Design and implementation of Computer Animation For Nursery Pupils
Design and implementation of Computer Animation For Nursery Pupils
WRITTEN BY
TO
MAY, 2023
CERTIFICATION
This is to certify that this Research work titled Design and Implementation of
Computer Animation For A Nursery School is an original research work carried out
by Chinasi Peace Amarachi with Registration number FPOCSHA20160in partial
fulfillment of the requirement for the award of Higher National Diploma in Computer
Science, School of Applied Science and Technology, Federal Polytechnic Oko. The
research has not been presented anywhere for the award of any certificate whatsoever.
______________________ ________________________
Chinasi Peace Date
APPROVAL PAGE
______________________ ______________________
Mrs. Ohaneme L.C. Date
(Project Supervisor)
______________________ ______________________
Dr. Nwosu N. Date
(Project Coordinator)
______________________ ______________________
Dr. Ezeasomba Irene Date
(HOD Computer Science)
DEDICATION
This project work is dedicated to God Almighty the giver of wisdom, knowledge and
understanding and in whose divine strength and inspiration this project was written.
And also in appreciation for granting us the privilege to be in school today, and at the
same time graduating in the expected year.
ACKNOWLEDGEMENT
I greatly appreciate my Beloved parents MR. & MRS. ERNEST AKANNO who has
always been there to support, pray, encourage, motivate and care for me throughout
my stay in the school, you are my backbone and it has been my utmost prayer that the
Lord will be your strength and keep you to reap the fruit of your labour.
In a special way I appreciate my project Supervisor for her motherly care and her
time, she has always been there to correct, guide and oversee that this project was
built to the required standard. May God bless and reward her abundantly.
Of course I can forget to appreciate my Project coordinator DR. NWOSU for his
tireless effort to ensure that I don’t only did the project but to also understand what I
actually did.
Finally, I want to say a bigger thank you to all my lecturers for the knowledge and
information they impacted on me through the process of lecturing; I pray that God
reward you all and enlarge your coast in Jesus name Amen.
ABSTRACT
TABLE OF CONTENTS
Tile pages i
Certification page ii
Approval page iii
Dedication iv
Acknowledgement v
Abstract vi
Table of Figures vii
Table of contents vii
CHAPTER ONE
Introduction 1
1.1 Background Of Study 1
1.2 Statement Of Problems 2
1.3 Aim And Objectives 2
1.4 Significance Of The Study 2
1.5 Scope Of Study 3
1.6 Limitations Of The Study 3
1.7 Definition Of Terms 3
CHAPTER TWO
LTERATURE REVIWE 5
CHAPTER THREE
METHODOLOGY AND SYSTERM ANALYSIS 12
3.1 Methodologies 12
3.1.1 Structured System Analysis And Design Methodology 13
3.1.2 Prototyping 15
3.1.3 Expert System Methodology (ESM) 15
3.1.4 Object Oriented Design Methodology (OODM) 16
3.2 System Analysis 17
3.3 Data Collection 17
3.4 Organization And Her Environment 17
3.5 Modus Operandi Of The Present System 18
3.5.1 Input Analysis 19
3.5.2 Process Analysis 19
3.5.3 Output Analysis 20
3.5.4 Data Flow Diagram Of The Present System 20
3.6 Problem Of The Present System 22
3.7 The Proposed System 22
3.8 High Level Model Of The Proposed System 24
CHAPTER FOUR
SYSTERM ANALYSIS 25
4.1 Objectives Of The Design 25
4.2 Data Flow Diagram Of The New System 26
4.2.1 Expanded Data Flow Diagram Of The New System 27
4.3 Database Specification 27
4.4 Program module specifications 31
4.5 Input And Output Specification 32
4.5.1 Output Specification 32
4.5.2 Input Specification 34
4.6 Algorithm 35
4.7 System Flowchart 37
4.8 Program Flowchart 38
4.9 Data Dictionary 39
4.10 Choice Of Programming Language 40
CHAPTER FIVE
SYSTERM DOCUMENTATION AND IMPLEMENTATION 41
5.1 System implementation 41
5.2 Hardware Requirement 41
5.3 Software Requirement 41
5.4 Installation Arrangement 41
5.5 Testing 42
5.5.1 Unit Testing 42
5.5.2 Test Data 43
5.5.3 Test Result 44
5.6 Training Arrangement 45
5.7 Conversion Arrangement 46
5.8 System Documentation 47
CHAPTER SIX
SUMMARY CONCLUSION AND RECOMMENDATION 48
6.1 Summary 48
6.1.2 Achievements 48
6.1.3 Contribution to ICT body of knowledge 49
6.2 Conclusion 50
6.3 Recommendation 50
REFERNCES 52
CHAPTER ONE
INTRODUCTION
1.1 Background to the Study
Long before the development of cinematography, humans have attempted to depict
motion as far back as the Paleolithic period. Shadow play and the magic
lantern offered popular shows with projected images on a screen moving as the result
of manipulation by hand and/or some minor mechanics. In 1833, the stroboscopic
principle used in modern animation was introduced by the Phenakistiscope and which
would also provide the basis for cinematography.
