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A Project Report

On

E-LEARNING FOR KIDS


Submitted by
MS. POOJA ZINGADE
SEAT NO- 1057446

T.Y.B.Sc.IT
MAY 2016

Under the guidance of


MS. AMITA RAWOOL

Submitted in partial fulfillment of the requirements for qualifying


B.Sc.-(I.T.), Semester – VI Examination

Chikitsak Samuha’s
S.S. & L.S. PatkarCollege of Arts & Science
&V.P.Varde College of Commerce & Economics.S.V.Road, Goregaon (W), Mumbai – 400
062

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Acknowledgement

The preceding material is a sincere effort from my side to create the E-learning for kid’s web
application as my T.Y.BSc.IT project.
I would like to take this opportunity to express my gratitude to the Department of BSc.IT for
nurturing and teaching me the nuances required for developing this project. Our Head of
Department Ms. Mokshita Shetty has been very helpful for making all facilities available to us.
She always had a watchful eye on our progress throughout the project.
I am thankful to our project guide Ms. Amita Rawool who provided me this project and guided
me throughout this project. I heartily in-depth and feel a deep sense of gratitude towards her as a
project guide for supporting me with lot of information and valuable guidance.
Last but not the least our heartfelt gratitude to the Staff Members of Patkar College for their
corporation and support.
This project was a great learning and humbling experience and reflects my academic work at
Patkar College. I am sure that this experience will hold us good stead when I begin my
professional careers.

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INDEX
Sr. No Topic
1. Introduction
a. Theoretical Background/ history
b. Objective and scope of the project
2. System Analysis
a. Existing System
b. Problem Definition
c. Proposed System
d. Modular Description
e. Advantages / Features of project
3. Requirement Analysis
a. Functional Requirements
b. Non- Functional Requirements
c. User Requirements
d. Hardware Requirement
e. Software requirement
4. Feasibility Study
a. Operational
b. Economical
c. Technical
4. Process Model Involved (water fall, incremental, etc.)
5 Methodology Adopted (object oriented /structure oriented)
6. Design
For Object oriented methodology
a. Usecase diagram
b. Class diagram
c. Activity diagram
d. Sequence diagram
For database
a. ER Diagram
7. Layout (Input and output screen / forms design)
8. Testing
a. Methodology used for testing
b. Test report, printout of the reports, printout of the code sheet
9. System maintenance
10. Future Enhancement
a. Drawback (if any)
b. Future scope.
11. Conclusion & References

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Abstract

E-learning for kids is a website for kids. It mainly includes all the activities related to the kids. A
user can search for the different learning tools which can make his/her child to learn things more
easily and gradually.

The actual aim of this website is to make user comfortable with the modern developing tools.
The user first needs to register itself to login this website. After login the user can know about
the detailing of the website i.e. how to use it.

After manual reading the user can go through the menus like communication skills,
environmental skills etc. Which will thus involved a video which will help children to grow
communication skills then the emotion skills.

The user can also go through the options such maths, science, computer skills, learning of
alphabets, stories, Health, Life skills. Where for every option their would be some images would
be displayed and the appropriate videos for it.

Also it will include the questionnaire part where the children or a kid has to answer the given
question and an appropriate marks will be given.

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INTRODUCTION

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INTRODUCTION:

Now a day, the necessity of executing the things increasing rapidly in our daily activities. Technology
plays a vital role in day to day activities. And this in turn made great changes in many work fields and out
of them E-learning for kid’s is one of that changed lot of colors in their systematic approaches.

As the name of the project “E-learning for kid’s” suggests, the system/application has to manage the
learning progress for kid’s and helpful for school studies. This system handles the students data and
efficiently displays all the student details.

1.1. THEORITICAL BACKGROUND / HISTORY:

 The last few years we have seen a huge number of new platforms and applications
emerge to try and get people more engaged in learning.

 Educational technologies include numerous types of media that deliver text,


audio, video, etc. and computers based learning.

 E-Learning is the use of technology to enable people to learn anytime and


anywhere.

 E-Learning can include training, the delivery of just-in-time information and


guidance from experts. It is used by learners and educators in homes, schools, and
other settings.

 Educational technology is an inclusive team for the tools and for supporting
learning and teaching. Helping children’s to learn in such a way that it is easier,
faster, surer, or less expensive.
 Writing on slates and blackboards have been weird for at least a millennium.

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1.2. OBJECTIVE AND SCOPE OF THE PROJECT:

Objective of the project:


 The objective of the project is to resolve the problems occurring in the existing
systems.

 The main objective is that a user should not face any difficulties in browsing
various sites for e-learning for their queries. One should get all his answers on this
site which consist of combination of all other websites giving various facilities into
one.

