Full Project – An interactive wireless solution for next-generation education system

Full Project – An interactive wireless solution for next-generation education system

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CHAPTER ONE

1.0         INTRODUCTION

In a fast-changing interconnected world, education must change to prepare students for success in life. The modern global economy doesn’t pay you for what you know because the Internet knows everything. The world economy pays you for what you can do with what you know.

Nations that want a knowledge economy are investing to produce students who can intelligently manage and evaluate information and data. They are moving beyond asking whether students can reproduce what they learned in school. They want to know how creatively they can use what they know and whether they can extrapolate from it and apply their knowledge in another context. Skills such as critical thinking, creativity, problem-solving, and collaboration are at an increasing premium.

Technology has to be an integral part of the process. Technology allows us to embrace teaching and assessment of entirely new skills that are very important for the 21st century and that you cannot develop in a kind of traditional environment. But technology has to work through teachers. Technology can leverage great teaching enormously. But great technology doesn’t replace poor teaching. The challenge is to bring technology into the picture in ways that translate into good teaching and learning. This requires sophisticated public policy, a long-term commitment, and a systematic approach.

 

Virtual e-learning is a system designed to help students gain access and acquire knowledge at any university of their choice. It can include: Enhance face –to- face instruction (on campus, in class use of computer and the World Wide Web (WWW), enhanced distance education (on or off campus) individuals and group learning with both print and computer-based materials instruction entirely on- line (individual and group learning) because of this mix virtual classroom and text based e- learning knowledge is moving towards every student being an e- learner at  last for part of their study, whether through learning materials, e-mail for contacting teachers/ tutors or any one of their myriad other e-learning applications.

 

1.1  BACKGROUND OF THE STUDY

Internet as the global connection of computers sited around the world forming a huge network for information to be shared and disseminated by many millions of people has done so well in information technology and in education so to speak. Virtual classroom and text-based e-learning cannot be an exception. Often times students experience a lot of difficulties in the quest for basic knowledge from higher institution of their choice, not for the fact that the person doesn’t have resources to acquire them but the risk in travelling from the said institution wherever the person might be pose problems. In order to reduce these risks, satellite computer was established but did not solve the problem of travelling out from one’s location to the said location in the quest for knowledge.

In this regard, any institution can compete with the foreign institutions, this sometimes reduces the number of students enrolment in the school to the above obstacles, the system “virtual e-learning will be designed for any institution which are ready to have thousands of student in which she doesn’t provide any an accommodation or any structure for and still gain much grounds economically and student all over the world suffer less in having any institutions certificate.

This system is designed that before anybody can participate must first register. Students have a free registration form. But lecturers must provide their staff number that tally with their surnames before the administrator can add them as lecturers.

 

1.2  STATEMENT OF THE STUDY

Due to the problems students and lecturers find and experiences, it has never been easy for students to acquire basic and necessary education in any institution one wishes irrespective of the fact that lecturers sometimes are not available due to other pursuits in life and so making students lose their lectures for the day. This poses a lot of problems sometimes they will embrace not going to school at all and their curriculum not covered for the semester. It is impossible for a student in America or any other country coming to any university or polytechnic in Nigeria every day for lectures more so, it will be impossible for lecturers going to America or any other country where the students might be located every day to deliver lectures.

Sometimes if the number of students increases, reduction in students admission will be affected in order to provide adequate structures where they can have their lectures. The above views are what gave birth to the research work in order to find a solution to them.

 

1.3 OBJECTIVE OF THE STUDY

The aim of this research is to provide the student all the information needed in any course they are supposed to have at any given time of that lectures.

  1. Make learning and engagement central
  2. Ensure that learning is social and often collaborative
  3. Use assessments consistent with learning aims, with a strong emphasis on formative feedback
  4. Promote connectedness across subjects and subjects, in and out of school
  5. Manage their time and take more control of their learning
  6. Engage with the world and access different mediums for learning in ways that fit their individual needs, excite their passions, and improve outcomes

 

1.4  SCOPE OF THE STUDY

The project is concerned with the virtual e-learning system and wireless solution files that are transferable and streamable by different users within the net. It should be in form of text files (.txt), rich text files (.rtf) etc.

