Develop an interactive e-learning tool in english language

Assignment Help Programming Languages
Reference no: EM131082664

The learning outcomes for this assignment are as follows:

Description

Be able to perform an object-based analysis of a simple problem.

Be able to desi n a solution to a simple problem using 00 techniques.

Be able to construct small-scale object-based applications.

Be able to perform suitable program debugging and testing.

INTERACTIVE E-LEARNING TOOL

An interactive e-learning tool helps promote self-learning and develop information technology skills among children. It complements the teaching and learning methods and offers flexible learning opportunities to students as well as access to resources. An interactive application allows learning to be fun and engaging.

You are to develop an interactive e-learning tool in English language learning for kids that has the following features:

- allow the user to input his personal details and show a welcome screen;
- allow the user to choose from a variety of activities such as;
   o view animation on English language learning (short clips) using radio (buttons) press and voice prompt;
   o view at least ten (10) flashcards with word association using picturebox and text controls and navigation buttons;
   o take multiple choice and identification tests as regards to the flashcards using radio buttons, a textboxes or drag and drop event; and
- allow the user to view scores.

THE USERS

There are multiple users who have access to all of the functionalities. The users perform multiple functionalities, as indicated in the succeeding section.

THE FUNCTIONALITIES

WELCOME SCREEN

- The program shows a Welcome screen that displays a short description of the software.
- The user inputs his name and a welcome screen with his name will appear.

MAIN SCREEN
- The program displays activities for the user to choose. There is a Play Animation option, a

Flashcard option and a Test Option.

- The user presses (or clicks) the option (button) or speaks the codename. The program directs the user to the appropriate form according to the user's choice.

PLAY ANIMATION
- The program includes at least ten (10) animated clips with codename and description using text control, thumbnail of the animated clip using a picturebox control; and plays the short animation using Windows Media Player.

- The user speaks the codename of the animation or click on the play button of the Windows media player. If the program detects a voice prompt, it will automatically play the animated clip. On the other hand, if the program detects a button press on the thumbnail, it will automatically play the animated clip.

FLASHCARDS
- The program presents flashcards with word associations using picturebox and textbox controls.
- The user uses navigation buttons (Next and Previous buttons) to view the flashcards.

TESTS AND SCORING
Test 1 Multiple Choice
- The program gives a multiple choice test as regards to the flashcards using radio buttons. The program will validate the answer.
- The user selects an answer by clicking the buttons. If the answer is correct, the program displays a happy face and positive remark and the user earns a point, otherwise, it displays a sad face and an encouraging remark and the user is given no point.

Test 2 Identification
- The program gives an identification test where the user will guess the word associated in the flashcard. The program will validate the correct answer.

- The user types the word in a textbox. If the answer is correct (not case sensitive), the program displays a happy face and positive remark and the user earns a point, otherwise, it displays a sad face and an encouraging remark and the user is given no point.

- The user also has the option to use the drag and drop feature or speech recognition in this section.

Important points

- The student should design his/her own interface in a way that is different from other students' interface design.
- Use HCI concepts when designing your user interface.
- Use meaningful variable names and comments in your program.

Documentation Structure

Your assignment should be submitted in one folder and in accordance with the faculty's procedures for coursework submission. You are required to submit the program code in electronic and printed form.

Your report lay-out must be as follows:

GC Front Cover

Report body should include the following:
I. Introduction
- write a simple description about the program H. Design
- display the screenshot of each form and label the different objects
- give a brief description of each form

III. Implementation
- identify important code snippets for discussion in each form

IV. Testing
- write at least 2 test cases for each form

V. Reflection on Academic Learnings

Printing Details

When printing the report please be aware of the following guide on printing:
- Use A4 sized paper;
- Margins of 35mm of the left side, 20 mm on all other sides;
- Use one and a half line spacing;
- Print on only one side of the papers;
- Font for main text should be Times New Roman size 12 and code text can be Arial 12.

Items to be submitted

1. The formal report which should follow the documentation structure mentioned above.

2. A copy of your code on a CD and/or USB.

Reference no: EM131082664

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