Academic Year: 2023-24: Under The Guidance of
Academic Year: 2023-24: Under The Guidance of
i
Department of Information Technology
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ABSTRACT
”The future mental health of person is depend on their childhood. To develop their
cognitive skills in their childhood we are developing web application based on different
technologies. CogniHome is also helpful to develop and increase their Intelligence Quo-
tient (IQ). The abstract deals with the significance of cognitive skills. The IQ test in
website is helpful for user to check their mental stage. User able to increase their cogni-
tive skills using different Games, Therapies and Puzzles. Therapies include meditation,
yoga, etc. which help user to stable mind. Puzzles and Quizzes are helpful to increase
their IQ. The main purpose of CogniHome is to engage child in enjoyable and productive
home learning experiences. Ultimately, the CogniHome is to enhance cognitive skills of
child for their betterment future.
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Contents
CERTIFICATE ii
ACKNOWLEDGEMENT iii
ABSTRACT iv
1 INTRODUCTION 1
1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Aim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.4 Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2 LITERATURE REVIEW 5
2.1 Overview of Survey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
v
4.3.2 External interface requirement . . . . . . . . . . . . . . . . . . . . 18
4.3.3 System features . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.3.4 Nonfunctional requirements . . . . . . . . . . . . . . . . . . . . . 20
5 PROJECT REQUIREMENT 22
5.1 Software Requirement Specifications . . . . . . . . . . . . . . . . . . . . . 22
5.1.1 Software Requirement . . . . . . . . . . . . . . . . . . . . . . . . 22
5.2 Flow Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
7 SYSTEM IMPLEMENTATION 50
7.1 Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
7.2 Methodology/Protocols . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
7.2.1 Methodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
7.2.2 Protocols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
7.3 Test Cases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
9 PROJECT PLAN 63
10 RESULT ANALYSIS 64
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11 CONCLUSION WITH FUTURE SCOPE 68
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List of Figures
6.1 Architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
6.2 DFD-0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
6.3 DFD-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
6.4 DFD-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
6.5 DFD-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
6.6 Used Case Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
6.7 Class Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
6.8 State Chart Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
6.9 Component Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
6.10 Activity Diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
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List of Tables
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Chapter 1
INTRODUCTION
1.1 Introduction
The development of cognitive talents is a vital path in human development that
supports our capacity for perception, learning, thought, and environment navigation. It
is the process by which people, especially kids and teens between the ages of 4 and 16,
develop and hone their mental abilities so they can solve issues, make choices, commu-
nicate clearly, and adjust to changing situations. Fundamentally, cognitive growth is
a complex process that includes a variety of interconnected abilities and proficiencies.
Memory, focus, critical thinking, problem-solving, language and communication, creativ-
ity, spatial reasoning, concept generation, and metacognition are some of these abilities.
The foundation of intellectual development is the development and refining of certain
cognitive abilities, which enable people to achieve not just academic success but also
prosper in a variety of spheres of life. The development of cognitive skills permeates all
aspect of our life and is not limited to the classroom. It affects our ability to compre-
hend and engage with the environment, from solving intricate puzzles to grasping basic
mathematical ideas, from expressing our thoughts and feelings clearly to taking part in
innovative and creative activities. In this thorough investigation of the development of
cognitive skills, we will examine the essential elements that make up this exciting trip.
We’ll talk about how critical it is to develop these abilities for both academic and per-
sonal development. We will reveal the complex processes of cognitive development along
the way, illuminating how people grow from infancy to adolescence and providing them
with the mental resources they require to prosper in a world that is always changing.
We will investigate how combining cutting-edge technology with conventional teaching
1
approaches might provide new avenues for cognitive enrichment and ready young brains
for a world full of possibilities and challenges.
Come along with us as we set out on an exploration of the field of cognitive skills
development, learning about the approaches, techniques, and breakthroughs that might
equip the future generation with the mental agility required to succeed in the twenty-first
century.
2
1.2 Aim
The aim of developing cognitive skills is to maximise a person’s mental and intellec-
tual capacities. This entails developing abilities in a variety of areas, including language,
creativity, critical thinking, memory, and problem-solving. Promoting cognitive compe-
tency and growth is the main objective since it results in improved learning, efficient
problem-solving, and general mental development at all life stages.
1.3 Motivation
The development of cognitive skills is crucial for the general growth of children
between the ages of 4 and 16. A number of issues are present in the current scenario,
such as more screen time, less physical activity, and the COVID-19 pandemic’s effect
on distant learning. Enjoy learning if you can. Give them puzzles, interactive games,
and creative tasks to keep their minds occupied. Encourage kids to set realistic goals
and acknowledge their accomplishments. Encourage curiosity Encourage them to look
into fascinating topics and ask questions. Provide a variety of experiences: Exposure to
diverse topics and activities might enhance an individual’s cognitive ability. Demonstrate
to others your enjoyment of learning and problem-solving. Minimize the excessive use of
devices and encourage play outside. Adapt to their preferred learning style.
