Project Report SPM
Project Report SPM
PROJECT REPORT
Team Members:
Rakesh Kumar Choudhary – E21CSEU0508
Prabhat S Tiwari – E21CSEU0475
Prince Verma – E21CSEU0506
Prakhar Agarwal – E21CSEU0479
Priyanshu Aggarwal – E21CSEU0498
PIXILEARN
Educating the Unprivileged
Abstract
PIXILEARN is an innovative EdTech website that aims to provide quality education to the economically weaker sections of society through an engaging and interactive audio-visual (A/V) learning approach. The
platform leverages the power of multimedia to deliver educational content in an accessible and effective manner, bridging the gap between traditional learning methods and modern technology. By combining HTML,
CSS, JavaScript, Bootstrap, PHP, and MySQL, PIXILEARN offers a comprehensive and user-friendly interface for both learners and educators, ensuring a seamless and immersive learning experience.
Introduction
Education is a fundamental right and a powerful tool for personal and societal development. However, access to quality education remains a significant challenge for many individuals, particularly those from
economically weaker backgrounds. Traditional learning methods often fail to cater to diverse learning styles and preferences, resulting in disengagement and poor retention of knowledge. PIXILEARN aims to address
this issue by providing an innovative and engaging learning platform tailored specifically to the needs of economically disadvantaged communities.
The advent of technology has revolutionized the way we learn and interact with information. Audio-visual techniques have proven to be highly effective in capturing attention, enhancing understanding, and fostering
long-term retention of knowledge. By leveraging this powerful medium, PIXILEARN seeks to deliver educational content in a captivating and accessible manner, making learning an enjoyable and rewarding
experience for all.
Literature Survey
Below are some literature surveys done in order to enhance the methodologies and management of the project:
This systematic literature review examined organizational structures, cost and schedule management methods, and leadership styles to determine which approaches are most effective for project management. The
research analyzed functional, product, matrix, and project organizational models, finding that matrix structures facilitate better communication and resource coordination for complex, multi-divisional projects.
Regarding cost and schedule models, the critical chain method, an evolution of the critical path technique, was identified as a flexible and effective approach by helping prevent inefficiencies like task switching and
multitasking. The earned value management system was noted as primarily useful for budget calculations. On leadership, the study suggests that the path-goal and emotional intelligence styles, used in combination,
are well-suited for motivating teams and enhancing project manager effectiveness. The path-goal approach aligns leaders' behaviors to what best motivates employees, while emotional intelligence allows
understanding team members and adjusting style accordingly. The literature review followed a systematic process of defining research questions, inclusion/exclusion criteria, searching studies, evaluating quality and
bias, and synthesizing findings across the selected sources. Its evidence-based recommendations can guide organizations in structuring projects and teams for greater management effectiveness [1].
This paper proposes a comprehensive software project management framework called 4PTRB that integrates various project management practices and areas influencing software projects. The framework is derived
from previous models like PMBOK and CMMI-DEV, but adds two new main areas - Technology and Business - to provide a more holistic vision for managing software projects effectively. The Technology area covers
aspects related to technology maturation, risk reduction, and knowledge management within projects. Specifically, the framework emphasizes determining technology readiness, mitigating risks, integrating
engineering elements, leveraging existing knowledge and skills of the project team, and facilitating organizational learning. The Business area focuses on the commercial and financial aspects of producing and
delivering software products/services. It includes sub-areas like contract management (negotiating, executing contracts), procurement management (acquiring external products/services), and benefits management
(identifying, realizing, and sustaining business value from projects). The other five main areas covered are the typical ones found in project management frameworks - People, Process, Product, Project, and Risk
management areas. The authors do not go into details about these since they have been well-established in prior models. The proposed framework measures software project management effectiveness as a
combined score calculated from the seven main area scores, which are not equally weighted. A survey was conducted to rate the relative importance of each main area. Overall, this literature proposes an integrated
framework synergizing technical and business dimensions along with the conventional project management areas. It provides a comprehensive model tailored specifically for enhancing effectiveness in software
project management and delivery [2].
