Farel Olva Zuve
State University of Padang

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Legenda Jaka Tarub Hipogram Webtoon '7 Wonders': Alih Wahana Naratif dalam Media Digital Refisa Ananda; Syafruddin Syafruddin; Farel Olva Zuve; Murni Maulina; Nunung Supratmi
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 12 No. 2 (2026): Penulis pada Edisi ini Terdiri dari Tiga (3) Negara: Indonesia, Taiwan dan Jor
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/s1fjx287

Abstract

Tujuan penelitian ini adalah mengkaji alih wahana naratif legenda Jaka Tarub sebagai hipogram dalam webtoon 7 Wonders. Data penelitian ini bersumber dari Webtoon 7 Wonders karya Metalu dan Legenda Jaka Tarub karya W. L. Olthof, yang kemudian dianalisis menggunakan pendekatan intertekstual dan teori hipogram Riffaterre. Temuan penelitian menunjukkan bahwa webtoon tersebut secara efektif merupakan turunan dari legenda Jaka Tarub dengan mempertahankan elemen naratif inti sekaligus memodernisasi karakter dan simbol melalui teknik ekspansi dan konversi. Meskipun terjadi peralihan dari sastra lisan tradisional ke media digital, adaptasi ini berhasil mengintegrasikan nilai-nilai budaya dan kearifan lokal, seperti lagu Lingsir Wengi dan wedhang uwuh, sehingga tetap relevan bagi audiens kontemporer. Pembaca memberikan respons positif dan merasakan kebanggaan budaya, serta mengakui karya tersebut sebagai cara inovatif untuk melestarikan cerita rakyat Indonesia. Hasil penelitian ini menegaskan pentingnya platform digital sebagai sarana yang berharga untuk pelestarian budaya guna memastikan narasi tradisional tetap relevan dan diminati oleh generasi muda.
Prototype design of AR-based flipbook with local wisdom for reading media Afnita Afnita; Amril Amir; Farel Olva Zuve; Marzni Mohamed Mokhtar; Al Khansa Humaira Fadil; Iflah Li’idaini
BAHASTRA Vol. 46 No. 1 (2026): BAHASTRA
Publisher : Universitas Ahmad Dahlan

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Abstract

This research is motivated by a critical educational paradox in West Sumatra, where high public reading interest indexes contradict the low functional reading competence among secondary school students. This cognitive discrepancy is primarily caused by the reliance on nationally standardized teaching materials that alienate students from their socio-cultural environment. To address theoretical and practical gaps in digital ethnopedagogy, this research aims to systematically design a conceptual blueprint of an interactive flipbook prototype that utilizes Augmented Reality (AR) to materialize abstract Minangkabau cultural concepts. The methodology employed in this research is a descriptive-analytical approach focused specifically on a preliminary study and conceptual design. The scope of this research is deliberately delimited to comprehensive needs analysis and structural product design. Empirical data were gathered from eighth-grade students and teachers at SMP Negeri 7 Padang through questionnaires, interviews, and document analysis, utilizing ethnopedagogy as an analytical tool and cognitive multimedia theories as a reference framework. The findings of this research empirically confirmed a critical demand for interactive visual media rooted in the socio-cultural environment. Based on these needs, the design phase in this research successfully formulated a pedagogically sound blueprint integrating the 5M scientific approach with immersive 3D AR features, wherein local cultural icons are represented as analytical case studies for popular scientific texts. In conclusion, this research establishes a novel pedagogical framework synergizing immersive technology and local wisdom. For future academic endeavors, transitioning from the structural blueprint of this research to empirical technological development is highly recommended to quantitatively evaluate its effectiveness in improving reading literacy.