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Major Report6

The document describes a project on an online learning platform called Skill Boost. It allows instructors to create and sell courses on various topics. Students can enroll in courses and learn at their own pace from any location. The platform aims to make education accessible through a diverse catalog of interactive courses.
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0% found this document useful (0 votes)
10 views

Major Report6

The document describes a project on an online learning platform called Skill Boost. It allows instructors to create and sell courses on various topics. Students can enroll in courses and learn at their own pace from any location. The platform aims to make education accessible through a diverse catalog of interactive courses.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SKILL BOOST

A Major Project-I Report


Submitted in partial fulfillment of the requirement
for the degree of
Bachelor of Technology
In
Computer Science and Engineering
Jul-Dec 2023

Guided By Submitted by
Prof. Amit Sariya Kushal Singh
[0704CS201089]
Kishor Patidar
[0704CS201082]
Jitendra Patidar
[0704CS201072]
Abhishek Sharma
[0704CS201011]

Department of Computer Science and Engineering


Mahakal Institute of Technology, Ujjain
Affiliated to Rajiv Gandhi Proudyogiki Vishwavidyalaya, Bhopal
PROJECT APPROVAL SHEET

The project entitled “Skill Boost” submitted by Kushal Singh Rajput, Kishor Patidar, Jitendra
Patidar and Abhishek Sharma as partial fulfillment for the award of Bachelor of Technology in
Computer Science and Engineering by Rajiv Gandhi Prodyogiki Vishwavidyalaya, Bhopal.

Project Coordinator
Date:

I
RECOMMENDATION

The project entitled “Skill Boost” submitted by Kushal Singh Rajput, Kishor Patidar, Jitendra
Patidar and Abhishek Sharma as partial is a satisfactory account of the Bonafede work done under
our guidance is recommended towards partial fulfillment for the award of the Bachelor of
Technology in Computer Science and Engineering from Mahakal Institute of Technology,
Ujjain by Rajiv Gandhi Prodyogiki Vishwavidyalaya, Bhopal.

Project Guide Project Coordinator


Prof. Amit Sariya Prof. Sharad Morolia
Date: Date:

Endorsed By

Head
Department of Computer Science & Engineering
Mahakal Institute of Technology, Ujjain

II
ACKNOWLEDGEMENT
It is with great reverence that we express our gratitude to our guide “Prof. Amit Sariya”
Department of Computer Science and Engineering, Mahakal Institute of Technology, Ujjain,
(M.P.) for his/her precious guidance and help in this project work. The credit for the successful
completion of this project goes to his/her keen interest timing guidance and valuable suggestion
otherwise our endeavor would have been futile.
We sincerely thank “Prof. Sharad Morolia” for his guidance and encouragement in carrying out
this project work.
We owe to regard to “Dr. Abhishek Raghuvanshi” Head of Department, Computer Science and
Engineering for his persistent encouragement and blessing which were bestowed upon us.
We owe our sincere thanks to honorable Director “Dr. Mukesh Shukla” for his kind support
which he rendered us in the envisagement for great success of our project.
.

Kushal Singh Rajput


[0704CS201089]
Kishor Patidar
[0704CS201082]
Jitendra Patidar
[0704CS201072]
Abhishek Sharma
[0704CS201011]

III
TABLE OF CONTENTS
Page No.
Project Approval Sheet I
Recommendation II
Acknowledgement III
Table of Contents IV
Abstract VI
Figure Index VII
Table Index VIII
List of Abbreviations IX
Chapter 1 Introduction (1-2)
1.1 Introduction 01
1.2 Identification of Problem Domain 02
Chapter 2 Literature Review (3-5)
2.1 Literature Review 3
2.1.1 Study of Udemy 3
2.1.2 Study of Swayam 4
2.2 Limitation of existing system 5
Chapter 3 Rationale and Process (6-8)
3.1 Objective 6
3.2 Software Model Adapted 7-8
Chapter 4 System Analysis Overview (9-16)
4.1Requirement Analysis 9
4.1.1 Hardware Requirement 10
4.1.2 Software Requirement 10
4.1.3 Functional & Non functional Requirements 11
4.2 Use -Case diagram & Use -Case description 11-13
4.3 Sequence Diagram 14-15
4.4 System Flow Diagram 15-16