3
1.4 Objectives
The Objectives of our project are as follows:
• To tailor cognitive training programs to the specific needs and abilities of each child,
ensuring that the curriculum aligns with their developmental stage and disability
type.
• To enable caregivers to monitor and track the cognitive progress of children, allow-
ing for data- driven decision-making and intervention when necessary.
• To collect feedback from children and caregivers and use this feedback to adapt
and optimize the cognitive training program over time.
• To provide caregivers and children with resources, guidance, and support in the
cognitive development journey.
4
Chapter 2
LITERATURE REVIEW
5
Research Pa- Author Summary
per
Difficulties in Donatella Rita This article discusses the historical evolution
reading and Petretto, Paola of intelligence tests, emphasizing the shift to-
neuropsycho- Piras, Ilenia wards detailed psychometric analysis and the
logic al profile Pistis, Elena CHC (Carroll-Horn-Cattell) model for as-
on WISC-IV in Tradori, Maria sessing cognitive abilities. It explores the ap-
Italian childrens Valeria Cam- plication of the Wechsler Intelligence Scales,
boni, particularly the WISC-IV, in evaluating cog-
nitive profiles in Italian children with per-
sistent academic difficulties, including those
related to reading.
Gamification in Marzan Tasnim particularly a balloon-shooting game, in the
Children Edu- Oyshi Mohd. context of children’s education. It dis-
cation: Balloon Saifuzzama n cusses how gamified educational tools, like
Shooter the Balloon Shooter, can enhance engage-
ment, learning, and cognitive development in
young learners through interactive and play-
ful experiences.
Cognitive Train- Agisilaos Chal- Studies have shown that computer-assisted
ing Supported dogeridis cognitive training can improve cognitive
by Information tasks, academic problems, and social situa-
and Com- tions in elderly individuals without demen-
munication tia. However, longer follow-up is needed to
Technologies observe effects on everyday functioning. In
older adults with mild cognitive impairment
and Alzheimer’s disease, computer-assisted
cognitive training programs have shown im-
provements in working memory, information
processing speed, learning, and interference
tendency.
6
Research Pa- Author Summary
per
Cognitive com- Styliani Siouli, The research paper examines the impact of
puter training Stylianos Makris cognitive computer training on children with
in children with cognitive and learning disabilities through
cognitive and two case studies. It demonstrates how such
learning dis- training can enhance cognitive functions like
abilities: Two attention and memory, potentially improv-
interesting case ing academic performance. The findings sug-
studies gest that cognitive computer training holds
promise as an intervention tool for children
facing these challenges.
7
changed through repeated actions and exercises. Electronic cognitive exercises, such as
computerbased training, offer personalized interventions that simulate real-life scenar-
ios. While there is limited scientific support for electronic forms of exercises, they show
promise in improving cognitive abilities and providing immediate feedback.
Studies have shown that computer-assisted cognitive training can improve cognitive
tasks, academic problems, and social situations in elderly individuals without demen-
tia. However, longer follow-up is needed to observe effects on everyday functioning. In
older adults with mild cognitive impairment and Alzheimer’s disease, computer-assisted
cognitive training programs have shown improvements in working memory, information
processing speed, learning, and interference tendency. There is a need for more exercises,
attractive content, and an integrated evaluation system to support personalized inter-
vention programs.
Evaluation questions are important for pre-test evaluation and software applications.
Criteria for evaluating software include cognitive skills practiced, age group, and types
of exercises included. Software such as Braintrain and Lumosity allow psychologists to
monitor individual progress and make adjustments.[6]
8
4.Intelligent Serious Games System for Children with Learning
Disabilities
This paper discusses the development of an intelligent web-based adaptive serious
games system for children with learning disabilities. The system targets children between
the ages of 3 to 7 and aims to improve their learning capabilities through adaptive,
intelligent, and informative games. The system uses valid tests for IQ and diagnosis
purposes and relies on a rule-based inference engine for knowledge engineering.
The research focuses on serious games for children with learning disabilities, which
are computer games with specific rules and objectives. The researchers have developed
a web-based intelligent system that offers serious games for therapeutic purposes. The
system relies on valid IQ and developmental disabilities tests and is available in multiple
languages with cultural adaptations.
The system, called IWASGS, is a three-tiered system that includes an IQ test for
children, therapeutic games for learning disabilities, and data storage for participant
scores. It uses an inference engine and knowledge base to diagnose disabilities and rec-
ommend games for improvement. Parents receive emails with their child’s progress and
are encouraged to continue playing the recommended games. The system is designed to
replicate the experience of working with specialists and allows for better tracking and
follow-up for children.
The article discusses the development of a technology-based solution for reducing the
effects of learning disabilities in children. The solution includes a serious games system
that provides educational material and resources for parents, as well as a safe virtual space
for children. The system has been tested with parents and children in the Alexandria
community and has garnered interest. However, there are still challenges in implementing
the system on a larger scale due to organizational and technical constraints.
