Professional Documents
Culture Documents
ON
National Geographic Learning
FOR
Zeus Learning Solutions, Mumbai
BY
Piyusha Surendra Shivade
MC2159
1
CERTIFICATE
This is to certify that Ms. Piyusha Surendra Shivade has completed the project
on National Geographic Learning (E-Learning Solutions) satisfactorily as a
partial fulfillment of the Post Graduate Degree of Master Of Computer
Application (MCA)
Name : Name :
Date : Date :
Signature : Signature :
Head of Department:
Name :
Date :
Signature :
2
Certificate from Company
3
INDEX
SR.NO CONTENTS PAGE NO
ACKNOWLEDGEMENT 5
ABSTRACT 6
CHAPTER 1: INTRODUCTION 7
1.1 Company Profile 8
1.2 Existing System and Need for System 10
1.3 Scope ff the Work 11
1.4 Operating Environment – Hardware and Software 13
1.5 Technology Used 14
CHAPTER 2: PROPOSED SYSTEM 16
2.1 Proposed System 17
2.2 Objectives of System 18
2.3 User Requirements 20
2.4 Software Development Model (Lifecycle Model) 23
CHAPTER 3: ANALYSIS & DESIGN 27
3.1 System Design of E-learning Management System 28
3.2 General task involved in the design process 29
3.3 Content Integration 30
3.3 Data Flow Diagram 32
3.4 Activity diagram 36
3.5 Test Plans and Test cases 38
CHAPTER 4: SCREEN SHOTS 40
4.1 Screen shots (in order) 41
Drawbacks and Limitations 53
Proposed Enhancements 54
Conclusions 56
Bibliography 57
4
ACKNOWLEDGEMENT
This project would not have been possible without the help and guidance of a lot
of people. It is now time to convey my sincere gratitude to everyone who helped
with this project. I especially want to thank Prof. Shaesta Khan, ma'am, for giving
me the chance to accomplish this project successfully.
It seems proper to start with the group that suggested I take on this project: my
coworkers, the team leader, and the entire Zeus Learning Solution’s staff. I was
given the chance by the organisation to work on this project under reputable
supervision. When I needed good suggestions or comments, the employees
helped me out. They all have my gratitude.
Signature:
Date:
5
ABSTRACT
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CHAPTER 1: INTRODUCTION
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1.1 Company profile
Website:
https://www.zeuslearning.com/
Sector: Technology
Founded:
Established in 2000
Headquarters:
Mumbai
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Founder:
Joy Sarbadhikary
CEO:
Ashutosh Garg
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1.2 Existing System and Need for System
The project team utilized cutting-edge technologies and instructional design strategies
to design and implement a multifaceted e-learning platform. The platform featured
interactive multimedia content, gamified learning modules, virtual reality simulations,
and social learning elements to foster active participation and knowledge retention.
Collaboration and community-building were key pillars of the NGL project. The
platform facilitated peer-to-peer interaction, real-time communication with instructors
and mentors, and collaborative project-based learning. Learners were encouraged to
engage in discussions, share resources, and work together on assignments, fostering a
sense of belonging and collective growth.
The project also emphasized the importance of data analytics and learner feedback in
enhancing the NGL experience. Robust assessment mechanisms and learning analytics
tools were integrated into the platform, providing educators with insights into individual
learner progress and enabling personalized learning pathways.
Preliminary results from the NGL project demonstrated promising outcomes. Learners
reported increased motivation, improved knowledge retention, and a sense of
empowerment in their learning journeys. Educators appreciated the flexibility and
customization options offered by the platform, allowing them to tailor instruction to
individual learner needs.
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1.3 Scope of The Work
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8. Virtual Reality (VR) and Augmented Reality (AR): E-learning can leverage
VR and AR technologies to create immersive and interactive learning
experiences. These technologies enable learners to simulate real-world
scenarios, explore 3D environments, and enhance engagement and retention.
9. Adaptive Learning: E-learning can incorporate adaptive learning
methodologies, where the content and delivery are tailored to individual learner
needs, preferences, and performance. Adaptive learning systems use data
analytics and algorithms to personalize the learning experience and optimize
learning outcomes.
10. Continuous Learning and Microlearning: E-learning allows for continuous
learning by providing access to on-demand resources and microlearning
modules. Microlearning involves delivering bite-sized, focused learning content
that can be consumed quickly and easily, catering to the busy schedules and
attention spans of learners.
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1.4 Operating Environment – Hardware and Software
HDD: 30 GB
RAM: 256MB
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1.5 Detail Description of Technology Used
Various technologies are used in eLearning projects to create, deliver, and enhance the
learning experience. Here are some key technologies commonly employed in
eLearning:
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and tablets. Mobile learning apps and mobile-friendly learning platforms
enable learners to access educational resources anytime and anywhere.
