Building A Final Year Project On Social Network Platform: Challenges and Opportunities
Building A Final Year Project On Social Network Platform: Challenges and Opportunities
Building A Final Year Project On Social Network Platform: Challenges and Opportunities
2, April 2013
I. INTRODUCTION
In recent years, online social networks has been grown and
spread significantly, particularly among the college students.
According to the research findings, near 90% of
undergraduate students in the United States using at least one
social network platform on a regular basis [1]. Social
networks such as Facebook and MySpace are now among the
top ten visited websites on the Internet [1].
Obviously, students have now taken their real-world social
networks to the virtual world. Furthermore, these major
platforms offer developers sources and tools to create
applications by leveraging the underlying social graphs. With
the introduction of these third-party applications, an increase
in the social network traffic has been observed [1]. Given the
increasing of penetration rate among users, applications
running on these social platforms will continue to serve as
one major reason of people using the networks.
On the other hand, virtual learning environments have
received great attention. Classrooms and laboratories of
Manuscript received September 20, 2012; revised January 13, 2013.
G. Wong is with the Department of Mathematics and Information
Technology, The Hong Kong Institute of Education, Hong Kong, China
(e-mail: [email protected]).
W. Hui and S. Yuk were with the Community College at Lingnan
University, Hong Kong, China.
DOI: 10.7763/IJIET.2013.V3.264
International Journal of Information and Education Technology, Vol. 3, No. 2, April 2013
D. Indicative Content
The course is centered on an individual/small group
project, chosen by a student or a student group, which solves
a business or technical problem. The project essentially
reinforce the use of a variety of software tools and hardware
platforms in a problem solving context, as well as further
developing the students problem solving abilities.
E. Teaching Method
Project specifications are normally developed by students,
with the assistance of their supervisors. Projects can be
implementation based and/or feasibility study type. It should
address a significant business or technical problem and
students are expected to develop a commercially realistic
solution. Projects can be carried out on an individual basis or
by small groups, provided the level of complexity warrants it
and the group can demonstrate cohesiveness. Each project is
allocated a supervisor, who is timetabled to meet the
student(s) once every week. In addition, students are
timetabled for laboratory work every week, during which a
tutor will be available for advice and assistance, and students
are expected to carry out their project work in this and their
private study time. Students are required to present and
submit their project report at the end of the course for
assessment.
F. Measurement of Learning Outcomes
1) Students take part in projects to apply and integrate the
knowledge they have learned from the courses. Students
will learn that careful preparation is necessary to have
satisfactory results. Moreover, presentation will be
required to ensure that the specified objectives have been
met.
2) Problem-solving skills are developed through applying a
range of techniques and ideas in handling real-life
problems. Students are encouraged to think
independently, and to apply appropriate control
measures in accomplishing specific tasks.
3) The teaching / learning methods enumerated above will
create a learning environment in which the students play
an active role. To achieve this, students will be
encouraged to adopt an active knowledge-seeking
attitude and to build up confidence in their own ability to
communicate and work with others.
Below is a list of grading breakdown for each component,
1) Project proposal (5%)
2) Interim report and Presentation (15%)
3) Final Project Report (70%)
4) Final Oral Presentation (10%)
International Journal of Information and Education Technology, Vol. 3, No. 2, April 2013
A. Objectives
The objective of this project is to build a virtual classroom
game (VCG) on the Facebook to simulate the learning
environment as in classroom. Teacher can deliver both
synchronous and asynchronous instructions to students on
the platform. Students come to the school and choose which
class they want to attend. Student can interact with each other
on the virtual classroom to carry out regular teaching and
learning activities such as group discussion, quiz, timed
competitions, and collaboration on tasks. Within the VCG,
students can choose to participate in outside classroom
games. Frequent participation can generate higher points on
student records. In addition, they may come into teachers
office and discuss matters individually with advices.
International Journal of Information and Education Technology, Vol. 3, No. 2, April 2013
VI. CONCLUSION
In this paper, we summarize the final year project teaching
and development experience in the sub-degree levels.
Building the Virtual Classroom Game (VCG) on the
Facebook is fun but challenging. The challenges and
opportunities are discussed and provided in this work
targeting for sub-degree colleges particularly. Based on this
experience, FYP continues to be recommended and
conducted even for sub-degree students as long as the
instructors can evaluate and observe the proposed guidelines
in this paper.
REFERENCES
A. Nazir, S. Raza, and C. N. Chuah, Unveiling Facebook: A
Measurement Study of Social Network Based Applications, in Proc.
ACM IMC08.
[2] H. Rajaei and A. Aldhalaan, Advances in Virtual Learning
Environments and Classrooms, in Proc. ACM on Communications
and Networking Symposium, 2011.
[3] M. Bower, Virtual Classroom Pedagogy, in Proc. ACM SIGCSE06.
[4] H. Koppelman and H. Vranken, Experiences with a Synchronous
Virtual Classroom in Distance Education, in Proc. ACN ITiCSE08.
[5] K. M. Dawson-Howe, Organization of Final Year Projects, in ACM
SIGCSE Bulletin, vol. 28, no. 3, September 1996.
[6] B. Olsson, M. Berndtsson, and B. Lundell, Running Reserch-Oriented
Final Year Projects for CS and IS Students, in Proc. ACM SIGCSE03,
Reno, Nevada, USA, February 19-23, 2003.
[7] H. A. James, K. A. Hawick, and C. J. James, Teaching students how to
be Computer Scientists through student project, in Proc. ACM on
Computing education, vol. 42, 2005.
[8] E. Valderrama, M. Rullan, F. Sanchez, C. Mans, F. Gine, L. Jimenez,
and E. Peig, Guidelines for the final year project assessment in
engineering, in Proc. ACM ASESS/IEEE Frontiers in Education
Conference, 2009.
[9] Global
Virtual
Classroom.
[Online].
Available:
http://www.e-lecta.com/default.asp
[10] eLecta
Live.
[Online].
Available:
http://www.virtualclassroom.org/index.html
[1]
204
International Journal of Information and Education Technology, Vol. 3, No. 2, April 2013
computing, wireless communication and networks, wireless multimedia
sensor networks (WMSN), wireless network coding, wireless
quality-of-service (QoS) provisioning for mobile multimedia networks,
energy efficiency optimization, and mobile IPTV.
205