This document discusses the emerging EdTech (educational technology) field in India and provides a typology of the key players and actors involved. The EdTech market in India is rapidly growing, estimated at over
$70 billion by 2017 with a 40% share in the K-12 segment (Business Insider, 2016). Factors like government initiatives promoting digitization (e.g. Digital India), entrepreneurship incentives (e.g. tax exemptions for
startups), and increasing investment interest have fuelled this EdTech boom. The EdTech field comprises multiple types of organizations that interact and shape the discourse and activities. The key players identified
include: Consumers/purchasers - Schools (public/private), parents who purchase EdTech products/services. Suppliers/providers:
a) Investors - Businesses, venture capitalists, private equity firms, philanthropic organizations investing for profit or developmental purposes (e.g. Tata Trusts, Azim Premji Foundation, Michael & Susan Dell
Foundation).
b) educational expertise providers - NGOs, small businesses, startups offering curriculum, content, assessments etc.
c) Technology support providers - Hardware like computers, tablets etc. Intermediary organizations - Multilateral agencies like UNICEF, World Bank playing facilitative roles. Governance structures - Government
policies and initiatives like Digital India, new National Education Policy promoting technology use in education. The authors argue that while India's education sector is legally not-for-profit, private organizations view
it as a lucrative opportunity, especially in the EdTech space aligned with government's digital push. They map the emerging EdTech field's complex network of state, market and non-state actors cooperating and
competing to provide/utilize educational technologies and expertise [3].
The literature survey provides a comprehensive exploration of educational technology, tracing its evolution from earlier definitions to its contemporary scope and impact. It delves into various definitions offered by
scholars such as Jacquetta Bloomer, Richmand, Takshi, and Seels & Richey, showcasing the multifaceted nature of educational technology. The discussion encompasses political-economic, social-cultural, educational,
and psychological factors influencing the implementation and effectiveness of educational technology. It underscores the importance of considering societal contexts, teacher training, and psychological aspects in
deploying educational technologies successfully. Furthermore, the survey outlines the broad scope of educational technology, spanning testing, academic procedures, and administrative functions. It emphasizes the
role of technology in enhancing teaching strategies and adapting to diverse learning needs, culminating in a detailed exploration of the components and considerations involved in developing effective teaching
strategies within the realm of educational technology [4].
Problem Statement
Despite significant efforts to promote education and literacy, a considerable portion of the population, particularly those from economically weaker sections, continues to face barriers in accessing quality education.
These barriers may include financial constraints, geographical limitations, cultural and societal norms, and a lack of access to modern educational resources. Additionally, traditional teaching methods often fail to
engage learners effectively, leading to disinterest, poor retention, and ultimately, a widening of the educational gap.
PIXILEARN aims to address these challenges by providing an accessible and cost-effective platform that delivers educational content through engaging audio-visual techniques. By leveraging the power of multimedia,
the platform seeks to captivate learners, enhance their understanding, and foster long-term retention of knowledge, ultimately empowering them to overcome economic and social barriers to education.
Methodology SPM
The development of PIXILEARN follows a structured Software Project Management (SPM) approach to ensure efficient and effective project execution. The key phases of the SPM methodology employed for
PIXILEARN are as follows:
a. Planning and Requirements Gathering: In this phase, the project team conducts extensive research and stakeholder consultations to gather requirements, define project objectives, and establish a
comprehensive project plan. This includes creating a product backlog, a prioritized list of features and requirements, to guide the development process.
b. Design and Prototyping: Based on the gathered requirements, the team designs the user interface, interactive learning modules, and multimedia content. Prototypes are created and iteratively refined
through sprint reviews and feedback sessions to ensure an engaging and intuitive user experience.
c. Development and Integration: The project team utilizes a range of technologies, including HTML, CSS, JavaScript, Bootstrap, PHP, and MySQL, to develop the PIXILEARN platform. Development is carried out in
short, iterative cycles called sprints, typically lasting 2-4 weeks. Each sprint focuses on delivering a specific set of features or user stories from the product backlog.
