Student feedback system

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Transcript of Student feedback system

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GROUP MEMBERS: Mayur Sandbhor

Ganesh Mali

Atish Johare

UNDER THE GUIDANCE OF

Mithun Mhatre

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• INTRODUCTION

• PROJECT ANALYSIS• HARDWARE AND SOFTWARE REQUIREMENTS

• PLANNING AND SCHEDULING

• PROJECT PLAN

• PROJECT DESIGN• UML DIAGRAMS

• ER DIAGRAMS

• PROJECT TESTING• SOFTWARE TESTING

• TESTING TECHNIQUES

• TESTING STRATEGIES

• BENEFITS

• CONCLUSION & ENHANCEMENTS

• BIBLOGRAPHY & ADDENDUM

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• We have developed Student Feedback System to provide feedback in an

easy and quick manner to the college principal.

• So we call it as Student Feedback System which delivers via the student

staff interface as online system which acting as a Service Provider.

• By using this technology we can make fast feedback about the staff by

students on time to head of departments as they referred in online

system.

• This project has two kinds of modules Student and Admin. The student

can give feedback in online system provided by college staff.

• This feedback report is checked by the Principal.

• He can view grades and view the grades obtained to the lecturers and

give this report to the principal and he give counseling to the college

staff.

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INTRODUCTION

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Hardware Requirements

Processor: Pentium IV.

Speed: 3.06 GHZ.

Primary Memory: 256 MB RAM.

Hard Disk: 2GB.

Software Requirements

Language used: JAVA, oracle 10-g.

Platform : Windows 7/8/XP

Tools used: Internet explorer, Mozilla Firefox, Chrome.

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Planning of project requires dividing of various

project phases into a defined time scale for

completion of project on time. planning and

scheduling are very crucial phase of project life

cycle because the project successful depends on this.

a high or low time estimation of the projects leads to

large variation in project overall cost estimates.

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PROJECT PLAN

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• We have divided our project in Five modules.

• Each module will be Construct, Test separately.

• Then these five modules will be integrated in one

system.

SR.NO WORK WEEKS

1 MODULE 1 2

2 MODULE 2 2

3 MODULE 3 4

4 MODULE 4 4

5 MODULE 5 4

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MODULE 1:

It generally deals with gathering information about the project.

MODULE 2:

Planning about how to start with the project.

MODULE 3:

It deals with the architecture of our project.

MODULE 4:

It will tell us which language will be used and actual code used for developing

project.

MODULE 5:

At last the testing of project.

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PROJECT DESIGN

• Software design is an interactive process through which requirements are translated

into a ‘Blue Print’ for constructing the software. The design is represented at high

level of abstraction, a level that can be directly translated to specific data, functional

and behavioral requirements.

• Preliminary design is concerned with the transformation of requirements into data and

software architecture. Detailed design focuses on refinements to the architectural

representation that lead to detailed data structure and algorithmic representation for

software.

• Introduction to UML

The Unified modeling language (UML) provides a blueprint to Software Engineers

and Developers. It is a Language for Specifying, Documenting, Visualizing and

constructing the various aspects of a Software System.

UML is an Industry-Standard Modeling Language. It contains a number of graphical

notations and symbols (diagrams) that allow the analyst and designer of a Software

Application to describe the architecture of the application in a graphical form.

• Definition:

UML is a general purpose visual modeling language that is used to

Specify

Visualize

Construct

Document

The artifacts of the software system

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UML Diagrams :

A diagram is a graphical representation of a set of elements. The various diagrams in UML are as follows:

3.4.1 CLASS DIAGRAM:

A Class diagram shows a set of classes, interfaces, and collaborations and their relationships. Class

diagrams address the static design view of a system. Class diagrams that include Active classes address the

static process view of a system.

3.4.2 OBJECT DIAGRAM:

An Object diagram shows the relationship between a group of objects and their relationships. Object

diagrams represent static snapshots of instances of the things found in class diagrams. Object diagram

address the static design view or static process view of a system.

3.4.3 USECASE DIAGRAM:

A Use case diagram shows a set of use cases and actors (a special kind of class) and their relationships. Use

case diagrams address the static use case view of a system. These diagrams are especially important in

organizing and modeling the behaviors of a system.

