Poster: SIMNET: Simulation-Based Exercises for Computer Network Curriculum Through Gamification and Augmented Reality

Author(s):  
Alvaro Luis Fraga ◽  
María Guadalupe Gramajo ◽  
Federico Trejo ◽  
Selena Garcia ◽  
Gustavo Juarez ◽  
...  

Author(s):  
Maria Guadalupe Gramajo ◽  
Federico Trejo Lezcano ◽  
Selena Garcia Lobo ◽  
Gustavo Juarez ◽  
Alvaro Luis Fraga


2020 ◽  
Vol 3 (Supplement_1) ◽  
pp. 5-7
Author(s):  
R Khan ◽  
M A Scaffidi ◽  
N Gimpaya ◽  
D Tham ◽  
M Atalla ◽  
...  

Abstract Background Polypectomy is an essential endoscopic skill. Training in polypectomy has been identified as a major deficiency for endoscopists worldwide as polypectomy occurs ad hoc during a colonoscopy when a polyp is detected, and a lack of standardized curricula. Augmented reality (AR), which superimposes computer-generated images on a user’s view of the world, can address these gaps by standardizing encounters with polyps while completing simulated procedures and enabling polypectomy-specific teaching. Aims Evaluate the impact of a simulation-based augmented reality curriculum on polypectomy performance among novice endoscopists. Methods This study includes two cohorts of participants from 2019 to 2020. In 2019, participants were randomized into either: (1) a control curriculum, involving 6 hours of simulation-based training (SBT) supplemented by expert feedback, interlaced with 4 hours of small group teaching on the theory of colonoscopy; or (2) the augmented reality curriculum (ARC), in involving the same curriculum with integrated AR, wherein participants engaged with an AR-enhanced video demonstrating relevant therapeutic and pathologic details during polypectomy. The SBT for all participants involved a progressive curriculum starting on a bench-top model and then moving to the EndoVR® virtual reality simulator. The primary outcome was polypectomy-specific performance using the Direct Observation of Polypectomy Skills (DOPyS) tool during a simulated polypectomy after training, with a maximum score of 100. Results Demographic characteristics are summarized in Table. In 2019, 21 novice endoscopists were enrolled. Immediately after training, the mean DOPyS score among ARC group participants was 76.2 (SD=17.9) compared to 71.8 (SD=13.2) among control group participants (Figure). In this interim analysis, there was no significant difference between groups. Data analysis will be completed after 2020 participants complete the study. Conclusions Interim results show a trend towards improved polypectomy performance with no significant difference. The results of this study have the potential to impact polypectomy education among novices. Simulation-based AR interventions may allow learners to progress towards achieving competency in polypectomy in a risk-free environment prior to first patient contact. Funding Agencies None



2019 ◽  
Vol 04 (03n04) ◽  
pp. 1942001
Author(s):  
Zachary M. C. Baum ◽  
Andras Lasso ◽  
Sarah Ryan ◽  
Tamas Ungi ◽  
Emily Rae ◽  
...  

Augmented reality (AR) is used in neurosurgery to visualize lesions and plan procedures pre-operatively and intra-operatively, though its use has not been widely adopted in simulation-based neurosurgical training for the same tasks. This work defines metrics to determine performance in drill position and angle identification for neurosurgical training. The metrics were validated intra-operatively and in a simulated training environment, demonstrating that trainees identify drill position and angle faster and more accurately with AR compared with standard techniques. Training using AR and the proposed metrics stands to add value to neurosurgical curricula development.



2021 ◽  
Vol 5 (4) ◽  
pp. 553
Author(s):  
Bobi Agustian ◽  
Muhamad Yasser Arafat

In the process of teaching and learning activities in schools, there are still many that only use learning media in the form of books. This causes boredom in the learning process. Especially in basic computer and network subjects, where in this subject there is a lot of visual recognition and developing forms of technology. Good visual presentation is very important to support the learning process. Augmented Reality (AR) is a learning medium that is currently still being used in the teaching and learning process. AR is an application that combines the real world with the virtual world in two-dimensional or three-dimensional forms which are projected in a real environment at the same time. AR technology is very appropriate to be implemented to support the visualization process in learning activities, because it can present visualization in 3-dimensional form. So that the visualization is more interactive and more interesting. In the learning process at SMK Nufa Citra Mandir, they still rely on books only, especially in computer and basic network subjects which really need visualization of the devices discussed. The application of AR technology to basic computer and network subjects at SMK Nufa Citra Mandiri is expected to help in the learning process. In its development, the design method used is the Extreme Programming (XP). Purpose of this research is to create software with AR technology on Android platform, so that students can better understand and get to know computer tools and computer network devices contained in basic computer and network subjects.