IV
Chapter 5 System Design Overview (17-19)
5.1 Class Diagram 17-18
5.2 Extended E-R Diagram 18-19
Chapter 6 Conclusion and Future Extension (20)
6.1 Conclusion 20
6.2 Future Scope 20

REFERENCES (21)

APPENDIX B Filled Weekly Project Work Progress Sheet

V
ABSTRACT
In recent years, the landscape of education has been revolutionized by the rapid advancement of
technology. One of the most significant manifestations of this transformation is the emergence of
online-learning platforms. “Skill boost” is online learning platforms that offer multiple courses
on various subjects. It allows instructor to create and sell their own courses, covering topic such
as programming, business, art and many more. Student can enroll in these courses and learn at
their own places.

“Skill boost” is a web-based learning system that helps the students to take the learning in
incremental steps by providing the latest available content on the subjects. At its most basic level,
it is a series of online resources to help students understand and prepare for their interested
subjects. Essentially, “Skill boost” is the realization of the concept of flexible learning, by
givingthe user time, resources and scope to learn at his own interest and potential.

VI
FIGURE INDEX

Figure No. Title of Figure Page No.

Figure 3.1 AGILE SOFTWARE DEVELOPMENT MODEL 08

Figure 4.2 USE CASE DIAGRAM 13

Figure 4.3 SEQUENCE DIAGRAM 15

Figure 4.4 SYSTEM FLOW DIAGRAM 16

Figure 5.1 CLASS DIAGRAM 18

Figure 5.3 E-R DIAGRAM 19

VII
TABLE INDEX
Table No. Title of Table Page No.

Table 1 LIST OF ABBREVIATIONS IX

Table 4.1.1 HARDWARE REQUIRMENTS 10

Table 4.1.2 SOFTWARE REQUIRMENTS 10

VIII
Table 1-LIST OF ABBREVIATIONS

HTML HYPER TEXT MARKUP LANGUAGE

CSS CASCADING STYLE SHEET

DB DATABASE

OS OPERATING SYSTEM

UI/UX USER INTERFACE & USER EXPERIENCE

SDK SOFTWARE DEVELOPMENT KIT

HTTP HYPERTEXT TRANSFER PROTOCOL

GPS GLOBAL POSITIONING SYSTEM

SDK SOFTWARE DEVELOPMENT LIFE CYCLE

UML UNIFIED MODELING LANGUAGE

DFD DATA FLOW DIAGRAM

API APPLICATION PROGRAMMING INTERFACE

IX
CHAPTER 1

1.1 INTRODUCTION

Introducing our “Skill boost” website, an innovative online learning platform designed to
empower both learners and instructors. With a user-friendly interface and multiple courses, our
platform is committed to making education accessible to all. For Learners: Explore a diverse
catalog of courses spanning from technology, arts, business, and more. Learn at your own pace
and on your schedule. Our platform provides interactive quizzes, assignments, and
certifications to enhance your learning experience. For Instructors: Join our community of
educators and share your expertise with the world. Create and publish your courses, earning
revenue from your knowledge. Our robust tools allow you to engage with your students and
track their progress. We prioritize quality, ensuring that our courses are created and taught by
experts in their respective fields. Our mission is to foster continuous learning and personal
growth. Join us on this exciting educational journey withour “Skill boost” website today.

1
1.2 Identification of Problem Domain

The problem domain for an “Skill boost” platform encompasses the challenges and
opportunities associated with online education and remote learning. In today's fast-paced world,
traditional educational models often struggle to meet the diverse needs of learners.
This problem domain seeks to address issues such as accessibility, engagement, and
effectiveness of education through digital means. It involves large range of learners, including
students of all ages, professionals seeking upskilling, and individuals with varying learning
styles and abilities.
Additionally, it must tackle issues related to content delivery, assessment, learner motivation,
and data privacy. Overall, this problem domain is central to the transformation of education in
the 21st century and offers immense potential for innovation and positive impact on global
learning outcomes.

