Project_Group_F5
Project_Group_F5
Project_Group_F5
PROJECT
Class: IS005.P11.CTTT
GROUP F5
1. Cover Page.............................................................1
2. Group Introduction.....................................................3
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TOPIC 4: Suppose you were the CEO of an education center, which offers
skills building courses for teenage. All courses are teaching offline, online, or
both offline and online. The head office of your company is in Ho Chi Minh
city, Vietnam.
GROUP F5:
Overall: All members of group F5 have done their work on time, define
clearly information of each question.
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1. In your opinion, should your company use information systems by
purchasing commercial software or ordering from a construction
software company? Explain why?
II. Recommendation
- After analyzing the two options, I recommend using commercial
software for the following reasons:
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d) Scalability: Many commercial platforms are designed to handle both
small and large numbers of users, which makes it easy to grow as the
center expands.
e) Focus on Core Business: By choosing a ready-made solution, the
education center can focus on delivering high-quality courses rather
than managing software development and maintenance.
Conclusion
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2. The purposes of your company's information system.
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become more efficient, employees can devote more time to tasks that
add higher value to the growth and success of the business.
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- In today's highly competitive market, staying ahead of the competition
requires constant innovation. Information systems support innovation
by enabling businesses to analyze data trends, consumer behavior, and
industry changes. By leveraging data analytics, companies can uncover
new opportunities for products, services, or improvements in their
operations. A company that uses its information system effectively can
quickly adapt to market changes, explore new business models, and
innovate in ways that give it a competitive edge. For example,
predictive analytics can help companies foresee future trends, allowing
them to make proactive changes rather than reacting after a shift has
occurred.
Conclusion
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3. The list of end users; The list of other stakeholders (Name, role, why
they are important?)
I. End Users
a) Students
- Role: Main users of the educational services.
- Activities: Going to classes, participating in lessons, and doing
homework.
- Goals: Learn new skills, improve grades, and prepare for the future.
b) Parents
- Role: Supervisors of their children's education.
- Activities: Check their child's progress, attend meetings, make school
decisions.
- Goals: Children will have a good education and achieve good results at
school.
c) Teachers/Trainers
- Role: Leaders of the teaching process.
- Activities: Teaching classes, grading work, and giving feedback.
- Goals: Provide good education, build positive learning environment,
develop students.
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4. List main fucntions for each user
I. End Users
a) Students
- View learning materials, such as videos, documents, and assignments.
- Attend live or recorded classes online.
- Progress tracking through dashboards: grades, attendance.
- Instructors' communication: chat, forums.
- Quiz and exam taking, assignment submissions.
- Certificate download upon course completion.
b) Parents
- Progress reports in detail for their children.
- Tuition management: invoice, receipt.
- Notification about attendance or performance of their children.
- Schedules for Parent-Teacher Meeting.
c) Teachers/Trainers
- Upload and manage learning content: video, slides, assignments.
- Schedule live classes and track student attendance.
- Monitoring student progress and performance through analytics.
- Grading assignments, quizzes, and exams.
- Providing feedback and guidance to students through forums or
messaging tools.
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5. What functions do you like best? Why?
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6. What type of part/ function can the application be improved? Explain
why?
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- Accommodating Growth: With increased growth of a business or
software and thereby the influx of more users, improved network
quality ensures that the system will scale up to accommodate such
growth.
- Stability Maintenance: A good network system will maintain stability in
performance, even if the number of users suddenly goes up.
- Improving network quality when multiple people access software
simultaneously is crucial for ensuring performance, enhancing user
experience, increasing security, optimizing resources, and supporting
scalability. This not only helps maintain user satisfaction but also
contributes to the success and sustainable growth of the business or
service.
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- Effective Learning Tools: The video lectures, quizzes, practice
exercises, and instant feedback features enable the learners to grasp the
knowledge effectively.
- Personalized Learning: Customized learning paths address each
student's unique needs and improve learning outcomes.
c) Saving Time and Effort
- Easy Accessibility and Usability: Enhanced educational software
allows users to access and use it without requiring prolonged
instructions, which in return saves time and effort.
- Integration and Synchronization: In the ability of integration with
varied devices and synchronization of data, learners can study
anywhere at any time.
d) Building Connection and Community
- Features of Connectivity: Discussion forums, online study groups, and
chatting features create interaction among learners, building up the
liveliness and sharing experiences that develop a supportive learning
community.
- Feedback and Evaluation: Some features that allow learners to receive
feedback from teachers or peers in learning help improve the learning
process and achieve better results.
e) Meeting Technological Trends
- Updating New Technologies: The educational software should,
therefore, keep updating about newer technologies since the demands
from its end-users are growing to ensure competitiveness in the market.
- Artificial Intelligence Applications: Integrating AI to provide intelligent
learning suggestions, support learners in choosing appropriate content,
and quickly answer their questions.
CONCLUSION
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- It is vital to enhance the features of the educational software in terms of
optimization and friendliness in order to attract youth. Not only will it
create learning motivation, improve learning efficiency, and save time,
but also bring about connectivity and meet the development trend of
technology. Investment in the creation of high-quality educational
software contributes to comprehensive education and development of
the young generation.
