0% found this document useful (0 votes)
2 views17 pages

Project

The document outlines a project aimed at improving online learning experiences by addressing common issues such as distractions and inconsistent study habits. It proposes solutions like creating a distraction-free environment, implementing progress tracking, and gamifying the learning process. The project will leverage platforms like YouTube for content delivery and aims to foster community engagement among learners.

Uploaded by

aadityaborkar919
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2 views17 pages

Project

The document outlines a project aimed at improving online learning experiences by addressing common issues such as distractions and inconsistent study habits. It proposes solutions like creating a distraction-free environment, implementing progress tracking, and gamifying the learning process. The project will leverage platforms like YouTube for content delivery and aims to foster community engagement among learners.

Uploaded by

aadityaborkar919
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

Your Progress Simplified

Team Members: Project Guide:


1. Aditya Thombre (Team Leader) Prof. D. J. Chaudhari
2. Aaditya Borkar
3. Poorva Harde
4. Leena Ukey
Traditional Sources
8% “INTRODUCTION”
92% of learners utilize online resources for self-directed
learning.

Approximately 51% of YouTube users use the platform to


learn new things.

71% identify advertisements and platform distractions as


significant barriers to effective learning

78% of students report challenges in maintaining consistent


online study habits
Online Sources
92%
“THE PROBLEMS”
Distracting Environment

Lacks Progress Tracking

Inconsistent Learning Habits

Lack of self-assessment activities


“THE PROBLEM”
“THE SOLUTION” +1 +1+1

Create a distraction-free learning environment

Implement comprehensive progress tracking

Develop engaging gamification system

Incorporate quizzes to gain insights


“LITERATURE SURVEY”
Feature YouTube Duolingo Coursera/Udemy SnapLearn
Limited to specific Course-specific;
Wide Range of Extremely broad, Comprehensive across diverse educational
domains like restricted to purchased
Topics covering all topics. areas.
languages, music. content.

Gamified streak system Gamified streak system with rewards and


Streaks Not available.
encourages daily use.
Not available.
challenges.

Progress Minimal; relies on Tracks user progress Limited to individual Centralized tracking across diverse content
Tracking manual tracking. within gamified paths. courses. types.

Free with ads; premium Free with optional paid Paid courses (affordable, Free and affordable with integrated free
Price for ad removal. features. occasional discounts). content.

High due to unrelated Minimal; focused on Minimal; structured and


Distractions recommendations. learning paths. course-focused.
Low; designed for distraction-free learning.

No integration;
Content Standalone platform; no Limited; no free content Integrates free resources like YouTube with
standalone gamified
Integration external integration. integration. tools.
experience.

Community Streaks, points, Streaks, points, and expanded gamified


None. None.
Engagement leaderboards. learning.

Moderate; structured
High, but lacks structure Moderate; structured
Flexibility for learning.
but restricted to
but course-specific.
High; personalized paths with diverse topics.
domains.

Note-Taking None; requires external Limited or requires


None. Built-in timestamp-synced note-taking.
Features tools. external tools.
“DATA FLOW DIAGRAM”

fig. DFD Level 0 fig. DFD Level 1


“SEQUENCE DIAGRAM”
“UML DIAGRAM”
“METHODOLOGY”
Integrate YouTube playlists, timestamp-synced notes,
Google Calendar, screenshots, and annotations.

Implement streak tracking, reward systems, virtual


x 21 x 100
currency, quiz on topic , and achievements.

Establish a friend system, community discussions, group


participation, and user profiles for peer support.

So you can learn while having fun...


“TECHNOLOGY STACK”
"EXPECTED OUTCOMES"
Users will develop regular learning habits through
structured progress tracking and personalized learning
paths.

A vibrant community will support peer learning through


discussions, group participation, and social features.

Learners will better retain information with the help of


integrated notes, annotations, and analytics tools.

Gamification elements, such as rewards, streak tracking,


and quiz on topic , will provide ongoing motivation and
engagement for learners.
“FUTURE SCOPE”

ADDITION OF TOOLS RELATED TO THE COURSE


(coder.com | for Development Environment )
(photopea.com | for Image Editing )

COLLABORATION WITH PLATFORMS TO ORGANIZE


HACKATHONS AND EVENTS
(since we have an existing ecosystem of
learners, why not introduce some fun, both the
student and platform get a monetary kickback)
"REFERENCES"
[1] Statista Education Market Outlook 2024-
https://www.statista.com/outlook/dmo/eservices/online-learning/worldwide

[2] Pew Research Study on YouTube Content by Aaron Smith, Skye Toor & Patrick van Kessel
https://www.pewresearch.org/internet/2018/11/07/many-turn-to-youtube-for-childrens-content-
news-how-to-lessons/

[3] Online Learning Survey 2024, eLearning Industry-


https://elearningindustry.com/online-learning-statistics-2024

[4] EdTech Survey 2024 - Why sudden increase in college dropout rates?
https://educationdata.org/online-education-statistics

[5] Youtube Demographic for Education


https://www.videomaker.com/study-shows-half-of-youtube-users-are-there-for-education/

[6] https://www.youtube.com/
THANK YOU
Its Q & A time!
“SCOPE OF THE PROJECT’’
We aim to reach online learners throughout the
world.

The project will work on both web and mobile


platforms to reach a wider audience .

YouTube will be the primary source for


integrating engaging video content for seamless
learning.

Empower users with detailed progress tracking,


and implement quiz integration
“THE SOLUTION”

You might also like