The article also mentions the need for qualified resources to support children with
learning disabilities in Egypt. Future work includes developing innovative games and
addressing academic disabilities.[3]
9
5.Difficulties in reading and neuropsychological profile on WISC-
IV in Italian children
This study investigates reading difficulties and neuropsychological profiles among
Italian children using the WISC-IV. Analyzing data from 168 children with persistent
academic challenges, specifically focusing on 90 with reading difficulties, the study ex-
plores cognitive profiles based on the CHC model. The article aims to provide insights
into the challenges faced by Italian children in reading and offers a deeper understanding
of their neuropsychological profiles using the WISC-IV, contributing to the development
of targeted interventions.
Since the inception of intelligence tests, ongoing debates surround their practical use
and criticism of the data they yield. Intelligence testing has evolved through different his-
torical steps, with recent emphasis on detailed psychometrics and tailored interventions.
Wechsler Intelligence Scales, widely used for assessing children’s reasoning abilities, align
with the Cattell-Horn-Carrol (CHC) Model, a prevalent theoretical framework. This
study focuses on WISC-IV scores in Italian children, analyzing cognitive profiles based
on the CHC model. The article aims to describe performance, especially in children with
reading difficulties, and proposes clinical considerations for personalized interventions,
including in educational settings.[4]
10
experience.[1]
11
Chapter 3
PROBLEM STATEMENT
DEFINATION
Children’s cognitive development is a crucial aspect of their overall growth and fu-
ture success. However, in today’s digital age, there is a need for engaging and effective
educational tools that specifically target and enhance children’s cognitive skills. Existing
platforms may lack adaptability, personalization, and collaboration features necessary to
create a holistic and tailored learning experience. Parents and educators face challenges
in finding a comprehensive solution that not only provides interactive learning activities
but also ensures the safety and privacy of children online
Based on this survey the major goal of the thesis is formulated as follows:
“To design and develop efficient, lightweight and user friendly website which is Cog-
niHome: Enhancing Children’s Cognitive Skills” that aims to Designing a Machine
Learning-Based Cognitive Skills Development Program for Children Aged 4-16 Years”
12
So the various objectives of the research which are in accordance with the goal of the
thesis are listed below.
To create an engaging and interactive learning environment that motivates children to
participate in cognitive development activities willingly.
To tailor cognitive training programs to the specific needs and abilities of each child,
ensuring that the curriculum aligns with their developmental stage
To provide a platform for children to enhance their cognitive skills, including problem-
solving, critical thinking, memory, and decision-making.
13
Chapter 4
SOFTWARE REQUIREMENT
SPECIFICATION
4.1 Introduction
The development of cognitive talents is a vital path in human development that
supports our capacity for perception, learning, thought, and environment navigation. It
is the process by which people, especially kids and teens between the ages of 4 and 16,
develop and hone their mental abilities so they can solve issues, make choices, commu-
nicate clearly, and adjust to changing situations. Fundamentally, cognitive growth is
a complex process that includes a variety of interconnected abilities and proficiencies.
Memory, focus, critical thinking, problem-solving, language and communication, creativ-
ity, spatial reasoning, concept generation, and metacognition are some of these abilities.
The foundation of intellectual development is the development and refining of certain
cognitive abilities, which enable people to achieve not just academic success but also
prosper in a variety of spheres of life. The development of cognitive skills permeates all
aspect of our life and is not limited to the classroom. It affects our ability to compre-
hend and engage with the environment, from solving intricate puzzles to grasping basic
mathematical ideas, from expressing our thoughts and feelings clearly to taking part in
innovative and creative activities. In this thorough investigation of the development of
cognitive skills, we will examine the essential elements that make up this exciting trip.
We’ll talk about how critical it is to develop these abilities for both academic and per-
sonal development. We will reveal the complex processes of cognitive development along
the way, illuminating how people grow from infancy to adolescence and providing them
14
with the mental resources they require to prosper in a world that is always changing.
We will investigate how combining cutting-edge technology with conventional teaching
approaches might provide new avenues for cognitive enrichment and ready young brains
for a world full of possibilities and challenges.
Come along with us as we set out on an exploration of the field of cognitive skills
development, learning about the approaches, techniques, and breakthroughs that might
equip the future generation with the mental agility required to succeed in the twenty-first
century.
4.1.1 Purpose
The main purpose of the project is to highlight the diverse cognitive skills that children
aged 4 to 16 develop, emphasizing their importance in preparing for academic success,
social interactions, and future challenges, ultimately laying a foundation for lifelong learn-
ing and success.
4.1.2 Scope
Cognitive skills between ages 4 to 16 significantly impact a child’s academic achievement,
problem-solving abilities, communication skills, and social interactions. These skills also
foster adaptability, creativity, self-regulation, and logical reasoning. The foundation laid
during this period not only enhances learning and memory but also contributes to effective
time management and prepares children for future career challenges. In essence, these
cognitive skills play a crucial role in shaping a child’s overall ability to navigate life
successfully.
