This research aims to realize the implementation and integrated project-based learning (PBL) activities in education 4.0 towards EFL students’ activities. This study uses qualitative methods as a framework for analyzing and collecting data. The data were obtained from observations and interviews. The results showed that the use of Google Classroom, Comic Page Creator, and Learning Apps can complement projects in the EFL class; the use of Google Classroom, Comic Page Creator, and Learning Apps can help students access the material and complete the Project; and most students integrating PBL into Education 4.0 can improve their English language skills.
PBL adalah pendekatan metodologis berdasarkan koperasi kontekstual belajar yang implementasinya mendorong perkembangan keterampilan kognitif, sosial, dan komunikatif peserta didik melalui keterampilan mereka keterlibatan dalam pelaksanaan tugas otentik.Penelitian ini bertujuan untuk membuat siswa kreatif dalam belajar bahasa Inggris. Data penelitian dikumpulkan dengan mengunakan instrumen kuesioner, interview, dan observasi. Hasil penelitian menunjukkan bahwa, (1) ada pengaruh yang signifikan model PBL terhadapkemampuan berpikir tingkat tinggi, (2) ada pengaruh kreativitas siswa terhadap kemampuan berpikir tingkat tinggi, dan (3) model PBL dan konsep CPD secara bersama-sama berpengaruh terhadap kemampuan berpikir tingkat tinggi
The impact of the COVID-19 pandemic can change psychological conditions and change human life, especially in human activities for a long time. Besides, the COVID-19 pandemic is affecting the education system in Indonesia, where the educational process usually changes with a distance learning process using technology. With a structured learning process, you can learn knowledge and skills using technology. Thus the learning method is following collaborating between digital platforms, and student creativity in learning. Therefore this study aims at students who are creative, effective, and think critically in the online learning process. Data were collected using interviews and observations. The results showed that there was a significant influence on students' creativity, active, and critical thinking in collaborative digital platforms.
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