During each sprint, the team follows Scrum practices, including:
i. Sprint Planning: The team selects user stories from the product backlog and creates a sprint backlog, detailing the tasks and work to be completed during the sprint.
ii. Daily Standup Meetings: Brief daily meetings to share progress, identify blockers, and coordinate efforts.
iii. Sprint Review: At the end of each sprint, the team demonstrates the completed work to stakeholders and gathers feedback for future improvements.
iv. Sprint Retrospective: The team reflects on the sprint process, identifying areas for improvement and implementing changes for the next sprint.
d. Testing and Quality Assurance: Rigorous testing and quality assurance procedures are implemented throughout the development process. Automated testing is integrated into the sprint cycles, ensuring that
new features are thoroughly tested before deployment. Additionally, dedicated testing sprints may be scheduled to comprehensively test the entire platform.
e. Deployment and Maintenance: Once the platform is thoroughly tested and validated, it is deployed and made accessible to the target audience. Ongoing maintenance and support are provided to address any
emerging issues or incorporate new features and enhancements based on user feedback and evolving requirements. The Scrum methodology, with its emphasis on iterative and incremental development,
collaboration, and continuous improvement, has been instrumental in ensuring the timely delivery of high-quality features while adapting to changing requirements and user feedback. Regular sprint reviews
and retrospectives have facilitated transparent communication, fostered a culture of continuous learning, and enabled the team to make informed decisions throughout the development process.
Results
The development and implementation of PIXILEARN have yielded promising results, contributing to the goal of providing quality education to economically weaker sections of society through engaging audio-visual
techniques. The website has successfully been developed. The website consists of student dashboard, admin dashboard, course page and some other necessary components. The promising results achieved thus far
demonstrate the potential of this innovative approach in transforming the educational landscape and empowering individuals from underprivileged backgrounds. As PIXILEARN continues to evolve and expand its
reach, it has the potential to become a catalyst for positive change, fostering a more inclusive and equitable society where education is truly accessible to all.
Let’s consider the following weight and counts of necessary parameters and also considering the complexity as average for all cases:
𝐻𝑒𝑛𝑐𝑒, ⅀(𝑓𝑖) = 5 + 1 + 0 + 4 + 3 + 5 + 4 + 4 + 3 + 5 + 3 + 3 + 5 + 5 = 50
𝐹𝑃 = 𝑇𝑜𝑡𝑎𝑙 𝐶𝑜𝑢𝑛𝑡 * [0.65 + 0.01 * ⅀ (𝑓𝑖)] = 618 * [0.65 + (0.01 * 50)] = 618 * (0.65 + 0.5) = 618 * 1.15 = 710.70
a. DFD Level 0
b. DFD Level 1
c. DFD Level 2
8. Mind Map
9. Overall Architecture
1. PERT Chart
2. Gantt Chart
Likelihood
Impact
Low Medium High Very High Extreme
Low User Interface Improvements Minor Bug Fixes Connectivity Issues Feature Addition Requests Data Breach
Medium User Feedback Platform Compatibility Server Downtime Major Bug Fixes User Data Loss
High Performance Optimization Integration Issues Security Vulnerabilities Service Outage Identity Theft
Very High Content Quality Improvements Payment Gateway Issues Legal Compliance Server Crash System Failure
Extreme Competitive Pressures Data Privacy Breaches Cyber Attacks Catastrophic System Failure Natural Disaster
6. Project Dashboard
7. Project Report Progress Report
Project Name: PixiLearn Reporting 1 week Item Current status Prior Status Summary
The project is currently on track
Period: Project Status On Time Delayed and making good progress after
Prakhar Agarwal, Rakesh Kumar
Stakeholder: Chaudary, Prabhat S Tiwari,
Owner: Prince Verma resolving some initial delays
The project is currently on track
Priyanshu Aggarwal, Prince Verma,
Dolly Das Scope Stable At Risk and making good progress after
resolving some initial delays
The project is currently adhering
Project Manager: Rakesh Kumar Project Due 25th April schedule On Track Behind to the planned timeline and
milestones.
Choudhary Date:
The project costs are being closely
Compiled By: Prabhat S. Tiwari Date 13th April cost Within Budget Over Budget monitored and managed within
the approved budget.
