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Planning

The project aims to develop an engaging e-learning app for children aged 5-10, focusing on enhancing learning through gamified content in subjects like Math, English, and Science. Key deliverables include a user-friendly app, educational modules, gamification features, and parental controls, with a structured timeline for requirements analysis, design, development, testing, and deployment. The project is constrained by a fixed budget and semester timeline, with risks related to technical challenges and limited testing time.

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0% found this document useful (0 votes)
2 views13 pages

Planning

The project aims to develop an engaging e-learning app for children aged 5-10, focusing on enhancing learning through gamified content in subjects like Math, English, and Science. Key deliverables include a user-friendly app, educational modules, gamification features, and parental controls, with a structured timeline for requirements analysis, design, development, testing, and deployment. The project is constrained by a fixed budget and semester timeline, with risks related to technical challenges and limited testing time.

Uploaded by

Mober 2503
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Developing an E-learning app for ki

Project Title Developing an E-learning App for Kids

Project To design and develop an engaging e-learning


Objective application tailored for kids aged 5–10, enhancing
learning through gamified content.

Project - Project Manager: [Name]


Team
- UI/UX Designer: [Name]
- Developer(s): [Name(s)]
- Quality Assurance Lead: [Name]
Project [Name of Sponsor or Organization]
Sponsor

Key 1. Fully functional app with user-friendly interfaces


Deliverables
2. Educational modules in Math, English, and
Science
3. Gamification features (e.g., badges, levels)
4. Parental controls and progress tracking
5. User documentation and support FAQs
Milestones 1. Requirements analysis – Week 1–3
2. Design phase – Week 4–5
3. Development – Week 6–10
4. Testing – Week 11–12
5. Deployment – Week 13–14
Assumptions - All team members and resources are available.
- Required development tools and software licenses
are accessible.
Constraints - Limited to one semester.
- Fixed budget allocation.
Risks - Delays due to technical issues.
- Limited time for extensive testing might impact
app quality.
Project Charter for Developing an E-learning App for Kids

Project Title:
The project is titled "Developing an E-learning App for Kids" and focuses on creating an
engaging and interactive application that supports educational development for children aged
5–10.
Project Objective:
The primary objective of this project is to design and develop an e-learning application that
enhances children's cognitive, language, and mathematical skills. The app will incorporate
interactive learning modules, gamified quizzes, and engaging activities to make learning fun
and productive.

Project Team:
The project team comprises the following roles:

 Project Manager: Oversees the entire project, ensures adherence to timelines, and manages
resources effectively.
 UI/UX Designer: Designs the app interface to be appealing and intuitive for children.
 Developer(s): Responsible for coding and developing the application features.
 Quality Assurance (QA) Lead: Ensures that the application is thoroughly tested for bugs and
meets quality standards.

Project Sponsor:
The project sponsor is the entity or individual funding the development of the app. The
sponsor may provide financial resources, feedback, and overall approval for the project
deliverables.

Key Deliverables:
The final outcomes of this project include:

1. A fully functional app: The app will have a user-friendly interface suitable for kids.
2. Educational modules: Content will cover core subjects like Math, English, and Science.
3. Gamification features: These include badges, levels, and rewards to keep kids motivated.
4. Parental controls: Guardians can monitor their children’s progress and set usage limits.
5. Documentation: A user manual and frequently asked questions (FAQs) to assist end-users.

Milestones:
The project is structured into key phases, each with a specific timeline:

1. Requirements Analysis (Week 1–3): Gather and document the functional and technical
requirements.
2. Design Phase (Week 4–5): Create wireframes and prototypes for the app interface.
3. Development (Week 6–10): Implement the app's features and functionality.
4. Testing (Week 11–12): Conduct thorough testing to identify and fix any issues.
5. Deployment (Week 13–14): Launch the app and collect initial user feedback.