4.1.3 Definition,Acronyms,Abbreviation
Implement an IQ test and games targeting cognitive skills development in children aged
4 to 16. Incorporate engaging puzzles to enhance critical thinking. Track and display
individual progress to assess the impact of the program on each child’s cognitive abilities.
15
4.2 Overall Description
Project Functions
3. User Profile Management: Enable users to create and manage profiles, tracking
their progress and customizing training plans.
4. Progress Tracking and Analytics: Provide tools for users and caregivers to monitor
and analyze cognitive development progress over time.
General Constraints
16
6. Accessibility Features: Incorporate accessibility features to ensure inclusivity for
children with different abilities and needs.
• The system shall allow users to create individual profiles for each child.
• Each profile shall include the child’s age, grade level, and any relevant prefer-
ences.
17
• The system shall provide a variety of interactive games targeting different
cognitive skills.
• Games shall cover areas such as memory, problem-solving, attention, and cre-
ativity.
• The system shall employ adaptive algorithms to adjust the difficulty level of
games based on the child’s performance.
• Learning paths shall be personalized for each child, taking into account their
strengths and weaknesses
4. Progress Tracking:
• The system shall track and record the child’s performance in each educational
game
• Parents and teachers shall have access to detailed reports showing the child’s
progress over time.
1. User Interfaces:
• The system shall provide a user-friendly interface accessible via web browsers
and mobile devices.
• User interfaces shall be designed with consideration for child-friendly aesthet-
ics, ease of navigation, and interactive elements.
2. Software Interfaces:
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3. Database Interfaces:
• CogniHome shall interact with a secure and scalable database system for stor-
ing user profiles, game progress, and other relevant data
• Database interactions shall follow industry-standard protocols and security
measures.
4. Communication Interfaces:
• Create individual profiles for each child, including age, grade level, and specific
learning preferences.
• - Tailor learning paths to match the child’s cognitive strengths and weaknesses
4. Parental Engagement:
• Develop a dashboard for parents to monitor their child’s progress and receive
insights into cognitive development.
19
• Include tips and recommendations for extending learning experiences beyond
the platform.
• Response Time: The system shall respond to user interactions within a max-
imum of 2 seconds.
• Throughput: The platform shall support a minimum of 500 simultaneous users
without performance degradation
2. Scalability:
• User Scalability: The system must scale to support a increase in user base per
year
• Content Scalability: It should seamlessly handle additional educational con-
tent and games.
3. . Reliability:
20
4. Security:
• Data Encryption: All sensitive data, including user profiles and progress,
should be encrypted during transmission and storage.
• Authentication: User authentication must use secure protocols, and unautho-
rized access attempts should be limited and monitored.
5. Usability: :
21
Chapter 5
PROJECT REQUIREMENT
Functional Requirements
1. User Registration and Profiles:
• The system shall allow users to create individual profiles for each child.
• Each profile shall include the child’s age, grade level, and any relevant prefer-
ences.
• The system shall employ adaptive algorithms to adjust the difficulty level of
games based on the child’s performance.
• Learning paths shall be personalized for each child, taking into account their
strengths and weaknesses
22
4. Progress Tracking:
• The system shall track and record the child’s performance in each educational
game
• Parents and teachers shall have access to detailed reports showing the child’s
progress over time.
5. User Feedback :
Non-Functional Requirements
1. . Performance:
• Response Time: The system shall respond to user interactions within a max-
imum of 2 seconds.
• Throughput: The platform shall support a minimum of 500 simultaneous users
without performance degradation
2. Scalability:
• User Scalability: The system must scale to support a increase in user base per
year
• Content Scalability: It should seamlessly handle additional educational con-
tent and games.
3. . Reliability:
4. Security:
• Data Encryption: All sensitive data, including user profiles and progress,
should be encrypted during transmission and storage.
23
• Authentication: User authentication must use secure protocols, and unautho-
rized access attempts should be limited and monitored.
5. Usability: :
24
5.2 Flow Chart
25
A flowchart provides a high-level view of the sequential and parallel activities within
a system, offering a comprehensive understanding of the processes involved. It typically
consists of nodes representing activities or tasks, and directed edges indicating the flow
of control between them. Decision points, represented by diamonds, guide the flow based
on conditions or outcomes, enhancing the diagram’s ability to capture both linear and
conditional logic. Arrows connecting the nodes convey the sequence of actions, making
it easy to follow the logical progression of activities. This visual representation aids
project stakeholders in grasping the system’s workflow, facilitating effective communica-
tion among team members and stakeholders. Incorporating flowcharts into your project
report can enhance clarity and comprehension, ensuring that the intricate details of your
project’s processes are communicated effectively.
26
Chapter 6
PROJECT REQUIREMENT
SPECIFICATION
6.1 DJANGO
Django is an open-source, high-level web framework for creating web applications with
the Python programming language rather than a programming language. It was designed
to give developers an organized, reusable, and expandable framework, making web de-
velopment easier and faster.
