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Chapter One

Computer science
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0% found this document useful (0 votes)
48 views

Chapter One

Computer science
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CHAPTER ONE

INTRODUCTION
1.1 BACKGROUND OF THE STUDY
E-learning is education via the Internet, network, or standalone computer. E- Learning is
basically a network- enabled convey of skills and knowledge. E-learning refers to using
electronic applications and processes to learn. E-learning includes all forms of electronically
supported learning and teaching Tirkes G, (2018). The information and communication
systems, whether networked learning or not, serve as a specific media to implement the learning
process. This often involves both out-of-classroom and in- classroom educational experiences
via technology, even as advances continue in regard to devices and curriculum. E-learning can
also be referred to as the computer and network- enabled transfer of skills and knowledge. E-
learning applications and processes include Web-based learning, computer-based learning,
virtual education opportunities and digital collaboration. Content is delivered via the Internet,
intranet/extranet, audio or video tape, satellite TV, and CD-ROM. That is to say E-learning
systems contain both Learning Management System and Course management system. It can be
self-pace or instructor-led and includes media in the form of text, image, animation, streaming
video and audio. It is commonly thought that new technologies can make a big difference in
education. In young ages especially, children can use the huge interactivity of new media, and
develop their skills, knowledge, and perception of the world, under their parents' monitoring,
of course.
Many proponents of E-learning believe that everyone must be equipped with basic knowledge
in technology, as well as use it as a medium to reach a particular goal and aim. In the 21th
century, we have moved from the Industrial Age through the Information Age and now to the
knowledge Age. Knowledge and its efficient management constitute the key to success and
survival for organizations in the highly dynamic and competitive world of today. Efficient
acquisition, storage, transfer, retrieval, application, and visualization of knowledge often
distinguish successful organizations from the unsuccessful ones. The ability to obtain,
assimilate, and apply the right knowledge effectively will become a key skill in the next
century. Learning is the key to achieving our full potential. Our survival in the 21st century as
individuals, organizations, and nations will depend upon our capacity to learn and the
application of what we learn to our daily lives. E-Learning has the potential to transform how
and when employees learn. Learning will become more integrated with work and will use
shorter, more modular, just-in-time delivery systems. By leveraging workplace technologies,
E-learning is bridging the gap between learning and work. Workers can integrate learning into
work more effectively because they use the same tools and technology for learning as they use
for work. Both employers and employees recognize that E- learning will diminish the
narrowing gap between work and home, and between work and learning. E-learning is an
option to any organization looking to improve the skills and capacity of its employees. With
the rapid change in all types of working environments, especially medical and healthcare
environments, there is a constant need to rapidly train and retrain people in new technologies,
products, and services found within the environment. There constant and unrelenting need
for appropriate management and leveraging of the knowledge base so that it is readily available
and accessible to all stakeholders within the workplace environment.
1.2 STATEMENT OF PROBLEM
The current E-learning platforms on ground comprises of two (2) different mobile applications
which are FPE E-Classroom and FPE Accolade. These are android applications which can
be downloaded from Google play store. The above mentioned applications (the current E-
learning platforms in use) have certain problems which are listed below, some of which are:
i. E-Classroom enables student to view assignments as images but can’t be downloaded.
ii. Both E-Classroom and Accolade are not compatible with lower versions of android
devices.
iii. Accolade might logout on some mobile devices unexpectedly due to network issues
which leads to restarting the whole CBT test exercise or even prevent the student from
accessing the test again.
As a result of the above listed problems encountered with the current E-learning platforms,
there arise the need to come up with a solution to help address these challenges.
1.3 AIM AND OBJECTIVES
This project is aimed at the design, development and implementation of an E-Learning system.
This will give the lecturers in the institution the ability to create lectures on the system in form
of text, video or audio and while the students will have the ability to comment on the lecture,
enabling the interaction during lecture for better understanding of the topic being taught.
The objectives of this project are;
i. To perform task analysis
Determine the tasks to be taught, identify subtasks and other elements involved, and identify
the knowledge, skills, and attitudes required to complete the tasks efficiently and
effectively.
ii. To perform training needs analysis
Identify the target audience for the training. Identify the shortfall in knowledge, skills, and
attitudes of this audience and determine what the target learners need to know.
iii. To review existing capabilities
Review existing methods and infrastructure for providing training or meeting learning needs.
iv. To determine expectations
Identify concrete expectations and/or requirements from the desired E-Learning solution. The
development of an E-Learning strategy begins by setting goals. What will the E-Learning
strategy accomplish? Without a true understanding of the goals of the E-Learning strategy, it
will be difficult, if not impossible, to be successful.
Before implementing E-Learning, organizations need to set common goals or objectives.
Common goals and objectives include the following:
v. To reduce learning costs
As a learning institution, students have to come down to lecture room or their department to
purchase textbooks or course material. It’s the same with E-Learning because there are no
papers, no delays, and no travel expenses. Such learning enables students to take what they
