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Aryan - Singh - FA-13 Project Report

The project report outlines the development of an E-Learning Platform with Gamification, designed to enhance learner engagement and motivation through features like user registration, quizzes, progress tracking, and achievement badges. It is a PHP-based web application hosted on a XAMPP server, aimed at improving educational outcomes by integrating game-like incentives. The platform is scalable and user-friendly, targeting educational institutions and self-learning environments.

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Amogh Borgave
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0% found this document useful (0 votes)
33 views47 pages

Aryan - Singh - FA-13 Project Report

The project report outlines the development of an E-Learning Platform with Gamification, designed to enhance learner engagement and motivation through features like user registration, quizzes, progress tracking, and achievement badges. It is a PHP-based web application hosted on a XAMPP server, aimed at improving educational outcomes by integrating game-like incentives. The platform is scalable and user-friendly, targeting educational institutions and self-learning environments.

Uploaded by

Amogh Borgave
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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A PROJECT REPORT

ON
E-Learning Platform with Gamification
SUBMITTED TO AN AUTONOMOUS INSTITUTE, AFFILIATED TO
SAVITRIBAI PHULE PUNE UNIVERSITY, PUNE, IN THE PARTIAL
FULFILLMENT OF THE REQUIREMENTS
FOR THE AWARD OF THE DEGREE OF

Master Of Technology
(Computer Engineering)
SUBMITTED BY
ARYAN SINGH Roll no. 13

DEPARTMENT OF COMPUTER ENGINEERING

G H RAISONI COLLEGE OF ENGINEERING AND


MANAGEMENT WAGHOLI, PUNE 412207

2025-26

i
CERTIFICATE

This is to certify that the project report entitled

E-Learning Platform with Gamification


Submitted by
ARYAN SINGH Roll No.13

is a bonafide student of this institute and the work has been carried out by him
under the supervision of Dr. Sarita Patil and it is approved for the partial
fulfilment of the requirement of An Autonomous Institute, Affiliated to
Savitribai Phule Pune University, for the award of the degree of Master of
Technology in Computer Engineering in the academic year 2025-26.

__________________ Dr. Simran Khiani


Dr. Sarita Patil H.O.D. Computer Engineering

__________________ Dr. R. D. Kharadkar


External Examiner Director GHRCEM, Pune
Date:
Place: Pune

ii
ACKNOWLEDGMENT

It gives me great pleasure in presenting E-Learning Platform with


Gamification as my M.Tech. project. Words have never seemed as inadequate
as now when I am endeavouring to express my gratitude at the culmination of
my M.Tech project to all those who have made it possible. Even the best efforts
are waste, without the proper guidance and advice of my project guide Dr.
Sarita Patil for the consistent guidance, co-operation, inspiration, practical
approach and constructive criticism, which provided me the much-needed
impetus to work hard & also thanks Dr. Simran Khiani Head of Computer
Department for their continuous support & valuable suggestions.
I take this opportunity to thank our Campus Director Dr. R. D. Kharadkar for
their whole hearted support, motivation & valuable suggestions.
I would also like to thank Dr. Sarita Patil our Project Coordinator for her
valuable support in providing me with the required information.
At the end, I would like to give special thanks to all staff members from
Computer Engineering Department of G H Raisoni College of Engineering
and Management, Pune & our colleagues for their kind support & timely
suggestions.

Mr. Aryan Singh Roll No. FA-13

iii
ABSTRACT
This project presents an E-Learning Platform with Gamification, developed as a
PHP-based web application deployed on the XAMPP server. The platform aims
to enhance the traditional learning experience by integrating gamification to
boost learner engagement, motivation, and knowledge retention.
Core features include user registration and Google OAuth login, course
enrolment, and dynamic quizzes for knowledge assessment. To keep learners
engaged, the platform incorporates progress tracking, achievement badges, and
leaderboards, promoting healthy competition and recognition.
To promote continuous engagement, the platform incorporates several
gamification mechanisms:
● Progress Tracking: A visual progress bar dynamically reflects a learner's
advancement through course materials, providing real-time feedback and
encouraging completion.
● Quizzes and Scores: Timed and topic-specific quizzes assess user
understanding and assign scores contributing to overall performance
metrics.
● Badges: Learners earn achievement badges for milestones such as course
completion, high quiz scores, and consistent participation.
● Leaderboards: A global leaderboard ranks users based on their total score,
fostering a sense of healthy competition and recognition among peers.
The user interface is responsive and intuitive, ensuring accessibility across
devices and ease of use. The system is designed to be scalable, suitable for
academic institutions, corporate training, and self-learning environments.
By combining interactive content with game-like incentives, this platform
exemplifies how open-source technologies and gamification can transform
digital learning, making it more engaging and effective.

Keywords: Gamification, E-learning, PHP, OAuth, Quizzes, Badges,


Leaderboard, Progress Tracker, Responsive Design, XAMPP, User-
Cantered Design, Education Technology

iv
INDEX
Sr. No. Particulars Page No.

1. Certificate ii.

2. Acknowledgement iii.

3. Abstract iv.

4. Index v.

5. Table of contents vi.

6. List of figures ix.

7. List of tables x.

8. List of abbreviations xi.

v
TABLE OF CONTENTS

Sr. No. Title of Chapter Page No.

