DESIGN AND IMPLEMENTATION OF ONLINE TUTORIAL ON FISH FARMING AND PRODUCTION
ABSTRACT
The tremendous impact of electronic technology (like
computer and computer embedded devices, computer networking, artificial
intelligence, multimedia among others) on the human psychological capabilities
productivity, intellectuality and other human related activities are very
obvious. The quest and virtual implementation of computer in all the fields of
human endeavor increases with its inevitable impact, these impacts are on its
increase due to the need for high quality and timely response. Therefore, this
project titled, “Design and implementation of e-learning platforms for an
introduction to C++ programming language”, is aimed at exploring and incorporating some of
these sophisticated technologies for the development of electronic tutorial
materials. This work examines and explains the step-by-step procedure for
accomplishing the development of the proposed software products, the attainment
of the goals and necessary requirement for their implementation. It considers
and discusses the impact of the proposed products on the targeted end-users.
This project is implemented using HTML, Microsoft asp.net and SQL Server for
the online learning platform tutorial application package, and an e-book.
TABLE OF CONTENT
Cover page
Title page
Approval page
Dedication
Abstract
Acknowledgment
Table of content
CHAPTER ONE
1.0 Introduction
1.1 Background
of the research
1.2 Statement
of research problem
1.3 Objectives
of the study
1.4 Significance
of the study
1.5 Research
question
1.6 Limitation
of the study
1.7 Definition
of terms
CHAPTER TWO: LITERATURE REVIEW
2.0 Introduction
2.1 The reason fish farmers crash in fish farming
2.2 Benefits of fish farming
2.3 Risks and challenges in fish farming
2.4 Tools needed for starting up a fish farm
2.5 The traditional teaching and learning procedure
and some of its weakness
2.6 What is e-learning? /the e-learning procedure
2.7 Challenges affecting the effective implementation
of e - learning
2.8 Summary
CHAPTER THREE: SYSTEM ANALYSIS AND DESIGN
3.1 Introduction
3.2 Feasibility study for a standard fish farm
3.3 Method of data collection
3.4 Data preparation
3.5 Program structure
3.6 File maintenance module
3.7 Main menu specification
3.8 Problem of the existing system
3.9 Justification for the new system
3.10 System modeling
3.11 Information flow diagram
3.12 System flow chat
3.13 Activity diagram
3.14 Program flow chart
3.15 Database specification and design
CHAPTER FOUR: SYSTEM TESTING AND DOCUMENTATION
4.1 Introduction
4.2 Program language justification
4.3 Systems requirement
4.4 Implementation details
4.5 Procedure testing plan
CHAPTER FIVE
SUMMARY, CONCLUSION AND RECOMMENDATIONS
5.1 Summary
5.2 Conclusion
5.3 Recommendation
References
Source code
CHAPTER ONE
1.0 INTRODUCTION
Fish
farming or pisciculture is the principal form of aquaculture, while other
methods may fall under mariculture. Fish farming involves raising fish
commercially in tanks or enclosures, usually for food. A facility that releases
juvenile fish into the wild for recreational fishing or to supplement a
species' natural numbers is generally referred to as a fish hatchery.
Worldwide, the most important fish species used in fish farming are carp,
salmon, tilapia and catfish.
The
Nigerian fishing industry comprises of three major sub sectors namely the
artisanal, industrial and aquaculture. The awareness on the potential of
aquaculture to contribute to domestic fish production has continued to increase
in the country. This stems from the need to meet the much needed fish for
domestic production and export. Fish species which are commonly cultured
include Tilapia spp, Heterobranchus bodorsalis, Clarias gariepinus, Mugie spp,
Chrysichthys nigrodigitatus, Heterotis niloticus, Ophiocephalus obscure,
Cyprinus carpio and Megalospp. Fish culture is done in enclosures such as
tanks.The aquaculture sub sector contributes between 0.5% and 1% to Nigeria’s
domestic fish production.
The
rapid increase in population of the world has resulted in a huge increase in
the demand for animal protein (which is essentially higher in quality than
plant protein). The average protein intake in Nigeria which is about
19.38/output/ day is low and far below FAO requirement of 65g/ output/day. The
nutritional requirement is particularly crucial in a developing country such as
Nigeria where malnutrition and starvation are the major problems faced by
million of rural dwellers .The low protein intake is an indication of shortage
of high quality protein food in the diet of Nigerians. The consumption has been
estimated to be 1.56267metric tones Tabor (1990).
