ABSTRACT
The tremendous impact of electronic
technology (like computer and computer embedded devices, computer networking,
artificial intelligence, multimedia among others) on the human psychological
capabilities productivity, intellectuality and other human related activities
are very obvious. The quest and virtual implementation of computer in all the
fields of human endeavor increases with its inevitable impact, these impacts
are on its increase due to the need for high quality and timely response.
Therefore, this project titled, “Design and implementation of e-learning
platforms for an introduction to C++ programming language”, is
aimed at exploring and incorporating some of these sophisticated
technologies for the development of electronic tutorial materials. This work
examines and explains the step-by-step procedure for accomplishing the
development of the proposed software products, the attainment of the goals and
necessary requirement for their implementation. It considers and discusses the
impact of the proposed products on the targeted end-users. This project is
implemented using HTML, Microsoft asp.net and SQL Server for the
online learning platform tutorial application package, and an e-book.
CHAPTER ONE 1.0 Background of the study
Learning is one of the very vital
human activities that require concentration blended with interactivity, clear
and distinct understanding of the facts been stated or discussed, high
communication skills and techniques, attractive learning qualities such as
colorful pictorial presentations of information among others. Nevertheless, all
not learning process is considered to be effective. Effective could be assumed
to had been achieved if about hundred percent (100%), of the population
lectured assimilate the knowledge and/or ideas across; this is quite different
when the population size is very high and there is existences of certain
un-conducive learning conditions such as noise, poor ventilation, and extreme
temperatures.
For effective learning to
take place, it is dependent on many factors. In most cases, these factors arise
from the teachers, the students, the teaching and learning media or materials,
and the learning environment with its structures. For instance, if a teacher
lacks communication skills and techniques, the students, will find it difficult
to comprehend, if the necessary media or materials required for teaching and
learning is not provided or if the provision is inadequate, the understanding
of the subject topic or issue been discussed might be impaired. In addition,
the duration for teaching and learning, the rate of understanding and
individual learning style effect the assimilation of knowledge by the students;
and may have impact on the extent to which the teacher covers the teaching
scheme. These factors will, certainly, hamper the effective teaching and
learning by the teacher and by the students respectively (see figure 1 in
appendix).
Most especially, the factors affecting
effective learning is pronounced in learning aspects where intensive or much
practical approach is required for the impacting of knowledge to the students.
For example, in computer science much practical knowledge is required especially
in computer networking, computer programming, and computer maintenance. The
practical equipping of students are been affected by certain factors such as
the duration for practical teaching and learning, inadequate computers,
availability of computer laboratories, and poor power supply among others. As a
result it is generally observed that most computer science students with little
or no practical knowledge engages the service of the road side “computer
training institute” due to the fact that it is not financially intensive and
there is great need for the services, this approach, by such student has high
tendency of impacting wrong knowledge on students especially on the terms and
explanation of concept s found or used in the computer science world. Therefore,
there is the need to reduce this different situation and ensure that the
practical standard required of the students is attained.
The progress made in the computer
world through the development of sophisticated hardware, software, and other
technologies could be employed for the remedy of the situation. Exploring the
powerful capabilities of multimedia and implementing it on teaching and
learning processes via the production of learning material and products such as
e-book, computer assisted learning (CAI), computer aided instruction(CAT),
computer based training(CBT), internet based training among others would go a
long way towards improving the advancement of the practical and theoretical
knowledge of the students. With high quality content value of the e-learning
products and the captivating multimedia features embedded in them, a student
can easily, assimilate such knowledge (even in the absence of a teacher and the
required physical environment) through repetitive
Accessing of the e-learning materials
and following the animated instructions contained therein. Finally, the case
study computer science department, federal polytechnic nekede, owerri is
selected due to its proximity.
1.1
STATEMENT OF THE PROBLEM
It is very obvious that it is required
of the computer science students to be practically and theoretically sound so
as to face the challenges to be encountered in the labor market.
Disappointingly, most of the computer science students are not equipped as
expected before lunching them into the labor market.
Often time, the students are found to
be the highest set of customers patronizing most of the side “computer training
institute” and in turn, might not get the value of services they requested.
This situation had been ascribed to many claims, in most occasions, had been
made by both students and teachers on the pattern of teaching and learning
respectively .for instance, the students claim the greater percentage of the
teachers have poor teaching communication skills, and likewise the teachers
blame the inadequate teaching and learning facilities and/ or infrastructure as
the reason for ineffective learning.
Hence, the problem centers on
effective teaching and learning processes for the impacting and the advancement
of the students’ theoretical and practical knowledge.
1.2
OBJECTIVES OF THE STUDY
Owing to the difficulties experienced
during teaching and learning processes, this project is aimed at implementing
e-learning through the development of a web site expected to be published over
the internet, a CAL application package that will be installed in a computer,
and on e-book in portal document format (PDF); this is to provide different
remedy platforms for the shortcoming found in the traditional teaching and
learning procedures.
Focusing on the above, the objectives
of the study are to develop e-learning applications that are capable of:
- Overcoming
most factors affecting effecting learning such as noise.
