2. Background
ï Ministry of Research and Higher Education of Indonesia
Republic are nowadays actively promoting various
changes in Universities through various programs to
prepare Universities to meet new demands of Industry
4.0, or known as GEN+RI 4.0
ï University should find methods to develop studentâs
cognitive capacity i.e. higher order mental skills, critical
and systemic thinking, to survive in the Industry 4.0
era.
ï New literacy movement is also planned by Indonesia
government i.e. digital literacy, technology literacy,
and human literacy
5. Design
Projects
&
Groups
1) Projects on game programming.
2) Each project was assigned to groups
consisting of 5-10 students.
3) Each project was done within 1
semester (duration: 3-4 months).
4) 2-3 lecturers will assist each project.
12. Experience
Learning
from Project
EXPERIENCE LEARNED FROM PROJECT
Category Positive Experience Negative Experience
Studentsâ
competencies
ï· Studentsâ self-dependence
ï· CriticalThinking
ï· Problem Solving
ï· Creativity
ï· Cognitive Flexibility
ï· Experience in the real case
ï· Lack of student
competencies
SocialCompetencies ï· Communication skill
ï· Coordinating with Others
ï· Emotional Intelligence
ï· Leadership
ï· Lack of studentsâ social
competency
Collaboration
between a lecturer
and a student
ï· Coaching of lecturer
ï· Exchange knowledge and experience
ï· Decision Making
ï· People Management
ï· Unrealised role of students
completing the task
assigned by a lecturer .
ï· Unrealised and unperceived
roles of students in a project
team
Lecturerâs
competencies
ï· Meaningful tasks to students
ï· Improvement and Creation of new
knowledge
ï· Lack of lecturerâs managerial
competency
Target of Project ï· Project close with a good result ï· Changing of the Target
project
13. Concluding
remarks
Project Based Learning at STIKI aims to prepare students to
face challenges in Industry 4.0.
Some skills like problem solving, teamwork and critical thinking
can be developed throughout the project.
In Project Based Learning, students learn how to search
for particular information to solve problems at the project.
Students also learn more through group discussion and arguing
among group members to solve problems.