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Information Technology Unit 9 Project Management Assignment 2 and 3 / Learning Aim B and C Distinction grade achieved

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This document is a full evaluation report for Unit 9: IT Project Management (Assignment – Evaluation D3). It focuses on the project management of an IT-based development task: creating an educational arithmetic mobile application for Fishwick Primary School. The report examines how structured project management processes (planning, design, implementation, testing, and evaluation) were applied to ensure successful delivery within a two-month timeframe. Key areas covered include: The purpose and goals of the project, centred on building a fun and interactive maths app for children. The importance of careful project management in meeting deadlines, managing resources, and satisfying user requirements. User interface design considerations, including accessibility, child-friendly features, and usability. The rationale for choosing MIT App Inventor over alternatives like Python, highlighting its advantages for mobile deployment and young learners. A structured testing plan covering functionality, scoring accuracy, timing features, and user feedback from teachers and pupils. An evaluation of alternative approaches (e.g., Python with Kivy/Tkinter) and why they were less suitable for this project. A final assessment of how effective project management led to a product that met its aims and provided value to the school. This document is ideal for students studying BTEC Level 3 IT (Unit 9: Project Management), as it demonstrates how to evaluate project methodologies, justify development choices, and reflect on outcomes in a clear and structured way.

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BTEC Information technology unit 9 IT
project management


B: Carry out a project
initiation for an IT project

C: Carry out the planning,
execution, monitoring and
controlling of an IT project,
using an appropriate
methodology

Introduction...........................................................................................................................................3
creativity tools to solve problems..........................................................................................................3
Things to consider when managing a project:.......................................................................................4
User Requirements................................................................................................................................4
Scope of the project..............................................................................................................................5
Input of the project................................................................................................................................5
Process of the project............................................................................................................................6
Output –or solution to the problem......................................................................................................6
Storage of project –data etc..................................................................................................................6
User interface........................................................................................................................................7
Timescale.............................................................................................................................................11
Milestones...........................................................................................................................................12
Introducing 2 proposals Python/C++ Compare Android and IOS.........................................................12


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Assess consistently at least two adequately researched solutions to an IT problem on a given theme
and recommend a preferred solution..................................................................................................14
Android................................................................................................................................................14
IOS.......................................................................................................................................................16
Evaluation............................................................................................................................................17
Prepare with some inconsistencies a feasibility study on an IT project and select a preferred solution.
.............................................................................................................................................................19
A technical assessment........................................................................................................................19
Economic assessment..........................................................................................................................19
Legal assessment.................................................................................................................................19
Operational assessment-.....................................................................................................................20
Scheduling assessment........................................................................................................................20
Security assessment.............................................................................................................................20
Usability assessment............................................................................................................................21
Plan with some inconsistencies and/or omissions the implementation of an IT project.....................21
Introduction to the project..................................................................................................................21
Overall description...............................................................................................................................22
Requirements specification.................................................................................................................22
Success criteria of project....................................................................................................................23
Analysis (M3)......................................................................................................................................24
Evaluation (D3)....................................................................................................................................24
Execute with some inconsistencies and/or omissions the implementation of an IT project...............25
Screen shots of Mobile Application Code/UI Interfaces......................................................................25
Front end Screen shots:.......................................................................................................................25
Back End Code/App inventor Flow......................................................................................................29
Monitor and control with some inconsistencies and/or omissions the implementation of an IT
project.................................................................................................................................................44
Completed test plan............................................................................................................................44
Letter/email.........................................................................................................................................46
Diary Log..............................................................................................................................................47




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Introduction
I recently started working as a trainee project manager for a software development
company, and I were given the task of managing the first software development project. For
Unit 7: Mobile Apps Development, I have been asked with project managing the creation of
a software solution.




creativity tools to solve problems
Several creative tools can be used to address design and functionality issues in order to
create an educational app that is both highly appealing and efficient for Fishwick Primary
School. A thorough approach to app development can be ensured by using mind mapping to
assist organise concepts like rewards, game mechanics, and user interface design.
Innovative ideas for making maths fun, including using interactive animations or storytelling,
can be produced during brainstorming meetings with parents, educators, and developers.
New concepts like adventure-based learning or character-based games can result from

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rephrasing the problem, such as asking how to make maths enjoyable rather than just how
to teach arithmetic. By taking the opposite approach, developers may investigate what
makes learning boring for kids and create features that address those problems,
guaranteeing that the app stays interesting.




Things to consider when managing a
project:

User Requirements

My task is to start creating the educational arithmetic app for Fishwick Primary School, deep
study is needed to understand the requirements of young students and the best ways to
involve them in math lessons. Best practices for creating an engaging and changing
experience can be found by using resources like internet databases, scholarly journals on
early childhood education, and publicly accessible research on gamification in education.
Analysing comparable educational apps can also reveal commonalities, potential problems,
and user engagement tactics. For the software to be accessible to younger pupils, it should
include a suitable age graphics, simple navigation, and clear instructions. The design and
progression of the arithmetic problems will be guided by an understanding of how kids think
at this age, guaranteeing that they are enjoyable as well as educational.

Providing that all arithmetic operations produce entire positive numbers, sustaining
children's motivation, and offering a balanced level of difficulty are important issues to
solve. Using graphical and audio signs, including animations and applauding sounds, the
game should provide immediate feedback in order to reinforce right answers and promote
learning. Students are challenged to increase their speed yet retain accuracy when a timer-
based reward method is added. Children with different abilities must also be supported by
accessibility and usability considerations, which guarantee that the interface is easy to use
and entertaining. Finding appropriate visuals, audio, and interactive components will be
crucial to developing an app that is entertaining and helpful for young students.




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