The Research of Virtualization Emulator Based on Open Shortest Path First

2013 ◽  
Vol 411-414 ◽  
pp. 729-732
Author(s):  
An Hong Tian ◽  
Cheng Biao Fu

Computer network is one of the compulsory course for computer professional students, but students are boring for abstract network concepts, in order to improve the innovation of students, a virtual simulation tools named Packet Tracer is introduced into the classroom teaching, which can provide network simulation environment as real life with enough network equipment. This paper presents the configuration example of Open Shortest Path Firs Protocol, and proves the network connectivity simulation results, this is an efficient method for teaching and learning by visual emulator.

2013 ◽  
Vol 397-400 ◽  
pp. 2090-2093
Author(s):  
An Hong Tian ◽  
Cheng Biao Fu

Due to the problem of network structure, security, redundant path in traditional network, this can be solved by Virtual Local Area Network (VLAN) technology. As the network laboratory in colleges and universities is not perfect because of high cost, a virtual simulation tools named Packet Tracer has been introduced to computer network experimental curriculum, this paper put forwards the detail design scheme by the example of VLAN with three switches, and provides the experiment and theoretical analysis and simulation verification .The practice has proved this method not only deepens students comprehension of network, but also cultivates the students' actual comprehensive ability.


2007 ◽  
Vol 68 (1) ◽  
pp. 30-35 ◽  
Author(s):  
Daphne Lordly

Purpose: The impact of storytelling in the classroom was examined, as was what motivates individuals to engage in storytelling. Methods: A storytelling methodology was introduced in an undergraduate nutrition course as an opportunity to enhance the teaching and learning environment. A 28-item, multi-part, self-administered survey was then distributed to the class (n=17). Results: Survey responses (n=15, 88% response) indicate that educators’ and students’ storytelling can positively influence the learning environment. This occurs through the creation of a greater focus on personalized information, glimpses of real-life experience, a connection with a topic as participants recognize similarities in their own personal experience and knowledge, and connections between different topics and through the emphasis on key concepts. Stories initiate useful conversations about unexplored struggles within practice, such as the emotional dimension(s) of an issue or what it means to be professional. Students are motivated to participate in storytelling through an external focus on others (i.e., helping others to learn) and an internal focus on self (i.e., seeking a connection with others to promote social dialogue). Several challenges related to the use of storytelling in the classroom emerged. Conclusions: Storytelling develops ways of knowing and dialoguing about issues, which has the potential to influence how students will approach their professional practice.


2013 ◽  
Vol 401-403 ◽  
pp. 1813-1816
Author(s):  
An Hong Tian ◽  
Cheng Biao Fu ◽  
Hong Mei Xiao

As network environment is becoming more and more complex, it is difficult for students to understand and master the complex and abstract network concepts. A virtual learning tool named Cisco Packet Tracer has been introduced into the classroom teaching, which provides the virtual configuration environment as real one. This article presents the features of the virtual simulation tool, and the configuration example for mini practice project, which can inspire students creativity. It makes teaching and learning computer network much easier than traditional teaching method.


