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Design and Implementation of a Computerized Sport League Management System

Design and Implementation of a Computerized Sport League Management System

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DEDICATION

This research material, titled “Design and Implementation of a Computerized Sport League Management System” is dedicated to God for His boundless grace and guidance. It is also a tribute to all computer enthusiasts whose contributions made my research journey smoother and enriched my documentation process, making the experience truly fulfilling.




ACKNOWLEDGEMENT

I am profoundly grateful to everyone who contributed to the successful completion of this project. I am especially grateful to my Supervisor (Name), the Head of Department (Name), and the Lecturers in the Department of Computer Science (CS) for their invaluable guidance and support. I also acknowledge the contributions of authors and scholars whose works on Design and Implementation of a Computerized Sport League Management System provided essential insights. Special thanks go to my study area (and any funding organizations, if applicable) for their financial assistance. I am equally thankful to stakeholders, including mentors, teachers, and colleagues, for their encouragement and support. Finally, I deeply appreciate my family and friends for their patience and unwavering support throughout this journey. Your contributions have been instrumental in making this research a reality.




PRELIMINARY PAGES


CHAPTER ONE

INTRODUCTION

  • 1.1 Introduction
  • 1.2 Background of the Study
  • 1.3 Statement of the Problems
  • 1.4 Aim and Objective of the Study
  • 1.5 Significance of Study
  • 1.6 Scope of the Study
  • 1.7 Limitations of the study
  • 1.8 Definition of Terms

CHAPTER TWO

LITERATURE REVIEW

  • 2.1 Introduction
  • 2.2 Conceptual Framework
  • 2.3 Theoretical Framework
  • 2.3.1 History of E-Ticketing System
  • 2.3.2 Reservation Information Systems
  • 2.3.3 Components of Sport League Reservation Information Systems
  • 2.3.3.1 Hardware
  • 2.3.3.2 Software
  • 2.3.3 Data
  • 2.3.3.4 People
  • 2.3.3.5 Procedures
  • 2.3.3.6 Database
  • 2.3.4 Types of Sport League Reservations in Reservation System
  • 2.3.5 Types of Information System
  • 2.3.5.1 Transaction Processing System (TPS)
  • 2.3.5.2 Management Information System (MIS)
  • 2.3.5.3 Decision-support systems (DSS)
  • 2.3.5.4 Executive Support System (ESS)
  • 2.3.6 Overview of Online Ticket Sales System
  • 2.3.7 Training Systems and Information Systems in Sport
  • 2.3.8 Concept of Club Information Systems (CIS)
  • 2.3.9 Organizational Requirements and System Requirements
  • 2.4 Empirical Review
  • 2.5 Summary of Related Literature

CHAPTER THREE

SYSTEM ANALYSIS AND DESIGN

  • 3.1 Methodology Adopted
  • 3.1.1 Problem Identification Using SSADM
  • 3.2 Analysis of the Existing System
  • 3.2.1 Dataflow of the Existing System
  • 3.2.2 Disadvantages Of The Existing System
  • 3.2.3 Weakness of the existing System
  • 3.3 Analysis of the Proposed System
  • 3.3.1 Data Flow Diagram of the Proposed System
  • 3.3.2 Advantages of the Proposed System
  • 3.3.3 Justification of the Proposed System
  • 3.4 Functional Requirements
  • 3.4.1 Use Case Diagram Of The Admin / User Privileges
  • 3.5 Data Requirements
  • 3.6 High Level Model of the Proposed System
  • 3.7 Development of the Review Item List

CHAPTER FOUR

SYSTEM DESIGN AND IMPLEMENTATION

  • 4.1 Objectives of the Design
  • 4.2 Cohesion and Decomposition High level Model
  • 4.3 Control Center / Overall Dataflow Diagram
  • 4.3.1 Proposed System Operation Flowchart
  • 4.4 System Specification and Design
  • 4.4.1 Input and Output Specification
  • 4.4.2 Database Specification and Design
  • 4.4.3 Data Dictionary
  • 4.5 Choice and Justification of Programming Language
  • 4.6 Program Documentation
  • 4.7 Implementation Techniques
  • 4.8 Programming Module Specification
  • 4.8.1 Installation
  • 4.9 Computer Hardware Minimum Requirement
  • 4.10 Software Requirement
  • 4.11 Personnel / User Training

CHAPTER FIVE

SUMMARY, CONCLUSION AND RECOMMENDATION

  • 5.1 Introduction
  • 5.2 Summary
  • 5.3 Conclusion
  • 5.4 Recommendation

REFERENCES

APPENDIX A - “SOURCE CODE”

APPENDIX B - “OBJECT PROGRAM”



ABSTRACT

Sport is generally recognized as activities which are based in physical athleticism or physical dexterity, with the largest major competitions such as the Olympic Games admitting. Sports league management software provides secure integration and access to relevant categories of visitors. This way, you get more control over the sensitive processes of team enrolment, facilities management, and roster building. The aim of the study is to Computerized Sport League Management System using Delta State Sport League as a Case Study. In achieving this aim, the following specific objectives were laid out to provide easy players registration, give matches inventory, provide easy access for players management, make team management less difficult, facilities all sport management, provide easy registration management for players, provide easy tournament management, and provide adequate management of officials. The methodology adopted in this study is the object oriented analysis and design methodology (OOADM) which is a technical approach for analyzing and designing an application or system by applying object throughout the software development process. The programming language used is HTML, CSS, JAVASCRIPT, PHP, SQL and JQUERY. The reason why web programming languages was used is because, it is platform independent and it is a web based application. This project will be of benefit to: Sporting organization. The design of sport league management system is very significant in the aspect of national premier league because of the sensitive role it plays in the management of national sport activity. The expected result is A Computerized Sport League Management System that will process sports users selected match fixtures, and the system will generates an accurate timely match fixtures.