 The project aims is to save users time and effort while going through the
kids/children’s tuition hence this website is then be useful
.
 The project gives information about different learning tools. This information is
filtered out and provided to the user. It is basically a general information about a
tool
.
The scope of the project would be kids knowing the fun part of learning and grasping things
more quickly and granularly

Scope of the project:


 A Website is user-friendly to the right audience, easy for that audience to find, and
provides information the targeted audience wants and needs.
 The deliverable of this project which is a web-based Database application system.

The scope for the system can be as follows:


 Maintain users records
 Provide information about General knowledge about science, planets, religion, skills.
 Provide Maths and Quiz options

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SYSTEM ANALYSIS

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After analyzing the requirements of the task to be performed, the next step is to analyze
the problem and understand its context. The first activity in the phase is studying the existing
system and other is to understand the requirements and domain of the new system. Both the
activities are equally important, but the first activity serves as a basis of giving the functional
specifications and then successful design of the proposed system. Understanding the properties
and requirements of a new system is more difficult and requires creative thinking and
understanding of existing running system is also difficult, improper understanding of present
system can lead diversion from solution.

2.1. Existing System:

 The existing system is having all the modules and features of this project into
different websites. One has to browse different websites for searching information
about different way of learning.

 The existing system was children studying with the help of slates, books, pencils,
etc. Which was just not enough for them to evaluate themselves.

 Children used to go to the tuitions for learning. Which was thus being boring at
times. So kids were not able to know extra knowledge or the best part of learning.

 Children were not aware about the internet world where one search for a word can
open so many links for it.

 Earlier children were not aware about the good communication skills how to be
developed was not been interpreted through websites.

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 Awareness of Health was a big issue. How to get away from health issues was the
only solution to be the doctor. Nowadays through website one can get the health
awareness.

 Computer skills were not good. The children with poor background could not
mainly afford the budget of buying the computers/laptops.

2.2. Problem Definition:


 The problem with the existing system is that it is very time consuming.

 There can be inconsistency of data and the integrity of the data is compromised.
And the most important data accuracy cannot be guaranteed.

 Nowadays, instead of learning together, many of the children spend hours filling
in worksheets, attaining tuitions, that they could Google it in 30 seconds, which
make children bored and too often deny for studying sometime
.
 For them there is no such entertaining part. Children tends to learn only when
they find learning interactive, friendly, easy to operate and more interactive. To
bring all such features for children, e-learning will play a vital role

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2.3. Proposed System:
 The main objective is that a user should not face any difficulties in browsing
various sites for e-learning for their queries. One should get all his answers on this
site which consist of combination of all other websites giving various facilities
into one.

 The project aims is to save users time and effort while going through the
kids/children’s tuition hence this website is then be useful.

.
 The project gives information about different learning tools. This information is
filtered out and provided to the user. It is basically a general information about a
tool.

 The scope of the project would be kids knowing the fun part of learning and
grasping things more quickly and granularly.

Data Consistency: In proposed system the data items are stored in one place which
maintains the consistency of data.
Data Accessibility: Data can be retrieved more easily in database system this helps a better
data accessibility.
Security: This helps the data to be accessed only to the authorize users. It provides various
procedures to maintain the data security.
Less Effort: The data maintenance in a database requires less effort as compared to the
manual work system.
Compactness: The database system maintains data in a compact and efficient manner. It
needs less space than others.

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2.4. Modular Description:

1.Register
The interested user will be registered in the system. Also, it can be used for
authentication of the existing users who intend to use the system. This registration
maintains the details about users.
2. Login:
In login process the user will be first start the session in order to login. During login
process the system will ask user to enter details. If the input provided is valid the user
will be allowed to proceed, else the user has to login again. If user is logging for first time
the user need to provide all the details that is the user has to register itself before login
process.

3. Alphabet:
In alphabet the user is allowed to view all the alphabet with all the alphabets images. So
that a children can enjoy learning with images and videos. Appropriate video will be
displayed on click of any alphabet.

4. Maths:
In maths, the user if he/she wish to learn can perform maths by providing data inputs to
the system. The result of performed maths calculation will then be displayed to the user.
Here the children can learn maths by following as maths statistics, tables.

5. Science:
In science, children can learn the basic science of plants, distinguish living thing, non-
living thing, and the basic things like what is healthy and not healthy to the body, which
will be thus helpful for children to get know about basic science world.

6. Religion:
In religion, user the children will get aware about the religion in India. Children will get
to know about religions like hindu, muslims, Sikhs, Christian about all the culture which
is being followed in India. Children will get a idea about all the different culture.

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7. Quiz:
In quiz, system will ask user to answer the given questions in order to perform test. For
every correct answer user will get marks associated to it. And for every wrong answer
marks will be deducted.

8. Charts:
In charts, user can see different charts of list organised by system. The user can view all
the different listed charts in order to know what that image is actually.

