A VR cooking game built with FoodStream Network, so New York students learn food and nutrition by cooking it rather than sitting through it.
Cook It puts a working kitchen inside the headset. Students read the recipe, find the ingredients, measure, cook and serve, in a room where nothing burns and nothing is wasted.
FoodStream Network brought the brief, the funding and the classrooms. PTR designed and built the game.
In New York City schools serving low-income neighbourhoods, food, nutrition and health were the topics teachers found hardest to make matter.
Many of the students come from migrant families and low-income neighbourhoods, and food education reached them as a worksheet: abstract, clinical and a long way from what is on the table at home.
FoodStream wanted a lesson students would choose to do. That meant something to do with their hands.
A game kitchen where the recipe is the lesson: reading it is literacy, following it is measuring and chemistry, and the food carries the culture it comes from.
FoodStream counts teamwork as part of the lesson: students cook and reflect in teams, and a kitchen only works when the people in it share it.
Cook It was designed to be accessible from the start. Students who use wheelchairs, students with hearing impairments and students learning English play the same game as everyone else.
The ingredients are affordable ones and the recipes come from the cultures in the room, so the lesson looks like home.
"Many of us have likely found ourselves gazing out of a window during a training session, questioning the relevance of what we are learning. Traditional training methods can sometimes feel disconnected from real-life applications, leading to disengagement and a lack of tangible outcomes."
Simon Lowe
CEO, People Tech Revolution. Let's be prepared, Global Best Practice Group, August 2024
Reading the recipe is literacy. Measuring and scaling it is maths. Watching food change with heat and time is chemistry and biology. FoodStream built the lessons so a class meets all of it in one dish.
That mix is what FoodStream means by opening STEAM pathways: technology and cooking in the same lesson.
FoodStream Network secured the funding for game development, teacher training and the program rollout, and collected data on what changed for students.
Teachers are trained to run the sessions themselves, in their own classrooms, with the headsets FoodStream brings in.
FoodStream's evaluation looked at three things: whether students chose to take part, what they remembered afterwards, and how long they stayed in the game.
The evaluation ran in one classroom of 12 students. Every figure here is FoodStream Network's, from its own case study.
students offered the Cook It VR session
chose to take part in the VR session
recall when asked where an ingredient was, and to spell it
stayed in the game for over eight minutes, often needing encouragement to stop
Figures as reported by FoodStream Network from its classroom evaluation.FoodStream Network, Food Education Case Study, 2025
FoodStream reported a marked improvement in students' understanding of nutrition and in their interest in it.
Inside the game, students read food labels readily, something FoodStream saw them avoid in a real kitchen. A room with no consequences changes what people are willing to try.
FoodStream's brief was food, language and technology in one lesson: a recipe read at the bench is also reading, measuring and chemistry, and the same skills carry into a laboratory.
Want a program like this for your own classroom or team?
FoodStream Network’s case study of the program, where each figure above is published.

FoodStream Network's classroom case study of Cook It: the problem, the game, and the evaluation figures quoted above.
A VR cooking game built with FoodStream Network, so New York students learn food and nutrition by cooking it rather than sitting through it.
Cook It puts a working kitchen inside the headset. Students read the recipe, find the ingredients, measure, cook and serve, in a room where nothing burns and nothing is wasted.
FoodStream Network brought the brief, the funding and the classrooms. PTR designed and built the game.
In New York City schools serving low-income neighbourhoods, food, nutrition and health were the topics teachers found hardest to make matter.
Many of the students come from migrant families and low-income neighbourhoods, and food education reached them as a worksheet: abstract, clinical and a long way from what is on the table at home.
FoodStream wanted a lesson students would choose to do. That meant something to do with their hands.
A game kitchen where the recipe is the lesson: reading it is literacy, following it is measuring and chemistry, and the food carries the culture it comes from.
FoodStream counts teamwork as part of the lesson: students cook and reflect in teams, and a kitchen only works when the people in it share it.
Cook It was designed to be accessible from the start. Students who use wheelchairs, students with hearing impairments and students learning English play the same game as everyone else.
The ingredients are affordable ones and the recipes come from the cultures in the room, so the lesson looks like home.
"Many of us have likely found ourselves gazing out of a window during a training session, questioning the relevance of what we are learning. Traditional training methods can sometimes feel disconnected from real-life applications, leading to disengagement and a lack of tangible outcomes."
Simon Lowe
CEO, People Tech Revolution. Let's be prepared, Global Best Practice Group, August 2024
Reading the recipe is literacy. Measuring and scaling it is maths. Watching food change with heat and time is chemistry and biology. FoodStream built the lessons so a class meets all of it in one dish.
That mix is what FoodStream means by opening STEAM pathways: technology and cooking in the same lesson.
FoodStream Network secured the funding for game development, teacher training and the program rollout, and collected data on what changed for students.
Teachers are trained to run the sessions themselves, in their own classrooms, with the headsets FoodStream brings in.
FoodStream's evaluation looked at three things: whether students chose to take part, what they remembered afterwards, and how long they stayed in the game.
The evaluation ran in one classroom of 12 students. Every figure here is FoodStream Network's, from its own case study.
students offered the Cook It VR session
chose to take part in the VR session
recall when asked where an ingredient was, and to spell it
stayed in the game for over eight minutes, often needing encouragement to stop
Figures as reported by FoodStream Network from its classroom evaluation.FoodStream Network, Food Education Case Study, 2025
FoodStream reported a marked improvement in students' understanding of nutrition and in their interest in it.
Inside the game, students read food labels readily, something FoodStream saw them avoid in a real kitchen. A room with no consequences changes what people are willing to try.
FoodStream's brief was food, language and technology in one lesson: a recipe read at the bench is also reading, measuring and chemistry, and the same skills carry into a laboratory.
Want a program like this for your own classroom or team?
FoodStream Network’s case study of the program, where each figure above is published.

FoodStream Network's classroom case study of Cook It: the problem, the game, and the evaluation figures quoted above.