MINOR PROJECT SYNOPSIS ON - Yolaamgrover.yolasite.com/resources/Multipoint_Report.pdf · ·...
Transcript of MINOR PROJECT SYNOPSIS ON - Yolaamgrover.yolasite.com/resources/Multipoint_Report.pdf · ·...
MINOR PROJECT SYNOPSIS
ON
COLLABORATIVE E-EDUTAINMENT
submitted in partial fulfillment of the requirements
for the award of the degree of
Bachelor of Technology
In
Information Technology
Guide: Asst. Prof. Anubhuti Mohindra Submitted By:
Saumya Agarwal (0311153107)
Aman Grover (0591153107)
Bharat Sethi (0611153107)
Winnie Narang (0721153107)
Bharati Vidyapeeth’s College of Engineering
affiliated to
GGS Indraprastha University, Delhi – 6 (2007-2011)
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CERTIFICATE
This is to certify that the project report entitled “Collaborative E-edutainment” done by
Ms. Saumya Agarwal (031153107), Mr. Aman Grover (0591153107), Mr. Bharat Sethi
(0611153107), Ms.Winnie Narang (0721153107) is an authentic work carried out by
them. The matter embodied in this work has not been submitted earlier for award of any
degree to the best of the knowledge and belief.
Date:
Signature of Guide
Name of Guide
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ACKNOWLEDGEMENT
We would like to acknowledge and express our heartful gratitude to our project guide
Asst. Prof. Anubhuti Mohindra who has made the completion of this project possible
and also for the help and inspiration she extended to make the project proceed in the
right direction. Thank you.
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ABSTRACT
In the modern 21st century nobody can deny that technology has revolutionized
education. Educators have also dramatically adjusted their teaching methods in response
to new technology over the years. Gadgets in the classroom can create a more
interesting, interactive environment that students are mostly already familiar with
outside school, except in the poorest districts. Schools thus need to keep abreast with
technological trends, prioritize their needs and accordingly allocate technical budgets.
Learning then becomes meaningful, relevant and fun. With the plethora of new software
and teaching aids available, schools have to carefully consider cost and application
before making any decision. The PC is the basic requirement for each student. However
it is not always possible to provide a PC to each student. Cost is a major prohibitive
factor. Microsoft Windows Multipoint is a revolutionary technology that addresses
precisely this need.
Collaborative learning is a situation in which two or more people learn or attempt to
learn something together. More specifically, collaborative learning is based on the
model that knowledge can be created within a population where members actively
interact by sharing experiences and take on asymmetry roles. Put
differently, collaborative learning refers to methodologies and environments in which
learners engage in a common task where each individual depends on and is accountable
to each other. Often, collaborative learning is used for a variety of approaches
in education that involve joint intellectual effort by students and/or teachers. E-
learning comprises all forms of electronically supported learning and teaching, which
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aim to effect the construction of knowledge with reference to individual experience,
practice and knowledge of the learner. Information and communication systems,
whether networked or not, serve as specific media to implement the learning process. E-
learning is essentially the computer and network enabled transfer of skills and
knowledge. It can be self paced or instructor led and includes media in the form of text,
image, animation, streaming video and audio. Early e-learning systems, based on
Computer-Based Learning/Training often attempted to replicate autocratic teaching
styles whereby the role of the e-learning system was assumed to be for transferring
knowledge, as opposed to systems developed later based on Computer Supported
Collaborative Learning (CSCL), which encouraged the shared development of
knowledge. It is widely agreed to distinguish collaborative learning from the traditional
'direct transfer' model in which the instructor is assumed to be the distributor of
knowledge and skills.
So a sincere effort has been made by us for the promotion of shared growth of each
individual along with knowledge enhancement. Using the concept of E-learning and
interactivity along with face to face teaching is a very effective method of making a
person to actually understand the scenario. So, he/she is able to relate with himself more
compassionately and thus, helps in better understanding of the concept. Our project
aims at developing a highly effective application for supporting collaborative working
among students along with entertainment, which uses the concept of Computer-
Supported Collaborative Learning (CSCL). It is a relatively new educational paradigm
within collaborative learning which uses technology in a learning environment to help
mediate and support group interactions in a collaborative learning context.
