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Final Report For Deffense

This document describes an e-learning platform project submitted for a Bachelor of Science degree. It includes declarations signed by the student and approval signed by the supervisor. It lists examiners for the project and provides acknowledgements, dedication, and an abstract. The abstract introduces an e-learning platform called "Remotely" that provides a remote learning experience using modern technologies like React, Redux, Express, and MongoDB. It includes tables of contents, figures, and tables. It describes the project's requirements, design including use case model, dataflow diagram, and ER diagram.

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0% found this document useful (0 votes)
31 views39 pages

Final Report For Deffense

This document describes an e-learning platform project submitted for a Bachelor of Science degree. It includes declarations signed by the student and approval signed by the supervisor. It lists examiners for the project and provides acknowledgements, dedication, and an abstract. The abstract introduces an e-learning platform called "Remotely" that provides a remote learning experience using modern technologies like React, Redux, Express, and MongoDB. It includes tables of contents, figures, and tables. It describes the project's requirements, design including use case model, dataflow diagram, and ER diagram.

Uploaded by

rony16
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 39

E- Learning Platform

Jamatul Islam

PROJECT SUBMITTED IN FULFILLMENT OF THE DEGREE OF


BACHELOR OF SCIENCE IN COMPUTER SCIENCE & ENGINEERING

FACULTY OF COMPUTER SCIENCE & ENGINEERING

PATUAKHALI SCIENCE & TECHNOLOGY UNIVERSITY

3rd September 2023


DECLARATION

I, Jamatul Islam declare that this web-based project titled “E-Learning Platform”
submitted to the Patuakhali Science and Technology University, for the award of the
Bachelor of Science in Computer Science and Engineering degree is my original work. I
have not plagiarized or submitted the same work for the award of any other degree. In case
this undertaking is found incorrect, I accept that our degree may be unconditionally
withdrawn.

1
LETTER OF APPROVAL

This is to certify that the project titled "E-Learning Platform" submitted by Jamatul
Islam (ID: 1702066) under the faculty of computer science and engineering of Patuakhali
Science and Technology University has been accepted as satisfactory for the partial
fulfillment of the requirements for the Degree of Bachelor in Computer Science &
Engineering.

Approval of the Supervisor

Md Mahbubur Rahman

Assistant Professor

Department of Computer Science and Information Technology (CSIT)

Faculty of Computer Science and Engineering

Patuakhali Science and Technology University

2
Board of Examinee

Signature : _______________________
Name of the Supervisor : Md Mahbubur Rahman
Assistant Professor, Department of CSIT

Signature : _______________________
Name of Internal Member : Mohammad Jamal Hossain
Professor, Department of CSIT

Signature : _______________________
Name of Internal Member : Dr. Md. Abdul Masud
Professor, Department of CSIT

Signature : _______________________
Name of Internal Member : Chinmay Bepery
Professor, Department of CSIT

Signature : _______________________
Name of External Member : Dr. Md. Samsuzzaman
Professor, Department of Computer and Communication Engineering

Associate Professor, Department of EEE

3
ACKNOWLEDGEMENT

We would like to express our sincere gratitude and appreciation to Md Mahbubur Rahman,
our esteemed course supervisor, for his invaluable guidance, support, and encouragement
throughout the development of our project "E-Learning Platform". His extensive
knowledge, expertise, and willingness to share his insights and experience have been
instrumental in the successful completion of this project. He provided us with constructive
feedback, valuable suggestions, and timely assistance that helped us to overcome
challenges and achieve our goals. We would also like to extend our thanks to the Faculty
of Computer Science and Engineering at Patuakhali Science and Technology University
for providing us with the necessary resources and facilities to carry out this project. Lastly,
we would like to express our heartfelt thanks to all the individuals who contributed to this
project, including our respected teachers, classmates, and family members, for their
unwavering support and encouragement.

Thank you all for your contributions and support in making this project a success.

