CHAPTER ONE
1.1
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
colourful pictorial presentations of information among others. Nevertheless not
all learning process is considered to be effective. In recent years, various
sectors such as entertainment, education, health and businesses are being
dominated by mobile applications. The reason for this is that mobile computing
is able to provide a tool for the user when and where it is needed irrespective
of user movement, hence supporting location independence (Niroshinie, Seng and
Wenny, 2013). 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
(CAL), computer aided instruction (CAI), 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. The advancement of
computer technology has promoted the quality of mobile learning. The trend of
recent communication technology is how to make good use of wireless equipment’s
to construct a ubiquitous communication environment which can improve
performance of traditional learning and create new learning activities or model
for active learning. A wireless technology makes it possible to create an
environment for a learner to obtain knowledge anytime and anywhere. Through
wireless access, a student can access rich contents from the internet, search
the knowledge by keyboard, interactively communicate with classmates or
teacher, and participate in a mobile classroom anytime and anywhere. With the
increasing use of network computers, the Internet and advances in
telecommunication technology, e-Learning has been widely recognized as a
valuable tool for learning and training (Firouz, 2010). The traditional means
of higher education has remained dominant in schools in some developing
countries. With the significant growth of e-learning, teachers and students
normally explore new ways of constructing knowledge (Dilani, 2014). The current
technology being heavily researched as an educational platform is the World
Wide Web (WWW). The WWW which represents a platform for information storage and
dissemination can be accessed in minimum time, and this is very important to
the educational community. The fact is that the transition from digital divide
society to a global village information society causes the traditional
instructional model to be unable to cover the instructional needs of modern
societies. The globe is faced with a transition from a static economy to a new
knowledge driven economy.
Population explosion and increasing
admission request into schools in every region of the world brought greater
constraints on the resources of several schools. For instance, there is problem
of inadequate number of human and material resources to cater for the education
of the large population. The population of school age citizen in most places has
grown tremendously to the extent that only a small percentage can be offered
admission (Akinyokun and Iwasokun, 2014). A new learning environment needs to
be created which will provide autonomy and flexibility, establish contacts and
easy communication between centres of culture and knowledge, and facilitate
easy access for all citizens of a knowledge based society (Jain, 2016).
Conventional classroom based teaching
involves the delivery of course lectures by the lecturer in a particular place
at a specific time. Hence it imposes a constraint of time and place on both the
instructor and the student. Due to the human factor, the lecturer may not
always be able to put the optimum effort towards preparing and delivering
course models. Direct interaction with the student is not easy because of the
large number of students needing attention.
The remedy to this situation seems to
be the learning techniques that are based on modern technologies such as the
Internet and WWW combined with traditional classroom teaching. One of the ways
this can be achieved is through the use of virtual classrooms. A virtual
classroom is an environment conducive for learning, which takes place in the
cyberspace. It provides the tools that learners need and brings together
educators and learners to share information and ideas. The virtual classroom is
a special form of e-learning that finds relevant applications in enriching the
conventional learning methods. Nagarajan and Wiselin (2010) opined that
e-learning can be deployed using a wide range of technologies and media.
The virtual classroom has its roots in
the study of computers in education such as computer-mediated instruction and
multimedia as an instructional tool. These broad fields covered not only
hypermedia, such as web-based hypertext, but also non-internet instructional
software design ranging from media school surgery tutorials to interactive
CD-ROM geography atlases. Many of the issues facing these virtual classrooms,
such as evaluation of interface design, integration of computers into course
design, and social issues of computing are highly relevant to the design and
use of internet-based virtual classrooms.
Present technologies enable the
creation of virtual classrooms using the Internet and its resources. For the
educators and trainees, a benefit of the Internet as platform for virtual
classroom is that the information that can be stored is almost limitless. One
of the contributions of Virtual Classroom (VCR) is the access to high quality
and flexible learning technologies (Jain, 2016). The information being
electronically stored can be accessed or downloaded by learners at their own
pace, thereby overriding the constraint of time and place experienced in
classroom based learning. The involvement of the distance learning includes
teaching using telecommunication tools, which transmit and receive numerous
materials through data, voice, and video (Ssekakubo, Suleman, and
Marsden, 2011). There is also an increased use of virtual classrooms (online
presentations delivered live) as an online learning platform and classroom for
a diverse set of education providers. In addition to virtual classroom
environments, social networks have become an important part of e-learning
(Nagarajan and Wiselin, 2010).
1.2
Statement of the Problem
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 centres on
effective teaching and learning processes for the impacting and the advancement
of the students’ theoretical and practical knowledge.
- Aim of the Study
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.
- Objectives of the Study
The objective of this study is:
- To
enable instructors to upload learning materials for the students to
access.
- To
provide the students with more learning materials (reference materials of
the compendium).
- To
facilitate the interaction between instructor and students, and students
to students (group study).
- To
enable learners to gain access to learning materials at their convenient
time.
- To
enable learners to learn anywhere and at any time.
- Scope of the 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).
- Significance of the Study
Mobile learning provides the following
significance:
- The
provision of course content to off-campus students.
- The
provision of feedback to off-campus students.
- The
provision of student support services to off-campus students.
- Links
to the World Wide Web (www) and other resources.
- Student-to-student
interactivity.
- Student
to tutor and Institution interactivity.
- Limitations of the 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.
MYSQL: A relational database management
(RDSMS) that runs as server providing multi-user access to a database.
PHP: (Hypertext pre-processor) is a
general purpose server side scripting languages originally designed for web
development to produce dynamic web page. It is one of the first developed
server-side scripting language to be embedded into an HTML source document
rather than calling an external file to process data.
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.
WWW (World
Wide Web): This is a
format that we use to design website.
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.
TOPIC: DESIGN AND IMPLEMENTATION OF AN E-LEARNING PLATFORM
Chapters: 1 - 5
Delivery: Email
Delivery: Email
Number of Pages: 68
Price: 3000 NGN
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