Assumptions:
For the project to succeed, certain assumptions are made:

 The required resources, including team members and tools, will be available as planned.
 Software licenses and development platforms will be accessible without delays.

Constraints:
This project has specific constraints that limit its scope and resources:

 The timeline is restricted towards time, requiring careful planning and execution.
 The budget is fixed, necessitating efficient resource allocation.

Risks:
Potential risks that may impact the project include:

 Delays due to technical challenges, such as debugging or compatibility issues.


 Limited time for testing, which may affect the quality of the final product.

2. Project Scope

Project Scope Statement:


This project involves the design and development of an e-learning app aimed at kids aged 5–
10. The app will provide interactive learning modules in key subjects, with features such as
gamified quizzes, badges, and secure parental controls.

In Scope:

 Developing educational content for Math, English, and Science.


 Creating gamification elements to engage users.
 Implementing parental controls and progress tracking dashboards.
 Testing the app on Android devices.

Out of Scope:

 Development for iOS platforms (may be included in future iterations).


 Multilingual support beyond English.

Project Deliverables:

1. A visually appealing app design tailored to kids.


2. Functional modules for the selected subjects.
3. User testing reports and feedback analysis.

Key Stakeholders:

1. Project team members.


2. Kids as end-users.
3. Parents and guardians as secondary users.
4. Project sponsor and investors.

c. WBS

Level 1: Project Name

1. E-learning App for Kids

Level 2: Major Deliverables


1. Project Initiation 1.1 Stakeholder Identification
1.2 Requirements Gathering
1.3 Feasibility Analysis
1.4 Approval and Documentation
2. Planning 2.1 Project Charter Creation
2.2 Scope Definition
2.3 Schedule Development
2.4 Resource Allocation
3. Design 3.1 User Interface (UI) Design
3.2 User Experience (UX) Design
3.3 Prototyping
4. Development 4.1 Front-End Development
4.2 Back-End Development
4.3 Database Integration
4.4 API Development
5. Testing 5.1 Unit Testing
5.2 Integration Testing
5.3 Usability Testing
5.4 Bug Fixing
6. Deployment 6.1 Server Setup
6.2 App Launch
6.3 Post-Launch Support
7. Closure 7.1 Documentation Handover
7.2 Stakeholder Feedback
7.3 Lessons Learned

d. Defining of Activities

This section outlines the detailed activities required to achieve the goals defined in the Work
Breakdown Structure (WBS). Each activity is broken down into its sub-tasks, responsibilities,
expected outcomes, and dependencies.

1. Project Initiation

1.1 Stakeholder Identification

 Identify key stakeholders such as parents, teachers, developers, and investors.


 Create a stakeholder registry detailing their roles, influence, and interest in the project.
 Set up initial meetings to understand stakeholder priorities.

1.2 Requirements Gathering

 Conduct online surveys with parents and teachers to identify desired features.
 Organize focus groups with children to assess usability expectations.
 Analyze competitors' apps to identify gaps and opportunities.
 Document requirements in a Software Requirements Specification (SRS).

1.3 Feasibility Analysis


 Conduct a SWOT analysis to assess the strengths, weaknesses, opportunities, and threats.
 Analyze financial feasibility by estimating development costs, licensing, and hosting.
 Perform technical feasibility by assessing available tools, technologies, and team expertise.

1.4 Approval and Documentation

 Draft a comprehensive project proposal including timelines, objectives, and budgets.


 Present the proposal to stakeholders for approval.
 Record approvals and finalize the project initiation documentation.

2. Planning

2.1 Project Charter Creation

 Define the project’s vision, mission, and deliverables.


 Set measurable goals such as the number of users in the first six months post-launch.
 Outline major constraints such as a fixed budget and semester timeframe.

2.2 Scope Definition

 Create a detailed scope statement including features like interactive quizzes, animations,
and parental controls.
 Define what is included (e.g., app for ages 5–10) and excluded (e.g., content for high school
students).

