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Michelle Krill

Internetworking Technology Handbook - Internetworking Basics [Internetworking] - Cisco... - 0 views

  • The upper layers of the OSI model deal with application issues and generally are implemented only in software. The highest layer, the application layer, is closest to the end user. Both users and application layer processes interact with software applications that contain a communications component. The term upper layer is sometimes used to refer to any layer above another layer in the OSI model. The lower layers of the OSI model handle data transport issues. The physical layer and the data link layer are implemented in hardware and software. The lowest layer, the physical layer, is closest to the physical network medium (the network cabling, for example) and is responsible for actually placing information on the medium.
  • Internetwork addresses identify devices separately or as members of a group. Addressing schemes vary depending on the protocol family and the OSI layer. Three types of internetwork addresses are commonly used: data link layer addresses, Media Access Control (MAC) addresses, and network layer addresses.
  • A data link layer address uniquely identifies each physical network connection of a network device. Data-link addresses sometimes are referred to as physical or hardware addresses.
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  • End systems generally have only one physical network connection and thus have only one data-link address. Routers and other internetworking devices typically have multiple physical network connections and therefore have multiple data-link addresses.
  • As with most data-link addresses, MAC addresses are unique for each LAN interface.
  • MAC addresses are 48 bits in length and are expressed as 12 hexadecimal digits.
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    An internetwork is a collection of individual networks, connected by intermediate networking devices, that functions as a single large network. Internetworking refers to the industry, products, and procedures that meet the challenge of creating and administering internetworks.
Michelle Krill

An Introduction To Tcp/Ip : Learn-Networking.com - 0 views

  • A network is simply a collection of computers or similar devices that can communicate over a transmission medium.
  • To actually send any data from one computer to another we need to make use of a network protocol. A network protocol is a set of common rules that defines how data should be sent.
  • Without a common suite like TCP/IP, the internet would not be possible.
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  • The goal was to create a network that didn’t depend on other parts of the network to operate- one of the key features of TCP/IP.
  • Instead of one computer having authority over others, computers generally operate as equals.
  • This ambitious project was initially named ARPANET after the Defense Department’s Advanced Research Projects Agency (ARPA).
  • How does the computer know where to send each packet of data if multiple applications are running?
  • UDP is great for broadcasting data- such as streaming radio music.
  • ach card has a unique physical address that is set at the factory, and can’t be changed. Essentially this is an identifier for the computer it is installed on.
  • Instead of looking at every bit of data on the internet, logical addressing allows for computers to just look at data on a home network or subnet.
  • A router is a device used to read logical addressing information, and to direct the data to the appropriate destination.
  • TCP/IP includes protocols that tell routers how to find a path through the network.
  • Instead of having to remember an IP address, name resolution allows you to remember Google’s name.
  • This handy service is accomplished on name servers, which are just computers that store tables that translate domain names to and from IP addresses.
  • just ask them why ARPANET designers pressed for a decentralized protocol suite!
    • Michelle Krill
       
      For a decentralized network
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    for assignment #2
Michelle Krill

Exploratorium: About Our Network - 0 views

  • The MDF is the "Main Distribution Frame" where all the data converges, and the IDF's are "Intermediate Distribution Frames" where data goes out to the various machines.
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    MDF
Michelle Krill

Valerie Rybinski's "De-Mystifying Cabling Specifications From 5e to 7A" - Siemon Networ... - 0 views

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    Over my head! optional reading for assignment 2
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    I have a newfound respect for our network guys!!
Michelle Krill

Free and Open Source Educational Software - 0 views

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    A collection of Free and Open Source software for educational use that run on Windows. The educational software varies from mathematics to music, from science to graphics, from programming to educational gamesi and includes office tools, business software, network tools and security software
Michelle Krill

If You Can't Beat 'Em, Join 'Em : August 2007 : THE Journal - 0 views

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    Educators who recognize how much social networking engages and informs kids are creating their own sites as learning tools that foster collaboration among students, teachers, and parents.
Michelle Krill