27
Django emphasizes security, providing built-in tools to protect against common web
application vulnerabilities such as SQL injection, cross-site scripting (XSS), and cross-
site request forgery (CSRF). Django uses a URL routing system to map URLs to views
and controllers, making it easy to create clean and organized URL structures. It comes
with a robust template engine that allows for the separation of HTML from Python code,
making it easier to create dynamic web pages. Django’s middleware allows developers to
process requests and responses globally, enabling features like authentication, security,
and performance enhancements.
• Views: Views in Django are Python functions that handle incoming requests, pro-
cess data from models, and return HTML or other data to be displayed in the
browser.
• Templates: Django comes with a powerful templating engine that allows you to
create dynamic HTML content by mixing HTML with Python code.
• URL Routing: Django includes a URL dispatcher that lets you define URL patterns
and map them to specific views, making it easy to organize your application’s URLs.
28
6.2 Machine Learning
Machine learning is a subfield of artificial intelligence (AI) that focuses on the develop-
ment of algorithms and models that enable computer systems to learn and make predic-
tions or decisions without being explicitly programmed. The primary goal of machine
learning is to enable computers to identify patterns, recognize trends, and extract valu-
able insights from data, ultimately improving their performance over time. Machine
learning algorithms are designed to learn from data. These algorithms can automatically
adjust their parameters and internal representations based on patterns and information
contained in the data they process.
29
Working of Supervised Learning:- Gather a dataset that contains labeled examples,
where each example consists of input features and corresponding target values.Clean, pre-
process, and normalize the data to ensure it’s suitable for training. This step may involve
handling missing values, scaling features, and encoding categorical variables.Choose an
appropriate supervised learning algorithm that matches the problem type (classification
or regression) and the charcteristics of the data.Feed the labeled data into the chosen
model, and the model learns the underlying patterns.
During training, the model updates its parameters to minimize the error.Split the dataset
into training and validation subsets to monitor the model’s performance. This helps in
detecting overfitting or underfitting.Fine-tune the model’s hyperparameters (e.g., learn-
ing rate, number of layers in a neural network) to optimize its performance.After training
and validation, test the model’s performance on a separate, unseen test dataset to eval-
uate its generalization ability.Once the model meets the desired performance criteria, it
can be deployed for making predictions on new, real-world data.
Types Of Supervised Learning:
30
High-quality data is a critical component of successful machine learning. The perfor-
mance of machine learning models heavily depends on the quantity and quality of the
data used for training and testing. Training a machine learning model involves feeding it
data, adjusting its parameters, and fine-tuning it to minimize errors and make accurate
predictions. The model’s performance is typically evaluated using metrics like accuracy,
precision, recall, and F1 score, among others.The ultimate goal of machine learning is to
create models that generalize well. Generalization means that the model can make accu-
rate predictions on new, unseen data, not just the data it was trained on.Machine learning
also raises ethical questions related to bias, fairness, and transparency. It’s important to
ensure that machine learning systems are used responsibly and do not perpetuate biases
or harm individuals.
31
6.3 Purposed System Architecture
32
CogniHome’s architecture is structured to optimize the learning journey for children
by tailoring cognitive exercises to their individual needs. It combines a user-friendly
interface with advanced technologies to provide a secure, engaging, and personalized
cognitive training experience.
The User Profile component forms the foundational element of CogniHome’s archi-
tecture. It captures and stores user-specific information, enabling the platform to per-
sonalize cognitive exercises based on age, preferences, and individual learning patterns.
CogniHome incorporates a Therapy Data module to track and store relevant informa-
tion related to cognitive therapy sessions. A robust Feedback Mechanism is integrated
into the architecture to capture user responses and performance metrics during cognitive
exercises. This component provides real-time insights into a child’s progress, enabling
adaptive adjustments to the training program. Central to CogniHome’s architecture is
the Cognitive Exercises module, housing a diverse range of age-appropriate activities
targeting various cognitive skills. The architecture incorporates IQ Tests as a diagnostic
tool to assess cognitive abilities. IQ Test results contribute to refining the personalized
training program, allowing CogniHome to adjust exercises and challenges to meet the
evolving cognitive needs of each user.
The proposed architecture of CogniHome seamlessly integrates key components to
create an adaptive, secure, and engaging platform. User profiles, therapy data, feedback
mechanisms, cognitive exercises, IQ tests, and information regarding cognitive skills col-
lectively form a dynamic and holistic ecosystem, fostering enhanced cognitive develop-
ment for children.
33
6.4 High Level Design Of Project
A level 0 data flow diagram (DFD) is also known as a context diagram. It is the
highest level DFD and provides an overview of the entire system.A level 0 DFD provides
a broad view that is easily digestible but offers little detail. It shows the major processes,
data flows, and data stores in the system, without providing any details about the internal
workings of these processes
34
Figure 6.3: DFD-1
A level 1 data flow diagram (DFD) is a general overview that breaks down the single
process node from the context diagram into sub-processes. It highlights the main func-
tions of a system, including incoming data flow, processes, and output data flows
35
Figure 6.4: DFD-2
A level 2 data flow diagram (DFD) is a detailed view of a system that breaks down the
sub-processes identified in the level 1 DFD into further sub-processes. Each sub-process
is depicted as a separate process on the level 2 DFD. The data flows and data stores
associated with each sub-process are also shown.