1.0 Introduction 1

1.1 Overview 1

1.2 Motivation 1

1.3 Problem Definition and Objectives 1

1.4 Project Scope & Limitations 2

1.5 Methodologies of Problem solving 3

2.0 Literature Survey 5

2.1 Introduction 5

2.2 Related Work 5

2.3 Academic Research 6

2.4 Summary & Gaps Identified 6

2.5 Contribution of the Proposed System 6

3.0 Software Requirements Specification 7

3.1 Assumptions 7

3.2 Dependencies 7

3.3 Functional Requirements 8

3.4 External Interface Requirements 8

3.4.1 User Interfaces 8

3.4.2 Hardware Interfaces 9

3.4.3 Software Interfaces 9

3.4.4 Communication Interfaces 9

3.5 Nonfunctional Requirements 10

vi
3.6 System Requirements 10

4.0 System Design 11

4.1 System Architecture 11

4.2 Mathematical Model 12

4.3 Set Representation Example 13

4.4 Data Flow Diagrams 13

4.5 Entity Relationship Diagrams 15

4.6 UML Diagrams 16

5.0 Project Plan 18

5.1 Project Estimate 18

5.1.1 Reconciled Estimates 19

5.1.2 Project Resources 19

5.2 Risk Management 20

5.2.1 Risk Identification 20

5.2.2 Risk Analysis 21

5.2.3 Overview of Risk Mitigation, Monitoring, Management 21

5.3 Project Schedule 22

5.3.1 Project Task Set 22

6.0 Project Implementation 24

6.1 Overview of Project modules 24

6.2 Tools and Technologies Used 25

6.3 Algorithm Details 26

6.3.1 User Authentication (Google OAuth) 26

6.3.2 Course Enrolment 26

6.3.3 Quiz Scoring 26

vii
6.3.4 Awarding Badges 27

6.3.5 Progress Tracking 27

6.3.6 Leader Board Calculation 27

6.3.7 Admin Dashboard: Course Management 27

6.3.8 Notification System 28

6.3.9 Couse Progress Display 28

7.0 Results 29

7.1 Outcomes 29

7.2 Screen Shots 30

8.0 Conclusions 34

8.1 Conclusions 34

8.2 Future Work 35

8.3 Applications 36

viii
LIST OF FIGURES

Figure No. Description Page No.

Figure 1.0 Level 0 DFD 14

Figure 2.0 Level 1 DFD 15

Figure 3.0 ERD 16

Figure 4.0 Use Case Diagram 17

Figure 5.0 Gantt Chart 18

Figure 6.0 Risk Analysis 21

Figure 7.0 Project Schedule 23

ix
LIST OF TABLES
Table No. Description Page No.

1.0 Functional Requirements 8

2.0 Component Table 11

3.0 Technologies Used 12

4.0 Project Estimate 18

5.0 Project Reconciled Estimates 19

6.0 Project Resources 19

7.0 Risk Analysis 21

8.0 Project Task Set 22

9.0 Tools and Technologies Used 25

x
LIST OF ABBREVIATIONS

Abbreviation Full Form

PHP Hypertext Preprocessor

XAMPP Cross-platform Apache, MariaDB, PHP, and Perl

UI User Interface

UX User Experience

CRUD Create, Read, Update, Delete

DB Database

OAuth Open Authorization

xi
CHAPTER 1

Introduction
1.1 Overview

The project addresses the lack of motivation in traditional e-learning by incorporating


gamification strategies. It is designed to allow seamless user onboarding through Google
login, followed by course enrolment, quiz participation, and progress tracking. The gamified
elements act as incentives for continued learning and engagement.

1.2 Motivation

Modern learners seek interactive, responsive, and rewarding experiences.


Gamification, inspired by video game mechanics, introduces elements such as competition,
achievement, and feedback into academic environments. This project aims to validate
gamification’s potential in improving educational outcomes.

1.3 Problem Definition and Objectives

In today’s digital learning landscape, while e-learning platforms are widely used, they
often fail to maintain learner engagement and motivation over time. Traditional learning
methods lack interactivity and do not provide timely feedback or incentives that can sustain a
student’s interest. Students may struggle with retaining information, completing courses, or
feeling rewarded.

Despite the availability of various online resources, there remains a gap in platforms
that combine structured learning with interactive and motivational elements. This limits the
effectiveness of self-paced education, especially in virtual learning environments where the
absence of face-to-face interaction can further reduce participation and retention.

This project aims to develop an interactive and engaging e-learning platform enhanced
with gamification elements. The platform will be web-based and accessible via a browser,
offering features designed to improve user motivation and learning outcomes.

The specific objectives are:

● To develop a secure login system using Google OAuth for user authentication.
● To allow users to enrol in specific subjects or courses.
● To provide a quiz module for knowledge assessment.
● To visually track learning progress using progress bars.
● To award digital badges based on quiz performance and milestones.
● To maintain a high-score leaderboard to foster healthy competition.
● To ensure the system is responsive, scalable, and user-friendly.

1
1.4 Project Scope & Limitations

Scope:

The "E-Learning Platform with Gamification" is designed to provide a web-based,


interactive learning environment that integrates gamification to enhance user engagement
and retention. The platform supports learners by providing structured course content,
assessment through quizzes, performance tracking, and motivational elements such as badges
and leaderboards.

● The scope of the project includes:


● User Registration and Login via Google OAuth for secure authentication.
● Course Enrolment allows users to select from available subjects.
● Quiz Management System to assess learner understanding.
● Gamification features such as:
● Progress Bars to visually represent completion status.
● Badges are awarded for specific performance achievements.
● A Leaderboard to highlight high-performing users.
● Database-Driven Design using MySQL for storing user data, scores, and course
content.
● Responsive Frontend developed using HTML, CSS, and JavaScript, ensuring usability
across devices.
● Local Hosting using XAMPP for demonstration and development purposes.

This platform is targeted towards educational institutions, coaching centers, or any learning-
based organizations that wish to increase student participation through gamified digital
learning.

Limitations:

Despite its advantages, the project has the following limitations:


● Limited Content Management: Course content must currently be added manually;
there is no admin panel for dynamic content upload.
● No Real-Time Interaction: Features like chat rooms or discussion forums are not
implemented in this version.
● No Certificate Generation: The system does not currently generate completion
certificates for users.
● Single Language Support: The interface and content are in English only.
● Mobile Optimization: Though responsive, the interface is not fully optimized for
native mobile app usage.
● Local Deployment Only: The current system is hosted on a local XAMPP server;
deployment to a cloud or live server is not included in this phase.