The presence of several examples of untimely sequential images that may seem
related to set of animation drawings. Although, it is not likely that these images were
directed to be seen as animation but most of these instance of images would only
allow a very low frame rate when animated, giving rise to an unpolished animations
that are not very lifelike.
The possibility of imaging a technology that could have been deployed in the periods
of their creation, but no definite evidence in artifacts or descriptions have been found.
It is often debated that these untimely or early sequential images are translated as pre-
cinema too easily by minds accustomed to film, comic books and other modern
sequential images, while it is uncertain that the creators of these images envisioned
anything like it. The notion of instances smaller than a second that are necessary to
break down an action into sufficient phases for fluent animation would not really
develop before the 19th century.
Early examples of attempts to capture the phenomenon of motion into a still drawing
can be found in Paleolithic cave paintings, where animals are often depicted with
multiple legs in superimposed positions. It has been claimed that these superimposed
figures were intended for a form of animation with the flickering light of the flames of
a fire or a passing torch illuminating different parts of the painted rock wall, revealing
different parts of the motion.
Education in the general sense is any act or experience that has a formative
effect on the mind, character, or physical ability of an individual. In its technical
sense, education is the process by which society deliberately transmits its accumulated
knowledge, skills, and values from one generation to another. Education can also be
defined as the process of becoming an educated person.
Childhood has changed rapidly over the past few years and the methods that
teachers or educators use for children and young people should reflect these changes.
Children learn best and most when they enjoy what they are doing. Using animation
as a tool to encourage and develop children’s learning is not only fun but effective. By
using animation, children develop skills competencies in storytelling, visual
communication, cognition, emotional, ethic and aesthetic aspects, observation and
sensory aspects, concentration and problem-solving and innovative aspects.
1.2 Statement of Problems
These problems includes
i) Pupils find it difficult to concentrate in class while teaching them
ii) Pupils doesn’t store information for better remembering
iii) There’s no better understanding of what is being taught to them(the pupils).
1.3 Aim and Objectives of the Study
The aim of this research is to develop a computer animation for nursery pupils.
The objectives of this research are as follows:
i. To introduce graphics to the pupils as a good educational instructional
material to enhance learning.
ii. Developing an animation of the existing method so as to prepare children to
welcome and face the future with smile and confidence.
iii. Explore design consideration involved in the development of effective
animated materials for learning
iv. To demonstrate the use of C# programming language as a good educational
technology in enhancing learning.
v. Illustrate the cognitive effects of animated learning materials used in a
classroom.
1.4 Significance of the Study
The significance and benefit of this research work is to put an end to the above stated
problem. The new system will allow you to communicate ideas quickly and sharply,
it will educate and engages the audience through entertainment. It will help develop
different skills such as problem solving, creativity, analytical and critical thinking,
and verbal skills .
1.5 Scope of the Study
Design and implementation of computer animation for nursery and primary school ( A
Case study of Community Nursery and Primary school, Orlu Imo State) This project
introduce graphics to the pupils as a good educational instructional material to
enhance learning.