2.3 Schedule Development

 Create a detailed Gantt chart with milestones for each deliverable.


 Identify dependencies, such as design completion before development starts.

2.4 Resource Allocation

 Assign team roles such as UI/UX designer, front-end developer, and project manager.
 Estimate resource requirements for each phase (e.g., hours needed for development).

3. Design

3.1 User Interface (UI) Design

 Develop visual elements such as icons, menus, and buttons using tools like Adobe XD or
Figma.
 Design vibrant color schemes and child-friendly fonts to engage young users.

3.2 User Experience (UX) Design

 Design wireframes and clickable prototypes to ensure intuitive navigation.


 Conduct A/B testing to finalize layout preferences among children.

3.3 Prototyping

 Create low-fidelity prototypes to gather feedback from stakeholders.


 Iterate prototypes based on usability feedback and finalize the design blueprint.

4. Development

4.1 Front-End Development

 Develop app screens for features like quizzes, videos, and progress tracking.
 Implement responsive designs to ensure compatibility with tablets and smartphones.

4.2 Back-End Development

 Set up the server environment and develop functionalities such as user authentication.
 Use frameworks like Django or Node.js to implement app logic.

4.3 Database Integration

 Design a relational database schema to store user data, progress reports, and content.
 Use tools like MySQL or Firebase for database management.

4.4 API Development

 Build APIs to handle interactions such as fetching quiz questions or storing user progress.
 Test APIs for performance and scalability.

5. Testing

5.1 Unit Testing

 Test individual components (e.g., quiz engine, login system) for functionality.
 Use tools like Selenium or Jest for automated testing.

5.2 Integration Testing

 Test combined components to ensure seamless interaction, such as login leading to user
dashboard.
 Identify and resolve conflicts between front-end and back-end systems.

5.3 Usability Testing

 Conduct hands-on testing sessions with children to observe usability issues.


 Collect feedback from parents about app intuitiveness and accessibility.
5.4 Bug Fixing

 Log identified bugs in a tracking system such as JIRA.


 Prioritize and address critical issues to ensure the app meets user expectations.

6. Deployment

6.1 Server Setup

 Configure cloud hosting services such as AWS or Google Cloud for scalability.
 Set up security measures like SSL certificates to protect user data.

6.2 App Launch

 Submit the app to platforms like Google Play Store and Apple App Store.
 Ensure compliance with platform guidelines for approval.

6.3 Post-Launch Support

 Monitor app performance using analytics tools like Google Analytics.


 Address initial user feedback by providing updates and bug fixes.

7. Closure

7.1 Documentation Handover

 Prepare and deliver technical documents, including code repositories and system designs.
 Share user manuals and training materials for parents and teachers.

7.2 Stakeholder Feedback

 Conduct feedback sessions with stakeholders to assess project success.


 Document suggestions for future improvements.

7.3 Lessons Learned

 Organize a final meeting to reflect on challenges and achievements.


 Record lessons learned for use in future projects.

e. Sequencing of Activities

Sequencing of activities is crucial for understanding task dependencies and organizing the
workflow efficiently. This section outlines the logical order of tasks, highlighting
dependencies and constraints.
Activity Dependencies

 Finish-to-Start (FS): A task can only begin once its predecessor is complete. Example:
Development starts after design is finalized.
 Start-to-Start (SS): Tasks can start simultaneously but are interdependent. Example: Front-
end and back-end development.