1.1 BACKGROUND OF THE STUDY
Learning
is one of the very vital human activities that require concentration blended
with interactivity, clear and distinct understanding of the facts been stated
or discussed, high communication skills and techniques, attractive learning
qualities such as colorful pictorial presentations of information among others.
Nevertheless, all not learning process is considered to be effective. Effective
could be assumed to had been achieved if about hundred percent (100%), of the
population lectured assimilate the knowledge and/or ideas across; this is quite
different when the population size is very high and there is existences of
certain un-conducive learning conditions such as noise, poor ventilation, and
extreme temperatures.
The progress made in the computer world through the
development of sophisticated hardware, software, and other technologies could
be employed for the remedy of the situation. Exploring the powerful
capabilities of multimedia and implementing it on teaching and learning
processes via the production of learning material and products such as e-book,
computer assisted learning (CAI), computer aided instruction(CAT), computer
based training(CBT), internet based training among others would go a long way
towards improving the advancement of the practical and theoretical knowledge of
the students. With high quality content value of the e-learning products and
the captivating multimedia features embedded in them, a student can easily,
assimilate such knowledge (even in the absence of a teacher and the required
physical environment) through repetitive
Accessing of the e-learning materials and following
the animated instructions contained therein.
1.2 STATEMENT OF THE PROBLEM
Deficiency of Technical Knowledge: Start output
before knowing what operations options are available or how you can farm fish.
Poor Investment Plan: Several farmers assume that to
become commercial fish farmer one have to have several large ponds.
Consequently, they construct many ponds at a time, which constrains their
earnings. Because of this, some farmers require a while to start output or may
only afford to get started production in one pond after all the investment.
Don't employ the right people. Entrepreneurs employ
the right people who are qualified for a selected job. Hiring family members
who have minimal desire to learn proper fish farming techniques is a liability
because most people find it difficult to dismiss them even after they have
become apparent that they are the real reason for the poor performance from the
fish farm.
1.3 OBJECTIVES OF THE STUDY
This
project is aimed at implementing e-learning tutorial through the development of
a web site expected to be published over the internet, a CAL application
package that will be installed in a computer, and on e-book in portal document
format (PDF); this is to provide different remedy platforms for the shortcoming
found in the training, production and development of fish farming in our nation.
Focusing on the above, the objectives of the study
are to develop e-learning tutorial applications that are capable of:
I. providing
coherent instruction for the selected section of learning
II. Provide
a media training on the selected section.
III. Encouraging
individual in different geo-graphical location who wish to start up a fish
farming and production, but with no knowledge of it as it will bring to their
door step a video tutorial on how to start it up.
IV. Enhancing
the students practical knowledge and broaden their theoretical knowledge.
V. Creating
a more interacting way of learning process.
VI. Overcoming
most factors affecting effecting learning such as noise.
VII. Accommodation
of learner’s unrestricted learning schedule as they can access it any time they
wish.
VIII. Promoting
quick assimilation of information.
IX. Providing
accurate and high quality content value.
1.4 RESEARCH QUESTION
In
the course of this study the researcher asked some of the respondents some
relevant question in other to analysis the view of the present research work
over the previous one.
1) How accessible are data between the new system
and the old system
2) Can you operate the new system and carry out
registration on it.
3) What was/is your pet project work as a corps
members?
1.5 SIGNIFICANCE OF THE STUDY
This project uses the combination of multimedia
features, little artificial intelligence features, and human –computer
interaction principles for the development of a web site for an online and
implementation of e-learning tutorial for fish farming and production. These
proposed e-learning tutorial avenues are deviations from the traditional
learning procedure, and as a result have their main importance as follows:
i. Effective
learning of the subject topic by the individual- the traditional classroom
methods have high tendencies of responding to the many factors affecting
effecting learning.