1.6 Limitation of the Study
Financial constraint: Insufficient fund tends to impede my efficiency in sourcing for
the relevant materials, literature, or information and in the process of data collection
through the internet, interview.
Time constraint: Isimultaneously engaged during this study with other academic
work. This consequently cut down on the time devoted for the research work.
LITERATURE REVIEW
Early childhood education is a broad term used to describe any type of educational
program that serves children in their preschool years, before they are of legal age to
enter kindergarten. Early childhood education may consist of any number of activities
and experiences designed to aid in the cognitive and social development of
preschoolers before they enter elementary school
(http://www.preschoolteacher.org/what-is-early-childhood-education/ (2016). Early
care childhood education is made up of two major elements; these are ‘care’ and
‘education’. Over the years there have been much debate on what type of program
qualifies as simply care and what type of program qualifies as education. Relatively,
concern of today’s early childhood education programs is ensuring that they are of
high quality.
These listed components require a more achievable platform to bring into reality.
Technology had always played a key role in transformation leading to great
achievement in all facets with education inclusive. This article is a close look at
animation technology as a tool capable of improving and closing up in assisting the
teacher’s goal in education especially early childhood kind.
Desai, (2016) made a statement as quoted “We are always looking for new and better
ways to educate the young. Research Suggests when children are having fun, they
tend to learn better. It’s even scientifically proven that retention of information is
higher when it is communicated using both visual and verbal communication. I feel
animation as a training medium offers exciting possibilities for meeting the needs of
21st century learners. The use of animation instruction can significantly enhance
student learning if properly designed and implemented.”
The writers agree that children are fascinated by animation and animated stories and
they enjoy the opportunity to create their own. The creative potential of animation is
enormous, and integrating animation activities into the school curriculum offers the
possibility of tapping this potential to meet a range of educational objectives.
Convincingly, other studies Tversky, Morrison and Betrancourt, (2022) have shown
that graphics, and particularly animations, can facilitate comprehension and learning
only if they are appropriate and carefully designed.
Provision of education for early child is quite a sensitive activity in that quality
cannot be compromised. In achieving high quality output in ECCE, strategies in
teaching forms the cardinal point. Therefore, Preschool teachers may use a number of
strategies for teaching the above skills while they nurture their students’ natural
curiosity and their zest for learning. Morgan, (2014) and
http://www.preschoolteacher.org/(2016), highlighted that the Preschool teachers can
accomplish their teaching goals by:
These listed goals remain a must to every early child or preschool teacher. Therefore,
the need to employ every means possible to achieve these goals lies with the teacher.
Also the strategies needed are very paramount in the heart of the teacher. It is so
obvious that the teacher will largely relay on teaching aids of various kinds and select
the best appropriate ones for a particular activity. The use of teaching aids here
remains the suggestive idea of a teacher in relation to the kind of children,
environment, and possibly the classroom activity for the day.
In developing these teaching materials, the writers saw it fit to introduce the use of
technology as a useful measure. But the most important questions are, is it a tested
and approved opportunity? Is this technology in use? Is it a new teaching method or
an improvement on the existing one? This article worked curiously in line with these
questions.
• It is a tool for offering the learner a media-based way of learning which can
motivate and engage the learners in producing their own animations based on
their ideas and imaginations, which can be used across subjects and curriculum.
• Some children cannot easily use the written or spoken words to communicate
their thoughts and feelings due to learning difficulties or dyslexia. In nearly every
class there are children who are not successful readers, who lags behind and are
hard to motivate, but may have other types of abilities.
• Learners with special needs who are dyslexic tend to think in images rather than
in words – some of these learners may find it very helpful and motivating to be
able to express themselves visually through animations rather than verbally.
Animation can provide these children with an opportunity to be included and
valued by the group and to share their perceptions. Thus animation is considered
to be Inclusion whereby children who have different abilities and backgrounds
can work together.
• It does not matter whether the animation is made as a film, a video tape, or is on a
computer file, because the available medium is not that important. What matters
is that the final production motivates children to work together, to recognize each
other¹s varied strengths, to plan their work, and to observe and understand their
world and the subject of their film.