With Best Regards,


Jamatul Islam

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DEDICATION

We would like to dedicate this project to our beloved parents and family members who
have always been our source of strength, inspiration, and motivation throughout our
academic journey. Their unwavering love, support, and encouragement have been
instrumental in shaping us into the individuals we are today. We are forever grateful for
their sacrifices, guidance, and support, which have enabled us to reach this milestone in
our academic journey. We dedicate this project to our beloved parents and family members
as a token of our appreciation and gratitude for their endless love and support. We hope
that this project will make them proud and inspire them to continue supporting us in our
future endeavors.

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ABSTRACT

The rise of remote learning has brought about a profound shift in education, enabling
individuals to access knowledge and skills from the comfort of their own spaces. This
abstract introduces an e-learning platform named “Remotely” which provides a remote
learning experience.

"Remotely" is an modern e-learning platform designed to provide an exceptional and


seamless remote education environment. It leverages the power of technology to connect
learners, educators, and organizations, redefining the way education is delivered and
received.

This platform is built with the modern cutting edge technologies like React, Redux,
Express, Mongodb, Cloudinary to provide learners the best experience possible.

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Table of Contents

Contents
DECLARATION................................................................................................................i
LETTER OF APPROVAL................................................................................................ ii
Board of Examinee...........................................................................................................iii
ACKNOWLEDGEMENT............................................................................................... iv
DEDICATION...................................................................................................................v
ABSTRACT..................................................................................................................... vi
Table of Contents........................................................................................................... viii
Table of Figures................................................................................................................xi
Table of Tables................................................................................................................ xii
CHAPTER-1......................................................................................................................... 1
1. INTRODUCTION......................................................................................................1
1.1 Introduction............................................................................................................ 1
1.2 Motivation.............................................................................................................. 1
1.3 Project Introduction:............................................................................................... 2
1.3 Existing System…………………………………………………………………………..2
1.4 Updated system:...................................................................................................... 2
1.5 Objectives:.............................................................................................................. 4
CHAPTER-2..........................................................................................................................5
2. LITERATURE REVIEW OF PROJECT................................................................... 5
2.1 Introduction............................................................................................................. 5
2.2 Literature Review Process...................................................................................... 6
2.3 2.4 Literature Review Aims and Methods.............................................................. 6
CHAPTER-3..........................................................................................................................8
3. METHODOLOGY..................................................................................................... 8
3.1 Introduction ............................................................................................................ 8
CHAPTER-4........................................................................................................................ 10
4. SOFTWARE REQUIREMENT SPEICIFICATION............................................ 10
4.1 The proposed platform has following requirements.............................................10

CHAPTER-5........................................................................................................................11
5. SOFTWARE DESIGN............................................................................................. 11

8
5.1 System Design of this E-learning Platform....................................................... 11

5.2 Non Relational Database:..................................................................................... 12


5.3 Project Planning::.................................................................................................13
5.4 Project Scheduling:..............................................................................................13
5.5 Use Case Model of the Project: ........................................................................... 14
5.6 Dataflow Diagram:............................................................................................... 15
5.7 ER Diagram: ........................................................................................................ 16

CHAPTER-6........................................................................................................................ 18
6. TECHNOLOGY....................................................................................................... 18
6.1 Frontend Technogies............................................................................................. 18
6.2 Backend.................................................................................................................19

CHAPTER-7........................................................................................................................ 21
7. SCREENSHOTS..................................................................................................... 21
CHAPTER-8........................................................................................................................ 26
8. CONCLUSION.........................................................................................................27
8.1 Introduction........................................................................................................... 18
8.2 Project Outcomes.................................................................................................. 19
8.3 Future Works..........................................................................................................19

REFERENCES.................................................................................................................... 28

Table of Figures

Figure 1 – Application Architecture with MongoDB 12


Figure 2 -Project Scheduling 13
Figure 3 - Use Case Diagram 15
Figure: 4: Data Flow Diagram 16
Figure 5: Er Diagram 17

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CHAPTER-1
1. INTRODUCTION

1.1 Introduction
In a world driven by technology and characterized by constant learning, our eLearning
application emerges as a transformative platform designed to revolutionize the way
individuals acquire knowledge. This application redefines traditional education by
harnessing the power of digital connectivity to offer a dynamic and personalized learning
experience. By seamlessly integrating interactive content, engaging multimedia, and
adaptable learning pathways, our eLearning application empowers users to embark on a
journey of discovery and growth tailored to their unique preferences and schedules. This
introduction provides a glimpse into the innovative features and opportunities that await
within our eLearning application.

