Effects of a Game-Based e-Learning Module on Undergraduate Food Science Students’ Planned Behaviors Concerning Good Manufacturing Practices

Q2 Social Sciences
Clinton D. Stevenson, Kinsey Porter, Kathryn T. Stevenson
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引用次数: 4

Abstract

Understanding the role of food science education in developing undergraduate students’ intentions to implement Good Manufacturing Practices (GMPs) may be a key strategy in developing the workforce's implementation of GMPs and other food safety programs. Previous research has demonstrated the effects of educational interventions on planned food safety behaviors in various settings; however, none have studied GMPs interventions and college students. This study applied the Theory of Planned Behavior (TPB) to evaluate the effects of a game-based e-learning module on undergraduate students’ planned behaviors concerning GMPs. Forty-four participants were recruited from 42 food science clubs across the United States to complete a game-based e-learning module and pre- and posttest survey instruments. We compared changes in pre- and posttest scores using paired Wilcoxon signed rank tests and explored the role of GMP-related knowledge and TPB constructs (attitudes, subjective norms, and perceived behavioral controls) in predicting students’ intentions to implement GMPs using multiple linear regression. We modeled pretest scores, posttest scores, and changes in scores while controlling for student demographic factors (for example, year in college, gender, and so on). Only participants’ knowledge and perceived behavioral controls significantly increased (P < 0.05) after completing the game-based e-learning module. Posttest regression models explained twice as much variance than pretest models (up to 54% total). Changes in intentions to implement GMPs were predicted by changes in subjective norms, perceived behavioral controls, and knowledge, as well as previous enrollment in food safety courses and interest in working in the food industry. The only predictive variables for both pre- and posttest scores were subjective norms, previous enrollment in food safety courses and interest in working in the food industry (P < 0.05). A discussion of how these results provide insights for food safety educators to optimize their teaching impacts was presented.

Abstract Image

基于游戏的电子学习模块对食品科学本科生良好生产实践计划行为的影响
了解食品科学教育在培养本科生实施良好生产规范(gmp)的意图中的作用,可能是发展劳动力实施gmp和其他食品安全计划的关键策略。先前的研究已经证明了教育干预对各种环境下有计划的食品安全行为的影响;然而,没有人研究过gmp干预措施和大学生。本研究运用计划行为理论(TPB)评估基于游戏的电子学习模块对大学生gmp计划行为的影响。从美国42个食品科学俱乐部招募了44名参与者,以完成基于游戏的电子学习模块和测试前和测试后的调查工具。我们使用配对Wilcoxon符号秩检验比较了测试前和测试后得分的变化,并使用多元线性回归探讨了gmp相关知识和TPB结构(态度、主观规范和感知行为控制)在预测学生实施gmp意图中的作用。在控制学生人口统计因素(例如,大学年级、性别等)的同时,我们对测试前分数、测试后分数和分数变化进行了建模。完成基于游戏的电子学习模块后,只有参与者的知识和感知行为控制显著增加(P < 0.05)。测试后回归模型解释的方差是测试前模型的两倍(总计高达54%)。通过主观规范、感知行为控制和知识的变化,以及之前参加的食品安全课程和在食品行业工作的兴趣,可以预测实施gmp意图的变化。测前和测后成绩的预测变量均为主观规范、之前参加过食品安全课程和对食品行业工作的兴趣(P < 0.05)。讨论了这些结果如何为食品安全教育工作者提供见解,以优化其教学影响。
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来源期刊
Journal of Food Science Education
Journal of Food Science Education EDUCATION, SCIENTIFIC DISCIPLINES-
自引率
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期刊介绍: The Institute of Food Technologists (IFT) publishes the Journal of Food Science Education (JFSE) to serve the interest of its members in the field of food science education at all levels. The journal is aimed at all those committed to the improvement of food science education, including primary, secondary, undergraduate and graduate, continuing, and workplace education. It serves as an international forum for scholarly and innovative development in all aspects of food science education for "teachers" (individuals who facilitate, mentor, or instruct) and "students" (individuals who are the focus of learning efforts).
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