This study develops and evaluates a game-based lesson plan applied to the âFood Cultureâ unit of a high school Home Economics class. We developed, implemented, and evaluated lesson plans for seven periods that contained âthe Korean food table setting card,â âthe worldâs food culture card,â and the procedure for cards games according to the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. âThe Korean food table setting cardâ consisted of âthe Korean food table setting order cardâ to easily understand 10 types of Korean traditional daily meals based on pictures and âthe Korean food table setting food cardâ to easily understand Korean traditional food based on 104 kinds of food picture and quick response (QR) code. âThe worldâs food culture cardâ consisted of âthe worldâs food culture quiz cardâ to help learners easily understand influential food culture formation factors, features of food culture, typical foods from 16 countries, and âthe worldâs traditional food cardâ to help learners easily understand typical foods from 16 countries through 63 kinds of pictures. Respective âgame guidesâ were also developed. High school students who studied the game-based Home Economics classes and who participated in the âFood Cultureâ unit, could easily and enjoyably learn the food culture of Korea (and other countries), actively participate in learning activities, and understood the content of food culture. In addition, they evaluated that the game-based instruction was easy to remember with minimal memorizing. Keywords: food culture, game-based learning, lesson plans, Home Economics