Veer Bahadur Singh Purvanchal University
Shahganj Road, Siddikpur, Deokali, Uttar Pradesh, 222003
A Project Synopsis on
“eLearning website(Programming World)”
Submitted By:
Ashish Sharma
Priyanshu Gupta
Akash Vishwakarma
Dev Gupta
Under the Supervision of :
Abhijeet Sir
Submitted in partial fulfillment towards Project Work of V Semester of
Bachelor of Computer Applications
Session 2021-2122
Microtek College Of Management & Technology
Murtazabad, Kerakat, Jaunpur (Uttar Pradesh), 222170
Index
Page No. Title
1. Title of the project
2. Introduction
3. Objective
4. Software Hardware requirement
5. Future scope
6. Data Flow Diagram(DFD)
7. ER Digram
8. Conclusion
9. Referance
Title of the project
ProgrammingWorld
Introduction
What Is eLearning?
eLearning (e-learning, electronic learning) is a type of online education,
training, and knowledge sharing that is conducted over the Internet. It
can be utilized in various settings, such as academic education,
corporate training, continuing professional development, and skill
development courses.
The growth of eLearning has been facilitated by the widespread
adoption of computers and internet technology, and was further
accelerated by the COVID-19 pandemic, which led to a surge in demand
for online learning solutions. But would you like to know where it all
started?
The History of eLearning
The term eLearning was coined by US learning guru Elliott Masie in
November 1999, when he delivered his speech at the TechLearn
Conference: “eLearning is the use of network technology to design,
deliver, select, administer, and extend learning.”
In 2000, eLearning was revolutionized as a technology with the release
of OLAT, the first open-source learning management system. That year
also saw the release of the first version of SCORM, a standard that
enables users to package content and distribute it within an LMS.
In the early 2000s, mobile devices became more and more prevalent,
and took the form of smartphones and tablets. They were no longer used
just to make calls: people watched videos (in terms of learning, this
involved pre-recorded lecture content), read books, and played games
on their phones. That prompted cellular companies to improve mobile
connectivity, a race that continues to this day.
Mobile devices are now a popular choice to access eLearning, both for
businesses and general education.
Objective
E-Learning represents an innovative shift in the field of learning,
providing rapid access to specific knowledge and information [4]. It
offers online instruction that can be delivered anytime and anywhere
through a wide range of electronic learning solutions such as Web-based
courseware, online discussion groups, live virtual classes, video and
audio streaming, Web chat, online simulations, and virtual mentoring.
E-Learning enables organizations to transcend distance and other
organizational gaps by providing a cohesive virtual learning
environment. Companies must educate and train vendors, employees,
partners, and clients to stay competitive and E-Learning can provide
such just-in-time training in a cost-effective way.
Developing and deploying effective E-Learning programs may require
products and services supplied by a variety of vendors, leaving one to
connect the dots. One way to start is to define the goals of the desired
learning solution. Definition of the goals of an E-Learning solution is
driven by the following factors:
Perform task analysis
Perform training needs analysis
Review existing capabilities
Determine expectations
To reduce learning costs
To motivate employees
To improve flexibility of course delivery
To expand the capabilities of the business
Justification of language and platform used
1. Software requirement specification
o XAMPP Server
o PHP
o HTML, CSS and JAVASCRIPT etc.
o MYSQL Database
o Chrome and brave browser supported.
2. Hardware:
a. For client site:
o 256MB RAM
o 1GB HDD
o System with any Operating System.
b. For server site:
o Web App Developer based or higher end server
o 4GB Ram
o 200GB of disk space
o Pentium 2.4Ghz and above.
Feature of scope Programming World
The Programming world is playing an important and vital role in E-learing .
The integration of virtual reality (VR) and augmented reality (AR) is likely
to provide immersive and engaging learning experiences, especially in
fields where hands-on training is crucial.
Short, focused learning modules (microlearning) will become more
popular, catering to the modern learner's preference for quick, digestible
content.
Gamification elements and simulation-based learning will enhance
engagement and make learning more enjoyable, particularly in corporate
training and professional development.
As the demand for soft skills increases, e-learning will focus on developing
interpersonal skills, communication, adaptability, and other attributes
crucial for success in the modern workforce.
Given the growing emphasis on sustainability, e-learning programs may
incorporate content related to environmental awareness, corporate
sustainability, and green practices.
ER Diagram
Data Flow Diagram(DFD)
Conclusion
E-learning is not just a change of technology. It is part of a redefinition of
how we as a species transmit knowledge, skills, and values to younger
generations of workers and students. This book makes a few predictions
of how e-learning and the functions it serves will continue to develop.
Learners will have access to millions or billions of knowledge modules.
Some will be Web pages with simple text and graphics. Others may
include multimedia simulations. In many fields, e-learning has become
the default way to conduct training or to provide education. There are
four secrets of e-learning. The first secret is to teach what learners need
to learn in the way they most naturally learn. The second secret is to
define clear learning objectives. The third secret builds on the first two.
It is to focus on the right objectives. The final secret is in the power of
testing.
References
1. https://www.javatpoint.com/
2. https://tomcat.apache.org/
3. https://www.oracle.com/in/
4. https://w3schools.com/