1.2 Motivation
The primary motivation comes from the Corona Pandemic when traditional learning
systems were broken. Other motivations are its advantages, which is huge.

1.1 ADVANTAGES OF E- LEARNING

1. Effectiveness: - E-learning offers teachers an efficient way to deliver lessons to


students. Online learning has a number of tools such as videos, PDFs, podcasts,
and teachers can use all these tools as part of their lesson plans. By extending the
lesson plan beyond traditional textbooks to include online resources, teachers are
able to become more efficient educators.

2. Accessibility Of Time and Place: - Another advantage of online education is that it


allows students to attend classes from any location of their choice. It also allows
schools to reach out to a more extensive network of students, instead of being
restricted by geographical boundaries. Additionally, online lectures can be
recorded, archived, and shared for future reference. This allows students to
access the learning material at a time of their comfort.

3. Affordability: - Another advantage of online learning is reduced financial


costs. Online education is far more affordable as compared to physical learning.
This is because online learning eliminates the cost points of student
transportation, student meals, and most importantly, real estate. Additionally,
all the course or study materials are available online, thus creating a
paperless learning environment which is more affordable, while also being
beneficial to the environment.

1
4. Suits a variety of learning Styles: - Every student has a different learning journey
and a different learning style. Some students are visual learners, while some
students prefer to learn through audio. Similarly, some students thrive in the
classroom, and other students are solo learners who get distracted by large
groups. The online learning system, with its range of options and resources, can be
personalized in many ways. It is the best way to create a perfect learning
environment suited to the needs of each student.

1.3 Project Introduction


The name of this project is Remotely which is an advanced digital platform for e-learning.
By seamlessly melding cutting-edge technology with the art of teaching,Remotely has
crafted a revolutionary approach to learning that transcends geographical boundaries and
time constraints. Through its innovative website,Remotely delivers comprehensive
educational experiences, equipping learners of all backgrounds with the tools they need to
succeed in an increasingly digital world.

1.4 Existing System


The existing system had very limited functionality. It had the active course filtering system
with the user authentication, but no authorization. The system also had a learning
environment for students which was also limited.

1.5 Updated System


The updated system has following functionality:

1. Course Generation
2. Enhanced User Learning Environment
3. Instructor Dashboard
4. Student Dashboard
5. Course Enrollment
6. Course Assignment and Quiz
7. Course Preview

2
1.6 Objectives
This Elearning Application will operate as a dynamic and user-centric digital learning
platform designed to offer a seamless and engaging educational experience. Its
multifaceted approach will leverage innovative technologies and pedagogical principles to
cater to diverse learning styles, enabling learners to thrive in an increasingly digitized
world.

1. Personalized Learning Journeys:


Upon joining LearnE, learners embark on a personalized educational
journey. An initial assessment gauges their proficiency levels and learning
preferences, allowing the platform to curate tailored learning pathways.
This ensures that each learner progresses at their own pace, addressing
individual strengths and areas for growth.

2. Interactive Content:

LearnE transforms traditional educational content into immersive and


interactive modules. Rich multimedia resources such as videos, animations,
simulations, and quizzes engage learners in a multisensory experience.
These resources not only enhance comprehension but also make learning
enjoyable and memorable.

3. Adaptive Learning Technology:

LearnE harnesses the power of adaptive learning technology to


continuously refine the learning experience. By analyzing learner
performance and interactions, the platform adapts the content and difficulty
level of lessons, ensuring an optimal balance between challenge and
achievable progress.

4. Collaboration and Community:

Incorporating the social aspect of learning, LearnE facilitates collaboration


and interaction among learners. Discussion forums, live webinars, and
virtual study groups foster a sense of community, enabling learners to share
insights, discuss concepts, and learn from their peers.

3
5. Accessibility and Flexibility:

This Elearning Platform is designed to fit seamlessly into learners' lives.


With 24/7 access from any device with an internet connection, learners can
engage with content whenever it suits them. This flexibility caters to
working professionals, students, and lifelong learners seeking to balance
education with other commitments.