36
Figure 6.5: DFD-3
Level 3 is the most detailed level of a Data Flow Diagram (DFD). It provides a
detailed view of a system’s processes, data flows, and data stores. This level is usually
used for complex systems that require a high level of detail to understand the system
37
6.4.2 DFD Diagram
A data flow diagram (DFD) is a graphical or visual representation using a standardized
set of symbols and notations to describe a business’s operations through data movement.
They are often elements of a formal methodology such as Structured Systems Analysis
and Design Method (SSADM). Superficially, DFDs can resemble flow charts or Unified
Modeling Language (UML), but they are not meant to represent details of software logic.
DFDs make it easy to depict the business requirements of applications by representing
the sequence of process steps and flow of information using a graphical representation
or visualrepresentation rather than a textual description. When used through an entire
development process, they first document the results of business analysis.
Then, they refinethe representation to show how information moves through, and is
changed by, application flows. Both automated and manual processes are represented.
Logical DFDs represent logical information flows in relatively abstract terms. This means
that they will identify general processes, systems and activities but not provide technology
detail. Physical DFDs show more physical information flow detail, particularly details
of information systems, applications and databases. They will also often have more
elements to better depict what information is flowing, what actions are taken on or with
the data and the resources associated with those actions. It’s important to note that there
are many interpretations of ”logical” and ”physical” with respect to DFDs. Enterprise
architects and line organizations will tend toward logical DFDs and will often show fewer
details on physical DFDs. Development teams have the opposite orientation and will
tend to use physical over logical DFDs.
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6.5 UML Diagram
In UML, use-case diagrams model the behavior of a system and help to capture the
requirements of the system. Use-case diagrams describe the high-level functions and
scope of a system. These diagrams also identify the interactions between the system
and its actors. The use cases and actors in use-case diagrams describe what the system
does and how the actors use it, but not how the system operates internally. Use-case
diagrams illustrate and define the context and requirements of either an entire system
or the important parts of the system. You can model a complex system with a single
use-case diagram, or create many use-case diagrams to model the components of the
system. You would typically develop use-case diagrams in the early phases of a project
and refer to them throughout the development process.
Use-case diagrams are helpful in the following situations:
• Before starting a project, you can create use-case diagrams to model a business
so that all participants in the project share an understanding of the workers, cus-
tomers, and activities of the business.
• While gathering requirements, you can create use-case diagrams to capture the
system requirements and to present to others what the system should do.
• During the analysis and design phases, you can use the use cases and actors from
your use-case diagrams to identify the classes that the system requires.
• During the testing phase, you can use use-case diagrams to identify tests for the
system. The following topics describe model elements in use-case diagrams:
• Use cases A use case describes a function that a system performs to achieve the
user’s goal. A use case must yield an observable result that is of value to the user
of the system.
• Actors An actor represents a role of a user that interacts with the system that
you are modeling. The user can be a human user, an organization, a machine, or
another external system.
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• Subsystems In UML models, subsystems are a type of stereotyped component that
represent independent, behavioral units in a system. Subsystems are used in class,
component, and use-case diagrams to represent large-scale components in the sys-
tem that you are model.
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6.5.1 Used Case Diagram
The use case diagram outlines the various functionalities or interactions available
to different actors within the system, delineating their roles and specific actions in a
concise visual representation. The use case diagram depicts functionalities or interac-
tions accessible to different actors within the CogniHome System. Children can register,
login, take IQ tests, engage in games, exercises, track progress, and provide feedback.
These functionalities aim to enhance cognitive skills and provide interactive experiences
for children. Admins, represented as actors, possess login and potentially registration
functionalities for accessing the system’s administrative controls or interface. Therapists
have access to functionalities such as administering tests, suggesting games, overseeing
exercises, monitoring progress, and providing feedback, possibly aiding in the cognitive
development and progress tracking of Child actors. This diagram provides an overview
of the functionalities available to different actors within the system, focusing on their
respective roles and interactions. Adjust or expand based on specific use cases or func-
tionalities existing within your system.
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6.5.2 Class Diagram
42
The Game Module class encapsulates specific games (Composition relationship), of-
fering a platform for multiple games within the system. Therapists, depicted by the
Therapist class, are dependent on Game, Puzzle, and Yoga activities, suggesting their
involvement or reliance on these components for therapeutic purposes. The Parent class,
inheriting properties from a more generalized class, represents a broader category within
the system, potentially encompassing various roles or functionalities related to parental
involvement or oversight. This diagram provides an overview of the relationships and
associations between different classes in the CogniHome System, emphasizing the in-
volvement of children in activities, assessments, and therapeutic sessions facilitated by
therapists. Adjustments or expansions can be made based on specific functionalities or
additional details within your system architecture.