7. Learning Analytics: Learning analytics tools collect and analyze data on
learner behavior, engagement, and performance. These insights help instructors
and administrators make data-driven decisions, track learner progress, and
personalize the learning experience.
8. Gamification: Gamification techniques and tools are employed to make
eLearning more engaging and interactive. Gamified elements, such as badges,
leaderboards, and rewards, motivate learners and enhance their participation
and learning outcomes.
9. Social Learning Tools: Social learning tools facilitate collaboration,
interaction, and knowledge sharing among learners. Discussion forums, chat
platforms, and social media integration enable learners to engage in online
discussions, group projects, and peer-to-peer learning.
10. Cloud Computing: Cloud-based platforms and services provide scalability,
accessibility, and data storage for eLearning projects. Cloud hosting, file
storage, and collaborative document editing platforms enable seamless
collaboration and easy access to learning materials.
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CHAPTER 2: PROPOSED SYSTEM
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2.1 Proposed System
The aim of proposed system is to develop a system of improved facilities. The proposed
system can overcome all the limitations of the existing system. The system provides
proper security and reduces the manual work.
• Security of data.
• Ensure data accuracy's.
• Proper control of the higher officials.
• Minimize manual data entry.
• Minimum time needed for the various processing.
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2.2 Objectives of System
The objectives of eLearning can vary depending on the specific context and goals of the
organization or educational institution implementing it. However, some common
objectives of eLearning include:
• Accessibility: One of the primary objectives of eLearning is to provide
accessible learning opportunities to a wide range of learners. E-learning allows
individuals to access educational resources and courses anytime and anywhere,
overcoming geographical barriers and time constraints.
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• Scalability: E-learning allows organizations to scale their training or educational
programs more easily compared to traditional methods. Courses and materials
can be replicated and delivered to large numbers of learners without significant
additional resources.
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2.3 User Requirements
▪ Allow user (admin/Zeus admin/instructor) to create their own need full Learning
Object.
▪ Feedback. Here we create/edit/delete the feedback, which will be send to client.
▪ Integrating multiple activities.
User requirements for eLearning software typically revolve around the needs and
expectations of the learners, instructors, and administrators involved. Here are some
common user requirements to consider when developing eLearning software:
Learner Requirements:
Instructor Requirements:
• Assessment and Grading: The software should provide features for creating
assessments, grading student work, and providing feedback. It should support a
variety of question types and grading scales.
• Analytics and Reporting: The software should offer analytics and reporting
capabilities, allowing instructors to track learner progress, monitor engagement,
and generate performance reports.
Administrator Requirements:
• Course Management: Administrators should have the ability to create, edit, and
organize courses, assign instructors, and manage course catalog information.
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• System Administration: The software should provide system administration
features, including security settings, backups, user roles, and permissions
management.
Technical Requirements:
• Security and Privacy: The software should prioritize data security and privacy,
ensuring secure user authentication, data encryption, and compliance with
applicable regulations.
These user requirements should be further refined and customized based on the specific
needs and context of the eLearning software being developed. Gathering feedback from
users, conducting user research, and incorporating iterative design and development
processes are crucial to ensuring that the software meets the diverse needs of its users.
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2.4 Software Development Model (Lifecycle Model)
Waterfall Model:
The Waterfall model follows a linear and sequential approach, with distinct phases such
as requirements gathering, design, implementation, testing, and deployment. Each
phase is completed before moving on to the next. This model is suitable when
requirements are well-defined and unlikely to change significantly during the project.
When developing eLearning software using the Waterfall model, the project typically
follows a sequential and linear process with distinct phases. Here's an overview of
how the Waterfall model can be applied to eLearning software development:
▪ Requirements Gathering: In this initial phase, the project team works closely
with stakeholders, including instructional designers, subject matter experts, and
clients, to gather and document detailed requirements for the eLearning software.
This includes identifying the target audience, learning objectives, content
specifications, technical requirements, and any specific features or
functionalities.
▪ System Design: Once the requirements are defined, the system design phase
begins. Instructional designers, software architects, and user experience (UX)
designers collaborate to create a detailed design plan for the eLearning software.
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This involves designing the overall system architecture, user interface,
navigation flow, and content organization.
▪ Implementation: The implementation phase involves actual development and
coding based on the design specifications. Developers write the code, integrate
necessary technologies, and create the required features and functionalities
outlined in the design phase. The eLearning content, such as multimedia
elements and interactive modules, is also developed and integrated into the
software.
▪ Testing: In the testing phase, the developed eLearning software is rigorously
tested to ensure it functions correctly and meets the defined requirements. This
includes functional testing, usability testing, performance testing, and
compatibility testing across different devices and browsers. Any identified issues
or bugs are logged, tracked, and addressed by the development team.
