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Methodology it capstone projet

  1. 1. Methodology IT Capstone Project
  2. 2. • Requirements specification (Discussion of the functions of the system. Supported by Functional Diagram and Data Flow Diagram) • Analysis Specification (Discussion of the behavioral properties that the system must have. Sub-topics can be the performance (speed), security, usability, economic impact and other related topics.) • Design(Logical and conceptual design. Supported by System Flowchart, ERD, Data Dictionary, System Prototype) • Development and Testing (Concrete explanation on how the system is developed and tested. Researchers may pattern/adapt their discussion in any SDLC.)
  3. 3. Sample This study is a combination of descriptive and developmental method. Descriptive method according Portillo,, describes the population, characteristics while the developmental method refers to the systematic work drawing on existing knowledge gained from research and/or practical experience that is directed to producing new materials, products or devices. This study employs a descriptive method because this study describes the level of awareness and acceptability of distance learning of the graduate students. Also this study aims to identify the level of usability and reliabilty of the proposed system to the graduate students after it has been develop. This study likewise employed developmental method because its primary aim is to develop a distance learning portal specially designed for the PSU School of Graduate Studies and Research Particularly, the entire process of the development of distance learning portal went through formal and logical steps adopted from the System Development Life Cycle (SDLC)model.
  4. 4. System Development Life Cycle (SDLC), according to the startVBdotnet.com3, is a conceptual model used in project management that describes the stages involved in an information system development project from an initial study through maintenance of the completed application. SDLC is appropriate in the development of this project in the sense that the usefulness of the software and the monitoring method used to assess the project will be described. The feasibility study was conducted to determine if the project should be pushed through. Analysis gathers the requirements for the system. This stage includes a detailed study of the business needs of the organization. Design focuses on high level design, low-level design, interface design and data design. During these phases, the software's overall structure is defined. The logical system of the product is developed in this phase.
  5. 5. In the implementation stage, the designs are translated into code. Computer programs are written using a conventional programming language or an application generator. With respect to the type of application, the right programming language was chosen. The system is tested to ensure that interfaces between modules work. Testing is also used to see if the system works on the intended platform and with the expected volume of data. The system is tested if it does what the user requires (acceptance/beta testing). Certainly the system will require maintenance. Software will definitely undergo change once it is delivered to the customer. There are many reasons for the change. Change could happen because of some unexpected input values into the system. In addition, the changes in the system could directly affect the software operations. The software should be developed to accommodate changes that could happen during the post implementation period.
  6. 6. Sample 2 Development and Testing The development of the REMEMBER QUEST was based from the Spiral Lifecycle model.
  7. 7. Spiral Lifecycle Model is an evolutionary version of incremental prototyping, developed by Boehm in 1988. Each iteration of the prototype represented as a cycle in the spiral. First iteration according to the spiral model is gathering the data using questionnaire and interview from the respondents who will serve as a user to determine if the project is attainable. In this iteration, the researchers distribute questionnaire to the BSIT 1st year students to measure their level of understanding about the history of PSU. Likewise the researchers conduct an unstructured interview to the different person who has knowledge about the history of PSU. Gathering of different documentation were also done in this phase.
  8. 8. Next step is to plan the second iteration and evaluate what are the things to be done to make the design for the game. The researchers in this phase evaluated the gathered data because those data were used as a baseline for the development of the game. Based from the results of the data gathered, it reveals that majority of the respondents were optimistic about the Remember Quest Game. Because of the positive responses of the respondents, the researchers start the design for the prototype. Functional diagram, dataflow diagram, System flowchart, Entity relationship diagram and data dictionary were also done in this phase. These diagrams after the design were now translated into code. Every module of the game was developed separately and tested separately.
  9. 9. After the development of the game, dry-run was done to know if the system is working efficiently and effectively, works in intended platform and to determine if it does what the users wants. The researchers conduct the dry run on January 4, 2012 in Partido State University, Goa Campus making use of the BSIT 1st year students, considering an eighty percent (80%) retrieval of data. Table 1 presents the respondents of the study.
  10. 10. As presented in table 1, respondents of the study is composed of the following, BSIT 1A with 30, BSIT 1B with 27, BSIT 1C with 29 and BSIT 1A with 27 students for a total of 113 students. During the dry-run, the researchers ask the BSIT 1st year students to play the game and to answer simple questions and give comments for the system. The researchers used the percentage technique to present the result of the dry-run. The formula is: P = (f/n) x 100 Figure 17 shows the result of the dry-run when the respondents were asked if the system is easy to understand.
  11. 11. As shown the figure 17, 13% of the students “strongly agree”, 85% “agree” and 2% “fairly agree” that the system is easy to understand. It shows that 100% of the BSIT first year agrees that the system is easy to understand.
  12. 12. Figure 18 presents that the system is easy to navigate • Figure 18 shows that 42% of the students “strongly agree”, 38% “agree” and 20% “fairly agree” that the system is easy to nvigate. These showed that the user find it easy to communicate in the game.
  13. 13. Figure 19 presents the usability and reliability of the game.
  14. 14. On the issue of reliability and usability of the game, figure 19 clearly present that the system is highly reliable and usable, with the percentage of 85% for “strongly agree” and 15% “agreed”, respectively. Since the students strongly agree the game is reliable and usable, the researchers believed that the Remember Quest game can really promote the history of Partido State University. Respondents even say that the game is MAGAYON!! It was Nice!! Very fun and enjoy!! Fantastic!! It gives me an additional knowledge about Partido State University and other Campuses. With this optimistic response from the respondents, the researchers believed the Remember Quest game can really promote the history of Partido State University.