This study aims to: (1) develop disruptive learning innovations through the e-generator practice system; (2) testing the feasibility of disruptive learning innovation through the e-generator practice system; and (3) testing the effectiveness of disruptive learning innovations through the e-generator practice system to increase the level of student self-efficacy in the education era 4.0. This study uses the R&D method with the ADDIE model and ends with a quasi-experimental method. Validation with two teams of experts (online learning media experts and learning software experts). Data analysis with hypothesis testing using SPSS 21.0. The results of this study include: (1) developing disruptive learning innovations through the e-generator practice system covering analysis, design, development, implementation, and evaluation; (2) the results of the product feasibility test validation are 90,1% (user benefit aspect), 90,5% (application display aspect), 93,8% (aspect of information novelty), 97,6% (content aspect), 90,6% (aspects of ease of use), 91,5% (aspects of competency achievement); and (3) disruptive learning innovation through the e-generator practice system has been proven to be effective in increasing the level of self-efficacy of students in the education era 4.0 as evidenced by the results of hypothesis analysis