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Finallearningpaper

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0% found this document useful (0 votes)
18 views3 pages

Finallearningpaper

Uploaded by

Megha Urkude
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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E-learning Project -A Survey

Pranjali Bokey1, Suraj Chaudhari2 ,Megha Urkude3, Vaibhav Budhavt4, Govind Verma5,
M A Paradey6
1,2,3,4,5
Student, Department of Computer Engineering , Jagdambha College of Engineering & Technology,
Yavatmal , India
6
Professor, Department of Computer Engineering , Jagdambha College of Engineering & Technolgy
Yavatmal , India

Abstract— Most universities in India face many educational problems and obstacles that technology can help to
overcome. An open source, such as Moodle e-learning platform, has been implemented at many Indian universities.
Moodle could be used as an aid to deliver e-content and to provide various possibilities for implementing
asynchronous e-learning web-based modules. This paper shows that the use of interactive features of e-learning
increases the motivation of the undergraduate students for the learning process.

Keywords—e-learning, higher education, motivation, web-based education

Introduction—

With the increasing use of technology, the traditional classroom model of learning is gradually being
replaced by online and remote learning. E-learning systems refer to educational and training programs
that use technology to deliver content and facilitate learning. These systems can be accessed remotely
through the internet, allowing learners to study at their own pace and convenience. E-learning systems
have become even more critical in the wake of the COVID-19 pandemic, which has forced educational
institutions and organizations to switch to remote learning. The purpose of this project is to provide an
in-depth analysis of e-learning systems, their types, advantages. E-learning is an education via the
Internet, network, or standalone computer. E-learning is basically the network- enabled convey of skills
and knowledge.E-learning refers to using electronic applications and processes to learn. E-learning
includes all forms of electronically supported learning and teaching . E-learning applications and
processes include Web-based learning, computer-based learning, virtual education opportunities and
digital collaboration.Content is delivered via the Internet, intranet/extranet, audio or video tape. That is to
say E-learning systems contain both Learning Management System and Course management system.

Literature Survey—

E-learning systems leverage technology to provide learners with access to educational resources, materials, and
instruction in a digital format that can be accessed from anywhere at any time. Here are some of the key findings
from the literature survey:

Adoption and growth: E-learning systems have seen significant growth and adoption in recent years, with an
increasing number of institutions and organizations implementing them for education and training purposes.

Effectiveness: Several studies have indicated that e-learning systems can be as effective or more effective than
traditional classroom-based learning, particularly when personalized learning experiences and interactive
multimedia resources are utilized.
Adaptive learning: Adaptive learning is a popular trend in e-learning systems, which involves the use of data
analytics and machine learning algorithms to personalize the learning experience for individual learners based on
their progress and performance.

Microlearning: Microlearning is another emerging trend in e-learning, which involves breaking down educational
content into bite-sized chunks that can be easily consumed and retained by learners.

Gamification: Gamification is the use of game design principles and mechanics in non-game contexts, such as
education and training, to enhance engagement and motivation. E-learning systems are increasingly incorporating
gamification elements to improve learner engagement and motivation.

Mobile learning: Mobile learning, or m-learning, involves the use of mobile devices such as smartphones and tablets
to deliver educational content and instruction. M-learning is becoming increasingly popular due to its flexibility and
accessibility.

Proposed System—

The purpose of E-learning Management System is to automate the existing manual system by the help of
computerized equipment’s and full-fledged computer software, fulfilling their requirements, so that their valuable
data/information can be stored for a longer period with easy accessing and manipulation of the same.

The required software and hardware are easily available and easy to work with. E-learning Management System, as
described above, can lead to error free, secure, reliable and fast management system.

It can assist the user to concentrate on their other activities rather to concentrate on the record keeping. Thus it will
help organization in better utilization of resources. The organization can maintain computerized records without
redundant entries. That means that one need not be distracted by information that is not relevant, while being able to
reach the information.

Design & Implementation—


Conclusion—

In conclusion, e-learning systems have revolutionized the way people access and engage with education and
training. They offer a flexible and convenient approach to learning that can be tailored to individual needs and
preferences. The latest trends in e-learning, such as adaptive learning, microlearning, gamification, mobile learning,
virtual and augmented reality, and collaborative learning, have further enhanced the capabilities and effectiveness of
these systems. Overall, elearning systems have the potential to democratize education and training by providing
access to quality content and resources to anyone, anywhere, and at any time

References—

1.Siemens, G. (2013). Massive open online courses: Innovation in education? Open Educational Resources:
Innovation, Research and Practice, 5(1), 5-15.

2.Singh, H., & Reed, C. (2001). A white paper: Achieving success with blended learning. Centra Software.

3.Hockly, N., & Clandfield, L. (2013). Teaching Online: Tools and Techniques, Options and Opportunities. Delta
Publishing.

4.Lainema, T., & Laitinen-Väänänen, S. (2018). Mobile learning: A review of current research and challenges.
Journal of Educational Computing Research, 56(8), 1177-1203.

5.Chen, K. C., & Jang, S. J. (2010). Motivation in online learning: Testing a model of self-determination theory.
Computers in Human Behavior, 26(4), 741-752.

6.Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training
and education. John Wiley & Sons.

7.Teräs, H., & Nokelainen, P. (2014). The future of mobile learning: Implications for education and training.
International Journal of Educational Technology in Higher Education, 11(1), 142-154.

8.Dabbagh, N., & Kitsantas, A. (2012). Personal Learning Environments, social media, and self-regulated learning:
A natural formula for connecting formal and informal learning. The Internet and Higher Education, 15(1), 3-8.

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