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CHAPTER 1

INTRODUCTION

Project Context

In this modern era, the abundance of technology has made our world

more convenient. The technology’s impact in modern life is immeasurable. Different

technologies are popping up every day. Technologies that people did not expect to exist

are now available everywhere. Through this, many innovations were possible,

innovations that improved people’s life. Modern technology enhances human

capabilities and this technology evolved with years. Information Technology has played

an important role in globalization. It has brought the world closer together. People can

now share information quickly, in just a matter of seconds, which were not possible in

the past few decades because of the geographic boundaries.

Today, communication is now cheaper, quicker and more efficient. Nowadays,

student should be taught using varied contents, resources and diverse learning

strategies. Thus, there is a need to enrich teaching-learning tools beyond the traditional

method. This suggests that teachers should present their lessons in a wide variety of

ways to ensure effective learning. One of the popular methodologies in teaching today

is the use of virtual classroom. Virtual classroom simulates the actual classroom

situation where the students experience the same physical classroom experience.

This Virtual Learning Environment (VLE) will enhance the student’s learning

experiences by making a wider range of resources readily accessible and help the

instructors perform their duties more efficiently. Virtual learning environment will allow
the instructors to create resource materials quickly. The students can interact with other

students.

Batangas State University is one of the universities in the province of Batangas

and is now offering Technopreneurship subject for College of Informatics and

Computing Sciences students. The developers choose to propose a virtual learning

environment for the university that contains content management, curriculum mapping

and planning, learner engagement and administration, communication and

collaboration. The materials are available in the form of computer aided learning

program.

In the traditional classroom, class duration is fixed and cannot be extended while

the next class waits to use the classroom. Classes are typically teacher-eccentric and

teacher-driven. Blackboard writing, laboratory experiments, showing physical models

and charts are the tools used in the traditional teaching. Evaluation involves handing in

manually-graded assignments, and taking tests. The traditional classroom is time

consuming and the results are slow. Class is held, and if you can’t attend or you forget

to note something down, you’ve missed it.

In the developed system, schedules are flexible according to the needs of both

instructor and students. Extendable class duration, student and instructor time

permitting. Classes can be learner-centric and technology-driven, and the facilitator is

the instructor. Instructors have better teaching tools to effectively engage learners.

Virtual classrooms give the students more freedom to explore experiment and create.

This freedom can create improvement on student’s performance. Modern teaching tools

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are used, such as virtual, 3D modeling, animation and multimedia. Automated

evaluation conducted through online tests. Results are completely transparent, quick,

and accurate.

Purpose and Description

The project was developed for Batangas State University to provide online

classroom that allows participants to communicate with one another, view presentations

or videos, interact with other participants, and engage with resources in work groups.

This project will provide the instructors a better way of teaching management.

This will lessen time and effort spent, freeing them from the constraints of classroom

management tasks.

To the students, this will give them a chance to apply what they have learned in

the past years, this will enhance their skills in the field of information technology,

specially, in web development. It will give them confidence in creating other projects that

are similar to this project.

To the future researchers, this can be a basis for related studies, and even add

improvements to this study.

Objectives of the Study

General Objective

The main objective of this project is to develop an online virtual classroom for

Technopreneurship class. Specifically aims to:

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1. Provide a set of new capabilities that enhances the traditional classroom

experience.
1.1 The students can access their exams, lectures, assignments and

activities at home or in some places which have computers.


1.2 The instructor can teach, give exams and activities to his/her students

without meeting them.


2. Reduce Learning Cost.
2.1 It can reduce the student’s expenses in availing books.
2.2 It can reduce the student’s expenses in buying photocopies.
2.3 It can reduce the student’s expenses in paying test papers.
3. Improve flexibility of course delivery by making learning available anytime,

anywhere with the use of internet connection.

Scope and Limitations

The primary focus of this project is to deliver lectures and tutorials online and

provide more conveniences like it can provide a better way of teaching, lessen time and

effort spent. This project will offer class activities, individual and group activities,

discussion, exams and quizzes, assessment documents and homework activities.

This project will help students to remove the need to travel to a location in which

to participate in lesson. This project can be accessed from any computer that met the

necessary hardware, software, browser, and internet connection requirements in order

to use virtual classroom. This project will enable instructors and students to have their

own account. The instructors and students will log into their account. Instructors will be

able to create, store learning resources, access to student’s information and tracking of

student’s progress and achievements.

This project does not include grading system because the University has already

a grading system. Another thing, even if there is an internet connection the website
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cannot be accessed if the server is down. This project has a limited offering; the choice

of courses is limited at present. Students who do not have a personal computer needs

to travel to use the needed equipments.

Definition of Terms

This section discussed about the terms that may be unfamiliar to the readers.

New terms or terms that is vague which have special meaning in the field of information

technology.

Bugs. It is an error, flaw, failure or fault in a computer program or system that

causes it to produce an incorrect or unexpected result, or to behave in unintended

ways.

Hacker. It is a person who uses computers to gain unauthorized access to data.

Leader Board. It is a scoreboard showing the names and current scores of the

leading competitors.

Password. It is a secret word or phrase that must be used to gain admission to

something.

Virtual Classroom. It is an online classroom that allows participants to

communicate with one another, view presentations or videos, interact with other

participants, and engage with resources in work groups.

Virtual Learning Environment (VLE). It is a Web-based platform for the digital

aspects of courses of study, usually within educational institutions.

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Web Browsers. It is a software application for retrieving, presenting, and

traversing information resources on the World Wide Web.

Web Server. It is a computers that deliver (serves up) Web pages. Every Web

server has an IP address and possibly a domain name.

Web Site. It is a location connected to the Internet that maintains one or more

pages on the World Wide Web.

Technopreneurship. It is a simple entrepreneurship in a technology intensive

context. It is a process of merging technology prowess and entrepreneurial talent and

skills.

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