have just learned from their computer screens or Smartphone and apply it to the tasks at hand.
vi. To develop an E-learning software to help actualize the aim of this project.
1.4 RESEARCH METHODOLOGY
There are various ways of carrying out a research work. The methods to be employed are
completely and selectively based on the fitness, workability and suitability of the system to be
designed and ability to provide means of determining the level at which the system could be
accepted by the users.
The methods employed are:
i. Reading of relevant literatures to have knowledge and accurate approach to the
design system. Direct observation by visiting the case study in order acquires genuine
information.
ii. Visiting different institutional websites and mobile application to know how user
experience are being valued.
iii. Analysis of the existing system.
iv. Browsing the internet for solved materials based on the topic by various intellectual.
1.5 JUSTIFICATION OF STUDY
The system is designed to be used online thereby relieving both student and staff from much
stress. This will do the analyzing and storing of information either automatically or
interactively, it will make use of online access to internet.
The system also has some other features like:
i. It has better storage and faster retrieval system.
ii. Data handling Accuracy.
iii. Fast rate of operation and excellent response time.
iv. It can be accessed at any time.
v. It is accessible from any part of the world.
1.6 SIGNIFICANCE OF THE STUDY
Technology has the power to transform education. It is essential to bring it into the classroom
to empower learning. Here are some of the reasons (significance/importance).
i. Students need to be engaged with what they are doing to improve learning outcomes
ii. Enables students to become thinkers/learners/risk takers in a sheltered environment.
iii. Learn not to rely on the teacher…be accountable themselves…become independent!
iv. Broadens the horizons of many students as it exposes students to the world outside their
city or country town.
v. Fits in with Rural Education where students in small rural schools need no longer be
disadvantaged by distance and isolation, as technology allows them to learn virtually and
maintain their subject choices, allows e.g. LOTE (languages other than English) and other
specialist subjects to be taught across schools by a virtual teacher.
vi. Allows a mobile learning environment – anywhere, anytime, anyhow.
1.7 SCOPE AND LIMITATION OF THE STUDY
This project work covers readable explanation of difference Course topics, notes, playing of
videos and audios comment section for both students and lecturers in order to provide efficient
interaction between the lecturers and their students openly.
After implementation, the website will be able to perform the following operation:-
i. Create a profile for both the students and lecturers on the website.
ii. Course list can be added to the database.
iii. Lectures can be created, modify and deleted.
iv. Students and lecturers can comment on any of the lecture posted on the website.
v. Lecturers can add notes as text, video and audio to the website.
LIMITATIONS
Although e-Learning has many benefits for students and organizations alike, it also has
limitations
i. Computer literacy and access to equipment. Any e-Learning system involves basic
equipment and a minimum level of computer knowledge in order to perform the tasks
required by the system. A student that does not possess these skills, or have access to these
tools, cannot succeed in an e-Learning program.
ii. Some topics are not appropriate for e-Learning. Certain subjects that require exertion
and practice, such as sports and communication skills, are not good candidates for e-
Learning. However, e-Learning can be a useful companion to traditional education for
teaching background and technical information.
iii. Students themselves can be a limitation to e-Learning. The flexibility and student-
centered nature of e-Learning requires a high level of student responsibility. A successful
e-Learning student must be well organized, self-motivated, and have good time
management skills. What you get out of an e-Learning program is directly related to the
amount of effort you put in.
1.8 DEFINITION OF TERMS
The following are some terms commonly used in this project.
i. DATA: Raw information or its fact and figure collected together for reference.
ii. INFORMATION: These are data that has been processed by the computer to give
meaningful output, which are usable by whoever needs them.
iii. INSTITUTION: An organization similarly long established and respected, particularly
one involved with education, public service, or charity work.
iv. WEBPAGE: A single HTML document on the World Wide Web, often hyperlinked
to others, and intended to be viewed with a web browser.
v. WEBSITE: A collection of interlinked web pages on the World Wide Web that are
typically accessible from the same base URL.
vi. DATABASE: A data structure that stores organized information.
vii. ONLINE: Available over or connected to the internet
viii. User Interface (UI): The visual elements through which a user interacts with the app,
including buttons, icons, and layouts.
ix. User Experience (UX): The overall experience of a person using the app, focusing on
ease of use and efficiency.
x. Wireframe: A basic, visual guide used in the early stages of design to represent the
layout and structure of the app.
xi. Prototyping: Creating an early sample or model of the app to test and refine its
functionality and design before full-scale development.
xii. Responsive Design: An approach that ensures the app works well on various devices
and screen sizes, providing an optimal user experience.
xiii. Backend Development: The server-side development that involves databases, server
logic, and integration with front-end elements to ensure the app functions correctly.
xiv. Frontend Development: The client-side development focusing on what users interact
with directly, including UI and UX.
xv. API (Application Programming Interface): A set of rules that allows different
software entities to communicate with each other, often used to integrate third-party
services into the app.
xvi. Learning Management System (LMS): A software application used for the
administration, documentation, tracking, reporting, and delivery of educational
courses or training programs.
xvii. Content Management System (CMS): A software that allows users to create,
manage, and modify content on the app without needing specialized technical
knowledge.

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