• Working with Animation can be a magical process, and when the magicians are
children in a classroom it becomes an enjoyable but purposeful teaching aid for
many subjects. Therefore, it can be classified as fascinating, working, magical,
fun - while having fun, it is motivating
• The concentrated group effort required to produce animation not only encourages
imaginative teamwork, it requires an understanding of the subject matter before a
coherent animation can be planned. Deciding which point the teacher is trying to
clarify about the subject and letting the children explore ways of communicating
this point clearly will help them understand it more thoroughly.
• The final animation can possess a visual novelty which helps to make a subject
more appealing, but it also has the power to distil the concepts being taught
because animation is itself a symbolic distillation of reality.
• The final animation can further increase the children’s self-esteem by being
shown on the internet or in festivals or even by being used as a direct teaching aid
in other classrooms or schools. These greatly assist in developing multimodal
literacy, meaning learning by doing and sharing expression.
• Learner-Centered Education: The learning starts within the projects which the
learners create and find important Self-directed processes where the teacher is
coach.
Now because of the production process it embraces varied skills including writing,
drawing, sculpting, music, audio-visual design, and computer literacy, it can also
provide the teachers with an opportunity to explore their individual strengths and
interests.
Sillat, (2015) stated that majority of the use of technology in a classroom depends on
the teachers as it is evitable that the educators themselves are digitally literate and can
use technology to enhance the learning process. The ability and confidence to use
technology tools offers new opportunities as well as it can generate interest in
children and excitement towards learning activities. Using animation as a form of
studying can only be sufficient if the teacher is fluent in using technology tools as
implementing subject based tasks into digital storytelling might be difficult enough.
(Kollom, 2014).
The article has articulate ways in which a teacher can develop good animations as a
preparation for classroom activity. As earlier stated by Sillat, the basic step is for the
teacher to be computer literate. After being literate in the use of computer, the teacher
is expected to have the following as a smooth guide to his or her ability in building
good animations fit for teaching;
i. Computer System: The teacher must know how to select a good system that will
be able to run animation software. At least Pentium IV and above are quite
appropriate and recommended.
Software: The software is the most important thing the teacher is require to have and
know. It could be an application which is an already designed package or a
programming language which the teacher will need to first generate a source codes
before use. Using an application is much easier and does not require mush
technicalities like the use of a programming language. But some teachers who are
basically computer science inclined may prefer to develop their own applications
using a language of their choice. Some already made applications are very much
available for download even for free. Examples of some applications developed for
animation design are Anasazi, Monkey Jam, Animator DV, ABC Video roll, Movie
Maker etc
The first major technical developments in the animation process can be traced to the
work and patents of John Bray starting in 1910. His work laid the groundwork for the
use of translucent cells (short for celluloid) in compositing multiple layers of
drawings into a final image as well as the use of grey scale (as opposed to black and
white) drawings.
Rot scoping is where live actors are filmed and the animation is then created using
them as a template. In traditional animation production, the filmed images are traced
by hand onto a separate roll of celluloid film. This technique makes the movement of
characters more realistic and was used in Walt Disney’s Snow White and the Seven
Dwarfs. This technique is also known as performance capture and was used in The
Polar Express and Avatar.
During this time, animation as an art form was still struggling. The first animated
character with an identifiable personality is “Felix the Cat” by Otto Messmer which
appeared in the early 1920s in Pat Sullivan productions. In the late 1920s however,
new forces had to be reckoned with Disney.
As digital technology has improved both for creating animations and for watching
them, it has become increasingly popular for use in animation. Toy Story in 1995 was
the first major animated movie to be made entirely using computer animation, and the
trend has continued to develop from that point. Animations, which are made for the
Internet and computer games, are also created using digital programs. There is a wide
range of software on the market for creating digital animations. Adobe® Flash® is a
relatively simple and cheap 2D, cartoon style animation program. For 3D animations,
Blender is effective but still straightforward to use and is free. More complex,
powerful software includes 3ds Max and Autodesk® Maya®.
a “presentation involving words and pictures that is intended to foster learning.” More
generally, words refer not only to verbal information in natural language, but also to
symbolic information that can accompany graphics, such as formulae in mathematics
or chemistry.