2
1.5 Methodologies of Problem Solving

To address the issues of low engagement and motivation in traditional e-learning systems, a
structured problem-solving approach was adopted. The methodology followed in the
development of this project includes the following phases:

• Requirement Analysis

o Identified the needs of target users (students and instructors).


o Collected functional and non-functional requirements, including login, quizzes,
course tracking, and gamification features.
o Prioritized key features for initial development based on impact and feasibility.

• System Design

Followed modular design principles to divide the system into well-defined modules
(Login, Quiz, Progress, Badges).

• Designed:
○ Use Case Diagrams for user interaction.
○ Data Flow Diagrams (DFD) to visualize system processes.
○ Entity Relationship Diagrams (ERD) for backend data structure.
○ UML Class and Sequence Diagrams for backend logic modelling.

• Technology Selection

○ Choose PHP for backend development due to its wide use and ease of
integration.
○ Used MySQL as the database system for storing user data and quiz content.
○ Implemented Google OAuth for a secure and simple login experience.
○ Designed the frontend using HTML, CSS, and JavaScript for a responsive
interface.
○ Hosted the application locally using XAMPP.

● Development Approach

Followed an incremental development model, building and testing modules step-by-


step:

o Login system
o Course and quiz modules
o Progress tracker and badge award logic
o Leaderboard and score management

3
• Testing and Validation

o Performed unit testing on each module to validate functionality.


o Conducted integration testing to ensure smooth interactions between modules.
o Gathered user feedback to identify usability improvements.

• Documentation and Deployment

o Documented the system architecture, features, and usage.


o Hosted the complete system on a local XAMPP server for demo and testing.
o Prepared user manuals and walkthroughs for stakeholders.

4
CHAPTER 2
Literature Survey
2.1 Introduction

The rise of digital education has led to the development of numerous e-learning
platforms aimed at delivering content efficiently and interactively. However, many of these
platforms struggle to maintain user engagement and motivation, which are critical to
effective learning. Gamification — the application of game-design elements in non-game
contexts — has emerged as a powerful tool to enhance learner engagement and retention.

This literature survey explores the existing body of work related to e-learning,
gamification, and the integration of web technologies for educational platforms.

2.2 Related Work

• Duolingo:
Duolingo is a language-learning platform that extensively uses gamification, including
points, levels, badges, and leaderboards. Studies show that users are more likely to
return to the platform due to these game-like rewards, which improve retention and
motivation.
Key Takeaway: Gamification enhances commitment to learning tasks.

• Khan Academy:
Khan Academy offers a wide variety of educational videos and exercises. While its
core content delivery is strong, it includes limited gamified elements like badges and
progress tracking to encourage consistent learning behaviour.
Key Takeaway: Minimal gamification still yields positive learning outcomes, but
could be improved for engagement.

• Moodle with Gamification Plugins:


Moodle is a popular open-source LMS that supports gamification through plugins such
as Level Up! and Game. These plugins allow educators to introduce points, experience
levels, and game-based assessments.
Key Takeaway: Customizable LMSs can adopt gamification, but require technical
setup and often lack an intuitive user experience.

5
2.3 Academic Research

• Werbach & Hunter (2012) in "For the Win: How Game Thinking Can Revolutionize
Your Business" argue that gamification taps into intrinsic motivation and is applicable
in various sectors, including education.

• Hamari, Koivisto, & Sarsa (2014) performed a systematic literature review and
concluded that gamification positively influences learning outcomes when properly
implemented.

• Deterding et al. (2011) defined gamification as “the use of game design elements in
non-game contexts” and emphasized its value in motivating behaviour in education.

2.4 Summary and Gaps Identified

The literature confirms that gamification in e-learning improves student motivation,


engagement, and performance. However, many existing platforms either lack full integration
of gamified features or offer them through third-party extensions that may not be user-
friendly.

Identified Gaps:

• Lack of seamless integration of gamified components with an intuitive design.


• Absence of unified platforms tailored for gamification from the ground up.
• Limited focus on personalized feedback and progress visualization.

2.5 Contribution of the Proposed System

The proposed E-Learning Platform with Gamification directly addresses these gaps by:
• Natively integrating gamified features such as badges, progress bars, and leaderboards.
• Providing a smooth and secure login process via Google OAuth.
• Ensuring ease of use with a clean, responsive frontend.
• Maintaining modular architecture for scalability and future enhancements.

6
CHAPTER 3
Software Requirements Specification
3.1 Assumptions

• User Access to the Internet and a Modern Browser


It is assumed that users have access to a stable internet connection and a modern web
browser (e.g., Chrome, Firefox, Edge) for optimal system performance.

• Google Account Availability


Since the system uses Google OAuth for authentication, it is assumed that all users
have an active Google account.

• XAMPP as Hosting Environment


The platform is assumed to run on a local XAMPP server during development and
testing. For production, it will require a suitable web hosting environment.

• Standard User Behaviour


It is assumed that users (students, admins) interact with the system as intended without
attempting to bypass authentication or manipulate scores.

• Basic Digital Literacy


Users are expected to have basic knowledge of using websites, such as clicking
buttons, filling forms, and navigating through menus.

3.2 Dependencies

• Third-Party Services
o Google OAuth 2.0 API for secure authentication.
o MySQL for database management.
o If these services are down or deprecated, the platform’s functionality may be
affected.

• Local Server Environment (XAMPP)


The development and testing environment depends on XAMPP. PHP and MySQL
services must be actively running for the application to work.

• Web Technologies Compatibility


The system depends on the proper rendering of HTML/CSS and the execution of
JavaScript on client devices.