Submitted: A few minor risks have been
Risk Controlled Significant identified and mitigation plans are
in place.
Task
Task Status Objective Planned Actual Progress Complete Deliverable
User interface Create an intuitive and engaging
In Progress Feb 1 - March 15, 2024 In progress 50% Wireframes and mockups
design user interface.
Develop a powerful course creation
Course Integration In Progress March 1 - April 21, 2024 In progress 25% Beta version
tool for instructors.
Student
Implement seamless student
enrollment and In Progress 1 April - September 24, 2024 In progress 20% Functional Requirements
enrollment and progress monitoring.
progress tracking
Creating student database for us to Database schema and initial data
Database Completed March 1 - April 1, 2024 In progress 100%
manage things properly. population
Creating UML diagram and planning Neat and clear documentation &
Documentation In Progress March 1 - April 1, 2024 In progress 95%
the Scrum Methodology. other UMLs
8. Agile Project Development
Project Vision
Developing an accessible EdTech platform that utilizes audiovisual content to enhance learning for students from economically weaker sections. The website will feature a student
dashboard for course management and a comprehensive admin dashboard for site administration.
Team Structure
• Product Owner: Represents stakeholders' interests, prioritizes backlog. Product Backlog (Prioritized)
• Scrum Master: Facilitates Agile practices, removes impediments. • User Registration and Authentication: Secure signup/login processes for students
• Development Team: Includes frontend and backend developers, UI/UX designers, and admins.
and QA testers. • Student Dashboard: Displays student profiles, enrolled courses, progress tracking.
• Content Team: Educational experts and audiovisual content creators. • Course Management Interface: Allows students to enroll/unenroll from courses.
• Admin Dashboard: Tools to manage student information, course content, and user
permissions.
Agile Ceremonies • Audio-Visual Content Delivery: Efficient streaming and accessibility features for
• Sprint Planning: Held at the start of each 2week sprint to determine what work varied bandwidth scenarios.
will be completed. • Feedback Mechanisms: Surveys and forums for student feedback to improve
• Daily Standups: Quick, daily meetings to discuss progress, plan for the day, and courses.
identify blockers. • Reporting Tools: Generate reports on student progress, course popularity, and
• Sprint Review: At the end of each sprint, to demonstrate new features to more.
stakeholders. • Mobile Responsiveness: Ensure the platform is usable on smartphones and
• Sprint Retrospective: After each sprint review, to reflect on the past sprint and tablets.
improve processes.
Iteration 3: Enhancing User Experience • Goal: Improve interaction design and add enhanced features based on initial
feedback.
• Tasks: Continuous Improvement
o Refine UI/UX based on user testing feedback. • Feedback Loops: Regular user testing with real students and teachers to gather
o Implement advanced features in the admin dashboard for course and user qualitative and quantitative feedback.
management. • Adaptation: Iteratively adjust the product backlog and sprint tasks based on
o Enhance audiovisual content delivery for low bandwidth scenarios. feedback and testing results.
Identifying the tasks and the durations: Identifying the dependencies: Calculating ES, EF, LS and LF for each task:
Label Task Duration (days) Late
From To Dependency Task Early Start Early Finish Late Start
Finish
A Project Planning 5 A B 1
A 0 5 0 5
B User Interface Design 10 A C 2
B 5 15 5 15
C Backend Development 15 B E 3
C 5 20 5 20
D Database Integration 8 C D 4
C F 5 D 20 28 20 28
E Frontend Development 12
D F 6 E 15 27 15 27
F Testing 7
E G 7 F 20 27 28 35
G Deployment 3
F G 8 G 27 30 27 30
H Post-Implementation Review 2
G H 9 H 30 32 35 37
Identifying the Critical Path:
The critical path is the path with the longest duration, which determines the shortest possible time to complete the project.
Hence,
Identifying the Project Scope: Define all necessary features and requirements
for the student and admin dashboards, including user profiles, course enrollment
functionalities, audiovisual content delivery, and administrative tools.
Create the Work Breakdown Structure (WBS): Break down the project
into smaller, manageable tasks such as design, development, content
creation, and testing.