2
CHAPTER 2

2.1 LITERATURE REVIEW

1. UDEMY –

Udemy is a platform that allows instructors to build online courses on their preferred topics.
Using Udemy's course development tools, instructors can upload videos, source code for
developers, PowerPoint presentations, PDFs, audio, ZIP files and any other content that
learners might find helpful.

https:/www.udemy.com/

1. Rich user Interface(-)

2. Less Internet Usage(+)

3. Various variety of functionality are provided(+)

4. Global Scope(-)

3
2 . SWAYAM

SWAYAM stands for Study Webs of Active Learning for Young Aspiring Minds. It is a
government initiative. It is aimed at offering free and high-quality e-learning education to
students ranging from Class 9th to post- graduation.

https://swayam.gov.in/

1. Rich user Interface(+)

2. More Internet Usage(-)

3. Various variety of functionality are provided(+)

4. Feature are paid to use(-)

5. More time in load(+)

4
2.2 Limitation of existing system

The current situation is very limited to few resources, students are unable to get knowledge
more than that the lecture provides to them. This in the end limits student’s performances,
because everything a student gets is collected from lectures in class.
Here are some of the problems of the current system:
• Students submit assignment to lectures through hard copies or personal emails.
• Students only get help from lectures if the lectures are in their office.
• New lectures to a course have to get materials on their own.
• Student are required to physical be in the classroom in order to gain knowledge thereby
sacrificing all otherresponsibilities.
• Students are unable to share resources effectively and hold group discussions that are
monitored orsupervised by lectures
• Students are supposed to come to a centralized place to learn. also, students are learning in a
particular timeperiod which is fixed.
• Learn like a Maintain a place to keep blackboard & to write or explain, we have to use chalk or
Markersare used& it takes lot of time required to explain the concept to each and every student

5
CHAPTER – 3
RATIONALE AND PROCESS

3.1 OBJECTIVE:-

A flexible web-based learning experience allows you to go through a guided curriculum or choose lessons
onan as-needed basis. Following are the main objectives:-

• Ability to recall previously learned material – Students/learners can watch video courses as many
times asthey need. If they forgot something during the course they can come back and watch that
specific part anytime.

• Creative way to present lesson – It is very creative way to present lectures. It will surely enhance
teachingability of tutor.

• Low Cost – As nobody needs to travel or rent anything so it’s very cost efficient.

• High Quality – As tutor do not has time boundation so he can teach in his own comfort time.

• Learn anytime from anywhere – Students/Learners can start learning anytime from anywhere
they just required internet connection with a compatible device.

• Improve course quality according to learner’s feedback – Tutor can improve their course as per
student’sfeedback. It will help tutor to improve their ability to teach.

• Earn Money Online– As courses are paid so we can say it’s an online teaching business which
has no boundaries means students/learners can join from across the world so this system can
make good businesswith good quality.

6
3.2 SOFTWARE MODEL ADOPTED

AGILE MODEL:
-

In this project, an Agile model has been used for the software development process. The Agile
model is an iterative and incremental approach to software development that prioritizes
flexibility and customer collaboration. This model is used in our project "Skill Boost" due to its
dynamic nature and the need for constant adaptation to user needs and feedback.

Agile methodologies, such as Scrum and Kanban, have been employed to manage and develop
this project effectively. Here's how Agile principles have been applied in this project:

1. Scrum Framework: The development process is divided into time-bound iterations called
sprints, typically lasting 2-4 weeks. During each sprint, specific features and functionalities are
planned, developed, and tested. This approach allows for regular feedback and adjustments
basedon user requirements.

2. User Stories: User stories have been used to define features and functionalities from the user's
perspective. These stories help prioritize and plan development tasks based on their importance
toend-users.

3. Collaborative Development: Close collaboration between the development team, college


staff, and students is maintained throughout the project. Feedback from users is incorporated
intothe development process, ensuring that the app meets their needs.

