AJP Microproject
AJP Microproject
By
“ SHREYA AWARI”
“SALONI PATIL”
“ADITYA SHELKE”
ROLL NO:- 49
50
51
SUBJECT INCHARGE
Mrs. Smita Kuldiwar
“ SHREYA AWARI”
“SALONI PATIL”
“ADITYA SHELKE”
is submitted for
By
49 Shreya 2209640221
Awari
50 Saloni 2209640222
Patil
51 Aditya 2209640223
Shelke
SUBJECT INCHARGE
(Mrs.Smita Kuldiwar)
Vision: -
Mission: -
M1:- To provide industry oriented quality education and training.
PO1: Basic and Discipline specific knowledge: Apply knowledge of basic mathematics,
science and engineering fundamentals and engineering specialization to solve the engineering
problems.
PO2: Problem analysis: Identify and analyze well-defined engineering problems using
codified standard methods.
PO7: Life-long learning: Ability to analyze individual needs and engage in updating in the
context of technological changes
COMPUTER ENGINEERING DEPARTMENT PROGRAMME
EDUCATIONAL OBJECTIVES
PEO1: Provide socially responsible, environment friendly solutions
to Computer engineering related broad-based problems adapting professional ethics.
The aim of the Online Quiz Competition is to engage participants in an interactive learning
experience that assesses their knowledge across various subjects through a user-friendly
graphical interface. This initiative seeks to promote critical thinking, quick decision-making,
and retention of information among participants.
Course Outcomes
1. CO (a) - Develop a program using GUI framework (AWT and Swing)
Proposed Methodology
1. Quiz Design
3. Score Calculation
4. Feedback Mechanism
5. Deployment
Action Plan:
04-08-2024
1. Searching of Topic 06-08-2024
09-08-2024
2. Gathering information 13-08-2024
15-08-2024
3. Execution of Program 22-08-2024
05-09-2024
4. Report Making 12-09-2024
Subject In-charge
(Mrs.Smita Kuldiwar)
Program for Age Calculator
Rationale
The Online Quiz Competition leverages technology to create an engaging learning environment that
is accessible to a wider audience. It encourages participants to explore their knowledge while
fostering a competitive spirit. With the increasing shift towards digital education, an online quiz
serves as an effective tool for both learning and assessment, making it relevant in today’s educational
landscape.
Literature
Numerous studies have highlighted the effectiveness of gamification in education, indicating that
interactive methods like quizzes enhance student engagement and retention of knowledge. Research
shows that online quizzes can significantly improve learning outcomes by providing immediate
feedback and fostering a sense of competition among participants. Moreover, the incorporation of
technology in assessments aligns with contemporary educational practices, making learning more
dynamic and interactive.
Resources Required
3. VS code Latest 1 -
Source Code
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
String[][] options = {
{"Paris", "Rome", "Madrid", "Berlin"},
{"Dennis Ritchie", "James Gosling", "Bjarne Stroustrup", "Ken Thompson"},
{"Earth", "Mars", "Jupiter", "Venus"},
{"1905", "1912", "1920", "1930"},
{"Charles Dickens", "Leo Tolstoy", "William Shakespeare", "Mark Twain"}
};
char[] answers = {'a', 'b', 'c', 'b', 'c'}; // Correct answers (mapped to options)
// Question label
questionLabel = new JLabel();
add(questionLabel);
// Option buttons
option1 = new JRadioButton();
option2 = new JRadioButton();
option3 = new JRadioButton();
option4 = new JRadioButton();
add(option1);
add(option2);
add(option3);
add(option4);
// Next button
nextButton = new JButton("Next");
nextButton.addActionListener(this);
add(nextButton);
Application
Can be used in college and school level programs
Subject In-charge
(Mrs. Smita Kuldiwar)