6. Progress Tracking and Analytics: empowers learners to monitor their


progress through detailed performance analytics. Learners can track their
achievements, identify areas that require further attention, and celebrate
milestones along their educational journey.

4
CHAPTER-2

2. LITERATURE REVIEW OF PROJECT

2.0. Overview

E-learning is among the most important explosions propelled by the internet


transformation. Although it has the inability to handle all functions of the institution such
as some courses that require practical skills and supervision, it also increases the
interaction among students and lectures which in turn will lead to achieve the learning
goal as students are able to access anywhere and anytime . E-learning delivers content
through electronic information and communications technologies. According to, the
use of these facilities, involves various methods which includes systematized feedback
system, computer-based operation network, video conferencing and audio conferencing,
internet worldwide websites and computer assisted instruction. This delivery method
increases the possibilities for how, where and when employees can engage in lifelong
learning. Therefore, an e-learning system has more advantages than it has limitations.

2.1 Introduction

Different authors use different terminologies including online learning, Internet


learning, distributed learning, networked learning, tele-learning, virtual learning,
computer-assisted learning, web-based learning and distance learning interchangeably
with the term e-learning, making it difficult to come up with a generic term to define
e-learning. The common factor in all these terms is the use of technology in the delivery of
teaching and learning. But one author by the name of Naidu breaks e-learning down into
the following modalities:

1. Individualized self-paced online e-learning where an individual learner accesses


learning material online;

2. Individualized self-paced offline e-learning where an individual learner accesses


learning material offline.

3. Synchronous group-based e-learning where a group of learners work together in real


time via intranet or Internet.

4. Asynchronous group-based e-learning where a group of learners work together through


Internet or intranet but their interactions are not done in real time. This literature review on
learning will cover the learning which happen offline among peers, the learning which
happens online using LMSs (e-learning), the different learning methods which happens

5
online and their advantages and disadvantages. This literature review will not cover
on social networking interactions which happen in the online social network
environment.

2.2 The Literature Review Process

I used the literature review to generate pertinent ideas that could be further refined. I also
engaged in critical reflection on these ideas in order to evaluate their origins, meaning and
status in the research. During the cause of the study, I continuously returned to the
literature review to update it, refine it, and add new information and observations. In
order to make sense of the literature I attempted to examine literature that was current,
similar and relevant. I used the following criteria as filter to determine whether
include or exclude text from the literature review process. • Is the material relevant in
this study? • Is the proposed text by an author who was suggested by other author’s
reputable authority? • Will the material augment the intellectual matrix of this study? •
Will the proposed text shed light on the issues raised in this research? • Does the date of
the material suggest that it is an up-to-date contribution in this field?

2.3 Literature Review Aims and Methods

There are two main aims to this literature review. The first aim is to establish the
characteristics and importance of formative, coursework assessment. The second aim is
to identify e-learning techniques, tools and approaches for this type of assessment, to
discuss what is known about their effectiveness and to uncover factors influencing uptake.
For the first aim key articles and books that have shaped current theory on formative
assessment of student work have been identified and analyzed. For the second aim a
comprehensive search of e-learning literature from 2001 to the present was conducted.

The classes taught by the E-learning Center cover many computers and
non-computer-oriented topics. The classes are presented as online seminars using video
and flash media. Exercises are integrated into each class instruction segment.
E-Learning Center offers online web design tutorials on many aspects of web
design, but also on general computer applications and even certifications. According
to some authors they say that LMS in universities and in different organizations is very
wide spread because of the features they provide which simplify the management and
delivery of course content to students. Regardless of their wide use, their focus is more on
the delivery of content than on the learner. LMSs offer little or no opportunities for
learners to interact and collaborate on different works and to author content which can
contribute to the knowledge which is already available in the systems. LMS are mostly for

6
people/students who are already computer literati, but for those who don’t not have any
computer skills have a problem to adapt to the new learning system.

