Card Game for Supporting Healthy Food Awareness Media

At the age of 4-5 years, which is considered a golden age, children exhibit a high level of curiosity about their environment. Therefore, engaging and periodic educational concepts are crucial for them, particularly in the area of healthy food recognition. This serves as a preventive measure against unhealthy foods as children grow older. The research aims to develop a card game as an interactive medium for introducing healthy foods to children. The method used in this research is Design Thinking with a basic scheme, namely Emphatize, define, ideate, prototype, test. direct data mining through observation and interviews. The data analysis revealed the concept of "fun." This concept was implemented through card design. After testing with several children, it was found that the created cards successfully captured the children's attention and encouraged them to learn more about healthy foods. In the future, this research can be expanded into more engaging media, such as in the form of Augmented Reality.

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Publication Details

Journal
Nusantara Science and Technology Proceedings
Published
2025-05-05
DOI
https://doi.org/10.11594/nstp.2025.4708
Primary Topic
Mobile and Web Applications
Type
article
Field-Weighted Citation Impact
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article

Card Game for Supporting Healthy Food Awareness Media

Dhika Yuan Yurisma, Ardian Jaya Prasetya
Nusantara Science and Technology Proceedings
Mobile and Web Applications
article

Card Game for Supporting Healthy Food Awareness Media

Dhika Yuan Yurisma, Ardian Jaya Prasetya
article en

Abstract

At the age of 4-5 years, which is considered a golden age, children exhibit a high level of curiosity about their environment. Therefore, engaging and periodic educational concepts are crucial for them, particularly in the area of healthy food recognition. This serves as a preventive measure against unhealthy foods as children grow older. The research aims to develop a card game as an interactive medium for introducing healthy foods to children. The method used in this research is Design Thinking with a basic scheme, namely Emphatize, define, ideate, prototype, test. direct data mining through observation and interviews. The data analysis revealed the concept of "fun." This concept was implemented through card design. After testing with several children, it was found that the created cards successfully captured the children's attention and encouraged them to learn more about healthy foods. In the future, this research can be expanded into more engaging media, such as in the form of Augmented Reality.

Nusantara Science and Technology Proceedings
University of Surabaya (ID), University of Pembangunan Nasional Veteran Jawa Timur (ID)
Openalex Percentile: Top 81%
Mobile and Web Applications
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Card Game for Supporting Healthy Food Awareness Media — Dhika Yuan Yurisma, Ardian Jaya Prasetya · Nusantara Science and Technology Proceedings (2025) | TGRS Research Map | TGRS