4. Iterative Development: The app is developed incrementally. New features are added in each
iteration, allowing for continuous improvement based on changing requirements and user
feedback.

5. Continuous Integration and Testing: Continuous integration practices are employed to


ensure that new code is integrated and tested regularly. This helps identify and fix issues early in
the development cycle.

7
6. Adaptive Planning and Review : The project team adapts to changing requirements, which is
common in educational software. New features, such as video calling for online classes, can be
added in response to evolving needs.

The Agile software development model diagram is given below:-

Figure 3.1 : Agile Software Development Model

8
CHAPTER 4
SYSTEM ANALYSIS OVERVIEW
4.1 REQUIREMENT ANALYSIS: -

In software engineering, requirement analysis focuses on the tasks that determine the needs or
conditions to meet the new or altered product or project, taking account of the possibly conflicting
requirements of the various stakeholders, analyzing, documenting, validating, managing software or
system requirements.

Requirements analysis is critical to the success or failure of a systems or software project. The
requirements should be documented, actionable, measurable, testable, traceable, related to identified
business needs or opportunities, and defined to a level of detail sufficient for system design.

Requirement analysis is a multifaceted process in software engineering that encompasses diverse


types of requirements, such as functional, non-functional, business, user, and system requirements.
The active involvement of stakeholders from various domains is essential, as each brings a unique
perspective to the table. Elicitation techniques, including interviews, surveys, and observations,
uncover implicit and explicit requirements. Prioritizing requirements helps in focusing on critical
aspects first, while traceability ensures that requirements are connected to their origins and can be
tracked throughout the project. Effective requirement change management is vital to handle
inevitable modifications as a project evolves. Validation and verification processes guarantee that
requirements accurately represent stakeholder needs and align with business objectives, setting the
foundation for a successful software development project.

9
4.1.1 HARDWARE REQUIREMENTS:-

Name of component Specification


Processor Intel core i3 and above.

RAM 4 GB (minimum).

Hard Disc Minimum 4 GB or more.

Workplace of software Apache Netbeans

Table 4.1.1: Hardware Requirements

4.1.2 SOFTWARE REQUIREMENTS:-

Name of component Specification


I. Operating System Window 10 and above

ii. Language JAVA

iii. Front-end. HTML, CSS ,JAVA SCRIPT

iv. Backend JSP

v. Database MY SQL

vi. Internet Connectivity Good connectivity

Table 4.1.2: Software Requirements

10
4.1.3 FUNCTIONAL AND NON – FUNCTIONAL REQUIREMENTS: -

The functional requirements tell the main functions the project is going to address. The main
functional requirement of our project is to provide an advanced study platform to students.
Additionally, there are many features provided on skill boost site which are used by students
daily.For Learners: Explore a diverse catalog of courses spanning from technology, arts, business,
and more. Learn at your own pace and on your schedule. Our platform provides interactive quizzes,
assignments, and certifications to enhance your learning experience.
For Instructors: Join our community of educators and share your expertise with the world. Create
and publish your courses, earning revenue from your knowledge. Our robust tools allow you to
engage with your students and track their progress.

Non–Functional Requirements are the constraints, or the requirements imposed on the system.
They specify the quality attribute of the software. Non-Functional Requirements deal with issues
like scalability, maintainability, performance, portability, security, reliability and many more.
These requirements are those extra characteristics which make software more desirable.

Skill boost has an interactive interface design so that the user has a good experience with the site.
Not many bright colors that makes the site unwanted. Not so many menus are given by which the
user gets confused what to do after opening the site.

Also, our project will be able to meet the specified objectives as well as expectations of the admin
and the users. Our site has some advanced features than the existing ones and will get new add-
ons on the current version in future additions.

4.2 USE - CASE DIAGRAM AND USE – CASE DESCRIPTION: -

I A use case diagram is a visual representation in UML (Unified Modeling Language) that depicts
the interactions between users and a system. It provides a high-level view of the system's
functionality and the actors, which can be users or other systems, involved in these interactions.
Here is some content on use case diagrams:
1. Components of a Use Case Diagram:

Actors: Actors are external entities, such as users or other systems, that interact with the system.
They are represented as stick figures in the diagram and are central to defining the use cases.

