Problem Solving Penggemar Komik Detektif Conan di Toko Buku Gramedia Jalma, Melalui Pemecahan Kasus Pembunuhan Fiktif

Authors

  • Aisyah Syihab Program Studi Psikologi, Fakultas Psikologi, Universitas Pancasila, Jakarta, Indonesia

DOI:

https://doi.org/10.64228/1tb0xp96

Keywords:

deductive reasoning, Detective Conan, fans of comic, fictional murder case, problem solving

Abstract

During the launching of Detective Conan Comic Volume 106 in Jakarta, a community service activity was held featuring a game to solve a fictional murder case titled Crime Scene Investigation: Whodunnit. The activity aimed to train the problem-solving skills of fans of Detective Conan and provide them with the opportunity to role-play as detectives by solving murder cases like their idol. Case solving and role-playing can serve as an adaptive coping mechanism for Detective Conan comic fans from their daily problems. This training involved presenting a fictional murder case and observing participants’ problem-solving behavior. This activity was attended by 83 participants, who were divided into eight groups. The participants' age range was 10 to 40 years. Participants were asked to discuss within their respective groups to guess and analyze which of the four individuals was the murderer. Based on the participants' answers, 4 out of 8 groups correctly identified the murderer. One group even managed to answer correctly in the fastest time, which was 25 minutes. It can be concluded that the participants were already accustomed to guessing fictional murder cases from the stories they read in Detective Conan comics so that they are able to do problem solving to solve the case in a short time. Furthermore, they enjoyed the case-solving game because they could experience role-playing as detectives, which can serve as one of their adaptive coping mechanisms.

References

Ahmad, R. N., & Kobandaha, P. E. (2026). Analysis of problem solving ability in solving open-ended problems of junior high school students on social arithmetics material. Edumatsains: Jurnal Pendidikan Matematika dan Sains, 10(4), 138–146.

Asridoni, N. S., Karimah, N. A., Husna, M., & Aulia, P. (2025). Pengaruh permainan puzzle terhadap kemampuan problem solving anak usia 4-6 tahun. Arus Jurnal Psikologi dan Pendidikan, 4(2), 83-89. https://doi.org/10.57250/ajpp.v4i2.1220.

Best, B. J. (1999). Cognitive psychology (5th ed.). Wadsworth Publishing Company.

D’Zurilla, T., & Sheedy, C. (1991). Relation between social problem-solving ability and subsequent level of psychological stress in college students. Journal of Personality and Social Psychology, 61. 841-846.

Eysenck, M. W., & Keane, M. T. (2010). Cognitive psychology: A student’s handbook. (6th ed.). Psychology Press.

Febriana. W., Althalets, F., & Sanjaya, A. (2024). Sosialisasi peningkatan problem solving skill pada gen Z Mahasiswa Administrasi Bisnis Fakultas Ilmu Sosial dan Ilmu Politik Universitas Mulawarman menggunakan pendekatan DMAIC. Jurnal Abdi Masyarakat Indonesia (PUKULSI), 4(5), 1167-1176. https://doi.org/10.54082/pukulsi.1242

Givon, S. N., Buckman, Z., & Rand, D. (2022). The effect of daily practice of puzzle-game apps on cognition in two groups of older adults: A pre-post experimental study. International Journal of Environmental Research and Public Health, 19(23), 15454. https://doi.org/10.3390/ijerph192315454

Güldenpfennig, P. (2011). Fandom, fan fiction and the creative mind (Master’s thesis, Tilburg University).

Guilford, J. (1967). Creativity, yesterday, today and tomorrow. Journal of Creative Behavior, 1(1), 3-14.

Haj, F., Qiroah, I., Prahani, B., & Koranto, D. (2021). Analysis of the concepts of physics in Detective Conan's animation film. Studies in Philosophy of Science and Education, 2(3), 113–122. https://doi.org/10.46627/sipose.v2i3.251

Iovănel, M. (2020). Popular genres: Science fiction and fantasy, detective novel, thriller. Dacoromania Litteraria, 7(1), 137-153.

Lovett, M. C. (2002). Problem solving. In D. Medin (Ed.), Stevens’ handbook of experimental psychology (3rd ed., Vol. 2, Memory and cognitive processes). Wiley.

Muthohar, R. (2025, 17 Maret). Penggemar anime Detektif Conan berbagi kebahagiaan dengan para pasien di shelter Sehati, dompetdhuafa.org. https://www.dompetdhuafa.org/penggemar-anime-detektif-conan-berbagi-kebahagiaan-dengan-para-pasien-di-shelter-sehati/

Newell, A. (1980). Reasoning, problem solving and decision processes: The problem space as a fundamental category. In R. S. Nickerson (Ed.), Attention and performance VIII: Proceedings of the International Symposium on Attention and Performance. Lawrence Erlbaum.

Nurullah, F. R. U. (2025, July 5). Launching Detektif Conan 106 sukses digelar di Gramedia Jalma. IDN Times. https://duniaku.idntimes.com/anime-manga/anime-lain/launching-detektif-conan-106-sukses-digelar-di-gramedia-jalma-00-rgfzd-3nf8rc

Patnani, M. (2013). Upaya meningkatkan kemampuan problem solving pada mahasiswa. Jurnal Psikogenesis, 1(2), 130-142.

Samani, M., Nurlaela, L., Astoeti, S. P., Widodo, W., & Inzanah. (2016). Berpikir tingkat tinggi: Problem solving. Sarbikita Publishing.

Santrock, J. W. (2024). Life-span development (19th ed.). McGraw-Hill LLC.

Suhadianto, Arifiana, I. Y., Hanurawan, F., Rahmawati, H., & Eva, N. (2021). Kemampuan problem solving mahasiswa rendah. Bagaimana cara meningkatkannya? Prosiding Seminar Nasional Fakultas Pendidikan Psikologi Universitas Negeri Malang, 149-157.

Wafom, K., Yulianto, A., & Rabia, S. F. (2023). Pengaruh metode pemecahan masalah (problem solving) terhadap minat belajar PKn. Trapsila: Jurnal Pendidikan Dasar, 5(2), 34-4.

Downloads

Published

2026-05-31

Issue

Section

Articles

How to Cite

Problem Solving Penggemar Komik Detektif Conan di Toko Buku Gramedia Jalma, Melalui Pemecahan Kasus Pembunuhan Fiktif. (2026). Devotion : Jurnal Pengabdian Psikologi, 5(01), 19-29. https://doi.org/10.64228/1tb0xp96

Most read articles by the same author(s)