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Sparklyn Design and Implementation of a Computer Based Kids Game System
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Design and Implementation of a Computer Based Kids Game System


This page presents an excerpt of the research material, providing a comprehensive overview of the study. It includes the Preliminary Pages, Table of Contents, Abstract, Chapters One to Five, and References, making it accessible and informative for students, researchers, and other readers interested in the topic of this study. Acknowledgement is also included, expressing gratitude to the individuals, institutions, and resources that contributed to the successful completion of the research, with materials and information sourced from the online platform sparklyn.com.ng, which provided valuable academic support.


PRELIMINARY PAGES

  • Title page
  • Approval page
  • Dedication
  • Acknowledgement
  • Table of Contents
  • Abstract

CHAPTER ONE

INTRODUCTION


    CHAPTER TWO

    LITERATURE REVIEW

    • 2.1 Introduction

    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 Feasibility Study
    • 3.3.1 Economic Feasibility
    • 3.3.2 Technical Feasibility
    • 3.3.3 Operational Feasibility
    • 3.4 Analysis of the Proposed System
    • 3.4.1 Data Flow Diagram of the Proposed System
    • 3.4.2 Advantages of the Proposed System
    • 3.4.3 Justification of the Proposed System
    • 3.5 Functional Requirements
    • 3.5.1 Use Case Diagram Of The Admin / User Privileges
    • 3.6 Data Requirements
    • 3.7 High Level Model of the Proposed System

    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
    • 4.7.1 System Testing
    • 4.8 Programming Module Specification
    • 4.8.1 Installation
    • 4.9 Computer Hardware Minimum Requirement
    • 4.10 Software Requirement
    • 4.11 Personnel / User Training
    • 4.12 File Maintenance Module

    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”



    1.0 Introduction

    1.1 Overview

    The phenomenon of anagrams was first discovered by the Greek Peot Iycophron in 260 B.C Since then the study of anagrams has been called the great Art because the word can transposed to produce ARS MAGNA, the Latin name of great Art. However, with the advent of the internal and the creation of sophisticated anagram generating software, kids are now interested in anagram so there is a need for creating software that allows the kids to great anagram.


    1.2 Statement Of Problem

    The problem associated with anagram base game are

    1. Learning the new system will be very difficult with the kids in generating an anagram words.
    2. The new system will be boring to the kids because learning and storing new words anytime they play the anagram
    3. The anagram will be a hidden meaning inclined
    4. There is always difficulties in looking possible work that can be formed.

    1.3 Significance Of The Study

    This project writing is targeted at producing a kids game that will be educative and helpful in the mental development of the kids.


    1.4 Purpose Of The Study

    The purpose or objective of the study are as follows:

    1. To develop a game software for the kids
    2. To create highly educative software game that will test and build the child’.

    1.5 Scope Of The Study

    This work is limited to designing and implementation of kids game software with a particular emphasis on anagram word game.


    1.6 Limitations

    A lot of problems were encountered during the course of this work. One major constraint to this work was financial constraint. Looking for all words and the possible words that can be formed with them could not be achieved in the time frame for this work.


    1.7 Assumption

    The anagram word game will be liable to modification in the next five years because of new words that will be added to the dictionary.


    1.8 Definition Of Terms

    i. Algorithm

    The step by step approach method toward problem solving

    ii. Flow Chart

    The flow of a program logic using symbols

    iii. Program

    It is a set of logically related instructions that tells the computer what to do.

    iv. Computer

    An electronic device, that is capable of receiving, storing and manipulating data to yield useful information.

    v. Anagram

    The rearrangement of the letters of words or phrase to form another word or phrase.

    vi. Pseudo. Code

    A user defined algorithm

    vii. Word Bank

    A place where words are collected.


    CHAPTER TWO

    LITERATURE REVIEW


    2.1 Introduction

    This chapter focuses on the review of related literature. A literature review presents current knowledge, as well as theoretical and methodological contributions, related to Design and Implementation of a Computer Based Kids Game System. It documents the state of the art on the subject under study and provides a comprehensive survey of existing literature. In this research work the literature review includes the conceputal review, theoretical framework, the review of related literature …


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