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Adedeinde's project proposal - Copy
Adedeinde's project proposal - Copy
Conventional learning (classroom learning) is normally fairly structured. It requires learners meeting on
a regular basis, at scheduled times on the same days each week. This limits flexibility with work and
other activities. Learners generally must be in class to get the learning experience and to keep up with
requirements. Unless your instructors record lectures, in-class instruction is not available after the class
session is over. Students who struggle to focus may also find classrooms and cohorts distracting to their
learning experience.
Furthermore, it is very obvious that students tend to concentrate basically on the departmental
compendium, as a result, this gives them little knowledge of what is expected of them, thereby impedes
their performance when tested through mid-term assessments or examination.Hence, the problem
centers on effective teaching and learning processes for the impacting and the advancement of the
students’ theoretical and practical knowledge.
The aim of this study is to design and implement an e-learning platform in which the course materials
are presented using the advantages of multimedia and hypermedia. To achieve the stated aim, the
following specific objectives were laid out:
1. To enable instructors to upload learning materials for the students to access.
2. To provide the students with more learning materials (reference materials of the compendium).
3. To facilitate the interaction between instructor and students, and students to students (group
study).
4. To enable learners to gain access to learning materials at their convenient time.
5. To enable learners to learn anywhere and at any time.
METHODOLOGY
This study examines objects in the form of using the Scrum framework in developing online
learning application. The data in this study are primary data collected through literature study and
observations. The observation is done by studying some online learning application that already exists.
The data collected in this study are: the course materials, question banks, and the flow of user to
take a course and quiz. The development of this online learning application uses the Scrum
framework. Scrum is a framework for Agile software development methods. Scrum is made to be
able to develop software flexibly and quickly. According to [11], there are considerations for using
Scrum or traditional software development methods.
RELATED WORKS
SIGNIFICANCE OF STUDY
The design of an e-learning platform is a very broad field, but this research work focuses on the
development of a platform where students of this great faculty; School of Computer Science,
Mathematics and Information Technology (SOCSMAIT), can easily access reference materials of the
departmental compendium, can read, copy or print these materials. Also students can download or
watch videos of lectures uploaded by the instructor. It also makes a provision for the students to assess
themselves after each studied course (objective-based).
LIMITATION OF STUDY
To be candid, many problems were encountered while carrying out this research work. It wasn’t easy to
get information relevant for this research. The most important thing needed was reference materials of
the compendium of all the levels and departments of this faculty, this required internet subscription
which is very costly here in Benin, but we were able to bypass it due to our hard work. Finally, due to
the programming requirement of the software, we lacked the programming skills to get the work done,
it cost us more time learning how to program the software.However, efforts were made, towards
retaining the e-learning products quality, accomplishing of the projects objectives and completion of the
project within the specified period of time.
DEFINITION OF TERMS
Mobile: With respect to technologies, ‘mobile’ generally means portable and personal, like a mobile
phone.
Learning: This is the act of acquiring new or modifying and reinforcing existing knowledge,
behaviour,skills, values, or references and may involve synthesizing different types of information.
E-Learning: This can be defined as any dissemination of educational knowledge over the internet. It can
be defined as the delivery of a learning, training or education program by electronic means.
Conventional Learning: This means having education in the four walls of a school.
Mobile Learning: The definition of mobile learning is still evolving and so there are many definitions I
existence. Techno-centric defines mobile learning as learning that takes place with the aid of mobile
devices.
CAL: This stands for computer Assisted learning. It is an application package that is designed to enable
the user to learn a particular subject through the provision of tutorial that may or may not be
accompanied by questions. CAL is popularly called tutorial software.
CAI: This is an abbreviation of computer aided instruction. It is an application package that is designed to
enable the user to learn and/or get acquainted with a specific subject or an aspect of life.
Website: It is information of a particular people, individual, state, country etc, made available to be seen
or can download on the net.
Login: To connect to the scale and make use of available information provided by the designer within
some range of specification.
EXPECTED CONTRIBUTION
1. User Interface Design: Creating intuitive and visually appealing interfaces to enhance the overall user
experience, ensuring easy navigation and engagement.
2. Interactive Learning Modules: Developing interactive coding exercises, quizzes, and projects to
reinforce learning and provide hands-on experience with programming concepts.
3. Adaptive Learning Paths: Implementing personalized learning paths based on user progress and
performance, tailoring the content to individual needs and skill levels.
5. Collaborative Features: Integrating features that facilitate collaboration, such as discussion forums,
pair programming tools, and code sharing options to encourage a sense of community among learners.
6. Performance Analytics: Implementing analytics to track user progress, identify areas for improvement,
and offer data-driven insights to both learners and instructors.
7. Cross-Platform Compatibility: Ensuring the application is accessible across various devices and
platforms, allowing users to learn anytime, anywhere.
8. Integration with Version Control: Enabling integration with version control systems like Git, allowing
users to manage and track changes in their code effectively.
9. Gamification Elements: Incorporating gamification elements such as badges, achievements, and
leaderboards to motivate learners and make the learning process more engaging.
10. Accessibility Considerations: Ensuring the application is designed to be accessible to users with
diverse needs, including those with disabilities.
11. Regular Updates and Improvements: Committing to continuous improvement by addressing user
feedback, fixing bugs, and incorporating updates to keep the application current and effective.
REFERENCES
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