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Proceedings of the 3rd International Conference of Humanities and Social Science, ICHSS 2023, December 27, 2023, Surakarta, Central Java, Indonesia

Research Article

Designing a Board Game as a Medium for Introduction to Indonesian Spices for Generation Z

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  • @INPROCEEDINGS{10.4108/eai.27-12-2023.2348633,
        author={Fiorella Chelsea and Elisabeth Christine Yuwono and Vanessa Yusuf},
        title={Designing a Board Game as a Medium for Introduction to Indonesian Spices for Generation Z},
        proceedings={Proceedings of the 3rd International Conference of Humanities and Social Science, ICHSS 2023, December 27, 2023, Surakarta, Central Java, Indonesia},
        publisher={EAI},
        proceedings_a={ICHSS},
        year={2024},
        month={11},
        keywords={spices generation z educational media board game},
        doi={10.4108/eai.27-12-2023.2348633}
    }
    
  • Fiorella Chelsea
    Elisabeth Christine Yuwono
    Vanessa Yusuf
    Year: 2024
    Designing a Board Game as a Medium for Introduction to Indonesian Spices for Generation Z
    ICHSS
    EAI
    DOI: 10.4108/eai.27-12-2023.2348633
Fiorella Chelsea1,*, Elisabeth Christine Yuwono1, Vanessa Yusuf1
  • 1: Petra Christian University, Siwalankerto Street No. 121-131, Siwalankerto, Wonocolo, Surabaya, Indonesia
*Contact email: fiorellachelsea7@gmail.com

Abstract

As a cultural heritage that is still frequently used until now, spices play an important role in Indonesian people's kitchen affairs. However, many of Generation Z are less familiar with Indonesian spices commonly used in cooking. The cause of the lack of knowledge is that they rarely see and use it directly during their activities. On the other hand, they have also made things easier with instant spices or ready-made food sold by restaurants or cafes. Therefore, this design aims to introduce Indonesian spices interactively and encourage the active involvement of Generation Z. This design used qualitative research method by collecting data through interviews, observations, questionnaires, and literature studies. The data analysis methods used are the Why Test, 4P, and SWOT. The result of this design is a board game as a medium for Generation Z to learn about 20 types of spices cultivated in Indonesia.

Keywords
spices generation z educational media board game
Published
2024-11-08
Publisher
EAI
http://dx.doi.org/10.4108/eai.27-12-2023.2348633
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