DESIGN
AND IMPLEMENTATION OF E-LEARNING PLATFORMS FOR AN INTRODUCTION TO C++
PROGRAMMING LANGUAGE
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.
CHAPTER
ONE
1.0 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.
1.1 STATEMENT OF THE PROBLEM
It is very obvious that it is required of the computer
science students to be practically and theoretically sound so as to face the
challenges to be encountered in the labor market. Disappointingly, most of the
computer science students are not equipped as expected before lunching them
into the labor market.
Often time, the students are found to be the highest set of
customers patronizing most of the side “computer training institute” and in
turn, might not get the value of services they requested. This situation had
been ascribed to many claims, in most occasions, had been made by both students
and teachers on the pattern of teaching and learning respectively .for
instance, the students claim the greater percentage of the teachers have poor
teaching communication skills, and likewise the teachers blame the inadequate
teaching and learning facilities and/ or infrastructure as the reason for
ineffective learning.
Hence, the problem centers on effective teaching and
learning processes for the impacting and the advancement of the students’
theoretical and practical knowledge.
1.2 OBJECTIVES OF THE STUDY
Owing to the difficulties experienced during teaching and
learning processes, this project is aimed at implementing e-learning through
the development of a web site expected to be published over the internet, a CAL
application package that will be installed in a computer, and on e-book in
portal document format (PDF); this is to provide different remedy platforms for
the shortcoming found in the traditional teaching and learning procedures.
Focusing on the above, the objectives of the study are to
develop e-learning applications that are capable of:
1. Overcoming most factors affecting
effecting learning such as noise.
2. Creating a more interacting learning
process.
3. Enhancing the students practical
knowledge and broaden their theoretical knowledge.
4. Encouraging learning and mastering
of the individual topic contained therein.
5. Accommodating individual learning
style.
6. providing coherent instruction for
the selected subject topics
7. Promoting students concentration
during learning.
8. Accommodation learner’s unrestricted
learning schedule.
9. Promoting quick assimilation of
information.
10.
Providing
accurate and high quality content value.
1.3 SIGNIFICANCE OF THE STUDY
This project uses the combination of multimedia features,
little artificial intelligence features, and human –computer interaction
principles for the development of a web site for an online and implementation
offline implementation of e-learning. Both of the e-learning are designed for
the learning of c++ programming language at its introductory level.
These proposed e-learning avenues are deviations from the traditional teaching
and learning procedure, and as a result have their main importance as follows:
1. Cost of learning materials-could be
reduced significantly when compared to the cost of traditional learning
materials or the cost of conventional instructional system. This is, however,
accomplished in this project by providing free access with limited content
value to the user.
2. Effective learning of the subject
topic by the students- the traditional classroom methods have high tendencies
of responding to the many factors affecting effecting learning (see table 1 in
the appendix for more information). But with the adoption of e-learning, these
factors may exist with little or no impact on the learner. Hence, this project
is focused on developing e-learning application that will be captivating
through the provision of different learning platforms and skillful use of
multimedia which will lead to the enhancing of effective learning and reduction
of teachers teaching work load.
3. Reduction in the duration of
teaching and learning, and strengthening of teachers effort-according to some
research, the training time could be reduced up to sixty percent (60%) as
against the traditional classroom method using e-learning products. (khoo,
1994). These, in turn, increase the rate of knowledge assimilation and allow
the teachers to direct more effort on other areas where the students are
deficient. This is basically achieved in this project the use of certain
technological features such as the multimedia features.
Apart from these main importance of the study, other reasons
like protecting the students from assimilating wrong information passed on by
the quack, the inadequate learning and teaching materials, difficulties to have
access to information on time, and the general factors affecting effective
learning could take care of.
1.4 SCOPE OF THE STUDY
The proposed e-learning products are targeted for the
attainment of effective learning through the use of interactive presentations.