Smart Classrooms - 0 views

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    Smart Classrooms are technology enhanced classrooms that foster opportunities for teaching and learning by integrating learning technology, such as computers, specialized software, audience response technology, networking, and audio/visual capabilities. These classrooms are available for faculty and require a reservation prior to use.
Michelle Krill

Identity Production in a Networked Culture: Why Youth Heart MySpace - 0 views

  • identity production and socialization in contemporary American society.
  • youth - ages 14-24.
  • Moral panics are a common reaction to teenagers when they engage in practices not understood by adult culture.
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  • the benefits for socialization outweigh the potential harm
  • Unlike adults, youth are not invested in email; their primary peer-to-peer communication occurs synchronously over IM. Their use of MySpace is complementing that practice.
  • liminal
  • Regardless of what will come, youth are doing what they've always done - repurposing new mediums in order to learn about social culture.
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    I want to talk with you today about how teenagers are using a website called MySpace.com. I will briefly describe the site and then discuss how youth use it for identity production and socialization in contemporary American society.
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    Parents and teachers should all read this one!
Michelle Krill

One Laptop One Child - 0 views

  • If used correctly, computers in more hands can help speed schools along the path to 21st-century learning, Walery says.
    • Michelle Krill
       
      My comment
  • The district’s policy didn’t allow for students to bring in their own computers and connect to the school’s network,
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    How about having kids bring their own?
Michelle Krill

MIT digitizes its courses, throws them online, and asks 'What now?" - Network World - 0 views

  • Pitroda said the scale of such goals requires questioning basic assumptions about what education is and how it is accomplished
    • Michelle Krill
       
      Is the paper diploma as important as it has been in the past?
Michelle Krill

Game-Based Learning: How to Delight and Instruct in the 21st Century (EDUCAUSE Review) ... - 0 views

  • videogames (arguably one of the most sophisticated forms of information technology to date)
  • five leading-edge thinkers in the field: James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer.
  • power-performanced learning
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  • In summary, up to this point, education has been based on a model of scarcity because it was very hard to get good academic material. It was hard to get the right kinds of books. It was hard to get access to the teachers. So naturally, school formed a solution, an economical way of delivering information, using the classroom model, using the teacher model. What you basically got is a really constrained environment. Today, it’s about abundance: what do the models for learning look like now?
  • But it’s not about the technology. It’s about the way that your culture is organized.
  • College is becoming, for many undergraduates, a social experience.
  • But absent a one-on-one tutorial, it’s very difficult to do that. You get into small groups, and you have active discussions, but once you scale the group up, it becomes very difficult because you can’t push sixty people individually to the limits of their knowledge.
  • you can create an online environment where those sixty people can push against the limits of their knowledge. And that becomes something different and very important. That’s what simulations are good for.
  • © 2004
  • Because one of the most effective uses of simulation is as a mechanism to surface assumptions. You put the simulation up there, and people play it out, and in the course of playing it out, they question the underlying rules of the game.
  • One of the hallmarks of a good game is that it creates a game community. In order to play this game, players have to get information from other sources. They have to explore. They have to communicate. They have to post.
  • They are handing off and reinforcing each other’s learning. You don’t get that in a classroom. Not often.
  • You really have to think in terms of how to bring learning to networks of people, to groups of people.
Michelle Krill

Official Google Blog: From the height of this place - 0 views

  • More Internet-enabled phones will be sold and activated in 2009 than personal computers.
  • Today, the computer for the rest of us is a phone.
  • Our infrastructure has to keep up with this growth just to maintain our current level of quality, but to actually make search smarter, our index and infrastructure need to grow at a pace FASTER than the web.
    • Michelle Krill
       
