Development of 3d Animation Interactive Media to Improve Cognitive Learning Outcomes and Student Self-Efficacy


  • Eny Fidiyah Dept. Biology, Mulawarman University, East Kalimantan, Indonesia
  • Aloysius Hardoko Dept. Biology, Mulawarman University, East Kalimantan, Indonesia
  • Daniel Dept, Chemistry, Mulawarman University, East Kalimantan, Indonesia


Biology learners at SMAN 1 Rantau Pulung, SMAN 1 Sangatta Utara, and SMAN 1 Sangatta Selatan are very much liked by students, but there are student scores that have not reached the KKM standard, one of the difficult materials is microscopic. This is because students' cognitive abilities and self-efficacy are different and the learning media used have largely not been developed less interactive and do not vary by teachers. Teachers need a variety of interesting learning media to be applied. The purpose of this study is to examine the design, validity, practicality, and effectiveness of 3D animation interactive media in improving cognitive learning outcomes and self-efficacy of class X students. The research was conducted at SMAN 1 Rantau Pulung, SMAN 1 Sangatta Utara, and SMAN 1 Sangatta Selatan. The results showed media design in the form of animated images, materials, sounds, and virtual laboratories. Media belongs to the valid category with media validity of 81.46%, Language 98.21%, and material 77.15%. Practicality results by Biology teachers were 96.67% and students 82.85%. Media belongs to the very practical category with a value of 89.76%. Students' cognitive scores increased with an N-gain score of 0.57 and the results of the t-test there was a noticeable difference between the pre-test and the post-test. The level of self-efficacy of students increased by 32% after using 3D animation media Based on the results of the study, it can be concluded that 3D animation interactive media on virus material in Biology learning is effectively used as a learning medium.


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How to Cite

Eny Fidiyah, Aloysius Hardoko, & Daniel. (2022). Development of 3d Animation Interactive Media to Improve Cognitive Learning Outcomes and Student Self-Efficacy. International Journal of Sciences: Basic and Applied Research (IJSBAR), 63(1), 60–70. Retrieved from