Here are some of the negative aspects of the research area form different source: - 1.Bright
and independent students (learners) benefits from constructivist approaches online.
2.Designing online courses may require more imagination and skill than traditional
courses. 3.Too many new topics could unintentionally shift the attention from important
topics in online discussions. 4.Online interaction centered on information rather than
constructing knowledge. 5.If collaboration serves no real purpose learners will end up
learning in isolation. In other researches it was found that to be effective, tertiary
education should engage learners as active participants in their learning. Achieving this
means offering learners opportunities for interaction in ways that can promote change and
growth in the e-learner’s conception of knowledge. Such pedagogies aim to encourage
learners to become autonomous lifelong learners, capable of problem solving and
critical thinking, and to move them from being passive recipients of information and
knowledge to being active, enthusiastic learners and knowledge creators. Here are some
of the positive aspects of the research area form different source: - 1.Solving problems
through online discussions is more rewarding than face to face discussions and fewer
messages are generated. 2.The role for online lectures is critical to success.

Reference

Ware, P., & Warschauer, M. (2006). Electronic feedback and second language
writing. In K Hyland and F.Hyland (Eds.) Feedback in second language writing: Contexts
and issues (pp. 105-122). New York: Cambridge University Press. Warschauer, M.
(1997). Computer-mediated collaborative learning: Theory and practice. Modern
Language Journal,81, 470-481. Aroyo, L., Dolog, P., Houben, G-J., Kravcik, M.,
Naeve, A., Nilsson, M., et al. (2006). Interoperability in Personalized Adaptive
Learning. Journal of Educational Technology & Society,9 (2), 4 – 18. Aydin, C.C., &
Tirkes, G. (2010). Open-source learning management systems in e-learning and Moodle.
In Proceedings of IEEE EDUCON 2010 - IEEE Engineering Education 2010, Madrid, 14
16 April, 593 – 600.

7
CHAPTER-3
3. METHODOLOGY

3.1 Introduction

Developing an eLearning application requires a well-defined methodology to ensure that


the platform meets the needs of learners, educators, and administrators while adhering to
high standards of usability, functionality, and scalability. Here's the methodology i used
for building this eLearning platform:

1. Project Initiation:

Define the project scope, objectives, and stakeholders.Formulate a clear vision and
mission for the eLearning application.Identify the target audience, including
students, instructors, and administrators.

2. . Requirements Gathering:

Conduct thorough research to understand user needs and expectations.Elicit


functional and non-functional requirements from stakeholders.Document user
stories, use cases, and feature specifications.

3. Design Phase:

Create wireframes and prototypes to visualize the user interface (UI) and user
experience (UX).Design the database schema to accommodate learning content,
user profiles, assessments, and interactions.Plan the overall application
architecture, considering front-end (client-side) and back-end (server-side)
technologies.

4. Development:

Implement the front-end using web technologies HTML, CSS, and JavaScript
frameworks like React.Develop the back-end using technologies Node.js,
Express.js, and MongoDB for data storage.Build user authentication, registration,
and profile management functionalities.Develop features for course creation,
content delivery, assessments, and collaboration tools.

5. Testing:

Perform unit testing to ensure individual components function correctly.Conduct


integration testing to validate interactions between different modules.Perform user
acceptance testing (UAT) with representative users to gather feedback and identify
issues.

8
6. Content Creation and Integration:

Collaborate with educators to develop and integrate course materials, videos,


quizzes, and interactive content.Ensure content adheres to accessibility standards
and supports various learning styles.

7. User Training and Documentation:

Prepare user guides and documentation to help learners, instructors, and


administrators navigate the application.Provide training sessions for educators to
effectively use the platform for course creation and management.

8. Deployment:

Deploy the application to a production environment.Configure server settings,


security measures, and scalability features.Conduct performance testing to ensure
the application can handle user load.

9. Launch and Monitoring:

Release the eLearning application to the target audience.Continuously monitor the


application's performance, user engagement, and feedback.

10. Iterative Development and Enhancement:

Gather user feedback and analytics data to identify areas for


improvement.Prioritize and implement enhancements, updates, and new features in
iterative development cycles.

. 11. Maintenance and Support:

Provide ongoing technical support for users and administrators.Regularly update


the application to address bugs, security vulnerabilities, and evolving user needs.