MUSIC VIDEOS: Music videos animation is used in many music videos, often in
combination with live action. Examples of this animation is End Love by OK Go
(2010).
ADVERTISING ANIMATION: Advertising Animation used in adverts can range
from the whole thing being entirely animated to just a small part being given a feeling
of fantasy or ‘the impossible’ from seamless CGI (computer generated imagery).
Examples are Citroën C4 (2004) and Cadbury’s Crunchie (2010).
TELEVISION PROGRAMMES: Children’s cartoons are a staple of television
programming. Cartoons for adults have also become popular, including South Park
and Family Guy. Examples include Ben 10 from Cartoon Network.
Computer games Animation is crucial to computer games, as it provides the visual
elements of the games. As technology has developed, the graphics and animation have
improved to the point where they are incredibly realistic and detailed. For example,
Ghostbusters: The Video Game (2009).
MOBILE PHONES: The capabilities of mobile phone technology have developed
rapidly in the last few years to include full-color, high-resolution screens, especially
on smart phones such as the Apple iPhone. Not only are the interfaces animated, but
also applications are being made purely as pieces of animation for entertainment. For
example, talking Carl – app for iPhone (2010).
INTERNET: The Internet provides a vast forum for animators to show their work,
including pieces of art, adverts and animations that have been embedded seamlessly
into websites. This opens up a huge audience worldwide and allows animators to
communicate with each other and share ideas. Although most animations are available
to view for free, the Internet has allowed some professional animators, such as
Monkeehub, to become well known and successful. The Internet also provides space
for amateur animators to create animations purely for the love of doing it and to tell a
story.
The advent of Adobe® Flash® has given a visual voice to those who may have never
considered animation before. Music video for ‘Creep’ (Radiohead) by Monkeehub
(2007). Some online cartoon animation include: The Wise Mother(2009), kid and the
Pig(2012), Obey the Elders(2010), Dan and his Cap(2013),Pet in a jet(2013), Pip the
Pup(2012). etc.
CHAPTER THREE
METHODOLOGIES AND SYSTEM ANALYSIS
3.1 Methodologies
The design methodology used to design the system is object oriented
analysis and design methodology (OOADM), OOADM applies object
orientation in the analysis and design as a software engineering objects.
In the early days of object-oriented technology, there were many different
competing technologies for software development and object-oriented
modeling, often tied to computer aided software engineering tool
vendors. The research methodology used helps to ensure that a thorough
study of the present system is effectively carried out, thus helping the
project research team to completely understand the modus operandi of the
present existing system so as to know how the new system should be
structured and the functionalities needed in it to address the seemingly,
existing problems discovered. This helps to know if there should b e a
total over hailing of the existing system or if only improvements should
be made. Hence, after duly considering the above reasons, out of the
whole software engineering standard for transforming ideas into a
inference Engine which includes prototyping, experts system
methodology and usability engineering methodology.
Disadvantage of SSADM
SSADM puts special emphasis on the analysis of the system and its
documentation. This causes the danger of over-analyzing, which can be
very time and cost consuming. Due to various types of description
methods, checks of consistence cannot be carried out. Especially with
large systems, the outline diagram can become very unclear, because all
relevant data flows have to be included.
3.1.2 Object Oriented Analysis and Design Methodology (OOADM)
This is a popular technical approach to analysis, designing of an
application, system or business by applying the object oriented paradigm
and usual modeling throughout the development life cycle to Foster better
stake holder’s communication and product quality.
According to the popular good unified process, OOAD in modern
software engineering is. Best conducted in a literature and incremental
way iteration by iteration, the output of OOAD activities design model
for OOD / object oriented design and analysis model for OOA (object
oriented Analysis, respectively, we'll be funded and evolve continuously
driven by key factor like risk and business value.