Author(s):  
DWI ARYANTA ◽  
ARSYAD RAMADHAN DARLIS ◽  
DIMAS PRIYAMBODHO

ABSTRAKEIGRP (Enhanced Interior Gateway Routing Protocol) dan OSPF (Open Shortest Path Fisrt) adalah routing protokol yang banyak digunakan pada suatu jaringan komputer. EIGRP hanya dapat digunakan pada perangkat Merk CISCO, sedangkan OSPF dapat digunakan pada semua merk jaringan. Pada penelitian ini dibandingkan delay dan rute dari kedua routing protokol yang diimplementasikan pada topologi Ring dan Mesh. Cisco Packet Tracer 5.3 digunakan untuk mensimulasikan kedua routing protokol ini. Skenario pertama adalah perancangan jaringan kemudian dilakukan pengujian waktu delay 100 kali dalam 5 kasus. Skenario kedua dilakukan pengujian trace route untuk mengetahui jalur yang dilewati paket data lalu memutus link utama. Pada skenario kedua juga dilakukan perbandingan nilai metric dan cost hasil simulasi dengan perhitungan rumus. Skenario ketiga dilakukan pengujian waktu konvergensi untuk setiap routing protokol pada setiap topologi. Hasilnya EIGRP lebih cepat 386 µs daripada OSPF untuk topologi Ring sedangkan OSPF lebih cepat 453 µs daripada EIGRP untuk topologi Mesh. Hasil trace route menunjukan rute yang dipilih oleh routing protokol yaitu nilai metric dan cost yang terkecil. Waktu konvergensi rata-rata topologi Ring pada EIGRP sebesar 12,75 detik dan 34,5 detik pada OSPF sedangkan topologi Mesh di EIGRP sebesar 13 detik dan 35,25 detik di OSPF.Kata Kunci: EIGRP, OSPF, Packet Tracer 5.3, Ring, Mesh, KonvergensiABSTRACTEIGRP (Enhanced Interior Gateway Routing Protocol) and OSPF (Open Shortest Path Fisrt) is the routing protocol that is widely used in a computer network. EIGRP can only be used on devices Brand CISCO, while OSPF can be used on all brands of network. In this study comparison of both the delay and the routing protocol implemented on Ring and Mesh topology. Cisco Packet Tracer 5.3 is used to simulate both the routing protocol. The first scenario is the design of the network and then do the test of time delay 100 times in 5 cases. The second scenario tested trace route to determine the path of the data packet and then disconnect the main link. In the second scenario also conducted a cost comparison of metrics and the simulation results with the calculation formula. The third scenario testing time for each routing protocol convergence on any topology. The result EIGRP faster than 386 microseconds for a ring topology while OSPF OSPF 453 microseconds faster than EIGRP for Mesh topology. The results showed trace route chosen by the routing protocol metric value and cost is the smallest. Average convergence time in the EIGRP topology Ring of 12.75 seconds and 34.5 seconds, while the Mesh topology in an OSPF EIGRP for 13 seconds and 35.25 seconds in OSPF.Keywords: EIGRP,OSPF, Packet Tracer 5.3, Ring, Mesh, Convergence


Compiler ◽  
2013 ◽  
Vol 2 (2) ◽  
Author(s):  
Aditya Wisnu Pratama ◽  
Hero Wintolo ◽  
Yenni Astuti

Computer network using LAN has limitations in terms of the large number of computers that will be connected to the switch equipment. This limitation can be overcome by connecting the LAN between each other using a router. Networks inter LAN still pose a problem in terms of safety, although the amount can be overcome. To overcome the problem requires a LAN in a small group that is often known as Virtual Local Area Network (VLAN). VLAN can be connected as is often done on the LAN in general with the addition of some equipment that is able to be used as the connecting or known by the name of inter-VLAN. inter-VLAN configuration can be done directly and indirectly. the configuration directly by configuring the network equipment such as switches and routers, while the indirect configuration can be done using packet tracer. In doing inter-VLAN configuration requires a command performed by an administrator. Commands that is configured on the network equipment is a command that is still a command line or a particular script. For people who have not worked as a network administrator needed a software Graphics User Interface (GUI) for ease in studying network administration. Software Graphics User Interface (GUI) can facilitate a person who has worked as an administrator to configure inter-VLAN.


Author(s):  
М.Ю. Сергеев ◽  
Т.И. Сергеева

Описан подход к проектированию корпоративных компьютерных сетей с применением моделирующих систем. Предложена методика проектирования сети, выбора компонентов сети, настройки параметров работы сети, проверки работоспособности сети. Методика проектирования базируется на использовании CASE-средств моделирования сетей. Приведен алгоритм применения моделирующей системы Cisco Packet Tracer для проектирования компьютерной сети. An approach to the design of corporate computer networks using simulation systems is described. A methodology for designing a network, selecting network components, adjusting the parameters of the network, checking the operability of the network is proposed. The design methodology is based on the use of CASE network simulation tools. An algorithm for using the Cisco Packet Tracer simulation system for designing a computer network is presented.