9
CHAPTER-4
4. Software Requirement Specification

The Software Requirements Specification is produced at the culmination of the analysis


task. The function and performance allocated to software as part of system engineering are
refined by establishing a complete information description, a detailed functional and
behavioral description, an indication of performance requirements and design constraints,
appropriate validation criteria, and other data pertinent to requirements.

4.1 The proposed platform has following requirements:

• Platform needs to store information about new entry of Assignments.

• Platform needs to store all the lessons resources like videos, pdf and organize them in
course.

• Instructor will be able to generate courses with lessons, assignments and quizzes

• Platform will have search engine for the users to find their appropriate courses

• Platform will have user learning system which will provide interface to the users for
their enrolled courses

• Platform will have progress system for its users

10
CHAPTER-5
5. Software Design

5.1 System Design of this E-learning Platform

In this phase, a logical system is built which fulfills the given requirements. Design phase
of software development deals with transforming the client’s requirements into a logically
working system. Normally, design is performed in the following in the following two
steps:

1. Primary Design Phase: In this phase, the system is designed at block level. The blocks
are created on the basis of analysis done in the problem identification phase. Different
blocks are created for different functions; emphasis is put on minimizing the information
flow between blocks. Thus, all activities which require more interaction are kept in one
block.

2. Secondary Design Phase: In the secondary phase the detailed design of every block is
performed.

General tasks involved in the design process are as follows:

A. Design various blocks for overall system processes.

B. Design smaller, compact and workable modules in each block.

C. Design various database structures.

D. Specify details of programs to achieve desired functionality.

E. Design the form of inputs, and outputs of the system.

F. Perform documentation of the design.

G. System reviews.

11
5.2 Non Relational Database:

MongoDB emerges as a valuable asset, offering a robust and versatile database solution
that caters to the unique demands of modern education platforms. As eLearning
applications evolve to accommodate diverse learning materials, user interactions, and
scalability requirements, MongoDB's document-oriented structure and dynamic schema
flexibility provide a seamless fit.

Here are the reason why MongoDB will used as database

1.Document-Oriented Learning Content

2.Adaptive Curriculum Development:

3.User Personalization and Progress Tracking:

4.Scalability for Growing Audiences:

5.Real-Time Collaboration and Interaction:

6,Rich Analytics and insights

12
Figure 1 : Application Architecture with MongoDB

5.3 Project Planning:

Software project plan can be viewed as the following: 1) Within the organization: How
is the project to be implemented? What are various constraints (time, cost, and staff)?
What is market strategy? 2) With respect to the customer: weekly or timely
meetings with the customer with a presentation on status reports. Customer’s feedback
is also taken and further modification and developments are done. Project milestones and
deliverables are also presented to the customer

For a successful software project the following steps can be followed:

 Select a project

 Identifying project's aims and objectives.

 Understanding requirements and specification

 Methods Of analysis, design and implementation

 Testing techniques  Documentation  Project milestones and deliverables 


Budget allocation o Exceeding limits within control  Project Estimates o Cost o Time o
Size of code o Duration  Resource Allocation o Hardware o Software o Previous
relevant project information o Digital Library  Risk Management o Risk avoidance o
Risk detection

5.4 Project Scheduling:

An elementary Gantt chart or Timeline chart for the development plan is given below. The
plan explains the tasks versus the time (in weeks) they will take to complete.

13
Figure: 2 : Project Scheduling

5.5 Use Case Model of the Project:

 The use case model for any system consists of "use cases". Use cases represent
different ways In which the system can be used by the user. A simple way to find all the
use case of a system is to ask the questions "What the user can do using the system?" The
use cases partition the system behavior into transactions such that each transaction
performs some useful action from the users' point of view.

 The purpose of the use case to define a piece of coherent behavior Without
revealing the internal structure of the system. An use case typically represents a sequence
of interaction between the user and the system. These interactions consists of one main
line sequence is represent the normal interaction between the user and the system. The
use case model is an important analysis and design artifact (task).Use cases can be
represented by drawing a use case diagram and writing an accompany text elaborating the
drawing.