Object-oriented Analysis (OOA): it deals with the design requirement
and overall architecture of a system and is focused on describing what the
system should do in term of the object in the problem domain.
The primary task in object-oriented analysis (OOA)
i. Fine the object
ii. Organize the object
iii. Describe how the object interact
iv. Define the behavior of the objects
v. Define the internal of the objects
Object oriented Design (OOD): This translate system architecture into
programming constructs such as interface classes and method
descriptions. Object Oriented Programming (OOP) These implements the
programming constructs Over view The software life cycle typically
divided up into stage going from Abstract descriptions of the problem to
design then to the code and testing and finally to deployment. This
analysis phase is also often call requirements.
Demerits of prototyping
i. Possibility of causing system to be left unfinished
ii. It implements system before they are ready
iii. It might prove to be in adequate for overall organization needs
The research data used for the creating the new system was acquired from
the internet, textbooks, and articles, journals and through observation of
the existing system as well as with intense interview tech professionals.
The contributions of other researchers on the subject were examined so as
to gather relevant information.
PROPRIETOR
PRINCIPAL
PUPILS
TEXT:
SPEAK
TEXT: ABCDEFGHIJKLMNO
Figure 3.4: Process Analysis
PQRSTUVWX ZY
3.5.3 Output Analysis
SPEAK
Figure 3.5: Output Analysis
3.5.4 Data Flow Diagram of the Present System (Draw the diagram)
MAIN MENU
The problem in the current system is the use of static materials. Static materials
involve concrete objects or images that don’t appear to change position. This
problem of these static images to children is that they do not improve the
creativity of the children and thereby making learning not quite interesting and
boring to a child.
3.7 The Proposed System
In the propose system, pupils will be able to know how animation works
and learn how to pronounce and read simple English sentences after it has
been read by the system. That is, the system will read it out through audio
means while the pupils will learn from the system.
LOGIN
ALPHABET
WORD USER
ADMIN PRONUNCIATION
EXIT
CHAPTER FOUR
SYSTEM DESIGN
children to welcome and face the future with smile and confidence.
MAIN MENU
TEXT: ABCDEFGHIJKLMNO
PQRSTUVWX ZY
Figure 4.3: Output Specification
TEXT:
4.6 Algorithms
Step 1: Start
Step 2: Enter Password
Step 3: Is Password Valid? If Yes Goto 4 Else Goto 2
Step 4: Select Menu Option
Step 5: Is Option Alphabet Goto 6 Else Goto 8
Step 6: Select Alphabet
Step 7: Pronounce Then Goto 4
Step 8: Is Option Word pronunciation Goto 9 Else Goto 10
Step 9: Enter Sentence, Then Goto 4
Step 10: Is Menu Record Goto 11 Else Goto 12
Step 11: Display/view Saved Records
Step 12: Is Option Exit?
Step 13: If No Goto 4 Else Goto 14
Step 14: Stop
START
TYPE PASSWORD
YES
NO
IS OPTION YES
D
RECORDS?
NO
IS OPTION EXIT? NO
M
YES
STOP
Fig. 4.6: Main Menu Form
N
CLICK ALPHABET
SPEAK
ENTER SENTENCE
READ SENTENCES
SAVE
M
Fig. 4.8: Pronunciation Form
DISPLAY RECORD
VIEW/ACCESS RECORDS
the list of all files in the database, the number of records in each file and
the names and types each field contains. In this new system, the data
CHAPTER FIVE
SYSTEM IMPLEMENTATION AND DOCUMENTATION
Now that new system has been design and programs are written, the next
stage is the implementation stage. Implementation can be defined as a
changing over from old system to new system. It is also known as
conversion. Before this stage can be successful, some activities need to be
undertaken, and the software and hardware requirement of the system has
to be adopted. There are basically three transitory tools for file
conversion. This includes:
i. Direct File Conversion: This entails the use if a new system from an
old system on a certain date. It can also be called abrupt cut-over. Its
advantage is that it is too risky.
ii. Parallel File Conversion: It involves the running of the old system in
union with the new system, allowing any error to be fixed without
disrupting the original system. Its disadvantage is that it is too expensive
iii. File Conversion: It entails the testing of the system in a specific
section and if proven to be reliable, it then set into use on the tested area.
