DESIGN AND IMPLEMENTATION OF AN E-LEARNING PLATFORM
ABSTRACT
The
development of Information Technology (IT) has contributed to changes
in the teaching and learning process. IT is redefining completely the
mode of education delivery and methods of acquiring knowledge. As a
result, there is new educational learning called Electronic Learning.
Electronic learning is an online simulated classroom that allows
students and instructors located in different places to participate in
self-paced and real time classes, record and archive the entire
classroom experience for later review. E-Learning is a critical support
mechanism for educational institutions to grow, improve the performance
of students, teachers, as well as useful for organizations to enhance
the performance of their employees.
This research is based on
academic analysis and design that gather information from university
environment for the implementation of the e-learning system
architecture. The implementation environment is characterized by Window
operating system, Apache web server, My SQL and PHP (WAMP). A prototype
of the E-Learning System implemented provides a platform for conducting
both self-paced and real-time class session via the Internet. It provide
perfect environment for online teaching and learning with a feel of
being in the classroom itself.
TABLE OF CONTENT
Chapter one
Introduction
1.1 background of the study
1.2 statement of the problem
1.3 aim and objectives of the study
1.4 scope of the study
1.5 significance of the study
1.6 limitation of the study
1.7 definition of terms
Chapter two
Review of related literature
2.1 introduction
2.2 concept of icts in education
2.3 e-learning
2.3.1 financial e-learning challenges
2.3.2 individual elearning challenges
2.3.3 knowledge management e-learning challenges
2.3.4 support e-learning challenges
2.3.5 technological e-learning challenges
2.4 solutions to elearning challenges
2.5 cloud computing
2.5.1 overview
2.6 cloud computing deployment models
2.6.1 public cloud
2.6.2 private cloud
2.6.3 community cloud
2.6.4 hybrid cloud
2.7 cloud hardware and software
2.8 cloud computing uses
2.8.1 cloud computing in the health sector
2.8.2 cloud computing in business sector
2.8.3 cloud computing in education sector
2.9 theoretical framework
2.10 summary
Chapter three
System analysis and design
3.1 introduction
3.2 analysis of the existing system
3.3 analysis of the proposed system
3.4 proposed system methodology
3.5 justification of the proposed system
3.6 proposed system workflow
3.7 system design
3.7.1 system architecture
3.8 uml diagram
3.8.1 use case diagram
3.8.2 activity diagram
3.8.4 sequence diagram
Chapter four
System design and implementation
4.1 choice of programming language
4.2 requirement analysis
4.2.1 users
4.2.2 learning materials
4.2.3 system requirement
4.3 system implementation
Chapter five
Conclusion and recommendation
5.1 conclusion
5.2 recommendation
refereces
appendix
source code
INTRODUCTION
Background of the Study
Learning
is one of the very vital human activities that require concentration
blended with interactivity, clear and distinct understanding of the
facts been stated or discussed, high communication skills and
techniques, attractive learning qualities such as colorful pictorial
presentations of information among others. Nevertheless not all learning
process is considered to be effective. In recent years, various sectors
such as entertainment, education, health and businesses are being
dominated by mobile applications. The reason for this is that mobile
computing is able to provide a tool for the user when and where it is
needed irrespective of user movement, hence supporting location
independence (Niroshinie, Seng and Wenny, 2013).
Exploring the
powerful capabilities of multimedia and implementing it on teaching and
learning processes via the production of learning material and products
such as e-book, computer assisted learning (CAL), computer aided
instruction (CAI), computer based training (CBT), internet based
training among others would go a long way towards improving the
advancement of the practical and theoretical knowledge of the students.
With high quality content value of the e-learning products and the
captivating multimedia features embedded in them, a student can easily,
assimilate such knowledge (even in the absence of a teacher and the
required physical environment) through repetitive accessing of the
e-learning materials and following the animated instructions contained
therein.
The advancement of computer technology has promoted the
quality of mobile learning. The trend of recent communication technology
is how to make good use of wireless equipment’s to construct a
ubiquitous communication environment which can improve performance of
traditional learning and create new learning activities or model for
active learning. A wireless technology makes it possible to create an
environment for a learner to obtain knowledge anytime and anywhere.
Through wireless access, a student can access rich contents from the
internet, search the knowledge by keyboard, interactively communicate
with classmates or teacher, and participate in a mobile classroom
anytime and anywhere.
With the increasing use of network computers,
the Internet and advances in telecommunication technology, e-Learning
has been widely recognized as a valuable tool for learning and training
(Firouz, 2010). The traditional means of higher education has remained
dominant in schools in some developing countries. With the significant
growth of e-learning, teachers and students normally explore new ways of
constructing knowledge (Dilani, 2014). The current technology being
heavily researched as an educational platform is the World Wide Web
(WWW). The WWW which represents a platform for information storage and
dissemination can be accessed in minimum time, and this is very
important to the educational community. The fact is that the transition
from digital divide society to a global village information society
causes the traditional instructional model to be unable to cover the
instructional needs of modern societies. The globe is faced with a
transition from a static economy to a new knowledge driven economy.
Population
explosion and increasing admission request into schools in every region
of the world brought greater constraints on the resources of several
schools. For instance, there is problem of inadequate number of human
and material resources to cater for the education of the large
population. The population of school age citizen in most places has
grown tremendously to the extent that only a small percentage can be
offered admission (Akinyokun and Iwasokun, 2014). A new learning
environment needs to be created which will provide autonomy and
flexibility, establish contacts and easy communication between centres
of culture and knowledge, and facilitate easy access for all citizens of
a knowledge based society (Jain, 2016).Conventional classroom based
teaching involves the delivery of course lectures by the lecturer in a
particular place at a specific time. Hence it imposes a constraint of
time and place on both the instructor and the student. Due to the human
factor, the lecturer may not always be able to put the optimum effort
towards preparing and delivering course models. Direct interaction with
the student is not easy because of the large number of students needing
attention.
