knowledge. Applied Sciences, 6(5), 96. [CrossRef]
- Ray, P. (2023). Is ChatGPT really helpful for nutrition and dietetics? Journal of the Academy of Nutrition and Dietetics, 123(10), 593–598. [CrossRef]
- Kirk, D., van Eijnatten, E. J. M., & Camps, G. (2023). Comparison of answers between ChatGPT and human dieticians to common nutrition questions. Journal of Nutrition and Metabolism, 2023, 5548684. [CrossRef]
- Mishra, V., Jafri, F., Kareem, N. A., Aboobacker, R., & Noora, F. (2024). Evaluation of accuracy and potential harm of ChatGPT in medical nutrition therapy: A case-based approach. F1000Research, 13, 137. [CrossRef]
- Sallam, M. (2023). ChatGPT utility in healthcare education, research, and practice: Systematic review on the promising perspectives and valid concerns. Healthcare, 11(6), 887. [CrossRef]
- Lo, C. (2023). What is the impact of ChatGPT on education? A rapid review of the literature. Education Sciences, 13(4), 410. [CrossRef]
- Acharya, P., Alba, R., Krisanapan, P., Acharya, C. M., Suppadungsuk, S., Csongrádi, É., Mao, M., Craici, I. M., Miao, J., Thongprayoon, C., & Cheungpasitporn, W. (2024). AI-driven patient education in chronic kidney disease: Evaluating chatbot responses against clinical guidelines. Diseases, 12(8), 185. [CrossRef]
- Güner, E., & Ülker, M. T. (2024). Can artificial intelligence replace dietitians? A conversation with ChatGPT. Journal of Food and Nutrition Guidance, 4(2), 2474. [CrossRef]
- World Health Organization. (2020). Guideline: Dietary guidelines and principles for healthy eating. Geneva: World Health Organization. Retrieved from https://www.who.int/publications/i/item/9789241565716.
- Academy of Nutrition and Dietetics. (2021). Nutrition and health promotion. Retrieved from https://www.eatright.org/.
- Barwood, D., Smith, S., Miller, M. R., Boston, J., Masek, M., & Devine, A. (2020). Transformational game trial in nutrition education. Australian Journal of Teacher Education, 45(4). [CrossRef]
- McMahon, M., & Henderson, S. (2011). Enhancing nutritional learning outcomes within a simulation and pervasive game-based strategy. In Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (pp. 126-141). IGI Global. [CrossRef]
- Frederico, C. (2012). Results of a dietitian survey about nutrition games. Games for Health Journal, 1(1), 44-48. [CrossRef]
- Pilut, J., Litchfield, R., Hollis, J., Lanningham-Foster, L., & Wolff, M. (2021). Virtual reality grocery store tour: Impact on nutrition education and self-efficacy. Journal of the Academy of Nutrition and Dietetics, 121(9), A84. [CrossRef]
- Garcia, M. B. (2023). ChatGPT as a virtual dietitian: Exploring its potential as a tool for improving nutrition knowledge. Applied System Innovation, 6(5), 96. [CrossRef]
- Lameras, P., Petridis, P., & Dunwell, I. (2014). Raising awareness on sustainability issues through a mobile game. Proceedings of the 2014 International Conference on Interactive Mobile Communication Technologies and Learning (IMCTL), 107–112. [CrossRef]
- Hallinger, P., Wang, R., Chatpinyakoop, C., Nguyen, V. T., & Nguyen, U. P. (2020). A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019. Journal of Cleaner Production, 120358. [CrossRef]
- Katsaliaki, K., & Mustafee, N. (2015). Edutainment for sustainable development. Simulation & Gaming, 46(6), 647–672. [CrossRef]
- Fabricatore, C., & López, X. (2018). Enhancing student engagement in business sustainability through games. International Journal of Sustainability in Higher Education, 19(3), 635–650. [CrossRef]
- Emblen-Perry, K. (2018). Enhancing student engagement in business sustainability through games. International Journal of Sustainability in Higher Education, 19(3), 635–650. [CrossRef]
- Jung, Y. L. (2024). Market intelligence applications leveraging a product-specific Sentence-RoBERTa model. Applied Soft Computing, 165, 112077.
- Lake, T. (2022). Flexible job classification with zero-shot learning. arXiv preprint arXiv:2209.12678. [CrossRef]
- Gera, A., Halfon, A., Shnarch, E., Perlitz, Y., Ein-Dor, L., & Slonim, N. (2022). Zero-shot text classification with self-training. arXiv preprint arXiv:2210.17541. [CrossRef]
- Daghaghi, S., Medini, T., & Shrivastava, A. (2019). Semantic similarity based softmax classifier for zero-shot learning. arXiv preprint arXiv:1909.04790. Retrieved from https://arxiv.org/abs/1909.04790.
- Wang, W., Zheng, V., Yu, H., & Miao, C. (2019). A survey of zero-shot learning. ACM Transactions on Intelligent Systems and Technology (TIST), 10(2), 1-37. [CrossRef]
- Tomašević, A., Christensen, A., & Golino, H. (2024). transforEmotion: Sentiment Analysis for Text, Image and Video using Transformer Models (Version 0.1.5) [Software]. Available at https://CRAN.R-project.org/package=transforEmotion.
- Yigitbas, E., & Mazur, J. (2024, June). Augmented and Virtual Reality for Diet and Nutritional Education: A Systematic Literature Review. In Proceedings of the 17th International Conference on PErvasive Technologies Related to Assistive Environments (pp. 88-97).
- McGuirt, J. T., Cooke, N. K., Burgermaster, M., Enahora, B., Huebner, G., Meng, Y., ... & Wong, S. S. (2020). Extended reality technologies in nutrition education and behavior: comprehensive scoping review and future directions. Nutrients, 12(9), 2899.
- Maghsudi, S., Lan, A., Xu, J., & van Der Schaar, M. (2021). Personalized education in the artificial intelligence era: what to expect next. IEEE Signal Processing Magazine, 38(3), 37-50.
- St-Hilaire, F., Vu, D. D., Frau, A., Burns, N., Faraji, F., Potochny, J., ... & Kochmar, E. (2022). A new era: Intelligent tutoring systems will transform online learning for millions. arXiv preprint arXiv:2203.03724.
- Denny, P., Leinonen, J., Prather, J., Luxton-Reilly, A., Amarouche, T., Becker, B. A., & Reeves, B. N. (2023). Promptly: Using prompt problems to teach learners how to effectively utilize ai code generators. arXiv preprint arXiv:2307.16364.
- Ng, C., & Fung, Y. (2024). Educational Personalized Learning Path Planning with Large Language Models. arXiv preprint arXiv:2407.11773.









Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).