This method was adopted for this work because it proves to be the best
for the transfer from old system to the new system, in that it tests the
system initially for errors while running and also it is less expensive to
handle.
The system is been implemented using is the Windows Operating
System. Also several compatible hardware and software resources were
used in accomplishing this research work which is specifically
categorized below:
5.5 Testing
This involves experimental trials with the new system to see actually
whether it is equal to the task it has been design to tackle.
During or after installation, it is normal to test or run the program to see if
there is need for debugging or not. It involves not only testing of all data
processing procedures, copies of reports and other outputs that should be
retrieved by the users of the propose system for possible errors.
Program can be tested in the following ways:
i. Program Testing: The effect of each program is considered to be
tested to prove whether they are workable as desired.
ii. Logical Testing: these involve the programmer usually to determine
where the logic of the system modules is tested.
iii. System Testing: The overall testing of the complete system as well as
the hardware and software relatively, the supporting manual activities and
proper documentation.
There will be a test to ensure the functionality of the system, the test will
judge of the links between screens are logical, command buttons works
such as printing and saving etc. There is the needs for the researcher to
spend much of the time working on the computer in order to conduct this
system test for this strictly data inputs, whose result were already certify,
accurate and correction were used to test and run the programs, findings
were these data produced better and more accurate outputs. System was
therefore declared accurate, reliable and efficient.
Now that the new system has been designed and the program written, the
next stage is implementation stage, which is defined as changing over
from the old system to a new system. For this to be achieved, some
activities need to be undertaken such as:
i. Deciding hardware; that is computing machine and data processing
peripheral equipment to be used.
ii. Preparing the existing data files for conversion to the new systems.
iii. Testing the new equipment software and operating procedures
iv. Preparing the final document of the new system.
The problem now arises as to how the changeover is to be affected such
that there are mini interruption in the normal running of the organization
in which employed to change over from the existing system to a new
system include:
i. Dual System Method: This method requires that the existing system
will gradually change over as the new system is gradually phased on.
ii. Inventory Method: Requires a complete one time change over from
the existing system to a new system.
iii. Parallel System Method: This requires the simultaneous operation of
the both new system and old system until such time that the new system
is adjusted to work effectively.
iv. The Flout System Method: This requires that a small portion of the
new system is implemented and evaluated (by parallel, dual or even
inventory) while the major portions of the work load continue to
processed via the existing system. If the implementation of this small
portion succeeds, then the entire system can be converted.
5.8 System Documentation
System Documentation is written information on how system works not
has to do with all that needs to be satisfied before running the program on
a particular System while System implementation is the changing/moving
from old system to new system. In other words, it is a written material
that describes specifications and operating instructions of a system. It is a
written material that system and how to use it (make it more
understandable, rather than to contribute in some way to the actual
operation of the system). It is a vital part of the system design and
development in a computer-based system as it provides the computer
installation with information needed to operate and maintain the software
program and the system.
v. Documentation is frequently classified according to purpose; this for a
given system there may be requirements, development documentation
and control documentation. Development documentation specifies how a
computer-based system is to operate and provide the background
information upon which the system design was found. On the other hand,
control documentation serves administrative function which means it
records the resources used in developing and implementing the system
such as System plan, schedules, resource allocation details and progress
report.
vi. Thus, this involves the process of keeping record throughout the
system development. Included in the document is the program author and
purpose, the amount, kind of, and sources of inputs and corresponding
outputs. The new system is documented for reference, maintenance, and
review purpose. The researcher would be writing also on the User's
Manual. The User Manual is how one is going to operate the system to
the steps for one to follow to achieve his/her work.
CHAPTER SIX
6.1 SUMMARY
The summary of the research is that there is a need for an increase in the
The dynamic instructional materials were made possible via animation a branch
of computer graphics.
6.2 CONCLUSION
nursery schools. And also, parents should get this package for their children at
home to enhance their learning capacity. Other areas can be developed in this
2018