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E-Learning and Gamification Application For Primary School

The document discusses developing an e-learning and gamification application for primary school. It outlines objectives like making the interface interactive and implementing mobile apps for acquiring new knowledge. It describes the existing system's limitations and how the proposed app could address these through features like a user-friendly interface, access to resources, and interactive quiz games.

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Gemechis Gurmesa
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0% found this document useful (0 votes)
48 views10 pages

E-Learning and Gamification Application For Primary School

The document discusses developing an e-learning and gamification application for primary school. It outlines objectives like making the interface interactive and implementing mobile apps for acquiring new knowledge. It describes the existing system's limitations and how the proposed app could address these through features like a user-friendly interface, access to resources, and interactive quiz games.

Uploaded by

Gemechis Gurmesa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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E-LEARNING AND GAMIFICATION

APPLICATION FOR PRIMARY


SCHOOL
Introduction

• 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

Scope of the project


 Available in English language.
 The application is mobile based.
 The app is accessible for grade 5 up to 8
 The subjects included in the app are Mathematics, English, General Science and
Information Technology.
Limitation of project
 The system is not offline.
 The gamification questions can not handle subjective questions.
 The system provide service only to non-blind users.
Significance 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

Data collection tools and techniques:


 Observation
 Interview
System Analysis and Design: We will use object-oriented system analysis and design
methodology
System development models: We are going to use the agile model which quickly delivers
a working product and is considered a very realistic development approach
System Testing Methodology : This methodology used to test a particular product to
ensure that the product fits its purpose. Includes: Unit Testing , Integration Testing , System
Testing , Compatibility Testing.
System Development Tools and Techniques

• Platform: MS Window 10 x64 (64 bits)


• Programming Language Used: Java
• Markup language: Draw.io
• Emulator: Virtual device, Android phone
• Editor: Android Studio
• Diagram design: Draw.io
• Firebase for cloud database management
• Hardware Tools: Computer, Network Cable, Flash Disk, Printer
DESCRIPTION OF EXISTING SYSTEM

• 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

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