But with the adoption of e-learning, these factors
may exist with little or no impact on the learner. Hence, this project is
focused on developing an online tutorial learning application for fish farming
that will be captivating through the provision of different learning platforms
and skillful use of multimedia which will lead to the enhancing of effective
learning and reduction of teachers teaching work load.
ii. Cost
of learning materials-could be reduced significantly when compared to the cost
of traditional learning materials or the cost of conventional instructional
system. This is, however, accomplished in this project by providing free access
with limited content value to the user.
1.6 SCOPE OF THE STUDY
The proposed online tutorial learning center are
targeted for the attainment of effective learning through the use of
interactive presentations. In the development of the proposed products, certain
security consciousness likes piracy where moderately considered while some
security measures like password were implemented. Each of the proposed
e-learning-tutorial have different security requirement.
On the side of the fish farming and production
tutorial package, password usage was implemented for discriminating the premium
users from the free users. The internet application is designed to have an open
unrestricted accessibility; this is to boost content awareness and marketing.
Its e-book is created in portal document format
(PDF) so as to ensure content authenticity and videos.
1.7 LIMITATION AND DELIMITATION OF THE STUDY
Apart from the usual risk and limitation present in
every project due to time, scope, quality and financing, a major limitation
arises from the gathering of information or data from the concerned individuals
with fair and un-bias judgment of the proposed tutorial subject. Many of the
individual, especially the expected users, were unwilling to give feedback on
the impact of the proposed system on them while some other will prefer to give
haphazard information which tantamount dirty data. In addition, the tendency of
receiving unfair and bias information and materials (which ranges from
reference materials to development support devices) required for actualizing
the proposed online tutorial specifications posed a great impediment to the
study. Nevertheless, in the attempt to overcome these impediments, the research
work of other scholars and practitioners were used in conjunction with the
result of my project research evacuation and analysis. This approach is adopted
to ensure accurate and good developmental practices
1.8 DEFINITION OF TERMS
Software – a set of logical
related program modules that are given to the computer for the accomplishment
of a specific task or asset of task.
Program module – this is made up of
one or more program procedure, routine, function, or events that handle a
definite task or set of task.
Program procedure – a set of program
codes that response to a particular action such as click or could be called for
execution from another program procedure depending on its scope.
Program- a set of logical
related instruction codes that is given to the computer which enables it to
perform a specific task or events.
HTML – this is one of the programming languages
which could be used for developing web documents.HTML stands for hypertext
markup language. Other languages that could be for web development are XML
(extended markup language) and XHTML (extended hypertext markup language).
Programming language – this is a set of
operation of grammatical rules (syntax or protocol) use for written and
developing instructional codes given to the computer for task performance.
Interpreter – this is a kind
language translator that translates high level programming codes equivalent and
at the same time executes the program codes line after line, this is achieved
if and only if the line of code is error free.
Compiler – this is a kind of
language translator that translates high level programming language code into
its low level programming language codes equivalent and makes it executable
only if this entire program code is error free.
Media – these are those
things, materials or tools used for storing and delivering of information or
data. Media can also imply channels, links or materials that convey data or
information.
Learning media – learning materials
that convey information to a student or from which a student can extract
knowledge from. Example, textbooks novels, among others.
Multimedia – as applied to this
project, it is media and content that uses a combination of different content
forms.
Contents – information and experiences that may
provide value for end-user.
CAL – this stands for computer Assisted learning. It
is an application package that is designed to enable the user learn a
particular subject through the provision of tutorial that may or may not
companied by questions. CAL is popularly called tutorial software. CAL is very
close to CAI and could be used interchangeable, but in some cases, might not
mean exactly the same.
CAI – this is an abbreviation of computer aided
instruction. It is an application package that is designed to enable the user learn and/or get
acquainted with a specific subject or an aspect of life. CAI, in most cases, is
a simulation of real life event or true appearance of the subject for which for
the user is to be educated on. Most CAI comes in the form of examination
preparatory tutorials like TOEFL (test of English as a foreign language) and
safety training tutorials like military combat training. Computer game is not
always regarded as a CAI application rather entertainment application software.
TUTORIAL: A tutorial is a
method of transferring knowledge and may be used as a part of a learning
process. More interactive and specific than a book or a lecture; a tutorial
seeks to teach by example and supply the information to complete a certain
task.