Author(s):  
Vadym Abramov

An overview of computer network simulation tools is being conducted in order to create a methodology for studying the relevant disciplines in higher school. The analysis of positive and negative properties of virtual and physical means of simulation of computer networks is carried out. It is concluded that the best for educational institutions are combined models that are quite budget and allow to compile and study practically unlimited topologies of networks, as well as gain experience with real physical equipment. The analysis of virtual simulation tools shows that they contain the means of interaction of the virtual network with external real equipment. This makes it possible to create a composite platform in which part of the model is virtual and the part is actually physical. This allows budget funds to quickly create models of large numbers of networks and allows students to get more information on working with hardware in conditions close to real industrial networks. The platform of the combined modeling is very convenient to use for researching systems on the Internet of Things. It helps in designing to simulate and explore real-world control systems for a large number of virtual "Smart Things" that are presented in the new Cisco Packet Tracer 7.0 simulator. These virtual things can be controlled from external means of the real world through laptops, tablets, etc. Create realistic control programs and related software for this and adjust them in conditions of maximum approximation to reality. New modeling technologies are the basis for the emergence of new teaching methods that are used at the Kiev University of B. Grinchenko.


2020 ◽  
Author(s):  
NOVALDY FIQRI ◽  
Hilmayani ◽  
Pandu Pratama Putra M.Kom

The design of a computer network is an essential and important instrument in institutions or universities, one of which is at the Riau Province Sports High School. To support maximum human resource performance, the Riau Province Sports High School applies the use of computer networks to manage administration and teaching and learning processes, so that the use of computer networks is urgently needed. Then it is necessary to have a better and more efficient network system to regulate information sharing, so as to facilitate access to information between employees in Riau Province Sports High School. This research uses simulation and implementation methods. Data collection is done by library research, observation and interviews. Before the implementation of computer network design that was built in the Riau Province Sports High School Building will be simulated with Cisco packet tracer in accordance with the data already obtained (needs analysis). The results of this study are network design used for the Riau Province Sports High School building. The network created can facilitate the performance of employees and instructors of Riau Province Sports High School. The design is done as well as possible so that the School does not have difficulties when doing network development.


Author(s):  
Nazre bin Abdul Rashid ◽  
Md. Zahar Bin Othman ◽  
Rasyidi Bin Johan ◽  
Salman Firdaus Bin Hj. Sidek

The Computer Networking course commonly taught in mixed mode involving lecture and practical session whereas beside face-to-face theory session, students need to experience hands-on activities in order to appreciate the technology and contents. Nevertheless the abstraction in Computer Networking course such as the complexity in TCP/IP network layering, the connection and configuration of client and server’s framework, differences in static and dynamic IP address configuration had imposed a great challenge for students to understand and grab the main concept of computer networking technology. As such, an approach of using computer network simulation and visualization tool in teaching and learning Computer Networking course is seen beneficial for educators and students. In this research, computer network simulation software of CISCO Packet Tracer was utilized in Computer Networking (MTN3023) course. Students (N=55) were exposed to CISCO Packet Tracer on which they developed Wide Area Network (WAN) that consists of configuration activities of Personal Computer (PC), Servers and Switches according to CISCO standard. Subsequently, student’s feedback and their insight on the effectiveness of CISCO packet Tracer in learning computer networking were probed using questionnaire. All the feedbacks were investigating statistically using SPSS 16.0. From the analysis, the descriptive results shown that all students were agreed (N=32 : Strongly Agree; N=23 : Agree) that CISCO Packet Tracer had successfully help them to understand several key concepts of computer networking and at the same quash some abstractions they faced in the course. In a nutshell, CISCO Packet Tracer as a simulation and visualization tool had been proven to be an effective software in supporting the teaching and learning of computer networking course.


Author(s):  
Jane Kotzmann

This chapter explores the real-life operation of six higher education systems that align with the theoretical models identified in Chapter 2. Three states follow a largely market-based approach: Chile, England, and the United States. Three states follow a largely human rights-based approach: Finland, Iceland, and Sweden. The chapter describes each system in terms of how it aligns with the particular model before evaluating the system in relation to the signs and measures of successful higher education systems identified in Chapter 3. This chapter provides conclusions as to the relative likelihood of each approach facilitating the achievement of higher education teaching and learning purposes.


Sign in / Sign up

Export Citation Format

Share Document