- Creating
a more interacting learning process.
- Enhancing
the students practical knowledge and broaden their theoretical knowledge.
- Encouraging
learning and mastering of the individual topic contained therein.
- Accommodating
individual learning style.
- providing
coherent instruction for the selected subject topics
- Promoting
students concentration during learning.
- Accommodation
learner’s unrestricted learning schedule.
- Promoting
quick assimilation of information.
- Providing
accurate and high quality content value.
1.3
SIGNIFICANCE OF THE STUDY
This project uses the combination of
multimedia features, little artificial intelligence features, and human
–computer interaction principles for the development of a web site for an
online and implementation offline implementation of e-learning. Both of the
e-learning are designed for the learning of c++ programming
language at its introductory level. These proposed e-learning avenues are
deviations from the traditional teaching and learning procedure, and as a
result have their main importance as follows:
- Cost
of learning materials-could be reduced significantly when compared to the
cost of traditional learning materials or the cost of conventional
instructional system. This is, however, accomplished in this project by
providing free access with limited content value to the user.
- Effective
learning of the subject topic by the students- the traditional classroom
methods have high tendencies of responding to the many factors affecting
effecting learning (see table 1 in the appendix for more information). But
with the adoption of e-learning, these factors may exist with little or no
impact on the learner. Hence, this project is focused on developing
e-learning application that will be captivating through the provision of
different learning platforms and skillful use of multimedia which will
lead to the enhancing of effective learning and reduction of teachers
teaching work load.
- Reduction
in the duration of teaching and learning, and strengthening of teachers
effort-according to some research, the training time could be reduced up
to sixty percent (60%) as against the traditional classroom method using
e-learning products. (khoo, 1994). These, in turn, increase the rate of
knowledge assimilation and allow the teachers to direct more effort on
other areas where the students are deficient. This is basically achieved
in this project the use of certain technological features such as the
multimedia features.
Apart from these main importance of
the study, other reasons like protecting the students from assimilating wrong
information passed on by the quack, the inadequate learning and teaching
materials, difficulties to have access to information on time, and the general
factors affecting effective learning could take care of.
1.4 SCOPE OF
THE STUDY
The proposed e-learning products are
targeted for the attainment of effective learning through the use of
interactive presentations. Further, the products are expected to be used by
computer science students with little or no pre-knowledge of c++ programming
language. The product contents are structured to accommodate novice in computer
programming and their usage are not limited to computer science students alone
but to students of other disciplines who wish to have basic fundamental
knowledge on programming using programming language.
In the development of the proposed
products, certain security consciousness likes piracy where moderately
considered while some security measures like password were implemented. Each of
the proposed e-learning products have different security requirement. On the
side of the e-learning application package, password usage was implemented for
discriminating the premium users from the free users. The internet application
is designed to have an open unrestricted accessibility; this is to boost products
awareness and marketing. The e-book is created in portal document format (PDF)
so as to ensure content authenticity. Nonetheless, the three e-learning
products do not implement any strong piracy security due to the fact that day
after day more sophisticated hardware and software are developed which, in the
contrary reason for their development and usage, used for computer product
piracy. Finally, the physiological and cognitive impact of the proposed
e-learning products on their users have their scope for achieving them limited
to the use of multimedia features and interface design. This is one of the most
important tasks required to be embedded in the products. In this learning
application package, this is accomplished through the use of help menu and help
animations, the internet application accomplishes the same task through the use
of hyperlinks, flash animations, and still images while the e-book made use of
hyperlinks and still images.
1.5
LIMITATION AND DELIMITATION OF THE STUDY
Apart from the usual risk and
limitation present in every project due to time, scope, quality and financing,
a major limitation arises from the gathering of information or data from the
concerned individuals with fair and un-bias judgment of the proposed e-learning
products. Many of the individual, especially the expected users, were unwilling
to give feedback on the impact of the proposed products on them while some
other will prefer to give haphazard information which tantamount dirty data. In
addition, the tendency of receiving unfair and bias information and materials
(which ranges from reference materials to development support devices) required
for actualizing the proposed e-learning products specifications posed a great
impediment to the study. Nevertheless, in the attempt to overcome these
impediments, the research work of other scholars and practitioners were used in
conjunction with the result of my project research evacuation and analysis.
This approach is adopted to ensure accurate and good developmental practices
Considering the multi-tasking nature
of the project, much time and financial resources are required. Owing to this
fact, specifications of the proposed e-learning products were adjusted to suit
the available financial budget allocated to it and which is obtainable.
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.
1.6
DEFINITION OF TERMS
Software – a set of logical related program
modules that are given to the computer for the accomplishment of a specific
task or asset of task.
Program module – this is made up of
one or more program procedure, routine, function, or events that handle a
definite task or set of task.
TOPIC: DESIGN AND IMPLEMENTATION OF E-LEARNING PLATFORM FOR AN INTRODUCTION TO C++ PROGRAMMING LANGUAGE
Chapters: 1 - 5
Delivery: Email
Delivery: Email
Number of Pages: 65
Price: 3000 NGN
In Stock

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