• Browser Support
Full functionality relies on browsers supporting modern JavaScript and responsive
design features (ES6 compatibility, CSS3).
7
• Security Protocols
OAuth authentication and user data transmission rely on secure HTTPS connections
for production environments.

• Database Configuration
The system assumes that the database structure is pre-defined and properly connected
to the PHP backend for smooth data operations.

3.3 Functional Requirements

ID Description
FR1 User authentication via Google OAuth
FR2 Subject-wise course enrolment
FR3 Learning material and quiz access
FR4 Quiz attempt, submission, and scoring
FR5 Progress bar display for each user
FR6 Badge assignment based on performance
FR7 High-score leaderboard maintenance
Table 1.0 Functional Requirements

3.4 External Interface Requirements

3.4.1 User Interfaces

● Login Interface
A simple login screen using Google OAuth. Users are redirected to Google’s
authentication page and returned upon successful login.

● Dashboard
A personalized interface displaying enrolled courses, recent activity, earned badges,
and progress bars.

● Course Enrolment Page


Displays a list of available courses with an "Enrol" button next to each. Once enrolled,
the course appears on the user dashboard.

● Quiz Interface
Shows multiple-choice questions (MCQs), tracks selected answers, and displays
results upon submission.
8
● Progress Tracker
Visual progress bars indicate how much of each course or quiz has been completed.

● Leaderboard
Displays high scores of top-performing users to foster competition and motivation.

3.4.2 Hardware Interfaces

● Client Devices
○ Desktop, laptop, tablet, or mobile devices with web browser support.
○ A minimum of 4GB RAM is recommended for smooth performance.

● Server Host
○ XAMPP setup including Apache and MySQL components.
○ The local server is used during development and is compatible with any
standard LAMP server for production.

3.4.3 Software Interfaces

● Operating System
Compatible with Windows, Linux, and macOS environments where XAMPP can be
installed.

● Database Interface
PHP interacts with MySQL using SQL queries and MySQL or PDO for database
operations.

● Authentication Interface
Google OAuth 2.0 API handles secure login and registration. A developer account
with registered redirect URIs is required.

3.4.4 Communication Interfaces

● HTTP/HTTPS
The web application uses HTTP protocols for client-server communication. HTTPS is
recommended for deployment to ensure data security.

● RESTful Requests
Data exchange between the front end and back end occurs via HTTP requests (GET,
POST) using AJAX or form submissions.

9
3.5 Nonfunctional Requirements

● Scalability and maintainability


● Responsive web design (cross-device)
● Secure data storage and transmission
● User-friendly interface

3.6 System Requirements

● Software: PHP 8.x, MySQL 5.7+, HTML/CSS/JS, XAMPP, Google API.


● Hardware: 4 GB+ RAM, Web browser, Internet connection.

10
CHAPTER 4
System Design
4.1 System Architecture

The architecture of the E-Learning Platform with Gamification follows a modular client-
server model, designed for flexibility, scalability, and ease of maintenance.

• Architectural Overview
The platform is a three-tier architecture comprising:

o Presentation Layer (Frontend)

❖ Built with HTML, CSS, JavaScript.


❖ Manages user interaction, quiz presentation, badge display, and progress
tracking.
❖ Communicates with the backend via HTTP requests.

o Application Layer (Backend)

❖ Developed using PHP.


❖ Handles business logic such as user session management, quiz scoring,
progress calculations, and badge allocation.

o Data Layer (Database)


❖ MySQL database stores user details, course data, quiz questions, results,
badges, and high scores.

• Component Diagram (Conceptual View)

+----------------------+ +---------------------+ +--------------------+


| Client Browser | <---> |PHP Backend | <---> | MySQL DB |
| (UI/UX Layer) | |(Business Logic)| | (Data Storage)|
+----------------------+ +---------------------+ +--------------------+

Login/Logout Session Management User Table


Course Pages Quiz Scoring Logic Quiz Table
Progress Display Badge Award Logic Course Table
Leaderboard Data Validation Result Table
Badge Table
Table 2.0 Component Table

11
• Technologies Used

Layer Technology
Presentation HTML, CSS, JavaScript
Application Logic PHP 8.x
Database MySQL
Server Environment XAMPP (Apache + MySQL)
Authentication Google OAuth 2.0 API
Table 3.0 Technologies Used

• Working Flow

o User logs in via Google OAuth → Redirected and authenticated.


o Upon success, the dashboard is shown with enrolled courses and badges.
o Quizzes are served dynamically from the database based on course selection.
o Users’ scores are calculated and stored in the database.
o Based on thresholds, badges are awarded.
o The progress bar updates dynamically with the course completion percentage.
o Leaderboard fetches and displays top scorers across the platform.

4.2 Mathematical Model

To describe the working of the E-Learning Platform with Gamification, we define a


mathematical model as a 5-tuple:

S = {I, P, O, F, DD}

Where:
● I (Input):
Set of all inputs provided by users to the system.
I = {Login credentials via Google OAuth, Selected course, Quiz responses}

● P (Processes):
Set of all processes carried out in the system.
P = {Authentication, Course Enrolment, Quiz Evaluation, Score Calculation, Badge
Allocation, Progress Tracking}

● O (Output):
The outputs or results delivered by the system. O = {Login success/failure, Dashboard,
Quiz Score, Badge awarded, Updated Progress Bar, Leaderboard}
12
● F (Functions):
Mapping functions that transform inputs to outputs.
o f1: Authenticate(I1) → {success, fail}
o f2: Enrol(I2) → course registered
o f3: Evaluate(I3) → score
o f4: Score(score) → badge
o f5: Update (quiz completed) → progress %
o f6: Leaderboard (scores []) → ranked list

● DD (Deterministic Data):
Pre-defined datasets used by the system.
DD = {Course list, Quiz bank, Badge rules, Score thresholds}

4.3 Set Representation Example

Let’s assume:

• User logs in with Google → I1


• Selects a course (e.g., "PHP Basics") → I2
• Answers 10 questions → I3

System processes:

• f1(I1) → success → user dashboard


• f2(I2) → enrolled in course
• f3(I3) → score = 80%
• f4(80%) → badge = "Gold"
• f5(1 completed quiz) → progress = 20%
• f6(scores []) → leaderboard displayed

4.4 Data Flow Diagrams (DFD)

The Data Flow Diagram models the flow of data through the system, focusing on processes,
data stores, and external entities.

