Prototype Design 

This module will focus on practical implementation of all that you have learned in this course. The last main activity of the course is to create a prototype of a typical smart learning environment.


Study activity 5 (group work)

Task 1:  Identify a design context (you may chose the same context as your previous submissions).

Task 2:   Using UML, create a model of the smart learning environment of the context. Note that you have provided an activity diagram for your VR / AR intervention in Module 3. Please make sure to include at this stage a Use-Case and Class diagrams. This will help you communicate who uses your system, and how as well as identifying the internal structure of your system.

Task 3:  Design a complete system architecture of the SLE.

Task 4:  Design a prototype of smart learning environment based on the identified context (the prototype could be in the form of a mockup, app, model). Make use of any prototyping tool that is familiar to you. There are no minimum or maximum requirements for the prototype, however, be creative, ensure that all basic components of a typical smart learning system are featured in the prototype. 

The prototype will be evaluated using the following assessment scales:

Pass  - the prototype is accepted with points allocated

Review  - requires re-submission (only possible after the first submission)

Fail  - no submission or the prototype is not accepted after the second submission

Task 5:  Make at least 20 pages report / documentation (software design documentation) of the prototype SLE system. Submit the report in pdf or MS word document through the  software design documentation  - page.

Study activity 5 = 30 points 


Study activity 6 (individual work)

Task 1: As a way of reflection, make a one-page  mind map  about all the concepts taught in this course. Submit the document in pdf or MS word document through the  mind map  - page.

Study activity 6 = 5 points

The deadline for submission of both learning activities is on the 30th April 2020.


References and  Further reading

Building intelligent interactive tutors: Student centered strategies for revolutionizing e-learning. Beverly Park Woolf.

Vytautas Štuikys, 2015.  Smart Learning Objects for Smart Education in Computer Science: Theory, Methodology and Robot-Based Implementation. 



Última modificación: miércoles, 1 de abril de 2020, 03:05