Sequenced Activities

1. Project Initiation
o Stakeholder identification → Requirements gathering (FS)
o Feasibility analysis → Approval and documentation (FS)

2. Planning
o Project charter creation → Scope definition (FS)
o Scope definition → Schedule development (FS)
o Resource allocation (SS with schedule development)

3. Design
o UI design → UX design (FS)
o UX design → Prototyping (FS)

4. Development
o Front-end development → Database integration (SS)
o Database integration → API development (FS)
o API development → Back-end development integration (FS)

5. Testing
o Unit testing → Integration testing (FS)
o Integration testing → Usability testing (FS)
o Usability testing → Bug fixing (FS)

6. Deployment
o Server setup → App launch (FS)
o App launch → Post-launch support (FS)

7. Closure
o Documentation handover → Stakeholder feedback (FS)
o Stakeholder feedback → Lessons learned (FS)

Critical Path

 Definition: The longest sequence of dependent tasks that determines the minimum project
duration.
 Critical Path for This Project:
1. Requirements gathering
2. Scope definition
3. UI design → UX design → Prototyping
4. Development (front-end → back-end → database integration)
5. Integration testing → Usability testing → Bug fixing
6. App launch → Post-launch support

f. Estimating of Activity Durations and Resources

Estimation is based on the complexity of each activity and the resources allocated. Below are
detailed time and resource estimates:

Estimation Process

 Expert Judgement: Consult with team members and experienced developers.


 Analogous Estimation: Use past similar projects to estimate durations.
 Three-Point Estimation: Optimistic (O), Pessimistic (P), and Most Likely (ML) durations are
averaged for better accuracy.

Activity Duration (in days) Dependencies


Stakeholder
3 None
Identification
Requirements Stakeholder
7
Gathering Identification
Feasibility Requirements
5
Analysis Gathering
Approval and Feasibility
2
Documentation Analysis
Project Charter Approval and
2
Creation Documentation
Project Charter
Scope Definition 3
Creation

Schedule Scope
3
Development Definition

Resource Schedule
2
Allocation Development

Resource Estimation

 Human Resources:
o UI/UX Designer (1): Responsible for design and prototyping.
o Front-End Developer (1): Handles interface coding.
o Back-End Developer (1): Manages server-side logic.
o Database Specialist (1): Designs and implements databases.
o Tester (1): Ensures quality during testing phases.
o Project Manager (1): Oversees planning, execution, and closure.

 Material Resources:
o Software tools (Adobe XD, Visual Studio, etc.)
o Cloud hosting services (AWS or Google Cloud)
o Development machines (PCs or laptops)

 Financial Resources:
o Estimated budget: $10,000
 Development tools: $1,500
 Cloud hosting: $2,000
 Testing tools: $1,000
 Miscellaneous (licenses, app store fees, etc.): $5,500

g. Preparation of Project Networking Diagram

A Project Networking Diagram illustrates the logical sequence of project activities and
their interdependencies.

Steps to Create the Networking Diagram

1. List all activities and their dependencies.


2. Determine the critical path based on durations and dependencies.
3. Draw the diagram using nodes (activities) and arrows (dependencies).

Activity List with Dependencies:

Duration Depende
Activity ID Activity Name
(days) ncies
Stakeholder
A 3 None
Identification
B Requirements Gathering 7 A
C Feasibility Analysis 5 B
Approval and
D 2 C
Documentation

E Project Charter Creation 2 D


F Scope Definition 3 E
G Schedule Development 3 F
H Resource Allocation 2 G
I UI Design 7 F
J UX Design 5 I
K Prototyping 4 J
L Front-End Development 12 K
M Back-End Development 15 K
N Database Integration 10 M
O API Development 7 N
P Unit Testing 5 L, M, O
Q Integration Testing 5 P
R Usability Testing 5 Q
S Bug Fixing 7 R
T Server Setup 3 M
U App Launch 1 T, S
V Post-Launch Support 7 U
Documentation
W 3 U
Handover
X Stakeholder Feedback 2 W
Y Lessons Learned 2 X

Critical Path

The critical path is determined by calculating the longest duration through the network. For
this project, the critical path includes:
A → B → C → D → E → F → I → J → K → L → P → Q → R → S → U → V.

h. Development of Project Schedule

The project schedule organizes activities on a timeline, showing their durations, start dates,
end dates, and dependencies. The schedule ensures the project is completed within the
semester.