● Level 0 DFD (Context-Level Diagram):

This represents the entire system as a single process and shows interactions with
external entities.

o Entities: User, Admin, Google OAuth (for authentication)


o Processes: E-Learning Platform with Gamification
o Data Stores: User Database, Course Database, Quiz Database, Result Database,
Badge Data
13
o Data Flows:
❖ User inputs login, enrols in course, attempts quizzes, views results and
badges.
❖ Admin uploads quiz data, manages users/courses.
❖ System interacts with OAuth API and databases to return results, scores,
badges, and leaderboards.

Figure 1.0 Level 0 DFD

● Level 1 DFD (Detailed Breakdown):

This diagram breaks down the main process into sub-processes.

o Processes: User Login via Google, Course Enrolment, Quiz Participation, Score
Evaluation, Badge Allocation, Progress Tracking, Leaderboard Display.
o Data Stores:
❖ D1: User Information
❖ D2: Courses
❖ D3: Quizzes
❖ D4: Results
❖ D5: Badges
❖ D6: Leaderboard
o Data Flows:
❖ User → Login → Authentication (Google API) → User Info
❖ User → Enrol → Course List → Enrolment Confirmation
❖ User → Attempt Quiz → Responses → Score → Results + Badges
❖ System → Update Progress & Leaderboard

14
Figure 2.0 Level 1 DFD

4.5 Entity Relationship Diagrams (ERD)

The Entity Relationship Diagram (ERD) defines the structure of the database and the
relationships between entities.
● Entities:

o User
❖ Attributes: UserID, Name, Email, Role (Student/Admin)
❖ Description: Represents the learner or admin interacting with the
system.
o Course
❖ Attributes: CourseID, CourseName, Description
❖ Description: Educational material or subject available for enrolment.
o Quiz
❖ Attributes: QuizID, CourseID (FK), TotalMarks
❖ Description: A set of questions linked to a course to assess user
knowledge.
o Badge
❖ Attributes: BadgeID, BadgeName, Criteria
❖ Description: Reward earned by users upon achieving specific
milestones.
o Leaderboard
❖ Attributes: LeaderboardID, UserID, Score
❖ Description: Displays top-performing users based on quiz results.

15
● Relationships:
o ENROLS
❖ Between: User ↔ Course
❖ Cardinality: Many-to-Many
❖ Description: Users can enrol in multiple courses and each course can
have multiple users.
o ATTEMPT
❖ Between: User ↔ Quiz
❖ Cardinality: Many-to-Many
❖ Description: A user can attempt multiple quizzes, and each quiz can be
attempted by many users.
o AWARDS
❖ Between: User ↔ Badge
❖ Cardinality: Many-to-Many
❖ Description: Users receive badges based on performance; a badge can
be awarded to multiple users.
o PARTICIPATES
❖ Between: User ↔ Leaderboard
❖ Cardinality: One-to-One or Many-to-One
❖ Description: Users participate in the leaderboard based on their quiz
scores.

Figure 3.0 ERD


4.6 UML Diagrams

Unified Modelling Language (UML) diagrams provide a visual representation of system


components, interactions, and behaviour.

• Class Diagram (User, Quiz Manager, Badge Manager)


• Sequence Diagram (User → Login → Enroll → Take Quiz → View Badge)

16
Figure 4.0 Use Case Diagram

17
CHAPTER 5
Project Plan
5.1 Project Estimate

The estimation of time, effort, and cost for the development of the E-Learning
Platform with Gamification was done using the Work Breakdown Structure (WBS) and
Function Point Analysis (FPA) methodologies. Since this is an academic project, cost
estimation is theoretical and focuses on time, resources, and tools used.

Phase Estimated Hours


Requirement Gathering 8
Design (UI/UX, DB, Architecture) 12
Module Development 30
Integration 8
Testing and Debugging 12
Documentation 10
Total 80 hours

Table 4.0 Project Estimate

Figure 5.0 Gantt Chart

18
5.1.1 Reconciled Estimates

The following table and analysis reflect the comparison between estimated and actual
time allocations across different phases of the project lifecycle. This reconciliation helps
assess planning accuracy and identify areas where scope, effort, or execution deviated from
expectations.

Estimated Actual Variance


Phase Remarks
Hours Hours (±)
Slightly more time due to
Requirement Gathering 8 9 +1
additional inputs
Design (UI/UX, DB, UI iterations and DB modeling
12 14 +2
Architecture) refinements
Completed ahead of time with
Module Development 30 25 -5
good planning

Integration 8 8 0 As expected,

Authentication Google OAuth integration was


5 4 -1
(Google) straightforward

Testing and Debugging 12 10 -2 Fewer bugs than anticipated

Minor delay due to formatting


Documentation 10 11 +1
and review
81 Efficient execution led to time
Total 85 hours -4 hours
hours savings
Table 5.0 Project Reconciled Estimates

5.1.2 Project Resources

Category Resource
Development Tools PHP, MySQL, XAMPP, HTML/CSS/JS
Hardware Personal Laptop (4+ GB RAM)
Authentication Google OAuth API
Documentation MS Word, Markdown, Draw.io (diagrams)
Personnel 1 Developer, 1 Reviewer/Tester

Table 6.0 Project Resources

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5.2 Risk Management

Effective risk management is essential for the successful delivery of the E-Learning
Platform with Gamification. This section outlines potential risks, their impact, likelihood,
and mitigation strategies.