The remedy to this situation seems to be the learning
techniques that are based on modern technologies such as the Internet
and WWW combined with traditional classroom teaching. One of the ways
this can be achieved is through the use of virtual classrooms. A virtual
classroom is an environment conducive for learning, which takes place
in the cyberspace. It provides the tools that learners need and brings
together educators and learners to share information and ideas. The
virtual classroom is a special form of e-learning that finds relevant
applications in enriching the conventional learning methods. Nagarajan
and Wiselin (2010) opined that e-learning can be deployed using a wide
range of technologies and media.
The virtual classroom has its roots
in the study of computers in education such as computer-mediated
instruction and multimedia as an instructional tool. These broad fields
covered not only hypermedia, such as web-based hypertext, but also
non-internet instructional software design ranging from media school
surgery tutorials to interactive CD-ROM geography atlases. Many of the
issues facing these virtual classrooms, such as evaluation of interface
design, integration of computers into course design, and social issues
of computing are highly relevant to the design and use of internet-based
virtual classrooms.Present technologies enable the creation of virtual
classrooms using the Internet and its resources. For the educators and
trainees, a benefit of the Internet as platform for virtual classroom is
that the information that can be stored is almost limitless. One of the
contributions of Virtual Classroom (VCR) is the access to high quality
and flexible learning technologies (Jain, 2016). The information being
electronically stored can be accessed or downloaded by learners at their
own pace, thereby overriding the constraint of time and place
experienced in classroom based learning. The involvement of the distance
learning includes teaching using telecommunication tools, which
transmit and receive numerous materials through data, voice, and video
(Ssekakubo, Suleman, and Marsden, 2011). There is also an increased use
of virtual classrooms (online presentations delivered live) as an
online learning platform and classroom for a diverse set of education
providers. In addition to virtual classroom environments, social
networks have become an important part of e-learning (Nagarajan and
Wiselin, 2010).
Statement of the Problem
Conventional learning
(classroom learning) is normally fairly structured. It requires learners
meeting on a regular basis, at scheduled times on the same days each
week. This limits flexibility with work and other activities. Learners
generally must be in class to get the learning experience and to keep up
with requirements. Unless your instructors record lectures, in-class
instruction is not available after the class session is over. Students
who struggle to focus may also find classrooms and cohorts distracting
to their learning experience.
Furthermore, it is very obvious that
students tend to concentrate basically on the departmental compendium,
as a result, this gives them little knowledge of what is expected of
them, thereby impedes their performance when tested through mid-term
assessments or examination.Hence, the problem centers on effective
teaching and learning processes for the impacting and the advancement of
the students’ theoretical and practical knowledge.
Aim and Objectives of the Study
The
aim of this study is to design and implement an e-learning platform in
which the course materials are presented using the advantages of
multimedia and hypermedia. To achieve the stated aim, the following
specific objectives were laid out:
To enable instructors to upload learning materials for the students to access.
To provide the students with more learning materials (reference materials of the compendium).
To facilitate the interaction between instructor and students, and students to students (group study).
To enable learners to gain access to learning materials at their convenient time.
To enable learners to learn anywhere and at any time.
Scope of the Study
The
design of an e-learning platform is a very broad field, but this
research work focuses on the development of a platform where students of
this great faculty; School of Computer Science, Mathematics and
Information Technology (SOCSMAIT), can easily access reference materials
of the departmental compendium, can read, copy or print these
materials. Also students can download or watch videos of lectures
uploaded by the instructor. It also makes a provision for the students
to assess themselves after each studied course (objective-based).
Significance of the Study
Mobile learning provides the following significance:
The provision of course content to off-campus students.
The provision of feedback to off-campus students.
The provision of student support services to off-campus students.
Links to the World Wide Web (www) and other resources.
Student-to-student interactivity.
Student to tutor and Institution interactivity.
Limitation of the Study
To
be candid, many problems were encountered while carrying out this
research work. It wasn’t easy to get information relevant for this
research. The most important thing needed was reference materials of the
compendium of all the levels and departments of this faculty, this
required internet subscription which is very costly here in Benin, but
we were able to bypass it due to our hard work. Finally, due to the
programming requirement of the software, we lacked the programming
skills to get the work done, it cost us more time learning how to
program the software.However, efforts were made, towards retaining the
e-learning products quality, accomplishing of the projects objectives
and completion of the project within the specified period of time.
Definition of Terms
Mobile: With respect to technologies, ‘mobile’ generally means portable and personal, like a mobile phone.
Learning:
This is the act of acquiring new or modifying and reinforcing existing
knowledge, behaviour,skills, values, or references and may involve
synthesizing different types of information.
E-Learning: This can be
defined as any dissemination of educational knowledge over the internet.
It can be defined as the delivery of a learning, training or education
program by electronic means.
Conventional Learning: This means having education in the four walls of a school.
Mobile
Learning: The definition of mobile learning is still evolving and so
there are many definitions I existence. Techno-centric defines mobile
learning as learning that takes place with the aid of mobile devices.
CAL:
This stands for computer Assisted learning. It is an application
package that is designed to enable the user to learn a particular
subject through the provision of tutorial that may or may not be
accompanied by questions. CAL is popularly called tutorial software.
CAI:
This is an abbreviation of computer aided instruction. It is an
application package that is designed to enable the user to learn and/or
get acquainted with a specific subject or an aspect of life.
Website:
It is information of a particular people, individual, state, country
etc, made available to be seen or can download on the net.
Login: To
connect to the scale and make use of available information provided by
the designer within some range of specification.