8. Stories:
In stories, system will provide the list of stories a user according to his/her wish can view
and enjoy the story.

9. Life skills:
In life skills, children will get to know about the surrounding view of everything which
will be beneficial in knowing the good habits, good behaviour, good learning skills,
respect elders all these things will be shown into pictures.

10. Environment skills:


In environmental skills, children will be taught about the environment related skills like
earth resources, every living thing has a home, global warming, environmental
conversation like throwing garbage into the dustbin, responsible use of energy that is how
to help our planet where people stay.

11. Planets:
In planets, user will allowed to view all the different planets living within our planets. An
appropriate images will be displayed with some information related to that planet. The
user can know the view of galaxy.

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2.5. Advantages/Features of Project:
 Class work can be scheduled around personal and professional work, resulting in
flexible learning.

 Reduces travel cost and time to and from school.

 Learners may have the option to select learning materials that meets their level of
knowledge and interest.

 Learners can study wherever they have access to a computer and Internet

.
 Self-paced learning modules allow learners to work at their own pace.

 Self-confidence and encourages students to take responsibility for their learning.

I. Data Consistency: In proposed system the data items are stored in one
place which maintains the consistency of data.

II. Data Accessibility: Data can be retrieved more easily in database system
this helps a better data accessibility.

III. Security: This helps the data to be accessed only to the authorize users. It
provides various procedures to maintain the data security
.
IV. Less Effort: The data maintenance in a database requires less effort as
compared to the manual work system.

V. Compactness: The database system maintains data in a compact and


efficient manner. It needs less space than others.

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REQUIREMENT ANALYSIS

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3.1. Functional Requirements:

A functional requirement defines a function of a system or its component. A function is


described as a set of inputs, the behavior, and outputs.

Functional requirement of this website include:


 The system shall enable the valid user to register to the system.
 The system shall provide the information of science and display images.
 The system shall allow the user to view and play video online for alphabets.
 The system shall allow the user to learn Maths.
 The system shall allow the user to view animated stories.
 The system shall allow the user to analyse Religion.
 The system shall allow the users to answer the questions in quiz.
 The system shall allow the user to study planets.
 The system shall give the quick response to the user’s query.

3.2. Non-Functional Requirements:

A non-functional requirement is a requirement that specifies criteria that can be used to


judge the operation of a system, rather than specific behaviors.

Non-Functional requirements are:


 Compatibility

o The website should run compatibly with any browser.

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o It should allow the users to register to the website and gives access to them.

 Reliability and Availability

o The data should be available to the user whenever they want.


o System should be able to give response on time. Loading time of system should not
be too much.

 Performance

 The system should enable the valid user to register to the system.
 The system should provide the information of science and display images.
 The system should allow the user to view and play video online for alphabets.

 Usability
o Website should be easy to use.
o It should be easy to learn, understandable, and attractive.

 Maintainability
o The website is often used over a long period, so it should maintain properly.
3.3. User Requirements:
 Requirements of user can be system should be highly secure enough, portable,
system should be confident enough to fulfill the user requirements.

 System should be environment friendly to work with the user.

 System should be quick to provide management information.

 System should be error-free. It should run faster as to be designed.

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3.4. Hardware Requirements:

 CPU: Intel Pentium Dual Core or above

 Input Device: Pointing device(Mouse), Keyboard

 512 MB RAM

 Color Monitor with resolution 1166x760

 500MB Hard Disk memory

 Printer

 Speakers for audio video sound, Plug-ins (Flash, QuickTime, Windows Media
Player, Real Player, etc.)

3.5. Software Requirements:

Software plays an important role in any project development. One should understand which
software to use to develop the project.
 Microsoft’s Windows 7/8
 Google Chrome or Mozilla Firefox Web browser
 Microsoft Visual Studio 2010
 Microsoft’s SQL Server 2008

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FEASIBILITY STUDY

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The main purpose of feasibility analysis is to check the economic viability of the proposed
system. The result of the feasibility study will indicate whether to proceed with the proposed
system or not. If the results of the feasibility study are positive, then we can proceed to develop a
system otherwise project should not be pursued. Preliminary investigation examine project
feasibility, the likelihood the system will be useful to the organization. The main objective of the
feasibility study is to test the Technical, Operational and Economical feasibility for adding new
modules and debugging old running system. All system is feasible if they are unlimited resources
and infinite time. There are aspects in the feasibility study portion of the preliminary
investigation:
1. Operational Feasibility
2. Economical Feasibility
3. Technical Feasibility

4.1. Operational Feasibility:


Operational feasibility study tests the operational scope of the system to be developed.
The proposed system must have high operational feasibility.