Further, the products are expected to be used by computer science students with
little or no pre-knowledge of c++ programming language. The product contents
are structured to accommodate novice in computer programming and their usage
are not limited to computer science students alone but to students of other
disciplines who wish to have basic fundamental knowledge on programming using
programming language.
In the development of the proposed products, certain
security consciousness likes piracy where moderately considered while some
security measures like password were implemented. Each of the proposed
e-learning products have different security requirement. On the side of the
e-learning application package, password usage was implemented for
discriminating the premium users from the free users. The internet application
is designed to have an open unrestricted accessibility; this is to boost
products awareness and marketing. The e-book is created in portal document
format (PDF) so as to ensure content authenticity. Nonetheless, the three
e-learning products do not implement any strong piracy security due to the fact
that day after day more sophisticated hardware and software are developed
which, in the contrary reason for their development and usage, used for
computer product piracy. Finally, the physiological and cognitive impact of the
proposed e-learning products on their users have their scope for achieving them
limited to the use of multimedia features and interface design. This is one of
the most important tasks required to be embedded in the products. In this
learning application package, this is accomplished through the use of help menu
and help animations, the internet application accomplishes the same task
through the use of hyperlinks, flash animations, and still images while the
e-book made use of hyperlinks and still images.
1.5 LIMITATION AND DELIMITATION OF
THE STUDY
Apart from the usual risk and limitation present in every
project due to time, scope, quality and financing, a major limitation arises
from the gathering of information or data from the concerned individuals with
fair and un-bias judgment of the proposed e-learning products. Many of the
individual, especially the expected users, were unwilling to give feedback on
the impact of the proposed products on them while some other will prefer to
give haphazard information which tantamount dirty data. In addition, the
tendency of receiving unfair and bias information and materials (which ranges
from reference materials to development support devices) required for
actualizing the proposed e-learning products specifications posed a great
impediment to the study. Nevertheless, in the attempt to overcome these
impediments, the research work of other scholars and practitioners were used in
conjunction with the result of my project research evacuation and analysis.
This approach is adopted to ensure accurate and good developmental practices
Considering the multi-tasking nature of the project, much
time and financial resources are required. Owing to this fact, specifications
of the proposed e-learning products were adjusted to suit the available
financial budget allocated to it and which is obtainable. 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.
1.6 DEFINITION OF TERMS
Software – a set of logical related program modules that are
given to the computer for the accomplishment of a specific task or asset of
task.
Program module – this is made up of one or more program
procedure, routine, function, or events that handle a definite task or set of
task.
Program procedure – a set of program codes that response to
a particular action such as click or could be called for execution from another
program procedure depending on its scope.
Program routine – see program procedure.
Program function – this is of ascribe to program procedure
that is used for accomplishing a specific task, especially mathematical operations,
whenever call for execution. See also program procedure.
Program event – see program procedure.
Program- a set of logical related instruction codes that is
given to the computer which enables it to perform a specific task or events.
Application – this is synonymous to application software or
application package. Application software is a class of software that runs on
an operating system and its design to handle a specified task related to any
human career.
Operating system – it is a set of logical related programs
which enables the computer to manage its resources. The resources which it
manages are hardware components.
System software – this is a class of software that are made
up of other suit of software designed to enable the computer handle its
resources and carry out some set of task. The system software comprises of
operating system, program translators, editors and utility programs.
Translator – this is synonymous to program translator or
language translator or programming language translator. This is software whose
function is to translate or transform program codes written in one programming
language level to another (from high level programming language code to low
level programming language codes). A translator could be an assembler, an
interpreter or a compiler.
Dirty information – this is also known as dirty data. It is
information that does not conform to the directives for its supply. Example:
supplying your date of birth as against date of employment using the title
finger instead of ring finger in a finger print which requires ring finger.
High level programming language – this is a class of
programming language that is much closer to human language. It requires program
translator for its codes to make meaning and be executed by the computer.
Examples of high level programming language are BASIC, JAVA, HTML, C++ and
PASCAL.