 In the use case diagram each use case is represented by an ellipse with the name of use
case written inside the ellipse. All the ellipses of the system are enclosed with in a
rectangle which represents the system boundary. The name of the system being module
appears inside the rectangle. The different users of the system are represented by
using stick person icon. The stick person icon is normally referred to as an Actor. The
line connecting the actor and the use cases is called the communication
relationship. When a stick person icon represents an external system it is annotated
by the stereo system

14
Figure:3 Use Case Diagram

5.6 Dataflow Diagram:

Data flow diagram IS the starting point of the design phase that functionally decomposes
the requirements specification. A DFD consists of a series of bubbles joined by lines. The
bubbles represent data transformation and the lines represent data flows in the system. A
DFD describes what data flow rather than how they are processed, so it does not hardware,
software and data structure. A data-flow diagram (DFD) is a graphical representation of
the "flow" of data through an DFDs can also be used for the of processing (structured
design). A data flow diagram (DFD) is a significant modeling technique for
analyzing and construct ng information processes. DFD literally means an illustration
that explains the course or movement of information in a process. DFD illustrates this
flow of Information in a process based on the inputs and outputs. A DFD can be referred
to as a Process Model. The data flow diagram is a graphical description of a system's data
and how to Process transform the data is known as Data Flow Diagram (DFD). Unlike
details flow chart, DFDs don't supply detail descriptions of modules that graphically
describe a system's data and how the data interact with the system. Data flow diagram
number of symbols and the following symbols are of by DeMarco.

15
Figure: 4: Data Flow Diagram

This basic DFD can be then disintegrated to a lower level diagram demonstrating smaller
steps exhibiting details of the system that IS being modeled. On a DFD, data Items flow
from an external data source or an internal data store to an internal data store or an
external data sink, via an internal process. It is common practice to draw a mntext-level
data flow diagram first, which shows the interaction between the system and external
agents, which act as data sources and data sinks. On the context diagram (also known as
the Level O DFD'), the system's Interactions With the outside world are modeled purely in
terms of data flows across the system boundary. The context diagram shows the entire
system as a Single process, and gives no clues as to its internal organization.

5.7 ER Diagram:

Entity Relationship Diagram: E-R Model is a popular high level conceptual data model.
This model and its variations are frequently used for the conceptual design of database
application and many database design tools employ its concept. A database that to an E-R
diagram can be represented by a collecton of tables in the relational system. The mapping
of E-R diagram to the entities are: • Attributes • Relations o Many-to-many o
Many-to-one o One-to-many o One-to-one

16
Figure 5: Er Diagram

17
CHAPTER-6
6. Technology

6.1 Frontend Technologies:


HTML5:
HTML (Hypertext Markup Language) is the standard language used to create the structure and
content of web pages. It defines the elements and their layout, enabling browsers to render
text, images, videos, links, forms, and other multimedia content in a visually coherent manner.
HTML serves as the foundation for building web-based applications and content, including
eLearning platforms.

CSS3:
CSS (Cascading Style Sheets) is a stylesheet language used to control the visual
presentation and layout of HTML elements on web pages. It enhances the
aesthetics and user experience by defining colors, fonts, spacing, positioning,
and other design aspects. In the context of an eLearning application, CSS is
crucial for creating a visually appealing and consistent interface.

JavaScript:
JavaScript is a versatile programming language that adds interactivity, dynamic
behavior, and functionality to web pages. In the context of an eLearning
application, JavaScript plays a crucial role in enhancing user engagement,
enabling real-time interactions, and providing a seamless learning experience.
Here's an overview of JavaScript and its applications in eLearning applications

React:
React is a popular JavaScript library for building user interfaces and interactive
components in web applications. It's widely used in modern eLearning platforms to
create dynamic and engaging user experiences. React's component-based architecture,
virtual DOM, and reusable UI elements make it well-suited for developing responsive
and interactive eLearning applications.

Redux:
Redux is a state management library for JavaScript applications, commonly used with
frameworks like React, to manage the application's global state and ensure predictable
and scalable data flow. While Redux might not be the primary technology in an
eLearning application, it can play a crucial role in managing complex application
states, data interactions, and user experiences

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Joy Ui:
Joy Ui is a popular open-source library for building user interfaces in React
applications. It follows the principles of Google's Material Design, offering a set of
pre-designed UI components, styles, and patterns that facilitate the creation of visually
appealing and consistent user interfaces. In the context of eLearning applications,
Joy-UI can greatly accelerate development and contribute to a polished and
user-friendly experience.