Design and Implementation of a Computerized Sport League Management System (A Case Study Delta State Football League)


1.1 Introduction

Sports league management software provides secure integration and access to relevant categories of visitors. This way, you get more control over the sensitive processes of team enrolment, facilities management, and roster building. Sports management is designed for handling all the administrative work for a team. Its functionality, including registration modules, communication platforms, and payment processing, serves the aim of making your team management easier and faster (Intellectsoft, 2021).

As a prelude to other parts of this study, this chapter will discuss the background upon which this study was initiated, the statement of problems that led to this study, the Aim and Objectives of the study. Others are Significance of the study, Scope of work, Limitations of the Study and Definition of technical terms.


1.2 Background of the Study

A sports league is a group of sports teams or individual athletes that compete against each other in a specific sport. At its simplest, it may be a local group of amateur athletes who form teams among themselves and compete on weekends; at its most complexes, it can be an international professional league making large amounts of money and involving dozens of teams and thousands of players.

In many cases, organizations that function as leagues are described using a different term, such as association, conference, leader board, or series. This is especially common in individual sports, although the term “league” is sometimes used in amateur individual sports such as golf.

The term “league” is also sometimes applied to competitions that would more traditionally be called tournaments, such as the UEFA Champions League, which is organized with multiple small round-robin competitions followed by a single elimination tournament to choose an overall winner.

There are artifacts and structures that suggest that the Chinese engaged in sporting activities as early as 2000 BC. Gymnastics appears to have been a popular sport in China’s ancient past. Monuments to the Pharaohs indicate that a number of sports, including swimming and fishing, were well-developed and regulated several thousands of years ago in ancient Egypt. Other Egyptian sports included javelin throwing, high jump, and wrestling. Ancient Persian sports such as the traditional Iranian martial art of Zourkhaneh had a close connection to the warfare skills. Among other sports that originate in ancient Persia are polo and jousting.

Sport activity is an activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment. A wide range of sports were already established by the time of Ancient Greece and the military culture and the development of sports in Greece influenced one another considerably. Sports became such a prominent part of their culture that the Greeks created the Olympic Games, which in ancient times were held every four years in a small village in the Peloponnesus called Olympia.

Sports have been increasingly organized and regulated from the time of the ancient Olympics up to the present century. Industrialization has brought increased leisure time to the citizens of developed and developing countries, leading to more time for citizens to attend and follow spectator sports, greater participation in athletic activities, and increased accessibility. These trends continued with the advent of mass media and global communication. Professionalism became prevalent, further adding to the increase in sport’s popularity, as sports fans began following the exploits of professional athletes through radio, television, and the internet − all while enjoying the exercise and competition associated with amateur participation in sports.


1.3 Statement of the Problems

The following are the statement of the problems that prompt the suggestion for the design of a computerized sport league management system:

  1. The lack of professional management information system in the Sport club.
  2. The difficulties in manual consolidating of players accounts, training schedule and match reporting.
  3. The difficulty involve with pen and paper work in providing players registration.
  4. Lack of proper management in give matches inventory
  5. Lack of proper management of players management
  6. The problem of labor-intensive in registration management for players
  7. The problem of providing tournament management
  8. Lack of a computerized and centralized Database system

1.4 Aim and Objective of the Study

The aim of the study is to Computerized Sport League Management System using Delta State Sport League as a Case Study. In achieving this aim, the following specific objectives were laid out as follows:

  1. To provide easy players registration
  2. Save time by automating and consolidating player accounts, scheduling training, rosters and reporting.
  3. To give matches inventory
  4. To provide easy access for players management
  5. To make team management less difficult
  6. To facilities all sport management
  7. To provide easy registration management for players
  8. To provide easy tournament management
  9. To provide adequate management of officials
  10. Safe and Secure Centralized Database of the club management

1.5 Significance of Study

The design of sport league management system is very significant in the aspect of national premier league because of the sensitive role it plays in the management of national sport activity.

In order to keep the league moving and reliable, the implementation of sport league management system will be very important or significant to the league because without a computerized system, the role they will play in the administering of sport in the country will be difficult and by so doing sport will bring less development to the country.


1.6 Scope of the Study

This study is mainly centered on the sport league management system of Delta State Sport League. The research will investigate the formal sport league management system by looking at is short comings and try to proffer solution to the existing system by implementing a new computerized management system.


1.7 Limitations of the Study

During the course of this study, many things militated against its completion, some of which are:

  1. Time Constraint: The time frame given to accomplish this project was very short due to school academic calendar and it was carried out under pressure which made the researcher not to implement some necessary features.
  2. Establishment Policies: Establishment policies posed a serious limitation as most staffs are not ready to release information needed for this project work. There were lots of information needed from the staffs of this institution to enhance the study which took them time to release or they did not release at all for security purposes, hence the scope was reduced.
  3. Research material: availability of research material is a major setback to the scope of the study.
  4. Frequent power failure: This made the researcher append more money on fuel to ensure sustainable power.
  5. Financial Constraint: Insufficient fund tends to impede the efficiency of the researcher in sourcing for the relevant materials, literature or information and in the process of data collection (internet).

1.8 Definition of Terms

Sport: an activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment.

Sector: an area or portion that is distinct from others.

League: a collection of people, countries, or groups that combine for mutual protection or cooperation.


CHAPTER TWO

2.0 Literature Review

2.1 Introduction

This chapter focuses on the review of related literature. A literature review includes the current knowledge as well as theoretical and methodological contributions to a particular topic. It documents the state of the art with respect to the topic you are writing. It surveys the literature in the topic selected. In this research work the literature review includes the conceputal review, theoretical framework, the review of related literature …

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