BASIC – this is a high level programming language, is very
simple and less difficult to learn and use. It can come in the form of command
oriented programming language e.g. QBasic or could come in the form of object
oriented programming language e.g. visual basic.
HTML – this is one of the programming languages which could
be used for developing web documents.HTML stands for hypertext markup language.
Other languages that could be for web development are XML (extended markup
language) and XHTML (extended hypertext markup language).
Programming language – this is a set of operation of
grammatical rules (syntax or protocol) use for written and developing
instructional codes given to the computer for task performance.
Programming language application software – this is
application software designed to allow the user write and develop program
and/or application using a particular programming language. For instance,
visual Basic programming language.
Interpreter – this is a kind language translator that
translates high level programming codes equivalent and at the same time
executes the program codes line after line, this is achieved if and only if the
line of code is error free.
Compiler – this is a kind of language translator that
translates high level programming language code into its low level programming
language codes equivalent and makes it executable only if this entire program
code is error free.
Low level programming language – this is a class of
programming language that requires language translators for it to be
understandable by the computer. This class of programming language has the
characteristics of machine independency, easer to debug and comparatively show
during program execution. Example, Basic, FORTAN, java, Pascal, C, C++ among
others.
Debug – this refers to detecting and correcting or removing
errors contained in a source program.
Source program – this is a set of program codes that
contains the instructions and response to events. It is usually used in guiding
the computer on the reaction to take place or the specific task to carryout for
a given action. The source program codes are usually executed by the computer
and are not to be seen by the user especially if the target program is
application software.
User interface – the environment that is seen by the
end-user of application software which allows the end-user to make use of it.
Event – An action that is made by the computer system though
its input devices or software.
Object code – codes that are displayed as a result of
executing the sources program or the source codes. Object codes are displayed
on the user interface.
Media – these are those things, materials or tools used for
storing and delivering of information or data. Media can also imply channels,
links or materials that convey data or information.
Learning media – learning materials that convey information
to a student or from which a student can extract knowledge from. Example,
textbooks novels, among others.
Multimedia – as applied to this project, it is media and
content that uses a combination of different content forms.
Contents – information and experiences that may provide
value for end-user.
Content form – this refers to the way information or content
is been presented. The different features of the multimedia forms its content
forms. Example audio, video, text, among others.
Content value – this refers to the usefulness of information
contained in media.
End-user – also known as user. this is an individual or an
organization that make use of finished product or for whom a product is
designed and developed.
Hardware – this is a physical component of a computer that
could be touched or felt. Example visual display unit (VDU).
CAL – this stands for computer Assisted learning. It is an
application package that is designed to enable the user learn a particular
subject through the provision of tutorial that may or may not companied by
questions. CAL is popularly called tutorial software. CAL is very close to CAI
and could be used interchangeable, but in some cases, might not mean exactly
the same.
CAI – this is an abbreviation of computer aided instruction.
It is an application package that is designed to enable the user learn and/or
get acquainted with a specific subject or an aspect of life.CAI, in most cases,
is a simulation of real life event or true appearance of the subject for which
for the user is to be educated on. Most CAI comes in the form of examination
preparatory tutorials like TOEFL (test of English as a foreign language) and
safety training tutorials like military combat training. Computer game is not
always regarded as a CAI application rather entertainment application software.
Project – this is finite endeavor having started and
completion dates undertaken to create quantifiable product. It is made up of
series of job to be completed individually within the time duration allocated
such a project.
Project completion time – those resources or inputs that are
required for accomplishing a project. The major project resources are human
materials and financial resources.
Data collection – the act of gathering information or data
from different sources within the problem defined set. Data collected are processed
and the information used for validating the proposed product of the project.
Problem defined set – the population set for which an
evaluation must be made to verify the impact of the proposed product. For
instance, the problem defined set for this project are the students
(especially, the computer science students) and instruction ( the instructor
who wishes to introduced to C++ programming language).
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