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PROJECT TOPIC: DEVELOP A SYSTEM FOR REGENERATING REUSABLE OBJECTS IN AN E-LEARNING ENVIRONMENT USING OBJECT ORIENTED PARADIGM
Department: Computer Science
FORMART: MS WORD
PAGES: 90 pages, abstract, chapter 1-5 , APENDIX A source code and APENDIX B output, well reserached and supervised
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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, and other human related activities are very obvious within the university environs which has led to many problems in e-learning environment such as object reuse. This research work focused on developing a system for generating reusable objects in an e-learning environment in order to overcome the limitations of computing and learning capability and storage capacity that are inherent in conventional learning system. The expected result for this work is focused on creating an e-learning system that can generate reusable objects in an e-learning environment. The system is designed in Object-oriented manner following a bottom–top design adopting a Dynamic System Development Model Methodology (DSDM). The system was designed and implemented using object-oriented programming language PHP and MySQL as Database Management System. This work could be beneficial to the University of Port-Harcourt if adopted and to any other organizations that deals with learning objects.
1.1 Background of the Study
Since the advent of personal computer, digital technologies have of course become increasingly common in education both in distance and classroom-based education and training settings especially in e-learning environment. However, these technologies have typically been applied in adhoc and divergent forms.
Digital learning material was originally introduced as large monolithic pieces of data, mainly with the intent of facilitating access across internetworks including the Internet. More recently developers saw reuse as an important goal and the concept of a learning object (LO) was then introduced as a major research and development area. A learning object is “any entity, digital or non-digital, that may be used for learning, education or training” Ramesh, (2007). LOs were intended to bring with their use, the ability to represent learning Material in discrete, small, independent pieces which could be used and reused in various situations with other pieces of learning material. This idea was well used in the software engineering world in the context of modular design and programming and more importantly object oriented design and programming. 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 colourful pictorial presentations of information among others,Claudine A, & Ezra M, (2010). Education, in its entirety is a time independent concept. However, as time goes by, introduction of new requirements and tools can alter its appearance, or create new forms of which has been acquired over the years through classroom which is the traditional or conventional system of learning. The term e-learning has often witnessed the introduction of revolutionary technologies (such as radio, television and mobile devices) using learning objects that promised to be radically alter the way people teach and learn. A learning object is defined as "a collection of content items, practice items, and assessment items that are combined based on a single learning objective". Although the term originates from “object-oriented” programming, its use is completely different in eLearning, and has definitely nothing to do with programming languages and code. ELearning professionals should think of learning objects as small sharable “knowledge packages” that include all related learning material needed to cover a specific learning objective of the eLearning course. Allen et al, (2010).
The greatest benefit of working with learning objects is, without any doubt, reusability of objects. E-learning, as a part of the wider domain of Virtual