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DESIGN AND IMPLEMENTATION OF E-LEARNING PLATFORM FOR AN INTRODUCTION TO C++
PROGRAMMING LANGUAGE
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.
Program procedure – a set of program codes that
response to a particular action such as click or could be called for execution
from another program procedure depending on its scope.
Program routine – see program procedure.
Program function – this is of ascribe to program
procedure that is used for accomplishing a specific task, especially
mathematical operations, whenever call for execution. See also program
procedure.
Program event – see program procedure.
Program- a set of logical related instruction
codes that is given to the computer which enables it to perform a specific task
or events.
Application – this is synonymous to application
software or application package. Application software is a class of software
that runs on an operating system and its design to handle a specified task
related to any human career.
Operating system – it is a set of logical related
programs which enables the computer to manage its resources. The resources
which it manages are hardware components.
System software – this is a class of software
that are made up of other suit of software designed to enable the computer
handle its resources and carry out some set of task. The system software
comprises of operating system, program translators, editors and utility
programs.
Translator – this is synonymous to program
translator or language translator or programming language translator. This is
software whose function is to translate or transform program codes written in
one programming language level to another (from high level programming language
code to low level programming language codes). A translator could be an
assembler, an interpreter or a compiler.
Dirty information – this is also known as dirty
data. It is information that does not conform to the directives for its supply.
Example: supplying your date of birth as against date of employment using the
title finger instead of ring finger in a finger print which requires ring
finger.
High level programming language – this is a class
of programming language that is much closer to human language. It requires
program translator for its codes to make meaning and be executed by the
computer. Examples of high level programming language are BASIC, JAVA, HTML,
C++ and PASCAL.
BASIC – this is a high level programming
language, is very simple and less difficult to learn and use. It can come in
the form of command oriented programming language e.g. QBasic or could come in
the form of object oriented programming language e.g. visual basic.
HTML – this is one of the programming languages
which could be used for developing web documents.HTML stands for hypertext
markup language. Other languages that could be for web development are XML
(extended markup language) and XHTML (extended hypertext markup language).
Programming language – this is a set of operation
of grammatical rules (syntax or protocol) use for written and developing
instructional codes given to the computer for task performance.
Programming language application software – this
is application software designed to allow the user write and develop program
and/or application using a particular programming language. For instance,
visual Basic programming language.
Interpreter – this is a kind language translator
that translates high level programming codes equivalent and at the same time
executes the program codes line after line, this is achieved if and only if the
line of code is error free.
Compiler – this is a kind of language translator
that translates high level programming language code into its low level
programming language codes equivalent and makes it executable only if this
entire program code is error free.
Low level programming language – this is a class
of programming language that requires language translators for it to be
understandable by the computer. This class of programming language has the
characteristics of machine independency, easer to debug and comparatively show
during program execution. Example, Basic, FORTAN, java, Pascal, C, C++ among
others.
Debug – this refers to detecting and correcting
or removing errors contained in a source program.
Source program – this is a set of program codes
that contains the instructions and response to events. It is usually used in
guiding the computer on the reaction to take place or the specific task to
carryout for a given action. The source program codes are usually executed by
the computer and are not to be seen by the user especially if the target
program is application software.
User interface – the environment that is seen by
the end-user of application software which allows the end-user to make use of
it.
Event – An action that is made by the computer
system though its input devices or software.
Object code – codes that are displayed as a
result of executing the sources program or the source codes. Object codes are
displayed on the user interface.
Media – these are those things, materials or
tools used for storing and delivering of information or data. Media can also
imply channels, links or materials that convey data or information.
Learning media – learning materials that convey
information to a student or from which a student can extract knowledge from.
Example, textbooks novels, among others.
Multimedia – as applied to this project, it is
media and content that uses a combination of different content forms.
Contents – information and experiences that may
provide value for end-user.
Content form – this refers to the way information
or content is been presented. The different features of the multimedia forms
its content forms. Example audio, video, text, among others.
Content value – this refers to the usefulness of
information contained in media.
End-user – also known as user. this is an
individual or an organization that make use of finished product or for whom a
product is designed and developed.
Hardware – this is a physical component of a
computer that could be touched or felt. Example visual display unit (VDU).
CAL – this stands for computer Assisted learning.
It is an application package that is designed to enable the user learn a
particular subject through the provision of tutorial that may or may not
companied by questions. CAL is popularly called tutorial software. CAL is very
close to CAI and could be used interchangeable, but in some cases, might not
mean exactly the same.
CAI – this is an abbreviation of computer aided
instruction. It is an application package that is designed to enable the user
learn and/or get acquainted with a specific subject or an aspect of life.CAI,
in most cases, is a simulation of real life event or true appearance of the
subject for which for the user is to be educated on. Most CAI comes in the form
of examination preparatory tutorials like TOEFL (test of English as a foreign
language) and safety training tutorials like military combat training. Computer
game is not always regarded as a CAI application rather entertainment
application software.
Project – this is finite endeavor having started
and completion dates undertaken to create quantifiable product. It is made up
of series of job to be completed individually within the time duration
allocated such a project.
Project completion time – those resources or
inputs that are required for accomplishing a project. The major project
resources are human materials and financial resources.
Data collection – the act of gathering information
or data from different sources within the problem defined set. Data collected
are processed and the information used for validating the proposed product of
the project.
Problem defined set – the population set for
which an evaluation must be made to verify the impact of the proposed product.
For instance, the problem defined set
for this project are the students (especially, the computer science students)
and instruction ( the instructor who wishes to introduced to C++ programming
language).
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