▪ Deployment: Once the eLearning software passes all the necessary tests and
meets the quality standards, it is prepared for deployment. The deployment phase
involves packaging the software, creating installation packages, and setting up
the necessary infrastructure for hosting the eLearning content. It may also
involve integrating the software with a learning management system (LMS) or
other relevant systems.
▪ Maintenance: After the deployment, the eLearning software enters the
maintenance phase. Ongoing support and maintenance activities are performed
to address any issues, bug fixes, updates, or enhancements that arise. This phase
ensures the smooth functioning of the eLearning software and its continuous
availability to learners.
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Agile Model:
The Agile model is well-suited for eLearning development due to its iterative and
collaborative nature. Here's how the Agile model can be applied to eLearning projects:
Establish the Project Vision: Define the overall vision and objectives of the eLearning
project. Identify key stakeholders, including subject matter experts, instructional
designers, and learners, and involve them in the project from the beginning.
Create the Product Backlog: Collaboratively create a product backlog that lists all the
features, functionalities, and content items that need to be developed for the eLearning
platform. Prioritize the items based on their importance and value to the learners.
Sprint Planning: Plan the development process in short iterations called sprints.
Determine the duration of each sprint (usually 1-4 weeks) and select a set of high-
priority items from the product backlog to work on during the sprint.
Development: The development team works on the selected items from the product
backlog during the sprint. Developers collaborate closely with instructional designers,
content creators, and other stakeholders to design and develop the eLearning modules,
assessments, and other components.
Sprint Review and Demo: At the end of each sprint, conduct a sprint review meeting
where the development team demonstrates the completed features and functionality to
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stakeholders. Gather feedback and suggestions for improvements, which can be
incorporated in subsequent sprints.
Sprint Retrospective: Reflect on the sprint's successes and challenges during the sprint
retrospective meeting. Identify areas for improvement in the development process, team
collaboration, or product quality, and take necessary actions to address them in the next
sprint.
Repeat and Refine: Repeat the sprint cycle, starting from sprint planning, to work on
the next set of items from the product backlog. Continuously iterate and refine the
eLearning platform based on feedback, user testing, and evolving requirements.
Release and Feedback: After multiple iterations, conduct a final release of the
eLearning software. Gather feedback from learners, instructors, and administrators to
gather insights for future enhancements and updates.
By adopting the Agile model, eLearning development teams can respond quickly to
changing requirements, gather frequent feedback, and deliver incremental value to the
learners. This iterative approach fosters collaboration, promotes flexibility, and ensures
that the eLearning software meets the evolving needs of the users.
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CHAPTER 3: ANALYSIS & DESIGN
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3.1 System Design of E-learning Management System
In this phase, a logical system is built which fulfils the given requirements. Design
phase of software development deals with transforming the client's requirements into a
logically working system. Normally, design is performed in the following in the
following two steps:
In this phase, the system is designed at block level. The blocks are created on the basis
of analysis done in the problem identification phase. Different blocks are created for
different functions emphasis is put on minimizing the information flow between blocks.
Thus, all activities which require more interaction are kept in one block.
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3.2 General task involved in the design process are following:
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3.3 Content Integration
The common methods of content integration for eLearning software:
Multimedia Integration: eLearning software often supports the integration of
multimedia content, such as videos, audio files, images, and animations. Content
creators can upload these media files to the eLearning platform, and the software should
provide features to embed or link them within the course materials. Learners can then
access and interact with the multimedia content during their learning sessions.
External Content Embedding: eLearning software often allows for the integration of
external content from various sources. This can include embedding videos from video
hosting platforms like YouTube or Vimeo, embedding social media posts or feeds, or
linking to external websites or resources. Content creators can utilize embed codes or
URLs to integrate external content into their courses, providing learners with access to
a wider range of relevant materials.
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software should allow content creators to design assessments within the platform and
seamlessly integrate them into the learning materials. This integration ensures a
cohesive learning experience where learners can complete assessments directly within
the eLearning software.
Effective content integration in eLearning software ensures a rich and diverse learning
experience for users. It enables the inclusion of various media formats, external
resources, assessments, gamification elements, and interactive content, providing
learners with a dynamic and engaging learning environment.
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3.4 Data Flow Diagram
A dataflow diagram (DFD) represents the flow of data within a system and the processes
that manipulate that data. In the context of eLearning, here's a high-level description of
the components and data flow in a DFD:
Users: The primary actors in the eLearning system are the learners, instructors, and
administrators. They interact with the system to perform various activities.
Course Management: This process involves managing courses within the eLearning
system. It includes tasks such as creating courses, updating course information, and
organizing course content.