5.2.1 Risk Identification

• Technical Risks
o API Reliability: Dependency on Google OAuth may lead to login failures if
API changes or limits are introduced.
o Platform Compatibility: The web platform might not perform uniformly
across different browsers or devices.
o Data Storage and Security: Improper database configuration may lead to data
breaches or loss.

• Project Management Risks


o Time Overruns: Underestimating time for certain phases (e.g., documentation,
UI/UX) could delay the project.
o Requirement Ambiguity: Unclear or evolving requirements can lead to rework
and increased effort.
o Resource Availability: Limited developer or testing availability can slow down
progress.

• Operational Risks
o Server Downtime: XAMPP server misconfiguration or crashes could affect
development/testing timelines.
o Integration Conflicts: Independent module development might lead to
integration issues later in the lifecycle.

• User-Centric Risks
o Low User Engagement: If gamification elements are not attractive or well-
implemented, users may lose interest.
o Authentication Dependency: Relying solely on Google login may exclude
users without Gmail accounts.

• External Risks
o Internet Access: The platform requires an internet connection for Google
authentication and some content delivery.
o Tool or Library Deprecation: Use of outdated PHP libraries or APIs may
cause future maintenance challenges.

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5.2.2 Risk Analysis

Risk Likelihood Impact


Delay in Requirement Gathering Medium Medium
Google OAuth API Limitations or
Low High
Changes
Integration Bugs Between Modules High High
Data Loss or Corruption Low High
UI/UX Issues Impacting Engagement Medium Medium

Table 7.0 Risk Analysis

Figure 6.0 Risk Analysis

5.2.3 Overview of Risk Mitigation, Monitoring, and Management

• Version Control Logs: Use Git to monitor code changes and prevent regression bugs.
• API Quota Tracking: Set Google API usage alerts for OAuth integration.
• Test Reports: Regular QA runs to validate module outputs.
• Progress Dashboards: Visual trackers for tasks, bugs, and integration status.

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5.3 Project Schedule

5.3.1 Project Task Set

Week Tasks Start Date End Date Status

Requirement Gathering & Initial


Week 1 03-Mar-2025 09-Mar-2025 Completed
Planning

Week 2 UI/UX Design & Database Design 10-Mar-2025 16-Mar-2025 Completed

User Authentication (Google


Week 3 17-Mar-2025 23-Mar-2025 Completed
OAuth)
Course Enrollment & Quiz
Week 4 24-Mar-2025 30-Mar-2025 Completed
Module Development
Progress Tracking & Badge
Week 5 31-Mar-2025 06-Apr-2025 Completed
System Integration

Week 6 Leaderboard Module & Testing 07-Apr-2025 13-Apr-2025 Completed

Final Debugging and Performance


Week 7 14-Apr-2025 20-Apr-2025 Completed
Optimization
Documentation and Final Report
Week 8 21-Apr-2025 27-Apr-2025 Completed
Preparation
Submission and Project 03-May-
Week 9 28-Apr-2025 Scheduled
Presentation 2025

Table 8.0 Project Task Set

22
Figure 7.0 Project Schedule

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CHAPTER 6
Project Implementation
6.1 Overview of Project Modules
The system is divided into modular components to improve clarity, scalability, and
maintainability:
• User Authentication
o Google OAuth for login, session management.
• Course Management
o Admin can create, edit, and manage courses.
o Users can enrol in and view courses.
• Quiz Management
o Admin creates quizzes for courses.
o Users complete quizzes, receive scores, and feedback.
• Gamification & Badges
o Users earn badges based on achievements (course completion, high scores).
o Admin defines badge criteria.
• Progress Tracking
o Users can see progress bars for courses and quizzes.
o Display course completion rates.
• Leaderboard
o Rank users based on quiz scores and course completions.
• Admin Dashboard
o Manage courses, quizzes, user data, and view analytics.
• User Dashboard
o Display enrolled courses, progress, earned badges, and leaderboard rankings.
• Notifications
o Notify users about course updates, quiz results, and badge awards.
• Database
o Store user data, courses, progress, and leaderboard information.

• Reporting & Analytics


o Admin can generate reports on user performance and course stats.

• Frontend/UI Design
o Responsive design for courses, quizzes, and progress tracking.

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6.2 Tools and Technologies Used

Category Tool/Technology Purpose


Frontend HTML5 Structure of the webpages
CSS3 Styling and layout design
JavaScript Interactivity and dynamic content
Bootstrap Responsive front-end framework for fast
development
jQuery Simplifies JavaScript for DOM manipulation
and AJAX
Backend PHP Server-side scripting for logic, authentication,
and DB operations
MySQL Relational database for user data, courses,
quizzes, and progress
XAMPP Local server environment for running PHP and
MySQL during dev
Authentication Google OAuth Secure login via Google accounts
Gamification Badges Logic for awarding badges based on user
achievements
Progress Bars Visual elements to track user progress through
courses
Admin Tools Admin Custom interface for managing courses, users,
Dashboard and quizzes
Version Control Git Version control for tracking code changes
GitHub Remote repository for code collaboration and
backup
Deployment cPanel/VPS Hosting and deployment of the platform
Apache Server Web server for running PHP scripts in the live
environment
Database PHPMyAdmin Database management tool for MySQL
Management
Others AJAX For asynchronous loading and dynamic content
updates

Table 9.0 Tools and Technologies Used

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6.3 Algorithm Details

6.3.1 User Authentication (Google OAuth)

Algorithm:
• Step 1: User clicks on the "Login with Google" button.
• Step 2: Redirect the user to the Google OAuth authorization page.
• Step 3: Google verifies the user’s credentials and redirects back to the application with
an authorization code.
• Step 4: The app exchanges the authorization code for an access token via the Google
API.
• Step 5: Retrieve user data (email, name, profile picture) from Google API using the
access token.
• Step 6: If the user is new, create a new record in the database with user details.
• Step 7: Store user information in session variables and redirect the user to the
dashboard.