2020 ◽  
Vol 20 (1) ◽  
pp. 69-76
Author(s):  
Melsi Sari Murfi ◽  
Kasman Rukun

All The problem of the research is the absence of supporting learning media in learning activities of computer network, are not optimal mastery of concepts by students, and abstract teaching materials that need to be made more concrete, as well as using the use of smartphones in the 4.0 revolution industry. This study aims to develop learning media augmented reality and produce media  that are  valid, practical, and effective on computer network subjects so that they become alternatives as learning media. This research is a research and development (R&D) using the IDI model. Data analysis techniques for practicality using percentages, and effectiveness of the control class and the experimental class. In conclusion, the augmented reality learning media develop can valid, practical and effective to be used as  a learning media on computer network subjects.



2021 ◽  
Vol 8 (2) ◽  
pp. 235
Author(s):  
Rahmadhan Gatra ◽  
Bambang Sugiantoro

<p>Penelitian ini menjelaskan tentang perbandingan <em>routing</em> sebagai salah satu manajemen jaringan komputer. Tujuan penelitian ini adalah melakukan analisis terhadap protokol <em>routing</em> statik dengan <em>routing</em> dinamis OSPF pada jaringan komputer di lingkungan Universitas Islam Negeri Sunan Kalijaga Yogyakarta dengan metode studi literatur dan wawancara dalam pengumpulan data. Penelitian dibuat berdasarkan pemodelan (simulasi) berbasis aplikasi EVE-NG. Performa yang dihasilkan dari perbandingan <em>routing </em>tersebut diukur menggunakan parameter QoS meliputi nilai dari <em>throughput, packet loss, delay</em>, dan <em>jitter</em>. Pengujian kinerja jaringan menggunakan skenario normal dan sibuk pada routing statik dan dinamis OSPF antara lain skenario normal <em>throughput</em> untuk <em>routing</em><em> </em>protokol statik sebanyak <em>598.10Bps</em> dan nilai untuk OSPF sebanyak <em>598.34Bps</em>, sedangkan skenario sibuk untuk <em>routing</em> protokol statik sebanyak <em>598.82Bps</em> dan nilai untuk OSPF sebesar <em>597.58Bps</em>. <em>Packet loss</em> skenario normal <em>routing</em> protokol statik sebanyak <em>0.2</em><em>3</em><em>%</em> dan nilai untuk OSPF sebanyak <em>0.27%</em> serta skenario sibuk untuk <em>routing</em> protokol statik sebanyak <em>0.2</em><em>4</em><em>%</em> dan OSPF sebanyak <em>0.26%</em>. Nilai <em>delay</em> skenario normal <em>routing</em> statik protokol sebanyak <em>59.</em><em>39</em><em>ms</em> dan nilai untuk OSPF sebanyak <em>59.3</em><em>6</em><em>ms</em>, sedangkan skenario sibuk untuk <em>routing</em> protokol statik sebanyak <em>59.</em><em>32</em><em>ms</em> dan nilai untuk OSPF sebanyak <em>59.44ms</em>. <em>Jitter</em> menggunakan skenario normal protokol <em>routing</em> statik sebanyak <em>0.98ms</em> dan nilai untuk OSPF sebanyak <em>0.98ms</em> serta skenario sibuk <em>routing</em> protokol statik sebanyak <em>0.98ms</em> dan nilai untuk OSPF sebanyak <em>0.99ms</em>. Parameter QoS menunjukkan bahwa <em>throughput</em> dan <em>delay</em> maka <em>routing</em> statik lebih optimal dibandingkan OSPF pada skenario sibuk, sedangkan pada skenario normal dan sibuk<em> jitter </em>dan <em>packet loss</em> lebih optimal <em>routing</em> protokol statik.</p><p> </p><p><em><strong>Abstract</strong></em></p><p><em>This study describes the comparison of routing as one of computer network management. The purpose of this study is to analyze static routing protocols with OSPF dynamic routing on computer networks in the State Islamic University of Sunan Kalijaga Yogyakarta with literature study methods and interviews in data collection. The study was made based on modeling (simulation) based on EVE-NG applications. The performance resulting from the comparison of routing is measured using QoS parameters including the value of throughput, packet loss, delay, and jitter. Network performance testing uses normal and busy scenarios on static and dynamic OSPF routing, including normal throughput scenarios for static protocol routing as much as 598.10Bps and values for OSPF as much as 598.34Bps, while busy scenarios for static protocol routing as much as 598.82Bps and values for OSPF as 597.58 Bps. Normal packet routing scenario static routing protocols are 0.23% and OSPF values are 0.27% and busy scenarios for static protocol routing are 0.24% and OSPF are 0.26%. The normal scenario static routing protocol delay value is 59.39ms and the value for OSPF is 59.36ms, while the busy scenario for static protocol routing is 59.32ms and the value for OSPF is 59.44ms. Jitter uses a normal scenario of 0.98ms static routing protocol and 0.98ms for OSPF and 0.98ms for busy routing protocol scenarios and 0.99ms for OSPF. QoS parameters indicate that throughput and delay static routing is more optimal than OSPF in busy scenarios, whereas in normal and busy scenarios jitter and packet loss are more optimal static protocol routing.</em></p><p><em><strong><br /></strong></em></p>





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