 

1.5 SIGNIFICANCE OF THE STUDY

Achieving the goals of a transformative educational technology initiative can help advance both individual and national success.

Successful educational technology initiatives can also help expand graduates’ employment opportunities, counteract high rates of youth unemployment, and meet the rising need for advanced skills. Also

  • Make lifelong learning and mobility a reality
  • Improve the quality and efficiency of education
  • Promote equity, social cohesion, and active citizenship
  • Enhance creativity, innovation, and entrepreneurship

 

1.6  LIMITATIONS

ELECTRICITY: Without electrical power supply the system is not functional because the computer system must be on for an individual to access the net

INADEQUATE NETWORK: This system only works when an individual is online, and so when there is no internet service they purpose of the system is not actualized.

The researcher uncounted some difficulties which limited his effort in completing the research the way it is supposed to be.

Difficulties like finding out the staff identity numbers and also materials to be added to the system to make it rich, this project is a tasking one which demands time, money and commitments.

 

1.7  RESEARCH QUESTIONS

  • What is the impact of wireless solution like e-learning system to various institutions in Nigeria?
  • In what ways can the system improve institutions in the aspect of always having classes no matter the distance?
  • Can the system solve the problem of inadequate delivery of lectures to students?

 

1.8  DEFINITION OF TERMS

COMPUTER: an electronic device that is capable of accept

In data, processing data automatically, store it, produces the result where needed.

VIRTUAL CLASSROOM: is an act of using IT tools to distribute or share knowledge among groups of learners. It is not going to be physically but the use of electronics.

E – LEARNING: it is an acronym of electronic learning it is an aspect of the virtual classroom that is concerned with sharing of knowledge electronically by use of text video, web or any other IT tools.

FILE:  this is a collection of related records.

VEL: This is the acronym for virtual electronic learning

PROGRAM: a set of logical instructions combined together to perform a specific task to a given problem and providing a solution to it.

IT TOOLS: is any machines techniques etc. used in information technology.

OUTPUT: the result of the processed data by the computer.

INPUT: data supplied to the computer for processing.

IT (Information Technology): it is a combination of computing and telecommunication facility.

DATA: raw materials used by the computer.

INFORMATION: processed data capable of solving a problem

COMMUNICATION. The ability to communicate effectively and actively listen to others

Critical thinking and problem-solving. The ability to think critically to solve problems, make effective decisions, and design and manage projects

COLLABORATION. The ability to work in teams, learn from and contribute to others’ learning, and collaborate with diverse individuals

CREATIVITY AND IMAGINATION. The ability to consider and pursue novel ideas, lead others, undertake economic and social entrepreneurial activities

E-MAIL: electronic mail, which is an alternative to HIPOST. This is the use of an online computer to send messages across the net.

STORAGE DEVICES: a device for storing data in the computer

COMPUTER NETWORK: it is a connection of two or more computers using a special protocol such that they share data or information of text, audio, messages or mail.

WWW (World Wide Web): this is a format that we use to design website.

WEBSITE: it is information of a particular people, individual, state, country etc made available to be seen or can download on the net.

HOST COMPUTER: the main electronic device that manipulates all the given data and produces the required result to the individual connected to it for information retrieval.

INTERNET: it is a global connection of computers sited around the world forming a huge network for information to be shared by millions of people.

E-LEARNER: a person who uses the internet to receive searches for knowledge on the internet.

LAN (local area network): is the connection between two or more computers within one’s boundary.

LOGIN: to connect to the scale and make use of available information provided by the designer within some range of specification.

LOG OFF: it closes one’s access from the site the person was using.

LEARNING: the process of acquiring knowledge

WIRELESS is a connection between two or more device without a physical connection between them.

SOLUTION: this is a means by which an issue is resolved.

 

 

 

 

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Full Project – An interactive wireless solution for next-generation education system