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A computer game modelling routing in computer networks as ...

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PREPARATION OF PAPERS FOR THE INTERNATIONAL JOURNAL ON EMERGING TECHNOLOGIES IN LEARNING<br />

It is important <strong>in</strong> e-learn<strong>in</strong>g and <strong>in</strong> blended learn<strong>in</strong>g to<br />

go beyond the first step of just publish<strong>in</strong>g material on the<br />

web so that the students have access to it <strong>in</strong> electronic<br />

format. This fist step is known <strong>as</strong> shovelware and it h<strong>as</strong><br />

been shown <strong>in</strong> research done by Khalifa [7] that learn<strong>in</strong>g<br />

materials are more useful for students when they<br />

<strong>in</strong>corporate some <strong>in</strong>teractivity. The experiment w<strong>as</strong><br />

carried out with two equal groups of students alternat<strong>in</strong>g<br />

between a “shovelware” setup (a PowerPo<strong>in</strong>t presentation<br />

and a Word document), and an alternate setup of properly<br />

constructed <strong>in</strong>terconnected documents. The f<strong>in</strong>d<strong>in</strong>gs <strong>in</strong> the<br />

study were clear:<br />

”The Distributed Interactive Learn<strong>in</strong>g Web site w<strong>as</strong><br />

found to be superior to the Distributed P<strong>as</strong>sive Learn<strong>in</strong>g<br />

Web site <strong>in</strong> terms of both the learn<strong>in</strong>g process and the<br />

learn<strong>in</strong>g outcome”. [7]<br />

The results from the study showed that the extra work<br />

the educator puts <strong>in</strong>to development of an <strong>in</strong>teractive site<br />

actually pays off.<br />

II. LEARNING CONTENT<br />

In this section we give a brief <strong>in</strong>troduction to <strong>rout<strong>in</strong>g</strong>,<br />

and l<strong>in</strong>k state <strong>rout<strong>in</strong>g</strong> <strong>in</strong> particular. Then we compare the<br />

<strong>rout<strong>in</strong>g</strong> process to our <strong>game</strong>, po<strong>in</strong>t<strong>in</strong>g out differences and<br />

similarities.<br />

A. Rout<strong>in</strong>g<br />

Rout<strong>in</strong>g <strong>in</strong> a packet switch<strong>in</strong>g network [8], such <strong>as</strong> the<br />

Internet, is the process of determ<strong>in</strong><strong>in</strong>g the transmission<br />

path of a data packet from some source to some<br />

dest<strong>in</strong>ation. In general we separate between routers,<br />

<strong>computer</strong>s that forwards packets b<strong>as</strong>ed on <strong>rout<strong>in</strong>g</strong><br />

decisions, and hosts, mach<strong>in</strong>es that reside at 'the edge' of<br />

<strong>networks</strong>, either <strong>as</strong> a source of, or dest<strong>in</strong>ation for, a<br />

packet.<br />

Hosts and routers are connected by local <strong>networks</strong><br />

called l<strong>in</strong>es. There are various local network standards,<br />

with different properties. Some of these properties are of<br />

<strong>in</strong>terest <strong>in</strong> a <strong>rout<strong>in</strong>g</strong> context, such <strong>as</strong> bandwidth, delay and<br />

load. These can be comb<strong>in</strong>ed <strong>in</strong> a <strong>rout<strong>in</strong>g</strong> metric, used to<br />

order l<strong>in</strong>es with respect to desirability <strong>in</strong> terms of<br />

transmission. By <strong>as</strong>sociat<strong>in</strong>g a metric to each l<strong>in</strong>e we can<br />

employ a <strong>rout<strong>in</strong>g</strong> algorithm to determ<strong>in</strong>e the optimal path<br />

between any source and dest<strong>in</strong>ation.<br />

There are various k<strong>in</strong>ds of <strong>rout<strong>in</strong>g</strong> algorithms and we<br />

dist<strong>in</strong>guish between static algorithms where the <strong>rout<strong>in</strong>g</strong><br />

algorithm is performed only once and dynamic algorithms<br />

where the <strong>rout<strong>in</strong>g</strong> <strong>in</strong>formation is updated cont<strong>in</strong>uously to<br />

adapt to changes <strong>in</strong> the network topology. The most<br />

common <strong>rout<strong>in</strong>g</strong> algorithms are so-called l<strong>in</strong>k-state<br />

algorithms.<br />

B. L<strong>in</strong>k State Rout<strong>in</strong>g<br />

L<strong>in</strong>k state <strong>rout<strong>in</strong>g</strong> is b<strong>as</strong>ed on the premise that all<br />

routers have knowledge of the entire topology of the<br />

network <strong>in</strong> which the algorithm operates. The operation of<br />

the algorithm is then concerned with ga<strong>in</strong><strong>in</strong>g this<br />

knowledge, with updat<strong>in</strong>g it to adapt to changes, and with<br />

comput<strong>in</strong>g <strong>rout<strong>in</strong>g</strong> tables that are used for forward<strong>in</strong>g.<br />

More concretely, there are five t<strong>as</strong>ks for each router.<br />

1. Discover and identify neighbour<strong>in</strong>g routers.<br />

2. Me<strong>as</strong>ure the cost, <strong>in</strong> terms of the chosen metric,<br />

to each of one’s neighbours.<br />

3. Construct a packet conta<strong>in</strong><strong>in</strong>g the <strong>in</strong>formation<br />

from t<strong>as</strong>k 1 and 2.<br />

4. Send the packet to all other routers on the<br />

network, and receive packets from all others.<br />

5. Compute the shortest (lowest cost) path to every<br />

other router. This is possible because the packets conta<strong>in</strong><br />

all <strong>in</strong>formation necessary to learn the topology of the<br />

network. The computation of shortest paths is done with<br />

Dijkstra’s algorithm [9].<br />

?<br />

A<br />

B<br />

?<br />

A<br />

?<br />

B<br />

2<br />

A<br />

3<br />

?<br />

C<br />

C<br />

a) Before t<strong>as</strong>k 1 b) After t<strong>as</strong>k 1<br />

c) After t<strong>as</strong>k 2<br />

B<br />

2<br />

From: A<br />

Dest. Cost<br />

B: 2<br />

C: 3<br />

A<br />

3<br />

B<br />

2<br />

From: F<br />

Dest. Cost<br />

C: 5<br />

E: 2<br />

G: 1<br />

A<br />

3<br />

1<br />

D<br />

B<br />

2<br />

2<br />

E<br />

4<br />

A<br />

1<br />

2<br />

1<br />

3<br />

C<br />

5<br />

F<br />

C<br />

C<br />

G<br />

d) After t<strong>as</strong>k 3 e) After t<strong>as</strong>k 4 f) After t<strong>as</strong>k 5<br />

Figure 1. The process l<strong>in</strong>k state router A goes through, from the time it is booted, a), until it h<strong>as</strong> knowledge of the entire network, and the shortest<br />

paths to each router.

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