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User Enrollment: Learners can enroll in courses offered within the eLearning system.
The enrollment process involves capturing learner details, verifying eligibility, and
registering learners for specific courses.
Content Management: This process handles the creation, management, and delivery
of learning content. It includes tasks such as creating learning modules, uploading
multimedia content, and organizing content into lessons or units.
Progress Tracking: The system tracks and manages learner progress throughout the
eLearning journey. It includes recording completed modules, assessments, and
assignments, as well as tracking overall course progress and generating progress
reports.
Reporting and Analytics: The system collects data on learner activities, performance,
and engagement. It can generate reports and analytics to provide insights into learner
progress, course effectiveness, and system usage.
External Systems and Services: The eLearning system may interact with external
systems or services, such as learning management systems (LMS), authentication
services, payment gateways, or content providers, to integrate functionality or access
additional resources.
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The dataflow diagram illustrates how data flows between these components, processes,
and actors within the eLearning system. Arrows represent the flow of data, and data
stores can be included to represent databases or repositories where data is stored.
It's important to note that the level of detail and complexity of the dataflow diagram can
vary depending on the scope and requirements of the eLearning system. A more detailed
diagram can include additional processes, data stores, and interactions based on the
specific features and functionality of the system.
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3.5 Activity diagram
Activity diagram is basically a flowchart to represent the flow from one activity to
another activity. The activity can be described as an operation of the system. The control
flow is drawn from one operation to another. This flow can be sequential, branched, or
concurrent.
Steps:
2. Login/Registration: The user is presented with the option to log in if they have
an existing account or register if they are new to the eLearning platform.
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3. Browse Courses: Once logged in, the user can browse and search for available
courses. They can view course details, such as the course name, description,
instructor, and ratings.
4. Enroll in a Course: The user can select a course of interest and enroll in it. This
step may involve confirming enrollment, checking prerequisites, and making
payment if required.
5. Access Course Materials: After enrolling in a course, the user gains access to
the course materials, which can include modules, lessons, videos, presentations,
or documents. The user can navigate through the course materials and select
specific topics for learning.
7. Receive Feedback and Results: The system evaluates the user's assessment
responses and provides immediate feedback or scores. The user can review
their performance and see their results.
8. Progress Tracking: The user's progress is tracked throughout the course. The
system updates the user's progress status, indicating completed modules,
lessons, or assessments.
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10. Complete Course: The user continues to progress through the course,
completing modules, assessments, and activities. The system updates the user's
progress until all course requirements are fulfilled.
11. Obtain Certificate: Upon successfully completing the course, the user may be
eligible to receive a certificate of completion. The system generates and
provides the certificate to the user.
12. End: The activity diagram concludes with the end node.
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3.6 Test Plans and Test cases
Test Plan:
c. Test Approach: Describe the overall approach to testing, including the testing
techniques, test levels, and test environments to be used.
d. Test Schedule: Define the timeline and milestones for the testing activities,
including specific start and end dates for each testing phase.
e. Test Resources: Identify the resources required for testing, including personnel,
tools, hardware, and software.
f. Test Deliverables: Specify the expected deliverables from the testing process,
such as test plans, test cases, test reports, and any other documentation.
g. Test Execution: Outline the procedures for executing the tests, including the
sequence of test cases, test data, and any special test conditions.
h. Test Risks and Mitigation: Identify potential risks and challenges related to
testing, and propose mitigation strategies to address them.
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Test Plan:
▪ Quality Assurance
▪ User Registration
▪ Content Navigation
▪ Content Integration
▪ Images, Audios, Videos
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CHAPTER 4: SCREEN SHOTS
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4.1 Screen shots
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Steps for Label Type in Activity: -
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Output: -
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Screenshots of Preview:
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• Mc single answer activity
• Present activity
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Preview:
• Flashcard activity
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• Sorting Activity
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Drawbacks and Limitations
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Proposed Enhancements
• Mobile and Offline Learning: Optimize eLearning platforms and content for
mobile devices, enabling learners to access educational materials on-the-go.
Additionally, provide offline learning capabilities, allowing learners to
download content and continue learning in areas with limited or no internet
connectivity.
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• Continuous Assessment and Feedback: Incorporate frequent formative
assessments throughout the eLearning courses to gauge learner understanding
and progress. Provide immediate feedback to learners, highlighting areas of
improvement and suggesting further learning resources.
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Conclusions
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Bibliography
• https://app-cen-author6-prod.avallain.net/
• https://www.zeuslearning.com/
• https://www.slideshare.net/YashrajNigam/e-learning-project-report-yashraj-
nigam
• https://chat.openai.com/
• https://elearningindustry.com/directory/elearning-companies/zeus-learning
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