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TABLE OF CONTENTS
• INTRODUCTION……………………………………………………………12
• CONCEPT OF THE APPLICATION………………………………………..16
• SCOPE OF LOCALISATION…………………………………………….....23
• PLATFORMS USED…………………………………………………………27
• DISTRIBUTION OF ROLES……………………………………………..….30
• PROBLEMS FACED………………………………………………………...32
• CONSULTED RESEARCH PAPERS.………………………………………34
• FUTURE SCOPE……………………………………………………………..36
• CONCLUSION……………………………………………………………….38
• REFERENCES…………………………………………………………….….40
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INTRODUCTION
Windows Multipoint applications allow schools to increase the number of students that
can access technology in a classroom or lab simply by plugging in an existing or new
mouse per student, while all being attached to a single PC. It dramatically alters
classroom demographics by providing enhanced content delivery, greater student-
teacher interaction, collaborative learning and empowered educators. Windows
Multipoint technology enables up to 25 students at a time to simultaneously use and
interact with educational software on one single computer. Education software
programs thus need to be developed that can be used by students and teachers. These
programs are created by specialists in the field whose core business is providing
curriculum based digital content solutions. Windows Multipoint has been extensively
tested in 12 countries in over 300 schools.
ABOUT TECHNOLOGY The Windows MultiPoint Mouse Software Development Kit (SDK) is a development
framework that allows developers to build. As a developer, you can use the MultiPoint
Mouse SDK to create educational applications for schools with limited technological
infrastructure, thus increasing the amount of time any one student can spend on a
computer. Initial pilot programs conducted in India by Microsoft Research show that for
certain subjects, collaborative learning technologies like Windows MultiPoint help
enhance learning when compared to a 1:1 computing scenario. MultiPoint Mouse SDK
should not be confused with applications that allow multiple people to control multiple
mouse devices to perform standard operations. In those cases, the system traditionally
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cannot identify which mouse has made which changes, and there is normally no option
for controlling the permissions of the various devices. MultiPoint Mouse SDK includes
a development framework that enables developers to build applications to take
advantage of multiple mouse devices, including the ability to handle mouse clicks from
different users, independently, and to assign different permissions to each mouse. For
example, the mouse that a teacher uses in a learning application might need additional
permissions to control the activity. Moreover, the technology is not just for schools with
limited resources. Even if classrooms have multiple computers, this software can help
teachers get all the students interact together on the same screen. Parents can create
quick presentations to help kids practice their homework or you could make interactive
game show style quizzes and the whole family can join in!
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CURRENT SCENARIO
The current style of teaching entails students playing a non-active role in the classroom
setting as they learn. The instructor presents the material through lecture and the
students listen and typically make notes on the given information. A large quantity of
material presented through passive lectures does have value, but if it can't be
transitioned into a way a student can understand it, the quality of learning is
significantly decreased. In the classroom setting, quality and quantity go hand in hand
and if a professor's lecture isn't interesting enough to engage students, there is potential
for quality to take a steep decline. Issues with passive learning arise when students can't
relate to the knowledge because they aren't actively thinking about it. Another issue is
whether or not students are listening to the lecture or simply hearing it. Even if a lot of
valuable material is offered through the lecture, if the material is not retained, it isn't
helpful in fostering higher education because the knowledge doesn't get preserved in a
student's long term memory. This also affects quality.
• In the current scenario, the students act as passive entities in the classrooms.
• The learning in the classrooms takes place in the form of passive learning.
• The whole control is with the teacher and therefore, students might feel being
left out.
• The existing teaching methods promote competition among students rather than
collaboration.
• These are not much cost – efficient.
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CONCEPT OF THE APPLICATION
For the purpose of supporting team spirit among the student, an application has been
prepared which consists of one tutorial and three games. The topic that is chosen is
“Verbs” from the English Grammar. The tutorial is prepared with the purpose to
inseminate the basics and to help the students for better understanding of the topic in
hand. The games that are prepared have been developed in such a way that it promotes
collaboration in teaching methods along with entertainment. Several storyboards have
been used within the pages that are played when a certain respective event is fired. We
have also employed various multipoint controls. A lot of focus has been put on the
graphics and animation, this is done so because the population of students that we are
targeting need to be bound to the application and must be able to generate a lot of
interest in the application.
