Bridging Popular Culture and Informatics Learning: Assessing Cognitive Gains through Dr. Stone-Based Edutainment

Authors

DOI:

https://doi.org/10.29408/edumatic.v10i2.35322

Keywords:

anime, dr. stone, edutainment, ict learning, popular culture

Abstract

Students frequently struggle with abstract informatics concepts, which necessitate contextual instructional media. Although anime's educational applications are well established in other disciplines, its efficacy in informatics remains underexplored. This study evaluates Dr. Stone as a means of facilitating the comprehension of these concepts and expanding the Cognitive Theory of Multimedia Learning (CTML). A quantitative pre-experimental one-group pretest-posttest design was employed, involving 24 purposively sampled eighth-grade students at the MTs Thursina YBM PLN. The intervention integrated anime using explicit segmentation and teacher-guided scaffolding. Data from expert-validated HOTS-based multiple-choice tests were analyzed via paired-samples t-tests and N-Gain metrics. The results revealed a statistically significant improvement in the test scores (t = 2.73, p = 0.012, d = 0.56). However, the overall N-Gain was low (M = 0.20), with 62.50% exhibiting low improvement, 29.17% moderate improvement, and 8.33% high improvement. These findings indicate that visual engagement from popular media alone does not guarantee a conceptual understanding of technical subjects. Consequently, elements of popular culture improve learning outcomes only when explicitly integrated into structured teacher-facilitated pedagogy.

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Published

2026-08-21

How to Cite

Cholis, S. N., Agung, A., Ali, M., & Alfaiz, S. (2026). Bridging Popular Culture and Informatics Learning: Assessing Cognitive Gains through Dr. Stone-Based Edutainment. Edumatic: Jurnal Pendidikan Informatika, 10(2), 390–399. https://doi.org/10.29408/edumatic.v10i2.35322