38,786 research outputs found
An Open Platform to Teach How the Internet Practically Works
Each year at ETH Zurich, around 100 students collectively build and operate
their very own Internet infrastructure composed of hundreds of routers and
dozens of Autonomous Systems (ASes). Their goal? Enabling Internet-wide
connectivity.
We find this class-wide project to be invaluable in teaching our students how
the Internet infrastructure practically works. Among others, our students have
a much deeper understanding of Internet operations alongside their pitfalls.
Besides students tend to love the project: clearly the fact that all of them
need to cooperate for the entire Internet to work is empowering.
In this paper, we describe the overall design of our teaching platform, how
we use it, and interesting lessons we have learnt over the years. We also make
our platform openly available.Comment: 6 pages, 8 figure
Teaching programming at a distance: the Internet software visualization laboratory
This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail.
Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students.
We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education
Overview of technologies for building robots in the classroom
This paper aims to give an overview of technologies that can be used to implement robotics within an educational context. We discuss complete robotics systems as well as projects that implement only certain elements of a robotics system, such as electronics, hardware, or software. We believe that Maker Movement and DIY trends offers many new opportunities for teaching and feel that they will become much more prominent in the future. Products and projects discussed in this paper are: Mindstorms, Vex, Arduino, Dwengo, Raspberry Pi, MakeBlock, OpenBeam, BitBeam, Scratch, Blockly and ArduBlock
Load flow studies on stand alone microgrid system in Ranau, Sabah
This paper presents the power flow or load flow analysis of Ranau microgrid, a
standalone microgrid in the district of Ranau,West Coast Division of Sabah. Power
flow for IEEE 9 bus also performed and analyzed. Power flow is define as an
important tool involving numerical analysis applied to power system. Power flow
uses simplified notation such as one line diagram and per-unit system focusing on
voltages, voltage angles, real power and reactive power. To achieved that purpose,
this research is done by analyzing the power flow analysis and calculation of all the
elements in the microgrid such as generators, buses, loads, transformers,
transmission lines using the Power Factory DIGSilent 14 software to calculate the
power flow. After the analysis and calculations, the results were analysed and
compared
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Teaching practical science online using GIS: a cautionary tale of coping strategies
Strong demand for GIS and burgeoning cohorts have encouraged the delivery of GIS teaching via online distance education models. This contribution reviews a brief foray (2012–2014) into this field by the Open University, deploying open source GIS software to enable students to perform practical science investigations online. The “Remote observation” topic spanned four science disciplines in 6 weeks – an ambitious remit within an innovative overarching module. Documenting the challenges and strategies involved, this paper uses forum usage and student feedback data to derive insights into the student experience and the pitfalls and pleasures of teaching GIS at a distance
MILO: Models of innovation in learning online at Key Stage 3 and 14-19: Final report
The report presents and analyses eight case studies, which reflect a wide range of models of online learning, each of which has been developed for specific reasons, largely in relation to visions of how technology can transform learning, but also to solve practical problems such as re-engaging disaffected learners and coping with rising pupil numbers
Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real
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