Use Cases: Use cases represent specific functionalities or actions that the system can perform.

11
They describe the system's behavior from the perspective of an external actor and are depicted as
ovals within the diagram.

2. Use Case Relationships:

Association: This is the simplest relationship, indicating that an actor interacts with a use case. For
example, a "Customer" actor might be associated with the "Place Order" use case.

Include: Use cases can include other use cases, typically for shared functionality. For instance, the
"Login" use case may include the "User Authentication" use case.

Extend: An "extend" relationship signifies that a use case can be extended by another use case
under certain conditions. For example, the "Cancel Order" use case can extend the "Place Order"
use case.

Following are the purposes of a use case diagram given below:

1. It gathers the system's needs.


2. It depicts the external view of the system.
3. It recognizes the internal as well as external factors that influence the system.
4. It represents the interaction between the actors.
The above use case diagram depicts that there are two actors in the system mainly. They are User
and administrator. There are certain functions an end user can perform and other certain functions
that an administrator can perform. These are as follows: -

The end user can perform so many functions and gain many services like signup or login to the

application, make profile, update credentials like (email, password and the whole profile). Also,
the user can send feedback, read all details, share app and logout.

The administrator on the other side can login or signup, make profile, update credentials of profile
module and can delete profiles from database. Also, the admin can upload notices, event images,
notes, delete notice, update/add/delete the faculties, manage database and logout.

Thus, there are primarily 15 use cases in the system – like signup, login, make profile, delete

12
profile, attendance, upload notices, upload notes, take online class, take quiz, update/add/delete
faculty, send feedback, manage database and logout.

Figure 4.2 : Use Case Diagram

13
4.1 SEQUENCE DIAGRAM

A sequence diagram is a type of UML (Unified Modeling Language) diagram used in software
engineering and system design to illustrate the interactions and messages exchanged between
different objects or components in a system over time. It focuses on the chronological order of
interactions and provides a visual representation of how various elements in a system collaborate to
accomplish a specific task or scenario.

Sequence diagrams are a valuable visual representation in software engineering, offering insights into
how different objects or components interact and collaborate over time. These diagrams provide a
step-by-step depiction of the dynamic aspectsof a system, showcasing the order of events and the flow
of messages between lifelines, which represent individual actors, objects, or components within the
system. Key elements such as messages, activation bars, and return messages help in illustrating the
sequence of actions and responses, making sequence diagramsa critical part of the UML toolbox.

One of the primary use cases for sequence diagrams is to understand system behavior. By providing a
visual narrative of how objects or components interact, they facilitate a clear comprehension of the
dynamic aspects of a software system. Sequence diagrams also play a pivotal role in design and
implementation phases, guiding developers in understanding the order in which components must be
developed and integrated. Furthermore, they aid in testing and debugging by identifying potential
issues or bottlenecks in system behavior, allowing for efficient problem resolution.

14
Figure 4.3: Sequence Diagram

4.4 SYSTEM FLOW DIAGRAM

A system flow diagram is a visual representation that provides an overview of how a system operates,
showing the flow of data and processes within it. It is an essential tool for understanding the high-
level functionality of a system, depicting the interactions between various components, users, and
external entities. The primary objective of a system flow diagram is to offer a simplified and
comprehensive view of the system's architecture and the paths data takes as it moves through the
system.

In a system flow diagram, different components are represented as blocks, and arrows or lines show
the flow of data between these components. It often includes external entities, such as users or other
systems, to illustrate how data enters or leaves the system. This visual representation is invaluable
for stakeholders and developers to gain a holistic understanding of the system's processes, aiding in
the design, implementation, and optimization of software systems.

System flow diagrams are especially beneficial when used in conjunction with other system analysis
and design tools, helping teams ensure that the system's architecture and data flow are both effective
and efficient. In summary, system flow diagrams serve as a foundational element in system analysis
and design, offering a clear, top-level perspective on how a system functions and processes data.

