Development of a software application for teaching computer networking

In a typical classroom, an individual student takes instructions from a teacher, memorises a concept to the best of their ability, and then regurgitates the theory in an exam with or without a full understanding of the problem. However, research has shown that this is not an effective way of learnin...

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Main Author: Wang, Jason Shicheng
Other Authors: CHENG Tee Hiang
Format: Final Year Project
Language:English
Published: Nanyang Technological University 2021
Subjects:
Online Access:https://hdl.handle.net/10356/149757
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1497572023-07-07T18:26:51Z Development of a software application for teaching computer networking Wang, Jason Shicheng CHENG Tee Hiang School of Electrical and Electronic Engineering ETHCHENG@ntu.edu.sg Engineering::Electrical and electronic engineering::Computer hardware, software and systems In a typical classroom, an individual student takes instructions from a teacher, memorises a concept to the best of their ability, and then regurgitates the theory in an exam with or without a full understanding of the problem. However, research has shown that this is not an effective way of learning, with most of the newly learnt information lost within a week. As such, gamification is proposed to solve this issue by creating a software that teaches networking concepts in an engaging manner for students to learn at their own pace. Gamification refers the use of game design elements and principles outside of games, for example in an e-learning software. This has been shown to make learning more enjoyable and effective, while also promoting independent learning. The hands-on nature also increases immersion for many students, allowing them to put the theoretical principles into use with practical examples. This is especially important in the current context of home-based learning due to the ongoing pandemic, causing a decrease in physical contact, communication between students and lab sessions. There is also currently a shortage of well-qualified engineers in this area, and this has serious implications due to how widely computer networking is used in our daily lives. This project aims to create an application to teach networking, more specifically the shortest path between nodes in a graph using the Dijkstra’s Algorithm. The app is made of up of three distinct parts, the exercise, the web app and the game. It is hoped that this will appeal to more students to study networking by making it more fun and engaging. This report focuses on the early concepts and ideas for the project, as well as the working versions of the game created using both Unity and JavaScript. More work will need to be done to make this a full-fledged application suitable for deployment to the general student population, and this report will also go in-depth on the difficulties faced as well as all the workarounds and solutions to these issues. Bachelor of Engineering (Information Engineering and Media) 2021-06-07T08:34:49Z 2021-06-07T08:34:49Z 2021 Final Year Project (FYP) Wang, J. S. (2021). Development of a software application for teaching computer networking. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/149757 https://hdl.handle.net/10356/149757 en A3050-201 application/pdf Nanyang Technological University
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Engineering::Electrical and electronic engineering::Computer hardware, software and systems
spellingShingle Engineering::Electrical and electronic engineering::Computer hardware, software and systems
Wang, Jason Shicheng
Development of a software application for teaching computer networking
description In a typical classroom, an individual student takes instructions from a teacher, memorises a concept to the best of their ability, and then regurgitates the theory in an exam with or without a full understanding of the problem. However, research has shown that this is not an effective way of learning, with most of the newly learnt information lost within a week. As such, gamification is proposed to solve this issue by creating a software that teaches networking concepts in an engaging manner for students to learn at their own pace. Gamification refers the use of game design elements and principles outside of games, for example in an e-learning software. This has been shown to make learning more enjoyable and effective, while also promoting independent learning. The hands-on nature also increases immersion for many students, allowing them to put the theoretical principles into use with practical examples. This is especially important in the current context of home-based learning due to the ongoing pandemic, causing a decrease in physical contact, communication between students and lab sessions. There is also currently a shortage of well-qualified engineers in this area, and this has serious implications due to how widely computer networking is used in our daily lives. This project aims to create an application to teach networking, more specifically the shortest path between nodes in a graph using the Dijkstra’s Algorithm. The app is made of up of three distinct parts, the exercise, the web app and the game. It is hoped that this will appeal to more students to study networking by making it more fun and engaging. This report focuses on the early concepts and ideas for the project, as well as the working versions of the game created using both Unity and JavaScript. More work will need to be done to make this a full-fledged application suitable for deployment to the general student population, and this report will also go in-depth on the difficulties faced as well as all the workarounds and solutions to these issues.
author2 CHENG Tee Hiang
author_facet CHENG Tee Hiang
Wang, Jason Shicheng
format Final Year Project
author Wang, Jason Shicheng
author_sort Wang, Jason Shicheng
title Development of a software application for teaching computer networking
title_short Development of a software application for teaching computer networking
title_full Development of a software application for teaching computer networking
title_fullStr Development of a software application for teaching computer networking
title_full_unstemmed Development of a software application for teaching computer networking
title_sort development of a software application for teaching computer networking
publisher Nanyang Technological University
publishDate 2021
url https://hdl.handle.net/10356/149757
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