“Keraton’s Culinary”: Strategi Edukasi Budaya Melalui Board Game Augmented Reality Bagi Gen Z Yogyakarta

Authors

  • Romario Santana Program Studi Magister Desain, Institut Desain dan Bisnis Bali
  • Freddy Hendrawan Program Studi Magister Desain, Institut Desain dan Bisnis Bali
  • Ni Made Emmi Nutrisia Dewi Program Studi Magister Desain, Institut Desain dan Bisnis Bali
  • Ramanda Dimas Surya Dinata Program Studi Magister Desain, Institut Desain dan Bisnis Bali

DOI:

https://doi.org/10.36982/jsdb.v10i3.5931

Keywords:

Board Game, Augmented Reality, Culinary, Culture, Yogyakarta

Abstract

The rapid development of technology and intense exchange of information has caused the younger generation to be easily influenced by outside cultures. This has resulted in the traditional food of Kraton Yogyakarta, which is full of philosophy and deep cultural values, is threatened to be forgotten by the current generation, especially Generation Z in Yogyakarta. The purpose of this research and design is to focus on efforts to preserve traditional food through board game media integrated with Augmented Reality technology to educate the importance of traditional cuisine as a regional cultural identity. The design method uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model, which consists of needs analysis, game conceptual design, prototype development, trial implementation, and effectiveness evaluation. This method was chosen because it provides a systematic structure in designing an effective gaming experience. The results of the study indicate that there is a crisis of knowledge regarding traditional culinary culture among Generation Z in Yogyakarta, caused by a lack of media that presents such content in a visually appealing and technologically relevant manner. The design results show that board games with Augmented Reality technology can create an interactive and immersive educational experience and increase Generation Z's understanding of the food philosophy of the Yogyakarta Palace. This research and design is expected to contribute to the development of interactive, immersive, and sustainable educational media.

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Published

2025-10-09

How to Cite

Santana, R., Hendrawan, F., Dewi, N. M. E. N., & Dinata, R. D. S. (2025). “Keraton’s Culinary”: Strategi Edukasi Budaya Melalui Board Game Augmented Reality Bagi Gen Z Yogyakarta. Besaung : Jurnal Seni Desain Dan Budaya, 10(3), 555–571. https://doi.org/10.36982/jsdb.v10i3.5931
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