15
Figure 4.4 : System Flow Diagram

16
CHAPTER – 5

SYSTEM DESIGN OVERVIEW

A class diagram is a fundamental component of the Unified Modeling Language (UML) used in software
engineering. It provides a detailed visual representationof the structure and relationships between classes
in a system or software application. In a class diagram, classes are depicted as boxes with three
compartments: the top compartment contains the class name, the middle compartment lists the class's
attributes or properties, and the bottom compartment outlines the class's methods or functions. Lines with
various notations connect the classes to illustrate their associations, dependencies, and relationships.

Class diagrams serve multiple essential purposes in the software development process. Firstly, they act
as a blueprint for software designers and developers, offering a clear overview of the system's architecture
and how its components, in the form of classes, are organized and connected. This clarity aids in the
systematic development of software, as it defines the core building blocks and their interactions.

Moreover, class diagrams are invaluable for communication and documentation. They provide a common
language for developers, business stakeholders, and designers to discuss the structure and behavior of the
system. This visual representation enhances understanding and promotes collaboration among team
members, which is vital for the successful development and maintenance of complex software systems. In
essence, class diagrams are not only a design tool but also a communication tool, streamlining the
development process and ensuring that all stakeholders share a common vision of the system's structure
and functionality.

17
Figure 5.1: CLASS Diagram

5.2 ER DIAGRAM

An Extended Entity-Relationship (ER) diagram, also known as an Enhanced Entity- Relationship


diagram, is a powerful modeling technique used in software engineering and database design. It
extends the traditional ER diagram by incorporating additional concepts and notations, allowing for a
more comprehensive representation of the relationships, attributes, and constraints in a complex data
model. Extended ER diagrams are particularly valuable for modeling intricate data structures, making
them a cornerstone of database design.

In an Extended ER diagram, you'll find the familiar entities (representing real- world objects) and
relationships (depicting associations between entities). However, what sets it apart are the added
features, such as the inclusion of attributes for entities, specialization and generalization

18
hierarchies, and the use of additional notations for constraints and cardinalities. Specialization and
generalization allow for the modeling of inheritance, where entities can inherit attributes and
relationships from parent entities, making it suitable for object-oriented databases and applications.

Furthermore, constraints are used to define business rules and limitations within the data
model.Extended ER diagrams empower database designers to capture the complexity of real-world
scenarios, ensuring that data structures are not only well- organized but also aligned with the specific
requirements of the application. These diagrams serve as a critical bridge between the conceptual and
physical phases of database design, aiding in the creation of efficient, organized,and semantically
accurate databases.

Figure 5.2: E-R Diagram

19
CHAPTER – 6
CONCLUSION AND FUTURE EXTENSION

6.1 CONCLUSION

Conclusion of the Project Skill boost System:

• It offers a wide range of courses, allowing instructors to create and sell their content. By providing a
user-friendly interface and features like video lectures and payment processing, it empowers both
educators and learners to engage in online education effectively.

• Users can access high-quality educational content, making it a valuable resource for online learning.
It's a cost-effective and scalable solution for aspiring entrepreneurs looking to enter the online education
market.

6.2 FUTURE SCOPE

• Expand the range of courses to cover various domains such as technology, business, arts, health,
and more.Specialized and niche courses can attract a dedicated audience.

• Optimize your platform for mobile devices, as mobile learning is on the rise. Develop a mobile app
to ensurethat users can access your content on the go.

• Offer live streaming classes and webinars to enable real-time interaction between instructors and
students. Live sessions can make the learning experience more immersive

• We will provide daily quiz to the student.

• This System being web-based and an undertaking of Cyber Security Division, needs to be
thoroughly testedto find out any security gaps. A console for the data Centre may be made available
to allow the personnel to monitor on the sites which were cleared for hosting during a particular
period.

20
REFERENCE

https://www.udemy.com/ for literature review

https://swayam.gov.in/ for literature


review

Doc: https://www.smartdraw.com/ ,

Youtube-www.youtube.com

GFG- www.geeksforgeek.com

21

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