Reintroduksi Cerita Rakyat Bengkulu “Raden Burniat” melalui Komik Digital

Authors

  • Shafira Andzani Dewasandra Universitas Telkom
  • Mohammad Isa Pramana Koesoemadinata Universitas Telkom
  • Dicky Hidayat Universitas Telkom

DOI:

https://doi.org/10.59024/bhinneka.v4i4.1898

Keywords:

Bengkulu, Digital Comics, Folklore, Gen Z, Raden Burniat

Abstract

Indonesia possesses a rich heritage of folklore that serves as a medium for conveying moral and cultural values to communities across generations. However, these stories are increasingly losing their relevance, particularly among teenagers, including Generation Z, due to shifts in media consumption preferences influenced by globalization and the advancement of digital technology. The presentation of folklore in traditional formats has become less effective and is at risk of being forgotten because it is unable to adapt to the information consumption patterns of modern generations. To address this issue, this study aims to reintroduce the Bengkulu folklore story "Raden Burniat" to teenagers through a more relevant medium, namely digital comics. By applying a design approach based on "Design Thinking," this research develops a digital comic that aligns with the interests and media consumption habits of Bengkulu teenagers. The research stages include interviews with cultural experts to explore the essence of the folklore, questionnaires to identify teenagers' media preferences, and the development of a digital comic prototype. The results indicate that the digital comic format has the potential to increase teenagers' interest in local folklore while simultaneously supporting the preservation of Bengkulu's cultural values.

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Published

2026-07-21

How to Cite

Shafira Andzani Dewasandra, Mohammad Isa Pramana Koesoemadinata, & Dicky Hidayat. (2026). Reintroduksi Cerita Rakyat Bengkulu “Raden Burniat” melalui Komik Digital. Bhinneka: Jurnal Bintang Pendidikan Dan Bahasa, 4(4), 59–76. https://doi.org/10.59024/bhinneka.v4i4.1898

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