Science Project Topics

Design and Implementation of an on Line Multi Media-based Electronic-learning System for Post Primary Educational Institutes

Design and Implementation of an on Line Multi Media-based Electronic-learning System for Post Primary Educational Institutes

Design and Implementation of an on Line Multi Media-based Electronic-learning System for Post Primary Educational Institutes

CHAPTER ONE

Objective of the study

The objective of this study is to design and develop an online multimedia based e-learning system for post-primary educational institutes. This system which will be online will perform functions such as:

  • Provide tutoring for students using multimedia, image, text and animations
  • Enable learning materials to be shared online at convenience
  • Allow students to learn at their own pace, having opportunity to re-visit topics over and over again.

CHAPTER TWO

LITERATURE REVIEW

Review of Related Works

Interest in education stems from what it can offer, namely, deep learning. “It is important  to distinguish the unique attribute of adult learners so as to  better able to incorporate the principles of Adult learning in the design of instruction”     (Yi, 2005) within this context, learning is aimed at not only improving individual knowledge and skill, but goes further.  (Merriam, Sharan, 2007).  There are also principles for adult learning (Jossey-Bass, 2013). Adults often have valuable personal experiences which they can bring to their learning, they need collaborative skills at work, and they will need to develop independent learning skills with peers when their formal education is over. These are some of the reasons why education has a significant part to play in education. There are two types of learning situation that we might wish to emulate in tutoring: static lectures and interactive tutorial/seminar sessions. In order to be able to teach, we need tools which facilitate computer-supported co-operative learning (CSCL). CSCL classes may be compared with contact classes along the following dimensions (Schoonenboom, 2008):

  • Synchronicity: students participate in the same session at the same time (synchronous), or in sessions at different times (asynchronous).
  • Geographical Distribution: learners may or may not be at a single site.
  • Homogeneity: learners may or may not all be similar in kind.
  • Coupling: the students may or may have to work fairly independently (loosely coupled) or in a team (tightly coupled). Tools which support synchronous activities are generally used to realize a learning environment similar to a traditional classroom.

This is a common situation on distributed web-based courses. Hence asynchronous techniques have been developed. A typical asynchronous technique uses a form of notice-board with the difference that, instead of pinning up notices, participants attach computer files which may contain text, graphics, video etc. Over a period of weeks, it is possible for participants to respond to others’ files and form chains of discussions.

CHAPTER THREE

SYSTEMS ANALYSIS AND METHODOLOGY

Analysis of Existing System

System analysis is a process of devising the most efficient and economical systems or procedures to accomplish a given task within an establishment. System design is the ability to produce from a non-existing or an already existing system, a new or revised one. Hence, system analysis and system design is defined as the procedural study of a system operation with an attempt to discover its basic problem areas and correct them by producing a new or revised system.

Traditional education, also known as back-to-basics, conventional education or customary education, refers to long-established customs found in schools that society has traditionally deemed appropriate. In the eyes of reformers, traditional teacher-centered methods, focused on rote learning and memorization must be abandoned in favour of student-centered and task-based approaches to learning.Traditional classroom education serves a valuable role for children and young adults, where there are many benefits to face-to-face interaction and where maturity and self-discipline are still developing. The classroom is often necessary for supervised practice or for team-building activities that could not readily take place without face-to-face contact. Distance education is different from education delivered in the classroom in many respects besides the lack of proximity. Education in the classroom is traditionally developed and delivered by one person. The teacher may not have extensive training on how to teach, like in many universities for example, a professor can be an excellent researcher but have little knowledge about how to plan and deliver a lecture.

During the cause of analysing the operation in the present system, I the researcher found out that there are lots of benefits associated with e-learning system.

CHAPTER FOUR

SYSTEM DESIGN AND IMPLEMENTATION

Review of system Design

System design is the activity where software requirements are analyzed in order to produce a description of an internal structure and organization of the system that will serve as a basis for its construction. System design describes the program structure which entails the designing of each module and sub-module within the proposed system, which is aimed at meeting the user’s requirement. It describes the modules and the system of interaction between the different modules designed and the design of the new system will drastically eliminate all weaknesses and shortcomings of the present system. A data flow diagram will be designed to depict the architecture of the proposed system which will enhance coding and implementation. More so, flowchart of the system will be drawn to enable the programmer understand the flow and relationships that exist between the composition of the system.

CHAPTER FIVE

SUMMARY, CONCLUSION AND RECOMMENDATION

Summary

This project commenced after the analysis of traditional learning system, to the design and implementation of a multimedia based e-learning system to solve some of the problems associated with the existing way of learning and to reduce the cost of travelling from one place to another. A functioning and reliable electronic learning system was developed using PHP (Hypertext Pre-processor) which was embedded inside the HTML code, MySQL was used as the database management system for the software, JQuery (JavaScript library), and CSS were used to develop the visual presentation of the software. The E-learning system is a web based system that provides an alternative means of learning at anytime and anywhere.

Conclusion

E-learning is among the most important explosion motivated by the internet transformation. This allows users to fruitfully gather knowledge and education both by synchronous and asynchronous methodology to effectively face the need to rapidly acquire up to date know-how within productive environments. E-learning delivers content through electronic information and communications technologies (ICTs). This delivery method increases the possibilities for how, where and when employees can engage in lifelong learning.

The advantages and disadvantages of e-learning span from course accessibility on schedule, availability of courses 24 hours daily, removal of geographical barriers, reduction in the cost of delivering teaching and learning, increased interaction of students and lecturers, material availability both online and offline, improved computer and internet skills of learners and lecturers and accessibility to a wide array of learning resources via the web.

For this e-learning system, a general formulation of interesting model was proposed. This can help instructors to design courses more effectively, detect differences, inspire and direct further research, and help students use resources more efficiently. The system that is designed in this work is expected to present learning materials that match students’ learning styles i.e. visual, auditory and kinaesthetic. Finally we conclude that synchronous tools should be integrated into asynchronous environments to allow for “Any-time and Any-where” learning model.

Recommendation

This system is highly recommended to all universities, to help improve flexibility of course delivery, to reduce learning costs and to eliminate some other problems associated with traditional way of learning. This design is intended to be used for students in computer science. Therefore, it is recommended that this research should be extended to other disciplines in various universities or higher institutions across the globe as the system is flexible enough to be extended.

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