ABSTRACT
The tremendous impact of electronic technology (like computer and computer embedded devices, computer networking, artificial intelligence, multimedia among others) on the human psychological capabilities productivity, intellectuality and other human related activities are very obvious. The quest and virtual implementation of computer in all the fields of human endeavor increases with its inevitable impact, these impacts are on its increase due to the need for high quality and timely response. Therefore, this project titled, “Design and implementation of e-learning platforms for an introduction to C++ programming language”, is aimed at exploring and incorporating some of these sophisticated technologies for the development of electronic tutorial materials. This work examines and explains the step-by-step procedure for accomplishing the development of the proposed software products, the attainment of the goals and necessary requirement for their implementation. It considers and discusses the impact of the proposed products on the targeted end-users. This project is implemented using HTML, Microsoft asp.net and SQL Server for the online learning platform tutorial application package, and an e-book.
LIST OF TABLES
Table 1: Response to Certain Factors Affecting Effective
Learning- E-learning versus Traditional
Teaching and Learning
Table 2: The Sample Content of the Interview Proceedings
Table 3: System’s Requirement for Software of the individual
Proposed E-learning products
Table 4: System’s Requirement for the Hardware of the
Individual Proposed E-learning Products
LIST OF FIGURES
Figure 1: Effective Learning Impact – Procedures and Factors Affecting It
Figure 2: Desirable new teaching model
Figure 3: Traditional role of the Teacher (N.Paine)
Figure 4: Off-line Evaluation Form
Figure 5: Bar Chart of the three major study groups showing their response
Towards the adoption of e-learning
Figure 6: Data Flow Diagram for the online data collection and preparation
Figure 7: The Password User Interface within the Main Window
Figure 8: The Source Code of the Password User Interface within Main Window
Figure 9: General Collection of the Data for the Updating of the E-learning
Products
Figure 10: Program Flow Chart for locating and accessing the C++ Tutorial
Web Page and its subordinate web Pages in the Web Base Tutorial
Figure 11: Program Flow Chart for Loading and Accessing the CAL
Figure 12: Program Flow Chart for accessing the Content of the E-book
TABLE OF CONTENTS
Title page
Approval page
Dedication
Acknowledgement
List of tables
List of figures
Table of contents
Abstract
CHAPTER ONE: INTRODUCTION
1.1 Background of the study
1.2 Statement of the problem
1.3 Objectives of the study
1.4 Significance of study
1.5 Scope of the study
1.6 Limitation and delimitation
1.7 Definition of terms
CHAPTER TWO
REVIEW OF RELATED LITERATURES
2.1 Introductions
2.2 The traditional teaching and learning procedure, and some of its weakness
2.3 What is e-learning/the e-learning procedure?
2.4 challenges affecting the effective implementation of e-learning
2.5 possible remedies to the aforementioned challenges affecting the effective Implementation
2.6 concept of computer programming
2.7 C++ programming language
2.8 Benefit of C++ programming language In E-Learning Design
CHAPTER THREE: SYSTEM ANALYSIS AND DESIGN
3.1 Introduction
3.2 Feasibility study
3.3 Methods of data collection
3.4 Data preparation
3.5 Program structure
3.6 File maintenance module
3.7 Main menu specifications
3.7.1 Output specification
3.7.2 Input specification
3.7.3 File/database specification
CHAPTER FOUR: SYSTEM IMPLEMENTATION
4.1 Introductions
4.2 Justification of the programming language
4.3 Program flow chart
4.4 System requirement
4.5 Implementation details
4.5.1 Coding
4.5.2 System testing
4.5.3 Program documentation
4.5.4 Changeover procedure/product implementation
4.5.5 Training and re-training of staff and students
CHAPTER FIVE: SUMMARY, RECOMMENDATIONS AND CONCLUSIONS
5.1 Summaries
5.2 Recommendations
5.2 Conclusions
REFERENCES
APPENDIX
CHAPTER ONE
1.1 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, all not learning process is considered to be effective. Effective could be assumed to had been achieved if about hundred percent (100%), of the population lectured assimilate the knowledge and/or ideas across; this is quite different when the population size is very high and there is existences of certain un-conducive learning conditions such as noise, poor ventilation, and extreme temperatures.
For effective learning to take place, it is dependent on many factors. In most cases, these factors arise from the teachers, the students, the teaching and learning media or materials, and the learning environment with its structures. For instance, if a teacher lacks communication skills and techniques, the students, will find it difficult to comprehend, if the necessary media or materials required for teaching and learning is not provided or if the provision is inadequate, the understanding of the subject topic or issue been discussed might be impaired. In addition, the duration for teaching and learning, the rate of understanding and individual learning style effect the assimilation of knowledge by the students; and may have impact on the extent to which the teacher covers the teaching scheme. These factors will, certainly, hamper the effective teaching and learning by the teacher and by the students respectively (see figure 1 in appendix).
Most especially, the factors affecting effective learning is pronounced in learning aspects where intensive or much practical approach is required for the impacting of knowledge to the students. For example, in computer science much practical knowledge is required especially in computer networking, computer programming, and computer maintenance. The practical equipping of students are been affected by certain factors such as the duration for practical teaching and learning, inadequate computers, availability of computer laboratories, and poor power supply among others. As a result it is generally observed that most computer science students with little or no practical knowledge engages the service of the road side “computer training institute” due to the fact that it is not financially intensive and there is great need for the services, this approach, by such student has high tendency of impacting wrong knowledge on students especially on the terms and explanation of concept s found or used in the computer science world. Therefore, there is the need to reduce this different situation and ensure that the practical standard required of the students is attained.
The progress made in the computer world through the development of sophisticated hardware, software, and other technologies could be employed for the remedy of the situation. 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 (CAI), computer aided instruction(CAT), 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. Finally, the case study computer science department, federal polytechnic nekede, owerri is selected due to its proximity.
1.2 STATEMENT OF THE PROBLEM
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Table of Contents