3.4.4 SEQUENCE DIAGRAM:

A Sequence diagram is a visual representation of a scenario. A sequence diagram shows the various actors

in the scenario, and the way they interact with all the subsystems.

A Sequence diagram is an interaction diagram that emphasizes the time ordering of messages. 10

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LOGIN

Answer the Questions regarding to staff.

LOGOUT

Feed Back stored in Database

ADMIN Login Portal

Principal

Student

Student Login Portal

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Student

Institute Feedback

Staff Feedback

Feedback System

Logout

Enrolls Into

Technology

Canteen

Other Activities Labs Skills

Proficiency

Regularity

Availability

ER DIAGRAM

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RAD Model

• Rapid application development (RAD) is both a general term used to refer

to alternatives to the conventional waterfall model of software development

as well as the name for James Martin's approach to rapid development. In

general, RAD approaches to software development put less emphasis on

planning tasks and more emphasis on development. In contrast to the

waterfall model, which emphasizes rigorous specification and planning,

RAD approaches emphasize the necessity of adjusting requirements in

reaction to knowledge gained as the project progresses.

• This causes RAD to use prototypes in addition to or even sometimes in

place of design specifications.

• RAD approaches also emphasize a flexible process that can adapt as the

project evolves rather than rigorously defining specifications and plans

correctly from the start.

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Test Case Strategies

• Software testing is a critical element of software quality assurance and

represents the ultimate reuse of specification. Design and code testing

represents interesting anomaly for the software during earlier definition and

development phase, it was attempted to build software from an abstract

concept to tangible implementation.

• The testing phase involves, testing of the development of the system using

various techniques such as White Box Testing, Control Structure Testing.

• A strategy for software testing must accommodate low-level tests that are

necessary to verify that a small source code segment has been correctly

implemented as well as high level against customer requirements.

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• Unit Testing::

Unit testing focuses verification on the smaller unit

of software design such as form. This is known as form

testing.

• Integration Testing:

Data can be lost across an interface, one module can

have an adverse effect on another sub function, when

combined, may not produce the desired major function.

• System Testing:

Testing the entire system as a whole and checking

for its correctness is system testing. The system is listed for

dispensaries between the system and its original objectives.

This project was effective and efficient.

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• Cut your time:

By giving feedback on online system when compared to the

manual process this saves time of user.

• Manage the entire process:

The entire process of giving feedback and viewing that

report after giving feedback can manage easily .

• Enhance the staff:

Find the details about the lecturer’s interest in teaching to the

students.

• Meet web standards:

An easy to use system that successfully combines form with

function.

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CONCLUSION AND ENHANCEMENTS

• Conclusion : The Project “Student Feedback System” is designed in order reduce the burden

of maintaining bulk of records of all the students feedback details of who study in an

Educational Institution. Inserting, retrieving and updating the feedback details of a student

are easy when it is compared to the manual feedback and storing. Maintaining the project

is also easy which can is easily understandable. Maintaining the details in the database is

manageable.

• Future Enhancements:Due to the lack of time, the design part is not done so attractive. Further

enhancements can be made in designing the screens. Some more forms can also be added

so as to better retrieve the feedback details. Various other options can also be added for the

better usability of project

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https://www.google.co.in/?gfe_rd=cr&ei=Eb8eVNf2NcrV8gfwyYHYAw&gws_rd=ssl

http://en.wikipedia.org/wiki/Java_(programming_language)

http://docs.oracle.com/javase/tutorial/deployment/applet/

http://en.wikipedia.org/wiki/Rapid_application_development

TEXT BOOKS:

• Software Engineering by Roger S. Pressman (Tata MC-GRAW hill,5th edition)

• Data Base Management System by Raghu Rama Krishnan (Tata MC-GRAW

hill,3rd edition)

• Unified Modeling Language 2 tool kit by Nons-Erik Eriksson, Magnus penkee,

Brian lyons, Davidfode (2nd Edition)

• The Unified Modeling Language User Guide by Grady Booch (Pearson

education) 18

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