 In case of any mistakes while registering, the user is made aware about the error
messages.
 The usability will be high.
 Response time of the website is fast.
 The website is developed with clear and easy to understand navigation that enables users
to find information quickly.
 The website itself does major task of the user, the only work for the user is to click on the
controls .
 Thus, the proposed system is operationally feasible.

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4.2. Economical Feasibility:
The purpose of the economic feasibility assessment is to determine the positive economic
benefits that the proposed system will provide.

Proposed system requires development tools and software such as visual studio 2010
which are free of cost and available on Internet. For developing proposed system, we need
various resources such as computer systems, internet connection, recommended disk space, and
memory speed as mention in requirement. By looking at all these expenses and comparing with
proposed system, we have many benefits from proposed system such are:

 An existing system is manual, where data may not available on time. But proposed
system will be computerized, so we can overcome all limitations of existing system.
 This system will reduce the paperwork.
 This system will save the time of the people.

So keeping all above mentioned benefits and comparing with various expenditures of
resources, we conclude that proposed system is economically feasible.

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4.3. Technical Feasibility:
The technical feasibility assessment is focused on gaining an understanding of the present
technical resources and their applicability to the expected needs of the proposed system. It is an
evaluation of the hardware and software and how it meets the need of the proposed system.
This system will be developed using ASP.NET technology. As we require some time to
learn these technologies, all these are easy to learn and can develop system very rapidly. After
developing and deploying the system, any user can view this site on the Internet.
It is a web based user interface thus it provides an easy access to the users.
Permission to the users would be granted based on the roles specified. Therefore, it provides the
technical guarantee of accuracy, reliability and security.Thus, the proposed system is technically
feasible.

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PROCESS MODEL

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Iterative Model:
 Our project involves iterative model because in case of any update is required transition
can be done from one module to another module. As such concept was not available in
waterfall model. So our project involves the use of iterative model.
 In Iterative model, iterative process starts with a simple implementation of a small set of
the software requirements and iteratively enhances the evolving versions until the
complete system is implemented and ready to be deployed.

 An iterative life cycle model does not attempt to start with a full specification of
requirements. Instead, development begins by specifying and implementing just part of
the software, which is then reviewed in order to identify further requirements.

 This process is then repeated, producing a new version of the software at the end of each
iteration of the model.

A. Iterative Model design

 Iterative process starts with a simple implementation of a subset of the software


requirements and iteratively enhances the evolving versions until the full system is
implemented.

 At each iteration, design modifications are made and new functional capabilities are
added. The basic idea behind this method is to develop a system through repeated cycles
(iterative) and in smaller portions at a time (incremental).

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Following is the pictorial representation of Iterative and Incremental model:

SDLC Iterative Model

 Iterative and Incremental development is a combination of both iterative design or


iterative method and incremental build model for development.

 "During software development, more than one iteration of the software development
cycle may be in progress at the same time." and "This process may be described as an
"evolutionary acquisition" or "incremental build" approach."

 In incremental model the whole requirement is divided into various builds. During each
iteration, the development module goes through the requirements, design, implementation
and testing phases.

 Each subsequent release of the module adds function to the previous release. The process
continues till the complete system is ready as per the requirement.

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 The key to successful use of an iterative software development lifecycle is rigorous
validation of requirements, and verification & testing of each version of the software
against those requirements within each cycle of the model. As the software evolves
through successive cycles, tests have to be repeated and extended to verify each version
of the software.

B. Iterative Model Application.

Like other SDLC models, Iterative and incremental development has some specific
applications in the software industry. This model is most often used in this project
because of the following scenarios:

1. Requirements of the complete system are clearly defined and understood.

2. Major requirements must be defined; however, some functionalities or requested


enhancements may evolve with time.

3. There is a time to the market constraint

4. A new technology is being used and is being learnt by the development team while
working on the project.

5. Resources with needed skill set are not available and are planned to be used on
contract basis for specific iterations.

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6. There are some high risk features and goals which may change in the future.

Advantages of Incremental model:


i. Generates working software quickly and early during the software life cycle.

ii. This model is more flexible – less costly to change scope and requirements

iii. It is easier to test and debug during a smaller iteration.

iv. In this model customer can respond to each built

v. Lowers initial delivery cost.

vi. Easier to manage risk because risky pieces are identified and handled during it’d
iteration.

Disadvantages of Incremental model:


i. Needs good planning and design

ii. Needs a clear and complete definition of the whole system before it can be broken down
and built incrementally.

iii. Total cost is higher than waterfall.

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METHODOLOGY ADOPTED

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Object Oriented Method:
Our project adopts Object oriented approach which involves classes and objects. Object
oriented programming (OOP) is a programming paradigm based on the concept of objects,
which may contain data, in the form of fields, often known as attributes; and code, in the form of
procedures, often known as methods. A distinguishing feature of objects is that an object's
procedures can access and often modify the data fields of the object with which they are
associated. In OO programming, computer programs are designed by making them out of objects
that interact with one another. There is significant diversity in object-oriented programming, but
most popular languages are class-based, meaning that objects are instances of classes, which
typically also determines their type.