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6.5.3 State Chart
44
The image features a systematic flowchart detailing the user process for Cognitive
Exercise. Starting at the top, the flowchart designates a user as ”Unregistered”; the
user is then intended to ”Enter Email”. Once the email is entered, it goes through a
”Validate” phase and if verified successfully they become ”Registered”. The following
stage is engaging in an ”Assessment in Cognitive Exercise”. Afterwards, there is ”IQ
Test in progress” Stage and once completed, the user undertakes a ”Cognitive Exercise”.
Then, there’s a stage termed as ”Personalized Curriculum” before the results of the
”Exercise” are compiled into an ”Exercise Result”. The flowchart concludes with asking
the user to ”Submit Feedback”. The flowchart is highlighted with arrows directing the
users from one point to another, illustrating the systematic and orderly process users of
this platform are intended to follow.
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6.5.4 Component Diagram
46
6.5.5 Activity Diagram
A process model is a formal way of representing how a business operates. An activity
diagram is one method of representing a process model. It describes the behavior of a
system by depicting the sequencing of events through workflow. They illustrate what
happens in workflow, what activities can be done in parallel and whether there arealter-
native paths through the workflow.
Before drawing an activity diagram, the following elements should be identified:
• Activities
• Association
• Conditions
• Constraints
The advantage of activity diagrams over some of the other diagram tools is that they
can be used to capture flow from one system to another and include capabilities such as
branding, parallel flow and guards (conditions that must be true). These diagrams are
high level and model the activities (business requirements) so they are beneficial towards
understanding the business but not necessarily implementation details.
The symbols used in an activity diagram include:
• Initial node:depicted by a solid black dot, this is the state before the activity begins.
• Final node:an open circle with a smaller, solid black dot in the middle, this is the
end of the activity.
• Activity:a rectangle with rounded corners, activity symbols usually contain a short
description the activity they represent.
• Decision: a diamond shape symbol with information flow coming in and at least
two option flows going out, used to show where a choice is made in the process.
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• Merge :also represented by the diamond shape symbol with information flowing in
but only one option flowing out, used where a point in the process is reached where
all information needed for an activity is received.
• Fork:depicted by a solid rectangle with one flow coming in and at least two flows
going out, this symbol represents activities that split into multiple activities
• Join:depicted by a solid rectangle with multiple flows coming in and only one going
out, this symbol represents activities that were separate now continuing as one
activity
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Figure 6.10: Activity Diagram
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Chapter 7
SYSTEM IMPLEMENTATION
7.1 Algorithm
1. Libraries import for functionalities.
50
7.2 Methodology/Protocols
7.2.1 Methodology
The methodology of CogniHome for enhancing cognitive skills in children likely involves a
combination of educational psychology principles, neuroscience research, and innovative
teaching techniques.
1. Understanding Child Development: The program likely begins with a deep under-
standing of child development, including how cognitive skills develop at different
ages and stages. This understanding helps in tailoring activities to each child’s
specific needs and abilities.
2. Assessment: Before starting the program, each child’s cognitive skills are assessed
to identify strengths and areas for improvement. This assessment might include
tests, observations, and discussions with parents and teachers.
5. Feedback and Progress Tracking: Regular feedback and progress tracking are essen-
tial for monitoring each child’s development and adjusting the program as needed.
Teachers, parents, and the children themselves may provide feedback on the effec-
tiveness of the activities and the child’s progress over time.
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7.2.2 Protocols
When you mention ”protocols” in the context of enhancing cognitive skills in chil-
dren through a program like CogniHome, you could be referring to several different
aspects. Here are some potential interpretations of ”protocols” in this context:
7. Assessment Protocols: These protocols would outline the procedures for assessing
children’s cognitive skills before, during, and after participation in the program.
This might include specific tests, observation methods, and criteria for evaluating
different cognitive abilities.
8. Activity Protocols: Activity protocols would detail the specific activities and ex-
ercises included in the program to enhance cognitive skills. This could include
instructions for conducting each activity, materials needed, recommended dura-
tion, and variations to accommodate different skill levels.
10. Safety Protocols: Safety protocols would address any potential risks associated with
program activities and ensure that appropriate measures are in place to protect
children’s well-being. This might include guidelines for supervision, handling of
materials, and emergency procedures.
11. Data Handling Protocols: If the program collects data on children’s cognitive per-
formance, there would be protocols for handling and storing this data in accordance
with privacy regulations and ethical standards. This could include procedures for
obtaining consent, anonymizing data, and protecting confidentiality.
12. Collaboration Protocols: Collaboration protocols would outline how different stake-
holders, such as program developers, educators and parents collaborate to support
children’s cognitive development. This might include communication channels,
roles and responsibilities, and mechanisms for sharing resources and insights.
52
13. Quality Assurance Protocols: Quality assurance protocols would ensure that the
program maintains high standards of effectiveness and integrity. This might involve
periodic evaluations, peer reviews and identify areas for improvement.