• Resource Buffer: Identify key resources and add extra availability to • Project Buffer: Add a two-week buffer at the project end date to account
ensure they are available exactly when needed to avoid delays. for any unforeseen delays in critical tasks.
4. Execution
• Resource Buffer: Maintain flexibility in developer allocation, especially
those skilled in backend and streaming technologies, to address any
bottlenecks swiftly.
Monitor Buffer Consumption: Regularly review the consumption of buffers to
gauge project health. If buffer consumption is high early in the project, evaluate
and mitigate risks.
11. Extreme Programming
1. Release Plan: Defining the timeline and objectives for each release of the EdTech
website named PixiLearn, outlining what features will be included and when they will be
delivered to users.
2. Iteration Plan: Breaking down the development process into smaller iterations, each
focusing on implementing specific features or improvements. Plan the tasks, timelines,
and goals for each iteration.
4. Standup Meeting: Conducting twice a week brief meeting with the development team 6. Unit Test: Writing automated tests to verify the functionality of individual units or
to discuss progress, challenges, and plans for the day. Each team member provides components of code. These tests would ensure that each part of the system behaves
updates on their tasks and any obstacles they are facing. correctly in isolation.
7. Pair Programming: Working- in pairs to write code, with one person writing the code
and the other reviewing it in real-time. This collaborative approach helps improve code
quality, share knowledge, and reduce errors.
8. Code: Writing clean, well-structured code following best practices and coding
standards. Ensure that the code is modular, maintainable, and easily understandable by
other team members.
12. PRINCE2
1. Starting Up (5%): -
• Appointing the project team.
• Creating initial project plan.
• Perform a feasibility study to evaluate the project’s viability.
Each of these phases would be critical in successfully rolling out our EdTech website, which aims to deliver educational content to economically weaker sections using audio-visual
techniques.
13. Rational Unified Process
1. Inception Phase:
• Key Activities:
• • Key Activities:
o Stakeholder Identification: Identify all stakeholders including o Architecture Definition: Establish a robust system architecture
educators, students, and sponsors. supporting scalable, accessible audiovisual content delivery.
o Refined Risk Management: Address identified risks by
proposing mitigation strategies.
o Requirement Gathering: Collect detailed requirements for the o Resource Allocation: Plan for resource allocation including
student and admin dashboards, focusing on usability and team roles, tools, and technologies.
accessibility. o Detailed Use Cases: Develop detailed use cases for student
interaction with courses and admin management of the
platform.
o Initial Risk Assessment: Identify risks such as technological o Prototype Key Features: Prototype essential features such as
challenges, user engagement, and budget constraints. the course enrollment process and the initial layout of
dashboards.
o Project Scope: Define clear boundaries for project scope,
including essential features and desired outcomes.
This Scrum plan is tailored to ensure that the development of our EdTech website named PixiLearn is systematic, user-focused, and adaptable to feedback, with a clear
structure guiding each sprint towards delivering significant value to our end-users.
References
[1] Newton, Michelle, "A Systematic Literature Review of Project Management Tools and Their Impact on Project Management Effectiveness"
(2018). Open Access Theses. 1430. https://docs.lib.purdue.edu/open_access_theses/1430
[2] Barghoth, M.E., Salah, A. and Ismail, M.A. (2020) A Com prehensive Software Project Management Framework. Journal of Computer and Com
munications, 8, 86-102. https://doi.org/10.4236/jcc.2020.83009
[3] Miglani, N., & Burch, P. (2019). Educational Technology in India: The Field and Teacher’s Sensemaking. Contemporary Education Dialogue, 16(1),
26–53. DOI: 10.1177/0973184918803184. https://journals.sagepub.com/doi/pdf/10.1177/0973184918803184
[4] Balalle, H., & Weerasinghe, L. T. (2021). The Impact of Education Technology in Teaching and Learning. European Journal of Research and
Reflection in Educational Sciences, 9(1), ISSN 2056-5852. https://idpublications.org/wp-content/uploads/2021/01/Full-Paper-THE-IMPACT-OF-
EDUCATION-TECHNOLOGY-IN-TEACHING-AND.pdf