Object-oriented methodology decomposes web application into components. Each


component (page, site etc) is defined in terms of its state and behavior. This approach maintains
support for software reuse, high level abstraction, run-time management and maintenance
throughout the development cycle of the web application.

When designing a website, the entire website itself is an “object”. An object can be
described as a noun – a person, place or thing. In this case, a website is a thing, obviously.
Furthermore, each separate piece that makes up the design of the site can be their own object
also. Take for example something as small as a button. Think of what creates a button. A button
may have a border, a border radius, a label, a font size, a color; the list goes on.

Justification:

We have used Object oriented method because of following features:

1. The components created can be reused later on in other subsystems.


2. Scalability and reliability also make it towards object-orientations.
3. The requirement specifications are to be done with UML diagrams for front-end and
processing which consist of:

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1. Use-Case diagrams
2. Activity Diagram
3. Sequence diagram
4. Class diagram
4. An ER-model will help to incorporate the information storage in form of relational tables,
in the chosen SQL Server database.

GANTT CHART

A Gantt chart, commonly used in project management, is one of the most popular and
useful ways of showing activities (tasks or events) displayed against time. On the left of the chart
is a list of the activities and along the top is a suitable time scale. Each activity is represented by
a bar; the position and length of the bar reflects the start date, duration and end date of the
activity. This allows you to see at a glance:

i. What the various activities are


ii. When each activity begins and ends
iii. How long each activity is scheduled to last
iv. Where activities overlap with other activities, and by how much
v. The start and end date of the whole project

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Gantt chart Timeline

Gantt Chart Graph

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DATA DICTIONARY
Registration_Details
Field_name Data type Length Constraints Description
First_name Varchar2 30 Not Null First name of
kid
Middle_name Varchar2 30 Not Null Middle name
of kid
Last_name Varchar2 30 Not Null Last name of
kid
Gender Varchar2 10 Not Null Gender of kid
Contact_no Number 10 Not Null Contact no. of
parents
State Varchar2 30 Not Null Name of a
state
City Varchar2 30 Not Null Name of a city
Age Number 10 Not Null Age of a kid
School Varchar2 30 Not Null Name of
School

Table_Admin
Field_name Data type Length Constraints Description
Admin_name Varchar2 30 Not Null Admin name
Email Varchar2 30 Not Null Admin Email
Password Varchar2 30 Not Null Password

Table_User
Field_name Data type Length Constraints Description
User_id Number - Primary key Id of user
User_name Varchar2 30 Not Null Name of user
Password Varchar2 30 Not Null Password

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Table_Science
Field_name Data type Length Constraints Description
Science_id Number - Primary key Id of Science
Science_name Varchar2 30 Not Null Name of
science
Image Varchar2 30 Not Null Image

Table_Charts
Field_name Data type Length Constraints Description
Charts_id Number - Primary key Id of Charts
Charts_name Varchar2 30 Not Null Name of
Charts
Image Varchar2 30 Not Null Image

Table_Religion
Field_name Data type Length Constraints Description
Religion_id Number - Primary key Id of Religion
Religion_name Varchar2 30 Not Null Name of
Religion
Image Varchar2 30 Not Null Image

Table_Planets
Field_name Data type Length Constraints Description
Planets_id Number - Primary key Id of Planets
Planets_name Varchar2 30 Not Null Name of
Planets
Image Varchar2 30 Not Null Image

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Table_Environmental skills
Field_name Data type Length Constraints Description
Envi_id Number - Primary key Id of
Environment
Envi_name Varchar2 30 Not Null Name of
Environment
Image Varchar2 30 Not Null Image

Table_Life skills
Field_name Data type Length Constraints Description
Life_id Number - Primary key Id of Life
skills
Life_name Varchar2 30 Not Null Name of
Life_skills
Image Varchar2 30 Not Null Image

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DESIGN

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9.1. Usecase diagram

A use case diagram contains four components:

 The boundary, which defines the system of interest in relation to the world around it.
 The actors, usually individuals involved with the system defined according to their roles.
 The use cases, which are the specific roles played by the actors within and around the
system.
 The relationships between and among the actors and the use cases.

The actors can be human user, some internal applications or may be some external applications.
So in a brief when we are planning to draw an use case diagram we should have the following
items identified.

i. Functionalities to be represented as an use case


ii. Actors
iii. Relationships among the use cases and actors.