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and then what was done right or wrong and adjust their understanding
accordingly to build a growth mindset.
d) Skill Development
- By the use of simulations and practical exercises, interactive elements
facilitate critical thinking, problem-solving, and decision-making skills
in students, which is very useful in real life.
e) Collaboration and Social Interaction
- Group projects, discussion boards, and peer review are all interactive
features that promote collaboration and social interaction. This nurtures
learning and community building among students.
f) Increased Accessibility
- Interactive and multimedia elements can make learning more accessible
for students with different needs and preferences. For example, videos
with subtitles, interactive diagrams, and audio descriptions can cater to
various learning disabilities and preferences.
g) Data-Driven Insights
- Many interactive elements often have tracking and analytics.
Instructors can learn how students are doing, where students may be
struggling, and use that information to make decisions to enhance the
curriculum and help students one on one.
CONCLUSION
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- Development and improvement of social learning features of
educational software are necessary on a few accounts:
a) Enhanced Learning Experience
- Interaction with Peers: The use of discussion forums, chat rooms, and
group projects encourages interaction among students. Such
interactions enrich understanding through discussions, debates, and
collaborative problem-solving.
- Exposure to Different Perspectives: Exposure to the many voices and
approaches can enhance a student's learning experience and foster
critical thinking.
b) Creating a Supportive Community
- Sense of Belonging: Social features in learning environments create a
sense of community and belonging among students. Feeling part of a
learning community can boost motivation and reduce feelings of
isolation, especially in online learning environments.
- Peer Support: Students can support each other through shared
experiences, advice, and encouragement. This peer support can be
particularly beneficial in overcoming challenges and maintaining
motivation.
c) Collaboration Skills
- Teamwork: Social learning features encourage collaboration and
teamwork. These skills are invaluable both in academic and
professional settings as it prepares students for future work
environments.
- Communication: Participation in social learning activities assists
students in developing their communication skills, such as listening,
articulating their ideas, and giving constructive feedback.
Real-Life Usability
CONCLUSION
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- Widespread Device Use: Most students, especially teenagers, use
smartphones and tablets as their main devices for accessing the internet
and digital content. Ensuring that educational applications are mobile-
friendly makes learning resources accessible to a broader audience.
- On-the-Go Learning: Mobile compatibility allows students to learn
anytime, anywhere. Whether they are commuting, waiting in line, or
relaxing at home, students can access educational content seamlessly,
making learning more flexible and integrated into their daily lives.
b) Engagement
- User Experience: A well-designed mobile application can offer a more
engaging and user-friendly experience. Intuitive touch interfaces, push
notifications, and interactive elements can enhance student engagement
and participation.
- Interactive Content: Mobile devices can use interactive and multimedia
content such as videos, quizzes, and games to make learning more
engaging and effective.
c) Inclusivity
- Reach Diverse Populations: Generally, mobile devices are more
affordable and accessible than traditional computers, especially in
developing regions. By going mobile, educational applications reach
students from various socioeconomic backgrounds and reduce some of
the barriers to education.
- Different Learning Style Support: Mobile applications can help
different learning styles by providing various forms of content, such as
audio, video, and interactive simulations, helping students who may not
be as successful with traditional learning.
d) Retention and Completion Rates
- Convenience: When learning materials are more accessible through
mobile devices, it increases the chances that students will remain
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engaged and complete their courses. The convenience of mobile
learning can lead to higher retention and completion rates.
- Consistent Learning: Mobile compatibility ensures that students can
continue learning without interruption, even if they are away from their
primary study environment. This consistency helps reinforce learning
and improves outcomes.
e) Real-Time Feedback and Interaction
- Instant Communication: Mobile applications allow students and
instructors or peers to communicate instantly. With features like instant
messaging, notification, and live sessions, one will be able to have
feedback immediately.
- Collaboration: On the mobile-friendly educational tools, students will
be allowed to collaborate on projects, sharing resources and discussions
regardless of geographical location.
f) Data Collection and Analytics
- Track Progress: Mobile applications can collect valuable data on
student engagement, progress, and performance. Educators can use this
data to tailor instruction, provide personalized feedback, and identify
areas where students may need additional support.
- Continuous Improvement: Analytics from mobile usage can help
developers continuously improve the application, making it more
effective and user-friendly over time.
CONCLUSION
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7. What are the ethical and social issues that need attention? Solutions to
these issues if any.
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II. Social Issues
a) Mental Health and well-being
- Issue: Address the mental health and well-being of teens made even
more vulnerable by this new learning modality.
- Solution: Infuse mental health resources and support networks into the
educational system. This should include access to counseling services,
mindfulness programs, and a supportive learning environment.
b) Digital Divide
- Problem: How to bridge the gap between those students who have
access to high-speed internet and advanced technology and those who
do not.
- Solution: Engage in partnerships with technology companies to offer
low-cost internet services and computers or other devices to students.
Hold community events that provide free access to the internet through
local libraries or community centers.
c) Community and Social Interaction
- Problem: How to ensure that students remain socially interactive and
feel part of a community when online-only learning is used.
- Solution: Create a blended learning environment comprising group
projects, virtual meetups, and offline activities. Encourage peer support
and collaboration to build a strong community spirit among the
students.
THE END
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