Tes Tong (A fun, interactive web-based entry test preparation tool)

Techs: VS Code, Mongo DB, React Js, Node Js, Python
Department: Computer Science
MS Team URL: URL not found

Tes Tong is an online web-based application that prepares students for entry tests. Other platforms like Kips academy etc. charge a lot of money for preparing students for their entry tests. Students study according to the academy’s schedule and must arrange for transport to get to the academy or institution. But with Tes Tong, they can study wherever they want without the need to leave their room for free!

Objectives

Student facilitation. Students from far away districts and places will have the luxury to prepare themselves for all sorts of entry tests against multiple universities. No wastage of their time and money by joining institutes whose expenses are hard to cover. No need to acquire expensive transport facilities.

Socio-Economic Benefit

Increased access to education for people from diverse backgrounds and geographic locations. Cost-effective alternative to traditional classroom-based learning. Reduction in expenses related to travel, accommodation, and physical infrastructure. Enhanced job prospects and economic mobility through the acquisition of new skills and knowledge. Flexibility and convenience in terms of learning anytime and anywhere. Promotes lifelong learning by providing continuous access to educational resources. Enables skill development and upskilling, leading to improved career opportunities. Facilitates remote learning and remote work, contributing to economic resilience. Supports personalized learning experiences tailored to individual needs and preferences. Facilitates collaboration and knowledge sharing among learners, fostering a sense of community.

Methodologies

Blended Learning: Combining online and traditional classroom instruction. Asynchronous Learning: Self-paced learning without real-time interaction. Synchronous Learning: Real-time, interactive online learning. Microlearning: Bite-sized modules for quick learning. Gamification: Adding game elements for engagement and motivation. Personalized Learning: Tailoring content to individual needs. Social Learning: Collaboration and knowledge sharing among learners. Adaptive Learning: Dynamic adjustment based on learner's progress. Mobile Learning: Accessing education through mobile devices. Competency-Based Learning: Focusing on specific skills mastery. Data-Driven Instruction: Using data and analytics for improved instruction.

Outcome

Enhanced accessibility to education and training resources. Increased engagement and motivation among learners. Improved learning outcomes and knowledge retention. Cost savings by reducing traditional classroom-related expenses. Flexibility and convenience for learners to access content anytime, anywhere. Personalized learning experiences tailored to individual needs. Efficient administration and management of courses and training programs. Streamlined assessment and grading processes. Improved collaboration and communication among learners and instructors. Continuous professional development and lifelong learning opportunities. Data-driven insights for monitoring learner progress and performance. Scalability to accommodate a large number of learners simultaneously.

Project Team Members

Registration# Name Email
FA19-BCS-178 TARIQ KAMAL tariqkamal283@gmail.com
FA19-BCS-177 ZULQAR-NAIN-HAIDER zullubalti@gmail.com

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