Use case diagrams are drawn to capture the functional requirements of a system. So after
identifying the above items we have to follow the following guidelines to draw an efficient use
case diagram.

i. The name of the use case is very important. So the name should be chosen in such a way
so that it can identify the functionalities performed.
ii. Give a suitable name for actors.
iii. Show relationship and dependencies clearly in the diagram.
iv. Do not try to include all types of relationships. Because the main purpose of the diagram
is to identify requirements.
v. Use note whenever required to clarify some important points

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Use-case Diagram for E-learning for kids

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9.2. Class diagram

Class diagrams are the most popular UML diagrams used for construction of software
application. So it is very important to learn the drawing procedure of class diagram.

The purpose of the class diagram is to model the static view of an application. The class
diagrams are the only diagrams which can be directly mapped with object oriented languages and
thus widely used at the time of construction.

Class diagrams have lot of properties to consider while drawing but here the diagram will
be considered from a top level view.

Class diagram is basically a graphical representation of the static view of the system and
represents different aspects of the application. So a collection of class diagrams represent the
whole system.

The following point should be remembered while drawing a class diagram:

i. The name of the class diagram should be meaningful to describe the aspect of the system.
ii. Each element and their relationships should be identified.
iii. Attributes and methods of each class should be clearly identified.
iv. For each class minimum number of properties should be specified. Because unnecessary
properties will make the diagram complicated.

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Class Diagram for E-learning for kids

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9.3. Activity Diagram

Activity diagram is another important diagram in UML to describe dynamic aspects of


the system.

Activity diagram is basically a flow chart to represent the flow form one activity to
another activity. The activity can be described as an operation of the system.

So the control flow is drawn from one operation to another. This flow can be sequential,
branched or concurrent.

Before drawing an activity diagram we must have a clear understanding about the
elements used in activity diagram. The main element of an activity diagram is the activity itself.
An activity is a function performed by the system. After identifying the activities we need to
understand how they are associated with constraints and conditions.

So before drawing an activity diagram we should identify the following elements:

 Activities
 Association
 Conditions
 Constraints

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Login

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Module 1(Alphabet):

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Module 2(Maths):

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Module 3(Science):

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Module 4(Religion):

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Module 5(Quiz):

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Module 6(Charts):

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Module 7(Stories):

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Module 8(Life skills):

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Module 9 (Environment skills):

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Module 10(Planets):

Activity Diagram for E-learning for kids

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9.4. Sequence Diagram

A Sequence diagram is an interaction diagram that shows how processes operate with
one another and in what order. It is a construct of a Message Sequence Chart. A sequence
diagram shows object interactions arranged in time sequence. It depicts the objects and classes
involved in the scenario and the sequence of messages exchanged between the objects needed to
carry out the functionality of the scenario. Sequence diagrams are typically associated with use
case realizations in the Logical View of the system under development. Sequence diagrams are
sometimes called event diagrams or event scenarios.

A sequence diagram shows, as parallel vertical lines (lifelines), different processes or


objects that live simultaneously, and, as horizontal arrows, the messages exchanged between
them, in the order in which they occur. This allows the specification of simple runtime scenarios
in a graphical manner.

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9.5. E-R Diagram

In software engineering, an entity–relationship model (ER model) is a data model for


describing the data or information aspects of a business domain or its process requirements, in an
abstract way that lends itself to ultimately being implemented in a database such as a relational
database.

The main components of ER models are entities (things) and the relationships that can
exist among them. An entity relationship diagram shows the relationships of entity sets stored in
a database. ER diagrams illustrate the logical structure of databases.

Entities may have various properties (attributes) that characterize them. Diagrams created
to represent these entities, attributes, and relationships graphically are called Entity-
Relationship diagram

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Name
E-mail
Password Id Password
Name

Manage User
Administrator

Science Search

Id Images Alphabets
Name

Id Name Images

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Name
Name
Password Id
Images
Id

User Search Religion

Search Planets
Search

Id Images

Name

Charts

Id Images
Name

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Name Name

Id Images
Password
Id

User Search Environment skills

Search

Life Skills

Images
Id

Name

E-R Diagram for E-learning

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LAYOUT DESIGN

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10.1. Screenshots:

Homepage

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User Sign Up page

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User Login page

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Planets

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Maths

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Count

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Quiz

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TESTING

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11.1. Testing:

Generally, it has been specified thought for testing that:

“Testing is the critical element of any software quality assurance and represents the
ultimate review of specification, design and code generation.”

Software testing has a dual function; it is used to establish the presence of defects in
program and it is used to help judge whether or not the program is usable in practice. Thus
software testing is used for validation and verification, which ensure that software conforms to
its specification and meets the need of the software customer.

Software testing is a process of executing a program or application with the intent of


finding the software bugs.

It can also be stated as the process of validating and verifying that a software program or
application or product:

i. Meets the business and technical requirements that guided it’s design and development
ii. Works as expected.
iii. Can be implemented with the same characteristics.