6.3.2. Course Enrollment


Algorithm:
• Step 1: User browses the course catalog and selects a course to enroll.
• Step 2: Check if the user is already enrolled in the course.
o If yes, show a message indicating they are already enrolled.
o If no, proceed to Step 3.
• Step 3: Enroll the user in the course by adding a record to the User_Progress table
with course_id, user_id, and progress = 0%.
• Step 4: Update the course enrollment count (if required).
• Step 5: Display a confirmation message and redirect the user to the course page.

6.3.3. Quiz Scoring


Algorithm:
• Step 1: User starts the quiz and answers the questions.
• Step 2: For each question, compare the user’s answer with the correct answer stored in
the database.
• Step 3: If the answer is correct, increase the score by 1 point.
• Step 4: Calculate the total score as the percentage of correct answers.
• Step 5: Store the score in the User_Progress table and mark the quiz as completed.
• Step 6: Display the user’s score and feedback (optional, e.g., pass/fail).
• Step 7: Update the leaderboard (if necessary).

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6.3.4. Awarding Badges
Algorithm:
• Step 1: Track user progress after each action (e.g., completing a quiz, finishing a
course).
• Step 2: Check if the user meets the criteria for any badges (e.g., 80% quiz score,
course completion).
• Step 3: If criteria are met, award the badge by inserting a record into the User_Badges
table with user_id, badge_id, and date_awarded.
• Step 4: Display the earned badge on the user’s profile or dashboard.

6.3.5. Progress Tracking


Algorithm:
• Step 1: Track the user’s progress for each enrolled course (e.g., percentage of course
materials completed, quizzes taken).
• Step 2: Calculate the progress percentage based on completed modules/quizzes and
total available modules.
• Step 3: Update the User_Progress table with the calculated progress for each course.
• Step 4: Display the progress bar on the user’s dashboard for each course.

6.3.6. Leaderboard Calculation


Algorithm:
• Step 1: Gather the scores of all users for the leaderboard (e.g., quiz scores, course
completions).
• Step 2: Sort the users based on their scores in descending order.
• Step 3: Display the top users on the leaderboard page.
• Step 4: Optionally, display the user’s rank on their dashboard.

6.3.7. Admin Dashboard: Course Management


Algorithm:
• Step 1: Admin logs in and navigates to the course management section.
• Step 2: Admin can create a new course or edit an existing course.
o To create: Insert new course details (title, description, instructor) into the
database.
o To edit: Update the relevant course details in the database.
• Step 3: Admin can delete courses from the database (if required).
• Step 4: The system will reflect course updates in real-time for users.

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6.3.8. Notifications System
Algorithm:
• Step 1: When an event occurs (e.g., new course available, quiz result, badge earned),
generate a notification.
• Step 2: Store the notification in the Notifications table with user_id, notification_type,
message, and timestamp.
• Step 3: Send the notification to the user via email or in-app (depending on settings).
• Step 4: Display unread notifications on the user’s dashboard.

6.3.9. Course Progress Display


Algorithm:
• Step 1: Fetch the user’s progress for each enrolled course from the User_Progress
table.
• Step 2: Calculate the percentage of completed modules or quizzes.
• Step 3: Display the course progress in a visual progress bar.
• Step 4: Update the progress in real-time as the user completes more quizzes or
modules.

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CHAPTER 7
Results
7.1 Outcomes

The E-Learning Platform with Gamification will provide a smooth and engaging
learning experience. Users will enjoy interactive learning with quizzes and badges, while
admins will have the tools to manage courses, track performance, and engage with users. The
platform will be responsive, easy to navigate, and capable of supporting real-time user
progress tracking and leaderboard functionality. Seamless User Authentication: Users can
log in through Google OAuth 2.0, ensuring secure and efficient sign-in without the need for
traditional password management.

• Enhanced Learning Experience


Outcome: Users will engage more effectively with the platform through interactive
quizzes, personalized progress tracking, and gamified elements like badges and
leaderboards. This encourages continued learning and motivation.

• Increased User Engagement


Outcome: Gamification features such as badges, quizzes, and leaderboards will
increase user interaction with the platform. This motivates learners to complete
courses, score higher on quizzes, and stay active on the platform

• Improved Course Completion Rates


Outcome: The progress tracking and gamification elements (e.g., visual progress bars,
badges) will encourage users to complete courses. Learners will be more motivated to
finish courses to earn rewards and see their progress.

• Real-Time Performance Tracking


Outcome: Users and admins will be able to track progress in real-time, whether it’s
quiz scores, course completion, or badges earned. This will help learners stay on track
and help admins identify areas where learners may need additional support.

• Increased User Retention


Outcome: The fun, competitive aspect of leaderboards and the sense of achievement
through badges will help retain users on the platform. Gamified elements make
learning more enjoyable, leading to less churn.
• Admin Control and Insights
Outcome: Admins will have complete control over content management (courses,
quizzes, users) through an easy-to-use dashboard. They will also gain insights into
user performance, engagement, and progress, enabling better platform management
and optimization.

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• Scalability and Flexibility
Outcome: The platform will be scalable to accommodate increasing numbers of users,
courses, and quizzes. It will be easy to update and add new content or gamification
features without major overhauls.

• Improved Motivation for Users


Outcome: Badges and leaderboards will serve as external motivators, providing
learners with a sense of accomplishment and recognition, which helps improve their
commitment to learning goals.

• Data-Driven Decision Making


Outcome: Admins will leverage reporting and analytics tools to make data-driven
decisions, such as identifying popular courses, recognizing top performers, and
optimizing the content and learning path.

