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PROJECT TOPIC:  DEVELOP A SYSTEM FOR REGENERATING REUSABLE OBJECTS IN AN E-LEARNING ENVIRONMENT USING OBJECT ORIENTED PARADIGM FOR THE DEPARTMENT OF COMPUTER SCIENCE
Department:  Computer Science
AMOUNT:  20000
FORMART:   MS WORD
PAGES:  95 pages, abstract, chapter 1-5 , APENDIX A source code and APENDIX B output, well reserached and supervised
  information system

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ABSTRACT

The tremendous impact of electronic technology (like computer and computer embedded devices, computer networking, artificial intelligence, multimedia among others) on the human psychological capabilities productivity, intellectuality and other human related activities are very obvious. Due to the constant performance upgrades and regular price reductions of mobile devices in recent years, users are able to take advantage of the various devices to obtain digital content regardless of the limitations of time and place. The increasing use of e-books has stimulated new e-learning approaches. This research project developed a secured e-reader system in order to overcome the limitations of computing capability and storage capacity that are inherent in many mobile devices. The e-book hub service also allows users to automatically adjust the rendering of multimedia pages at different resolutions on terminal units such as smart phones, tablets, PCs, and so forth.

The aim of E-reader using Object Oriented Paradigm is an online learning system designed for Department of Computer Science, university of port-Harcourt. It was designed to basically complement the conventional learning system and not to replace it totally. In this respect, Electronic learning will provide an easy way to use software application that will result in a general increase of students’ interest and curiosity of the subject matter, also, enhancing students’ understanding. The system was designed and implemented using object oriented programming language java and MySQL Database Management System (DBMS)both primary and secondary data collection was carried out.

 

 

                                                    CHAPTER ONE

 

1.0 INTRODUCTION

1.1 BACKGROUND OF STUDY

Since the advent of personal computer, digital technologies have of course become increasingly common in education both in distance and classroom-based education and training settings especially in e-learning environment. However, these technologies have typically been applied in adhoc and divergent forms.

Digital learning material was originally introduced as large monolithic pieces of data, mainly with the intent of facilitating access across internetworks including the Internet. More recently developers saw reuse as an important goal and the concept of a learning object (LO) was then introduced as a major research and development area. A learning object is “any entity, digital or non-digital, that may be used for learning, education or training ”(Ramesh 2007). LOs were intended to bring with their use, the ability to represent learning Material in discrete, small, independent pieces which could be used and reused in various situations with other pieces of learning material. This idea was well used in the software engineering world in the context of modular design and programming and more importantly object oriented design and programming. Learning is one of the very vital human activities that require concentration blended with interactivity, clear and distinct understanding of the facts been stated or discussed, high communication skills and techniques, attractive learning qualities such as colourful 


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