Software testing is very important because of the following reasons:

1. Software testing is really required to point out the defects and errors that were made
during the development phases.
2. It’s essential since it makes sure of the User’s reliability and their satisfaction in the
application.

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3. It is very important to ensure the quality of the product. Quality product delivered to the
users helps in gaining their confidence.
4. Testing is necessary in order to provide the facilities to the customers like the delivery of
high quality of product or software application which requires lower maintenance cost
and hence results into more accurate, consistent and reliable results.
5. Testing is required for an effective performance of software application or product.
6. It’s important to ensure that the application should not result into any failures because it
can be very expensive in the future or in the later stages of the development.

11.2. Methods of Testing:

There are different methods that can be used for software testing.

Software testing methods are traditionally divided into white-box testing and black-box testing.
We have implemented Black-box and White-box Testing. These two approaches are used to
describe the point of view that a test engineer takes when designing test cases.

1. Black-box Testing:

Black-box testing is a method of software testing that examines the functionality of an


application without peering into its internal structures or workings. Black box testing is used to
test the software without knowing the internal structure of code or program.

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2. White-box Testing:

White-box testing (also known as clear box testing, glass box testing, transparent box
testing and structural testing, by seeing the source code) tests internal structures or workings of
an application, as opposed to its functionality (i.e. black-box testing). In white-box testing an
internal perspective of the system, as well as programming skills, are used to design test cases.

11.3. Test Cases:


1) Test case for user_login

Test Test Case Steps Inputs Expected Output Actual Output Pass/Fai
Case Name l
No.
1 User_ Fill the details User enter Display Error Display Error Pass
Login and click login wrong message is, message is,
button. user_name incorrect incorrect
and password user_name and user_name and
password password
2 User_ Fill the details User enter Display Error Display Error Pass
Login and click login wrong message is, message is,
button. user_name incorrect incorrect
and right user_name user_name
password

3 User_ Fill the details User enter Display Error Display Error Pass
Login and click login right message is, message is,
button. user_name incorrect incorrect
and wrong password password
password

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4 User_ Fill the details User enter Display Error Display Error Pass
Login and click login user_name message is, message is,
button. but not enter incorrect incorrect
password password password
5 User_ Fill the details User enter Display Error Display Error Pass
Login and click login password but message is, message is,
button. not enter the incorrect incorrect
user_name user_name and user_name
password
6 User_ Fill the details User enter Display Error Display Error Pass
Login and click login not enter message is, message is,
button. user_name incorrect incorrect
and password user_name and user_name and
password password
7 User_ Fill the details User enter Login Successfully Login Pass
Login and click login right Successfully
button. user_name
and password

2) Test case for Registration

Test Test Case Steps Inputs Expected Actual Output Pass/F


Case Name Output ail
No.

7 User Fill the details User have to Registration Registration Pass


Registration and click enters all Successfully Successfully
done button details
8 User Fill the details If User not fill Display Error Display Error Pass
Registration and click any details message is, message is,
done button please fill all please fill all
details details

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3) Test Case for Alphabets

Test Test Case Name Steps Inputs Expected Actual Pass/Fail


Case Output Output
No.
9 Alphabets Click on any User click Respective Respective Pass
Alphabets on any video should video
alphabets be run on should be
the screen. run on the
screen.

4) Test case for Maths

Test Test Case Steps Inputs Expected Actual Pass/Fail


Case Name Output Output
No.
10 Maths Enter the User enter Well Done Well Done Pass
answer and right answer
click ok
11 Maths Enter the User enter Sorry Try Sorry Try Pass
answer and wrong Again Again
click ok answer

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5)Test case for Quiz

Test Test Case Steps Inputs Expected Actual Pass/Fail


Case Name Output Output
No.
12 Quiz Select answer User select Well Done Well Done Pass
and click done right answer
13 Quiz Select answer User select Sorry Sorry Pass
and click done wrong answer Please Try Please Try
again again

6)Test case for Planets

Test Test Case Steps Inputs Expected Actual Output Pass/Fail


Case Name Output
No.
14 Planets Click on Click on That That respective Pass
Planets any respective planets image
name Planets planets image will appear and
name will appear information of
and that planet will
information of show
that planet will
show

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COST ESTIMATION

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12.1. Cost Estimation Model:

A cost estimate is the approximation of the cost of a program, project, or operation. The cost
estimate is the product of the cost estimating process.

The Development Mode:

There are several modes of software development .These different software development
modes have cost-estimating relationships which are similar in form, but which yield significantly
different cost estimates for software products of the same size. In the COCOMO Model, one of
the most important factors contributing to a project's duration and cost is the Development mode.
Every project is considered to be developed in one of three modes:

1. Organic Mode.
2. Semidetached Mode
3. Embedded Mode

To estimate the effort and development time, COCOMO use the same equations but with
different coefficients (a, b, c, d in the effort and schedule equations) for each development mode.
Therefore before using the COCOMO model we must be able to recognize the development
mode of our project.

