E-Learning and Gamification Application For Primary School
E-Learning and Gamification Application For Primary School
• E-learning and gamification is an education via the standalone computer like android
mobile, network, and internet. E-learning refers to using electronic applications and
processes to learn.
Background of study
• Primary education is an important part of educational system, as it provides the
foundation for further educational opportunities and is essential for improving the lives
of individuals and communities.
• E-learning and gamification app impacts the way students learn by providing them
opportunities to access information and resources, engage in online collaborations, make
use of online communication tools, and integrate educational technology into their
learning experiences
Statement of the problem
• The primary problem that this project seeks to address is the lack of an effective and
efficient e-learning system. Currently, there are a number of e-learning systems available,
but they are often difficult to use and lack the features necessary to provide an engaging
and interactive learning experience.
• In order to address this problem, the e-learning and gamification application must be
designed to be user-friendly and intuitive. It must also provide features that allow users
to collaborate and share information easily.
Objectives of the project
General objective
The main objective of this project is to develop E-learning and Gamification Application
for Primary School.
Specific Objective
To make the interface more interactive.
To implement mobile applications and acquiring a new knowledge.
To identify problems and analyze the existing of learning system.
To collect requirement and model system.
Scope and Limitation of the project
Flexibility
Access to a wider range of resources
Improved engagement
Personalized learning
Beneficiary of the Project
Student
Family
Teacher
The methodology of the project
• Currently, the teaching and learning system in primary schools is based on textbooks and
classroom teachers. In addition, a student studying in another grade can only access the
materials of the next grade or through the grade by entering the library or borrowing them
from other students.
Drawbacks of the Existing System
Less follow up of parents to their students.
There is no centralized database to all the data of learning materials.
They are performing all tutorials and worksheets manually that kills both time and labor power
of teachers and students.
Learning materials are less secured.
Proposed e-learning and gamification app description
• The user can easily access the desired learning materials or references. This will decrease the risk
of wasting the time of students, and it simplifies the costs to printout the worksheets prepared by
the teacher (if there). Generally automated application guarantees the survival of the students for
their future learning.
• And this proposed e-learning and gamification application has several advantages include:
User friendly interface
Cost reduction
Easy to handle
Fast access references from the Database.
Learning with interactive fun quiz games