Design And Implementation Of An Online Multi Media-Based Electronic-Learning System For Post Primary Educational Institutes

Project and Seminar Material for Computer Science and Computer Engineering

Design And Implementation Of An Online Multi Media-Based Electronic-Learning System For Post Primary Educational Institutes


Abstract


This paper presents a case study of an audio-visual learning system for students in Yaba College of Technology. The system consists of two software applications that are used as output design of the system. The software application is designed to store and display text titles for the allocation and displaying of text animation, which is the output listing of the new system. This system is mainly designed to handle the problem encounter by the students and clearly, there is a need for independent, statistically reliable research on the use of e-learning in organizations. This project investigate some problems identified with students achieving learning outcomes, which are mainly due to high student numbers, environmental factors, and limited available workshop time. This study is based on the theory-based design framework for E-learning that emphasizes the systematic and transformative interaction between pedagogical models, instructional strategies, and learning technologies consequently allowing the E-Learning developer or instructor to adopt a grounded design approach.


Chapter One


Introduction

1.1 Background of Study

Learning is the act of acquiring new knowledge or skills of some things around either by experience or been taught by someone. Leaning do take place in many places like home, school or even in the community (i.e. museums, libraries, art galleries e.t.c.). Lecturers and teachers use learning materials like textbooks, maps, video and audio tapes, computer software, kits and toys to support teaching and learning activities at school. There are three main types of learning styles which are:

  • Auditory (to hear)
  • Visual (to see)
  • Kinesthetic. (to touch)

Learning with the combination of these three types of learning would have been a perfect way to learn, but everybody is different especially here in Nigeria were most students in different schools learn majorly by hearing and seeing. Although some school like Yaba college of Technology majorly use Auditory and Visual learning method. Kinesthetic learning being the third type of learning is only done once in a while with the students which affects the learning process (i.e. the practical class) of the students in the institution.

Learning is influenced by many factors such as attention, motivation and emotions as well as learners characteristics like prior knowledge, cognition and intellectual capabilities. Some other factors that will motivate the students to learn are listed below

  • Learning skills
  • Past experience of learning
  • Teaching style
  • Personal learning style

1.2 Statement of Problem

This project investigate some problems identified with students achieving learning outcomes, and this problems are mainly due to over population of the student, environmental factors and limited available workshop time, especially in Yabatech were most student find it very difficult to understand what the lecturer is trying to explain due to the over population of the students in the lecture room. For example, most student that offers Pc upgrade and maintenance as part of the courses in an ND (national diploma) program in Yaba College of Technology finds the course difficult to understand and also the environmental factor (i.e. electricity and hot temperature).


1.3 Objectives of the Study

The major objective of this project is to see the effectiveness of the use of audio visual learning system i.e. learning system that makes it easier for the students to learn when they come across some of the topics been treated in class. Some other objectives are list below.

  1. To make learning available anytime, anywhere with the use of mobile phones, laptops e.t.c.
  2. To improve students’ performance
  3. To link practical training with knowledge of textbook
  4. To reduce learning cost
  5. To reduce the need for classroom lecture

1.4 Benefits of the Study

The benefit of using e-learning system is to allow students to work and learn at their own pace without the unyielding time restriction of traditional learning. This is because e-learning provides access to learning materials at any time, which will help the student to schedule there time around families, job and other activities. This can be achieved by having a resource such as video demonstrations, which will be available on their device (i.e. phone and laptop) so that the students can have access to it wherever they are, in the workshop, in their classroom, at home or on site.

Below are some other benefits of using audio-visual learning system in the department

  • Sharing of ideas
  • Instructors accessibility
  • Providing 24/7 accessibility to course materials
  • Helpful for instructors
  • Development of skills
  • Student – Teacher interaction

1.5 Scope of the Study

The scope of this study is on the creation of audio-visual system to assist students in learning courses offered in Computer science department.


1.6 Methodology

The methodology used in this project is based on the software development techniques using the web technology and audio-visual tools. This system will be developed using the following tools listed below:

  1. A Corel video studio software application will be use to help us to trim, crop and also edit the video track.
  2. A software application will be developed for watching the tutorial using php.
  3. A digital camera will be used to record the audio-visual tutorial

1.7 Definition of Terms

Below are the words and terms use in the write-up of the project

Optimize:

To make something function at its best effective, or use something at its best advantage

Digitize:

To convert an image, graph, or other data into digital form for processing on a computer

Auditory:

This is the process of hearing

Visual:

Ability to see with the eyes

Pedagogical Frameworks:

Describe the broad principles through which theory is applied to learning and teaching practice.