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TUTORIAL
The tutorial has been prepared in the form of a video along with the playback feature. It
is incorporated so as to provide a better insight to the students about the topic. A fairy
guides the students through the tutorials. Several controls have also been provided to the
students like play, pause, stop and close. Therefore, they can control it according to
their convenience and may also skip the tutorial if they are not interested. It provides a
clear definition of the topic along with relevant examples.
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VERB RATTLE
• The first application named “Verb Rattle” has is focused at explaining the
concept of subject-verb agreement.
• A virtual keyboard has been implemented so as to eliminate the need of actual
keyboards.
• There are a total of 10 questions in one go and there are three “lives”, one is lost
on each incorrect answer.
• There are two storyboards penetrating to the snake movement.
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SMILEY TALES
• Various animations have been included in this application.
• Many storyboards have been played back to back.
• The user has to cross a demon at each stage and only one lifeline is available.
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BALLOON BURST
• The timer class has been implemented in this application and the timer starts
running down as soon as the game starts.
• The scoring functionality is provided which helps to increase the enthusiasm.
• Balloons have been included as free points.
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SCOPE OF LOCALISATION
For universal appeal of the application, it has also been implemented in French
language along with English language. The Google translator has been used for
bringing about the translation. Therefore, the scope of the application gets even wider.
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XML Files
In the application, XML files have been employed for the purpose of storing the
questions. The biggest advantage that they have is that no setup is needed to be installed
on every computer on which the application is to be run. Moreover, a random function
has been used so that the questions and their order is not repeated each time the
application is run.
• XML files can be easily understood by the people who don’t have prior
knowledge of XML.
• It carries the advantage of portability.
• Non-proprietary.
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CODE BEHIND DATA BINDING
• Xdocument - A class under the namespace Xml.Linq. It represents an xml file.
• XmlTextReader - A class to read the xml file.
• Random - A class that represents a pseudo-number generator.
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PLATFORMS USED
• Visual Studio 2008
Adding the references required for multipoint –
Microsoft.multipoint.conrols and Microsoft.multipoint.conrols.sdk.
Coding language used is C#.
• Microsoft Multipoint SDK 1.5.1
• Microsoft Blend 3
For animations and storyboarding.
For creating graphics controls.
OTHER TOOLS
• Verbose text-to-speech converter
• Freecoder 4
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PROBLEMS FACED
• Sound recording was tedious because of small size of sound files.
• Hard to work with different software on same files.
• Amount of research material was less, since it is a new technology.
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FUTURE SCOPE
• The project can replace the traditional way of classroom learning by the concept
of interactive classrooms.
• A game setup will be made such that computers not having Visual Studio can
run it.
• A special control panel will be developed that will help teachers to change and
make new exercise.
• A provision that allows teachers to asses students in case they have not come to
school.
• Our aim will be to make full grammar application in more languages.
• It can be enhanced to be used on a local area network (LAN) instead of just a
standalone system.
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CONCLUSION The motivation behind our initiative was to develop a cost effective learning platform
for the students of backward institutions, on which they can learn along with
entertainment in a collaborative learning environment and therefore, remove the passive
teaching methods. Our computers already have few USB slots vacant but using this
technology, we will be able to simultaneously work with two or more pointing devices
(read mouse) attached to the same computer. While this new software called Microsoft
MultiPoint is being developed primarily for school children in developing countries
who have to share a computer.
Some possible scenarios:
Case A: You colleague walks in to explain something on your computer screen. With
Multimouse installed, you can just pass him the second mouse without affecting your
existing setup.
Case B: MultiPoint will be a blessing for the ambidextrous souls who can operate the
computer mouse efficiently with both hands. Place a mouse at both side of the keyboard
and switch among them seamlessly
Case C: Pure Fun - Microsoft MultiPoint will let you customize the style of various
cursors on the same screen.
Case D: Attach the second mouse as an instant backup like an Uninterrupted Power
Supply. When you primary mouse fails or the battery level is low, the alternate mouse
will come in handy without interrupting your work.
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REFERENCES • .Net e-learning platform - Miguel Llopis Department of Software and
Computing Systems [email protected]. Fernando Llopis Department of Software
and Computing Systems [email protected].
• A middle school Math E-Learning system based on dynamic graph-maker
and Microsoft .NET framework - Chen Liang Engineering and Information
Technology, UMS Kota Kinabulu, Sabah Malaysia [email protected].
• Microsoft Multippint Pilot Case Study.
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