Formik:
Formik is a popular library for managing forms in React applications. It provides a set
of utilities and components that simplify the process of creating, validating, and
handling form inputs. In the context of eLearning applications, Formik can streamline
the development of various interactive forms, including user registration, login, profile
editing, and assessment submissions.

6.2 Backend Technologies

Node.js: Node.js is a server-side runtime environment that allows you to execute


JavaScript code on the server. It's built on the V8 JavaScript engine from Google, and
it's commonly used to build scalable and efficient network applications. In the context
of eLearning applications, Node.js can play a crucial role in the backend development,
handling server-side logic, data storage, authentication, and API interactions.

Express.js: Express.js is a popular web application framework for Node.js. It


simplifies the process of building web APIs and handling HTTP requests in a
structured and efficient manner. Express.js is commonly used to create server-side
logic, define routes, handle middleware, and manage data interactions in eLearning
applications.

MongoDB: MongoDB is a widely used NoSQL database that stores data in a flexible,
JSON-like format known as BSON (Binary JSON). It's particularly suited for
applications that require scalable and high-performance data storage, making it a
relevant technology for eLearning applications. MongoDB's schema-less design allows
for efficient storage and retrieval of structured and unstructured data, making it
suitable for managing user profiles, course content, assessments, and user interactions
in eLearning platforms

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Content Management & Cloud Service:
Cloudinary:
Cloudinary is a cloud-based media management platform that provides services for
storing, managing, optimizing, and delivering images and videos for web and mobile
applications. It's a valuable tool for eLearning applications that need to efficiently
handle multimedia content such as course images, videos, user avatars, and other
visual assets.

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CHAPTER-7
7. SCREENSHOTS

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CHAPTER-8
7. CONCLUSION

7.1 Introduction

The conclusion section summarizes the findings and outcomes of the study and provides
recommendations for future work. It is an important section as it helps to tie all the pieces
of the research together and highlight the key points that have been made throughout the
study.

7.2 Project Outcomes

Remotely a Web-Based Application project aims to provide a platform for learners and
instructors. The expected outcomes of the project include a fully functional web-based
application for learning management with great learning environment and comfortable
course generation process.

7.3 Future Works

There are several areas for future work and development for the Remotely

❑ Integration with Payment Integration System: The current application does the
manual payment for the instructors which can be improved with Payment
Integration System

❑ Implementation of Gamify: Gamification is a powerful strategy that can be


applied to e-learning platforms to enhance engagement, motivation, and learning
outcomes.It can be implemented in future

❑ Development of a mobile application: The development of a mobile application


could enhance the accessibility and usability of the Remotely.

❑ Better UI Design: The existing User Interface can be redesigned for a better visual
look and more user friendly.

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7.4 Summary

In a world where knowledge knows no boundaries, this project underscores the vital role
that e-learning applications play in shaping the future of education. It is our hope that this
platform will continue to empower learners, educators, and organizations to unlock their
full potential and thrive in an ever-evolving digital landscape.

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REFERENCES

1 Ware, P., & Warschauer, M. (2006). Electronic feedback and second language
writing. In K Hyland and F.Hyland (Eds.) Feedback in second language writing:
Contexts and issues (pp. 105-122). New York: Cambridge University Press.
Warschauer, M. (1997). Computer-mediated collaborative learning: Theory and
practice. Modern Language Journal,81, 470-481. Aroyo, L., Dolog, P., Houben,
G-J., Kravcik, M., Naeve, A., Nilsson, M., et al. (2006). Interoperability in
Personalized Adaptive Learning. Journal of Educational Technology & Society,9
(2), 4 – 18. Aydin, C.C., & Tirkes, G. (2010). Open-source learning management
systems in e-learning and Moodle. In Proceedings of IEEE EDUCON 2010 - IEEE
Engineering Education 2010, Madrid, 14 16 April, 593 – 600.

Websites

[1] Udemy.com: https://www.udemy.com

[2] Coursera.com: https://www.courseracom/

[3] 10minuteSchool.com: https://www.10minuteSchool.com/

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