Teaching TCP/IP Network Fundamentals to Undergraduates Using Practical Exercises

Author(s):  
Nurul I. Sarkar

Motivating students to learn TCP/IP network fundamentals is often difficult because students find the subject rather technical when it is presented using a lecture format. To overcome this problem we have prepared some hands-on exercises (practicals) that give students a practical learning experience in TCP/IP networking. The practicals are designed around a multi-user, multi-tasking operating system and are suitable for classroom use in undergraduate TCP/IP networking courses. The effectiveness of these practicals has been evaluated both formally by students and informally in discussion within the teaching team. The implementation of the practicals was judged to be successful because of the positive student feedback and that students improved their test results. This chapter describes the practicals and their impact on student learning and comprehension, based on the author’s experiences in undergraduate computer networking courses.

2019 ◽  
Vol 3 (2) ◽  
pp. 64
Author(s):  
Syafrinal Syafrinal

The purpose of this study is to design and build voice communication over IP networks using the Briker operating system. The use of VoIP Server to make calls from VoIP clients to fellow VoIP clients, and from people's VoIP numbers to one of the VoIP clients, and also looking for a comparison of public IP client and local IP voice delay at Dishubkomintel Aceh. The research method consisted of several stages namely; 1) System Design, 2) Network Topology, 3) Server-Side Design, 4) Client-Side Design, 5) Operating System and Application Installation, 6) Configuration, 7) VoIP Network Connectivity Testing, and 8) VoIP Work Observation. From the test results, several conclusions can be drawn namely; 1) VoIP Server Briker has a role in handling SIP calls from all registered clients into the Briker Server, 2) Between VoIP clients can communicate two ways with each other when registered into the Briker Server, 3) Calls to public VoIP are made by pressing '9' which used as Outbound routes then continued by pressing the destination number, and 4) Calls from VoIP of the people to VoIP are made by pressing the VoIP phone number of the people connected to the VoIP Server and then received by VRR (Voice Response Response) which will be directed to the extension number headed.Keywords:Voice Communication, IP Network, VoIP, Briker


Author(s):  
Nurul I. Sarkar

It is often difficult to motivate students to learn local area network (LAN) design because many students appear to find the subject rather dry, technical and boring. To overcome this problem the author has developed a software tool (named LAN-Designer) that gives students an interactive learning experience in LAN design concepts. The LAN-Designer is suitable for classroom use in introductory computer networking courses. This chapter describes LAN-Designer and its effectiveness in teaching and learning LAN design. The effectiveness of LAN-designer has been evaluated both formally by students and informally in discussion within the teaching team. The feedback from students indicates that the development and implementation of LAN-Designer were successful. It also discusses the impact of LAN-Designer on student learning and comprehension.


Author(s):  
Ioanna Aslanidou ◽  
Nathan Zimmerman ◽  
Evangelia Pontika ◽  
Anestis I Kalfas ◽  
Konstantinos G Kyprianidis

The main outcomes of an engineering course should be for the students to achieve the educational goals, enhance their problem solving capabilities and develop essential skills for their future career. In that context, it is important to understand what motivates the students and what helps them develop an engineering mind-set. This paper discusses the improvement of a course with the use of student feedback to motivate students and help them develop essential skills. The purpose of the paper is to provide insight into how different aspects of the course are linked to the students’ growth. Different activities have been integrated in the course over the past years. The effect these have on the student motivation to follow the course and develop skills, knowledge and interest in the subject is discussed through the analysis of student performance, student feedback and the experience of the lecturers. The improvements in the course based on the student feedback were received positively by the students, whose learning experience improved, even though the workload of the course was high. Their motivation to successfully complete the course has also increased through the changes in the delivery of the course and the support by the teachers. The combination of student feedback and teacher experience is key for the improvement of a course, while ensuring that the students develop their engineering knowledge. Therefore, the teachers should strike a balance between helping the students find the solution and encouraging them to think on their own in order to develop essential skills.


2019 ◽  
Vol 3 (2) ◽  
pp. 91
Author(s):  
Falahun Ni'am

The basics for preparing teaching materials are very important. The very first thing to consider when you are planning a learning experience is what exactly you intend your students to learn. Onsider the approach you would like students to take to their learning in your subject (The way in which you intend student to learn will, in many respects, dictate how you teach). Plan to evaluate your teaching and the subject regularly. Regular evaluation will enable you to improve the quality of the course and your teaching. This can be done by keeping a journal of activities and changes you would like to make (and the reasons for them!), by having other teachers 'sit in' on some classes, by asking the students what they have understood to be most important in each session, by having a focus group of students discuss important teaching and learning issues, and by using the Student Feedback Survey system.


Author(s):  
Nurul I. Sarkar

It is often difficult to motivate students to learn local area network (LAN) design because many students appear to find the subject rather dry, technical and boring. To overcome this problem the author has developed a software tool (named LAN-Designer) that gives students an interactive learning experience in LAN design concepts. The LAN-Designer is suitable for classroom use in introductory computer networking courses. This chapter describes LAN-Designer and its effectiveness in teaching and learning LAN design. The effectiveness of LAN-designer has been evaluated both formally by students and informally in discussion within the teaching team. The feedback from students indicates that the development and implementation of LAN-Designer were successful. It also discusses the impact of LAN-Designer on student learning and comprehension.