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1. Organic Mode:

In the organic mode the project is developed in a familiar, stable environment and the
product is similar to previously developed products. The product is relatively small, and requires
little innovation. Most people connected with the project have extensive experience in working
with related systems within the organization and therefore can usefully contribute to the project
in its early stages, without generating a great deal of project communication overhead.

2. Semidetached Mode:

In this mode project's characteristics are intermediate between Organic and Embedded.
"Intermediate" may mean either of two things:

i. An intermediate level of project characteristics.


ii. A mixture of the organic and embedded mode characteristics.

3. Embedded Mode:

In this development mode Project is characterized by tight, inflexible constraints and


interface requirements. The product must operate within a strongly coupled complex of
hardware, software, regulations, and operational procedures.

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Basic Model:

The basic COCOMO equations take the form

Effort Applied (E) = ab(KLOC) bb [person-months]


Development Time (D) = cb(Effort Applied)db [months]
People Required (P) = Effort Applied / Development time [count]

Where, KLOC is the estimated number of delivered lines (express in thousands) of code for
project. The coefficient ab, bb, cb and db are given in the following table:

Software ab bb cb db
Project
Organic 2.4 1.05 2.5 0.38
Semidetached 3.0 1.12 2.5 0.35
Embedded 3.6 1.20 2.5 0.32

12.2. COCOMO model for E-learning for kids Website:

The E-learning for kids website has average complexity and fair flexibility. Thus it is
classified as organic project.

a. Effort = 2.4* (size) 1.05 PM


b. Time for development = 2.5 * (effort) 0.38 Months

Where,
Effort = Number of staff months (SM)

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Size = Number of lines of code to complete product
Time = total months
The Project Code= 7000 LOC=6 KLOC [We know 1 KLOC=1000 LOC]
Project is 7.0 KLOC

a. Effort = 2.4*7.01.05
= 18.51 SM

b. Time = 2.5*18.510.38
= 8 Months (Development Time)

Cost Per Month =2000/-

Total Cost = 8*2000


= Rs 16,000/-

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SYSTEM MAINTAINENCE

The maintenance of the project is at ease because of the bundle of the features it
accumulates in it. The project is identified by the merits of the system offered to the user. The
merits of this project are as follows:

i. It’s a web-enabled project.


ii. This project offers user to enter the data through simple and interactive forms. This is
very helpful for the users to enter the desired information through so much simplicity.
iii. The user is mainly more concerned about the validity of the data, whatever they are
entering. There are validations of data, so that the user cannot enter the invalid data.
iv. The information provided to the user is needed to be reliable. A content of the website
should be easy for people to understand.
v. This is bound to be simple and very friendly as per the user is concerned. That is, we can
say that the project is user friendly which is one of the primary concerns of any good
project.
vi. Easier and faster data transfer through latest technology associated with the computer and
communication.

Through this features it will increase the efficiency, accuracy and transparency.

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FUTURE ENHANCEMENT

14.1. Drawbacks:

 The size of the database increases day-by-day, increasing the load on the database back
up and data maintenance activity.
 There are no banners for advertisements on the site.

14.2. Future Scope:

For future development, we will first consider all previously assumed options which are
not yet developed. This we can make the website livelier in action, so that can be considered as
popular E-learning websites.

At this some future development has to be taken into account, such as…..

1. Typing master for increasing speed of typing for kids.

2. This website should be launched in World Wide Web(www) to have the live version over
the internet.

We should look for the whole prospective in the near future for a successful, most popular
and user friendly website which will be frequently updated with some extra new features as
well as altering ornamentations in the user interface.

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CONCLUSION:

From a proper analysis of positive points and constraints on the component, it


can be safely concluded that the product is a highly efficient GUI based component. This
application is working properly and meeting to all user requirements. This component can be
easily plugged in many other systems.

Nowadays student getting tired to attendant the somuchlecturesinaday. manual process of


learning each subject in schools become a huge task for student because they want some entertain in
between or need a break to make a mind free and so realizing the need for easy management of this
process, the site has been developed.

GOALS

 Easy retrieval of information


 Reduced errors due to human intervention
 User friendly screens to learn
 Portable and flexible for further enhancement
 Web enabled.
 Entertaining.

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REFERENCES:

1) Murach’s ASP.NET 4 web programming with c# 2010, 4th Edition, By Anne Boehm and
Joel Murach.
2) Foundations of Software Testing: ISTQB Certification, By Dorothy Graham, Erik Van
Veenendaal, Isabel Evans, Rex Black.

3) http://www.e-learning for kids.org/

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