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7.3 Test Cases
54
Test Case 1: Verify successful user registration with
valid information.
1. Test Case ID: TC01
4. Test Steps:
55
• Close the browser.
• Reopen the website.
• Confirm that the user remains logged in and does not need to re-enter creden-
tials.
• If any issues are identified, work with the development team to address them,
and retest the user registration functionality.
7. Result:Pass
3. Test Case : Verify if a user will be able to login with a valid username and valid
password.
4. Test Steps:
56
• Check if the system successfully logs in the user.
• Verify that the user is redirected to the Home Page.
• Look for a welcome message on the Home Page to confirm a successful login.
• Close the website
• Reopen the website
• Revisit the login page.
• Confirm that the user remains logged in and does not need to re-enter creden-
tials.
• Ensure the system displays appropriate error messages for invalid login at-
tempts.
• Close the website.
5. Expected Result : After login redirect to Home Page and display message for
successful login.
6. Actual Result : After login redirect to Home Page and display message for
successful login
7. Result : Pass
4. Test Steps:
57
• Ensure that the homepage loads correctly on different browsers (Chrome, Fire-
fox, Safari, etc.).
• Check that the main content of the homepage is displayed properly.
• Look for key elements such as images, text, navigation menus, and any other
essential components.
• Measure the time it takes for the homepage to load.
• Ensure that the loading time is within acceptable limits.
• Verify that all links on the homepage are working and lead to the expected
pages.
• Open the browser console and check for any error messages or warnings related
to the homepage.
• Close the website.
5. Expected Result : All links on the homepage are working, and they lead to the
expected pages without any 404 errors or redirects.
6. Actual Result : All links on the homepage are working, and they lead to the
expected pages without any 404 errors or redirects.
7. Result : Pass
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Chapter 8
After the registration and confirmation of email user can redirect to the login page
which contains username and password. The username should be unique otherwise it
will give pop-up message.
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After Login user can redirect to the home page of CogniHome. The home page
navebar contains games in which IQ test. The IQ test is divided in between two parts
of ages. According to the age the specific IQ Test will open. After submitting the IQ
Test the result will generate which contain the IQ Score, Mental age, IQ Level and the
Suggestions of the mind games according to that user can able to play the game after
clicking on continue button.
60
After playing the games the score of games is stored. And user can see their score in
the form of table with the with the rank and play duration also. The above graph shows
the comparision with the topper child score.
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In the final dashboard shows that graph with the maximum score of all levels of
games. The visualisation of the maximum scores of levels are helps to understand the
user.
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Chapter 9
PROJECT PLAN
63
Chapter 10
RESULT ANALYSIS
• Exploration of different genres and styles of music to stimulate various areas of the
brain and promote cognitive flexibility and creativity.
64
• Providing options for adjusting the intensity and duration of yoga exercises and
music therapy activities to accommodate users of different skill levels and abilities.
• Implementing feedback mechanisms that allow users to rate and provide input
on their experience with specific sessions, enabling continuous improvement and
refinement.
• Offering insights and recommendations based on progress data, guiding users to-
ward activities and strategies that align with their learning objectives and areas for
improvement.
• Customizing the sequence and difficulty level of activities based on each child’s
strengths, weaknesses, and learning style preferences.
• Exploring the potential of artificial intelligence (AI) and machine learning algo-
rithms to optimize content delivery and personalize user interactions.
65
7. Collaboration with Schools:
• Establishing partnerships with schools to integrate Congnihome into classroom ac-
tivities and curriculum planning, fostering continuity between home and school
learning environments.
• Providing resources and guidance for parents to support their child’s cognitive
development outside of the platform, such as tips for creating a conducive learning
environment at home.
9. Gamification Enhancements:
• Introducing elements of competition and collaboration, such as leaderboards and
multiplayer games, to motivate children and foster social interaction.
• Integrating storytelling and narrative elements into games to create immersive and
meaningful learning experiences that capture children’s interest and imagination.
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10. Integration with Wearable Tech:
• Exploring the integration of wearable devices, such as smartwatches or fitness track-
ers, to monitor physiological indicators of cognitive performance, such as heart rate
and sleep patterns.
• Developing companion apps for wearable devices that provide real-time feedback
and suggestions based on users’ activity levels and cognitive engagement.
• Leveraging data collected from wearable tech to enhance the accuracy and effec-
tiveness of personalized learning recommendations and progress tracking within
CogniHome.
67
Chapter 11
68
Bibliography
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Symposium (ISGS), Tehran, Iran, Islamic Republic of, 2021, pp. 91-103, doi:
10.1109/ISGS54702.2021.9684770.
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[6] A. Chaldogeridis, ”Cognitive training supported by information and communication
technologies,” 2015 International Conference on Interactive Mobile Communication
Technologies and Learning (IMCL), Thessaloniki, Greece, 2015, pp. 425-429, doi:
10.1109/IMCTL.2015.7359635.
70