Author(s):  
Trevor Craig ◽  
Nurul I. Sarkar

Due to the rapid developments in wireless communication and networking technologies and the high demand for wireless networking skills in the industry worldwide, wireless communication and networking courses are becoming increasingly popular in universities, polytechnics, and private training institutions around the globe. Unfortunately, wireless communication and networking is a challenging subject to teach in a meaningful way because many students appear to find the subject technical, dry, and rather boring. To overcome this problem, the authors introduce a set of new projects in order to provide the students of wireless communication and networking with a hands-on learning experience. The projects are suitable for classroom use in introductory wireless networking courses.


Author(s):  
Johan P. Baldeón ◽  
Inmaculada Rodríguez ◽  
Anna Puig ◽  
Maite Lopez-Sanchez

During the last years, gamification has been used to engage students in more attractive educational activities in different Computer Science subjects at the university level, thereby improving their motivation and learning outcomes. This work continues a research that initially proposed a gamified design for the course “Distributed Artificial Intelligence”, an optional undergraduate course of the Computer Engineering degree. Specifically, we focused on reinforcing subjects related to Multi-Agent Systems (MAS) by means of fun hands-on activities to experiment theoretical concepts in practice. A first iteration of the design was deployed during two consecutive academic years, with good results in terms of students’ perceived learning, engagement and commitment during the class. Nevertheless, a posterior analysis of the design showed that the proposed mechanics did not consider some types of players - such as disruptors -, and some of the learning profiles - such as theoretical and reflexive -. Then, we proposed a card-based game to redesign the learning experience, using a LEarner-centered GAmification Design Framework (LEGA) that aligns both educational and gamification approaches. This paper focuses on this second iteration of the design, which has been deployed and evaluated during the last semester. The obtained results show that students liked the card game, were engaged and motivated during the gamified class, as well as they perceived an increased learning in the subject.


EDUKASI ◽  
2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Hasanudin S. Usman

The purpose of this research is to know how to incerease the students’ learning achievement that has been applied learning contextual task-based learning model and to know the influence of contextual learning in  the task-based teaching model to improve achievemen and motivation to learn the material pe civis lesson.   This research is an action research by theree rounds. Each round consists of four phases. Design activities are observation, and revesion. The subject of the research is XI grade students of Bina Informatika Ternate accademic year 2015/2016. Data obtained in the form of a formative test results, observation sheet teaching and learning activities. The results of the research showed that students’ achivement increased from round I to III that the round 1, (70.00 % ), (92,50 %)  3 cycles, conclusions of this research is the method of cooperatif learning can be a positive influence on students motivation and achievement in material udaya politics in Indonesia. It means that this model can be used as one of the alternative learning for Pkn.            Kata  kunci: PKn, cooperative learning method


2019 ◽  
Vol 9 (01) ◽  
pp. 47-54
Author(s):  
Rabbai San Arif ◽  
Yuli Fitrisia ◽  
Agus Urip Ari Wibowo

Voice over Internet Protocol (VoIP) is a telecommunications technology that is able to pass the communication service in Internet Protocol networks so as to allow communicating between users in an IP network. However VoIP technology still has weakness in the Quality of Service (QoS). VOPI weaknesses is affected by the selection of the physical servers used. In this research, VoIP is configured on Linux operating system with Asterisk as VoIP application server and integrated on a Raspberry Pi by using wired and wireless network as the transmission medium. Because of depletion of IPv4 capacity that can be used on the network, it needs to be applied to VoIP system using the IPv6 network protocol with supports devices. The test results by using a wired transmission medium that has obtained are the average delay is 117.851 ms, jitter is 5.796 ms, packet loss is 0.38%, throughput is 962.861 kbps, 8.33% of CPU usage and 59.33% of memory usage. The analysis shows that the wired transmission media is better than the wireless transmission media and wireless-wired.


Author(s):  
Sunghoon Kim ◽  
Monica Menendez ◽  
Hwasoo Yeo

Perimeter control is used to regulate transfer flows between urban regions. The greedy control (GC) method takes either the minimum or the maximum for the control inputs. Although it has the advantage of simplicity for real-time feasibility, a few existing studies have shown that it can sometimes have negative impacts because of unnecessary transfer flow restrictions. To reduce unnecessary restrictions, this study provides a method that gives flexibility to ease the strict conditions of the conventional GC. First, we propose a modification as a way of granting exceptions to the flow restriction under specific conditions. Second, we develop an algorithm to determine the threshold dynamically for accepting the exception, by comparing the possible outflow loss of the subject region and the possible outflow gain of its neighboring regions. The test results show that this flexible greedy control can handle the balance between the transfer demands and the greed of regions for securing the supply level, while increasing the performance in both vehicle hours traveled and trip completion.


Sign in / Sign up

Export Citation Format

Share Document