Models of E-Learning:

Describes where technology plays a specific role in supporting learning. These can be described both at the level of pedagogical principles and at the level of detailed practice in implementing those principles.

E-Learning:

Electronic learning, learning through an electronic interface.

Learning Style:

How a learner prefers to learn.

Learning Theory:

Theoretical model of human’s learning process.

Virtual Learning Environment:

Software which acts as a platform where learning material is shared.


Chapter Five


Conclusion and Recommendation

5.1 Summary of the Research Work

Designing effective and meaningful E-Learning requires a grounded design approach. The E-Learning developer or instructor must have a reflexive awareness of the theoretical basis underlying instructional design and the ability to link theory to practice in a systematic manner. This project presented a theory-based design framework for E-Learning that emphasizes the systematic and transformative interaction between pedagogical models, instructional strategies, and learning technologies consequently allowing the E-Learning developer or instructor to adopt a grounded design approach. We began our assessment of the impact and effectiveness of e-learning by identifying the expected benefits of e-learning.

These included the ability to:

  1. Provide consistent, world-wide training
  2. Reduce delivery cycle time
  3. Increase learner convenience
  4. Reduce learner information overload
  5. Improve tracking
  6. Lower expenses.

5.2 Problem Encounter

This project definitely had its share of challenges. At the initial stage, there were a number of technical challenges involved with the windows and the visual basic software. Firstly, the visual basic software had numerous issues while being run on computer system. This was solved by uninstalling the software application and later installs it back. The main implementation challenge was the practical aspect where we had to do the video tutorial several times due to the bad weather condition and the camera used in the recording of the video tutorial. This was something that needed to be fixed and resulted in getting another camera and change of environment.


5.3 Suggestion

This project definitely investigate whether using electronic devices to view instructional video demonstrations can facilitate students to achieve the practical learning outcomes for assembling a computer system and if so to what extent. It is hoped that the students will have a full understanding of the topic from the initial information session in their various classes. Cohen et al. (2002) explain the different assumptions underlying informed consent saying that it is the researcher’s responsibility to ensure that;

  1. The students must be competent to make an informed decision to participate;
  2. They must do so voluntarily;
  3. They must be fully informed of all aspects of the study
  4. They must fully comprehend the nature of the study.

It is also suggested that the media player application needs some other new features enhancement to make it easier to operate and also user friendliness. Below are the lists of some feature enhancement that are suggested by the students:

  1. Capturing the image from playing video file when using mobile phones.
  2. Changing format of media file.
  3. Supports for compressing media file.
  4. Playing file backwards with multiple speeds.
  5. Live broadcast over Internet
  6. Zooming in and out video file.
  7. Supports for capturing media device.
  8. Cutting the media files into small sub media files
5.3.1 Recommendation

In this audio-visual learning system that was design, there are some set back that will require improvement because it does not meet all the objectives started in chapter one, due to some reasons. We therefore recommend that if there is going to be any modification, visual basic 2008 or the latest version should be used, because of the lack of some features in the visual basic 6.


5.4 Conclusion

In relation to learning outcomes, we concluded that e-learning can have better outcomes than ordinary classroom instruction. It is however, interesting to note that those individuals with higher computer self-efficacy seem better suited to e-learning. There was limited evidence of behavioral change as a result of e-learning, i.e. the application of what has been learnt. However, what was provided was positive in relation to e-learning. Finally, we examined the organizational results of e-learning in the form of cost savings. The anecdotal evidence seems to suggest considerable savings are possible; however, along with Welsh et al., (2003), we conclude that savings could be made if there were a lot of dispersed employees to train, and if the training were to bere-used. Universities can no longer ignore e-learning. Computers and the Internet have become an integral part of higher education. How effectively these educational tools will be used to enhance the learning process depends on building an e-learning strategy that not only optimizes the use of technology to create convenience for learners but also addresses important pedagogical issues in the information age.


5.5 Further Research

This system was mainly designed to handle the problem encounter by the students and clearly, there is a need for independent, statistically reliable research on the use of e-learning in organizations. Rectifying this gap in the data could be done by including a question, or even better questions, about other better ways of learning in their organization. At a micro-level, case study research could greatly increase our understanding of how e-learning impacts on behavior, and what methods are effective for generating positive outcomes.


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