• Positive User Feedback


Outcome: As a result of the engaging design, seamless navigation, and interactive
learning elements, users will have a positive experience. The feedback will likely
highlight how motivating and enjoyable the platform is, leading to word-of-mouth
recommendations.

• Successful Project Delivery


Outcome: The project will be completed on time, with all major features
(authentication, course management, quizzes, gamification, and admin functionalities)
fully implemented. The platform will meet the original objectives, offering a smooth,
feature-rich e-learning experience.

7.2 Screenshots
Below are key screenshots demonstrating the functionality of the application:
• Login Screen

30
• Registration Screen

• Home Page

• Courses Display Page

31
• On Clicking Desired Course

• Content

• MCQ Test

32
• Progress Bar of the course

• Leader Board

33
CHAPTER 8
Conclusion
8.1 Conclusion

The E-Learning Platform with Gamification project successfully integrates modern


educational technology with engaging game mechanics to enhance the overall learning
experience. By incorporating features such as Google OAuth authentication, course
management, quizzes, real-time progress tracking, badges, and leaderboards, the
platform provides a comprehensive and motivating environment for users to engage with the
content.

The gamification elements, such as badges and leaderboards, not only make the
learning process more enjoyable but also encourage users to stay engaged and motivated
throughout their learning journey. This results in increased course completion rates,
improved retention, and higher user satisfaction.
From the admin's perspective, the platform provides easy-to-use tools for managing
courses, quizzes, users, and performance tracking. The data-driven insights will help the
admin make informed decisions about course offerings, learner engagement, and overall
platform improvements.

Additionally, the use of PHP, MySQL, and XAMPP ensures a solid backend
infrastructure, while Bootstrap and JavaScript offer a seamless, responsive, and user-
friendly front end. With Google OAuth for secure authentication and real-time progress
updates, users will have a smooth experience as they navigate through courses and track
their achievements.

In conclusion, this project achieves its goal of creating an interactive, engaging, and
motivating learning platform that fosters continuous learning, rewards progress, and provides
a positive experience for both users and administrators. It also sets the stage for future
improvements, including the addition of more courses, gamified features, and expansion in
terms of user base and content. The platform is both scalable and flexible, ensuring that it
can adapt to evolving user needs and educational trends.

This project demonstrates the effectiveness of combining education with gamification


to create a more engaging and rewarding experience, and it serves as a great foundation for
further development in the e-learning space.

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8.2 Future Work
The E-Learning Platform with Gamification has laid a strong foundation for an engaging and
effective learning experience. However, to ensure its long-term success and growth, there are
several areas for future enhancements and improvements that can be explored:
• Mobile Application
o Future Work: Develop a mobile application for iOS and Android to allow
users to access courses, track progress, and complete quizzes on the go. This
will expand accessibility and cater to a wider audience.

• Advanced Gamification Features


o Future Work: Introduce more advanced gamification elements, such as:
❖ Levels and Achievements: Users could unlock new levels or
achievements as they complete more complex courses or quizzes.
❖ Leaderboard Categories: Implement different categories of leaderboards,
such as “Top Weekly Performers” or “Top New Users,” to increase
competition and engagement.
❖ Streaks & Rewards: Reward users for maintaining a streak of completing
courses or quizzes in consecutive days.

• AI-Powered Recommendations
o Future Work: Implement AI algorithms to recommend courses or quizzes to
users based on their learning history, preferences, and progress. This would
provide a more personalized learning experience and help users discover
relevant content more easily.

• Social Learning Features


o Future Work: Add social interaction features such as:
❖ Discussion Forums: Allow users to discuss course material, share
insights, and help each other.
❖ Peer Reviews: Enable users to review and rate courses, quizzes, and even
individual lesson content.
❖ Group Learning: Introduce features where users can form study groups or
participate in group challenges.

• Enhanced Analytics for Admins


o Future Work: Improve the analytics dashboard for admins, including more
detailed metrics like:
❖ User Engagement Trends: Track which courses or quizzes are most
popular and identify patterns in user behavior.
❖ Performance Insights: Provide insights into where users are struggling
and identify content that may need revision or improvement.
❖ Customized Reports: Allow admins to generate customized reports for
specific data points, such as course completion rates or quiz scores over
time.

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• Integration with Other Learning Tools
o Future Work: Integrate the platform with other popular learning tools such as
Google Classroom, Slack, or Zoom for live classes. This would create a more
comprehensive learning ecosystem where users can access both asynchronous
and synchronous learning materials.
• Advanced Security Features
o Future Work: Enhance the security features of the platform, including:
❖ Two-Factor Authentication (2FA): Implement 2FA for added security
during login, ensuring users' accounts are protected.
❖ Data Encryption: Use advanced encryption techniques to secure sensitive
user data, especially when handling quiz results or personal information.

• Multi-Language Support
o Future Work: Add support for multiple languages to reach a global audience.
This would allow non-English speaking users to fully engage with the platform
and broaden its user base.

• Integration of Video and Interactive Content


o Future Work: Add multimedia elements such as videos, interactive simulations,
or live sessions to courses, enriching the learning experience and catering to
various learning styles.

8.3 Applications

• Academic Learning
o Used by schools, colleges, and universities to deliver interactive and engaging
online courses.
o Helps students track progress, complete quizzes, and earn badges for
motivation.

• Corporate Training
o Employed by companies to train employees through structured courses and
gamified assessments.
o Boosts employee engagement and retention of knowledge through rewards and
leaderboards.

• Skill Development Platforms


o Ideal for platforms offering coding, language learning, design, and other
upskilling programs.
o Gamification encourages continuous learning and skill advancement.

• Test Preparation
o Used for competitive exam preparation (e.g., GRE, UPSC, GATE) with mock
quizzes, scoring systems, and performance tracking.

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