Steps to Develop the Schedule

1. Assign Start and End Dates: Based on dependencies and estimated durations.
2. Create a Gantt Chart: Visualize activities with timelines and overlaps.
3. Optimize Resource Allocation: Ensure efficient use of human and material resources.

Project Schedule Table

Duration Start End


Activity ID Activity Name Dependencies
(days) Date Date
Stakeholder
A 3 Day 1 Day 3 None
Identification
B Requirements Gathering 7 Day 4 Day 10 A
C Feasibility Analysis 5 Day 11 Day 15 B
Approval and
D 2 Day 16 Day 17 C
Documentation
E Project Charter Creation 2 Day 18 Day 19 D
F Scope Definition 3 Day 20 Day 22 E
G Schedule Development 3 Day 23 Day 25 F
H Resource Allocation 2 Day 26 Day 27 G
I UI Design 7 Day 20 Day 26 F
J UX Design 5 Day 27 Day 31 I
K Prototyping 4 Day 32 Day 35 J
L Front-End Development 12 Day 36 Day 47 K
M Back-End Development 15 Day 36 Day 50 K
N Database Integration 10 Day 51 Day 60 M
O API Development 7 Day 61 Day 67 N
P Unit Testing 5 Day 68 Day 72 L, M, O
Q Integration Testing 5 Day 73 Day 77 P
R Usability Testing 5 Day 78 Day 82 Q
S Bug Fixing 7 Day 83 Day 89 R
T Server Setup 3 Day 51 Day 53 M
U App Launch 1 Day 90 Day 90 T, S
V Post-Launch Support 7 Day 91 Day 97 U
Documentation
W 3 Day 90 Day 92 U
Handover
X Stakeholder Feedback 2 Day 93 Day 94 W
Y Lessons Learned 2 Day 95 Day 96 X

Gantt Chart

Use software like Microsoft Project or Excel to create the Gantt Chart:

 List activities on the vertical axis.


 Plot time on the horizontal axis.
 Highlight critical path activities in a distinct color.

Conclusion

The project, "Developing an E-learning App for Kids," was planned and structured using
project management principles, including comprehensive planning, scheduling, and time
management. Through a collaborative effort, the project was broken down into manageable
components, activities were clearly defined, and resources were allocated efficiently. The
critical path analysis and Gantt chart ensured the timely and sequential completion of tasks,
allowing the team to manage dependencies and potential risks effectively.

The project demonstrated the importance of theoretical project management concepts in


achieving practical outcomes. The hands-on experience provided invaluable insight into how
real-world projects are initiated, planned, executed, and monitored.

Recommendations
1. Iterative Development: Future projects of similar nature should adopt an iterative
development approach, such as Agile, to accommodate changes in requirements effectively.
2. Enhanced Resource Utilization: Investing in automation tools for testing and project tracking
can save time and resources.
3. Stakeholder Engagement: Conduct regular feedback sessions with stakeholders to ensure
alignment with project goals.
4. Risk Management: Identify and prepare for potential risks earlier in the planning phase to
avoid delays.
5. Post-Project Review: Ensure a structured post-project review to document lessons learned
and improve future processes.

k. Feedback

Team Feedback

1. Collaboration: The team exhibited excellent collaboration and communication throughout


the project. Regular meetings ensured everyone stayed on track.
2. Skill Development: Members enhanced their knowledge of project management tools and
techniques, which will benefit future academic and professional endeavors.
3. Challenges: While managing dependencies and tight deadlines was challenging, it provided
valuable learning experiences.

Stakeholder Feedback

Stakeholders, including instructors and intended app users, appreciated the clarity of the
project’s scope and objectives. The focus on addressing learning needs for children was well-
received. Suggestions included:

 Ensuring the app's user interface is tested with diverse user groups for inclusivity.
 Exploring further scalability for integrating advanced features such as AI-based personalized
learning paths.

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