Increasing Vegetable Intake in a 3rd-Grade ICT Classroom


Project Overview

Project Description

A data-informed nutrition learning intervention designed to encourage elementary students to try vegetables through experiential tasting, interactive games, and goal-setting activities that support behavior change.

Learning Modality

Instructor-led classroom session

My Role

Instructional Designer & Facilitator

Audience

Third graders in a bilingual NYC public school

ICT classroom (students with varied disabilities)

Duration

Sep 2025 - Dec 2025

Tools

  • Canva

  • Figma

  • Lovable

  • Google Slides

  • DESIGN Online (LMS)


The Problem

Research Methods

  • Literature Review

  • Survey

  • Interview

  • Observation

Research Insights

  • Students know vegetables are healthy, but rarely eat them

  • Taste and texture are the primary barriers

  • School meals strongly shape negative perceptions

  • Motivation is polarized among students

Behavioral Determinants


Learning Objectives

Behavior change goal

  • Identify vegetables and distinguish them from fruits and grains.

  • Explain the health benefits of different-colored vegetables.

  • Try new vegetables during the tasting activity.

  • Reflect on their attitudes toward vegetables.

Success metrics

  • Number and variety of vegetables students tried.

  • Participation in learning activities.

  • Exit reflections indicating willingness to try vegetables.


The learning intervention was designed around four instructional principles to address students' sensory barriers, engagement challenges, and diverse learning needs.

Design Strategy

Experiential Learning

Hands-on tasting activities allowed students to directly experience vegetables through taste, helping address sensory barriers.

Universal Design for Learning (UDL)

Activities incorporated multiple modes of engagement, representation, and expression to support diverse learners in the ICT classroom.

Game-Based Learning

Interactive games were incorporated to increase engagement and create a playful environment that encouraged participation and curiosity.

Goal Setting & Reflection

Students set personal goals for trying vegetables and reflected on their experiences, supporting motivation and long-term behavior change.


Learning Activities

I structured the experience using a 4Es sequence: Excite → Explain → Expand → Exit.

Lesson 1: Understanding Vegetables

  1. Excite Three-Color Smoothie Challenge

  2. Explain Veggie vs. Fruit Game

  3. Expand Veggie Bingo & Discussion

  4. Exit Veggie Puzzle & Q&A

Lesson 2: Trying Vegetables

  1. Excite Veggie Tasting Activity

  2. Explain Veggie Survey & Discussion

  3. Expand Veggie Chef Card

  4. Exit Commitment & Reflection


Implementation

The learning session was implemented in a small-group ICT classroom with third-grade students.

Students participated in hands-on tasting activities, games, and team discussions, which created a supportive environment for exploring new foods.

Visual aids, simplified instructions, and interactive materials were used to support learners with diverse language and learning needs.


Evaluation

Students were highly engaged during tasting and game-based activities. Most students actively participated in discussions and hands-on tasks.

Student Engagement

11/18 students tried vegetables they initially reported disliking. This suggests that hands-on tasting helped reduce sensory barriers.

Behavior Indicators

Exit intention cards indicated that some students were willing to try vegetables again in the future.

Attitude Change


Reflection

Hands-on tasting activities were particularly effective in addressing sensory barriers and encouraging curiosity.

What worked

Taste-based resistance remained a major barrier, especially for vegetables associated with negative school meal experiences.

Challenges

Future iterations could include repeated tasting opportunities and family involvement to support long-term behavior change.

Future Improvements