Revising Computer Science Networking Hands-On Courses in the Context of the Future Internet
Bibliographic Data
| ID | 20297741 |
|---|---|
| Authors | Juan A Fraire (0000-0001-9816-6989, Consejo Nacional de Investigaciones Científicas y Técnicas), Juan E Duran (0000-0003-1900-096X, Universidad Nacional de Córdoba) |
| Year | 2021 |
| Volume | 64 |
| Issue | 2 |
| Pages | 133-138 |
| Publication date | 2021-05-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | IEEE Transactions on Education (JOURNAL) |
| Journal identifiers | ISSN: 0018-9359 • E-ISSN: 1557-9638 |
| Publisher | Institute of Electrical and Electronics Engineers (IEEE) (PUBLISHER) |
| DOI | 10.1109/te.2020.3015673 |
| OpenAlex | W3083551129 |
| Language | EN |
| References cited | 19 |
Contribution: In a context where hands-on courses are biased toward specific technologies, a novel creativity-provoking instructional approach for networking undergraduate courses is successfully applied following action research principles and active and creative learning techniques. Background: Extensive engineering-oriented networking courses have been proposed with a strong focus on specific protocol solutions. At the same time, the amount and complexity of techniques is notably increasing with the advent of the Future Internet. As a result, the curricula looses focus on the fundamentals of networking algorithms. Intended Outcomes: We address algorithmic learning in networking for computer sciences, where students are expected to 1) create; 2) develop; 3) analyze; and 4) compare algorithms and processes regardless of protocol-specific technologies. At least 70% of the students are expected to meet this goal while enhancing their engagement and motivation in a time-constrained course schedule. Application Design: To achieve 1) and 2), we instrument an active experimental strategy, while objectives 3) and 4) are tackled with creative learning techniques, both applied in an action research framework. The approach is supported by state-of-the-art networking application interfaces and simulators. Furthermore, a blended and game learning component favors the engagement via comparison and competition of students' project metrics. Findings: The experiment is carried out by professors of the Computer Science Bachelor's degree taught in FAMAF. Results show that the applied methodology met the intended outcomes, and improved by 7% in a two-year cycle. Furthermore, the approach was very well received based on student's feedback
Active learning (machine learning) · Bachelor · Context (archaeology) · Creativity · Curriculum · Multimedia · Pedagogy · The Internet · World Wide Web · Artificial Intelligence · Cloud Computing and Resource Management · Computer Science · IoT and Edge/Fog Computing · Software-Defined Networks and 5G
Digital game-based learning
Wireless Sensor Networks—A Hands-On Modular Experiments Platform for Enhanced Pedagogical Learning
Virtual Laboratory for QoS Study in Next-Generation Networks With Metro Ethernet Access
Improving a Computer Networks Course Using the Partov Simulation Engine
Design of a Competitive and Collaborative Learning Strategy in a Communication Networks Course
Computational Creativity Exercises
A Wireless Communications Laboratory on Cellular Network Planning
An Assessment of Remote Laboratory Experiments in Radio Communication
| Highly cited | No |
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