      I find this to be an excellent sentence that can be applied to public education as well.
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  • One thing that we have learned in our industry is that people have a lot to say. They are using the Internet to publish things at an astonishing pace. 120K blogs are created daily — most of them with an audience of one. Over half of them are created by people under the age of nineteen. In the US, nearly 40 percent of Internet users upload videos, and globally over fifteen hours of video are uploaded to YouTube every minute. The web is very social too: about one of every six minutes that people spend online is spent in a social network of some type.
  • No one argues the value of free speech, but the vast majority of stuff we find on the web is useless. The clamor of junk threatens to drown out voices of quality.
  • When data is abundant, intelligence will win
  • The real potential of cloud computing lies not in taking stuff that used to live on PCs and putting it online, but in doing things online that were previously simply impossible.
  • Oil fueled the Industrial Revolution, but data will fuel the next generation of growth.
  • Now, the best technology starts with consumers, where a Darwinian market drives innovation that far surpasses traditional enterprise tools, and migrates to the workplace only after thriving with consumers.
  • Cloud computing levels that playing field so that the small business has access to the same systems that large businesses do. Given that small businesses generate most of the jobs in the economy, this is no small trend.
  • With facts, negotiations can become less about who yells louder, but about who has the stronger data.
  • Similarly, we manage Google with a long-term focus.
Michelle Krill

Course: IDT 688 Facilities Planning and Network Design - 1 views

    • Michelle Krill
       
      Topic 4 has the pdf's of presentations.
    • Michelle Krill
       
      Bottom 2 pdf's in section 4 are for smart learning spaces project.
Chris Champion

Read/download samples | Everyware: The dawning age of ubiquitous computing | A book by ... - 0 views

  • paradigm of interaction that I call everyware.
    • Michelle Krill
       
      Almost sounds like science fiction.
  • and is delivered in a manner appropriate to our location and context.
    • Chris Champion
       
      delivered in context to what we are doing
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  • We will have to accept that privacy as we have heretofore understood it may be a thing of the past:
    • Chris Champion
       
      open source in life?
  • We will have to accept that privacy as we have heretofore understood it may be a thing of the past: that people will be presented with a bargain where access to the most intimate details of their lives is traded away in return for increased convenience, and that many will accept.
  • We hear about RFID tags being integrated into employee ID cards, a new modular sensor grid on the architectural market, a networking scheme proposing to use the body's own electrical field to carry information - and this in the general press, not the specialist journals.
    • Chris Champion
       
      RFID = radio frequency ID, its those white badges you wave in front of the black pad to get in the door. it is ALSO every box that gets aboard a Wal-Mart truck.
  • t is coming - and as yet, the people who will be most affected by it, the overwhelming majority of whom are nontechnical, nonspecialist, ordinary citizens of the developed world, barely know it even exists.
  • It is coming because something like it effectively became inevitable, the moment each of the tools, products and services we're interested started communicating in ones and zeroes.
  • But the technology we're discussing here - ambient, ubiquitous, insinuative into all the apertures everyday life affords it - will be environment-forming in a way neither of those are.
    • Chris Champion
       
      we cant' shut these off
  • ubiquitous computing is; establish that it is a very real concern for all of us,
Michelle Krill

Chapter 4. Community: The Hidden Context for Learning | EDUCAUSE - 0 views

  • This chapter focuses on a powerful context for learning: community. Community catalyzes deep learning and should be a critical consideration when planning physical and virtual learning spaces.
  • Research on learning theory, how the brain works, collaborative learning, and student engagement has taught us that people learn best in community.
  • The term community here refers to the social context of students and their environs. A community is a group of people with a common purpose, shared values, and agreement on goals. It has powerful qualities that shape learning. A community has the power to motivate its members to exceptional performance.
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  • A real community, however, exists only when its members interact in a meaningful way that deepens their understanding of each other and leads to learning.
  • in a community, the learners—including faculty—are enriched by collective meaning-making, mentorship, encouragement, and an understanding of the perspectives and unique qualities of an increasingly diverse membership.
  • Despite multiple theories about how people learn, they agree on one point: the critical role of interaction.
  • Second, learning in community will have an important role in preparing students for their work-life to come.
  • ndeed, because of the volume and volatility of information today, as well as the proliferation of information-sharing mechanisms,12 knowledge may be seen as vested in a distributed network across communities of practice, not in individuals.
  • aculty don't expect much of students so that they can concentrate on the growing demands of research, and students don't demand rigorous instruction so that they can concentrate on their social lives.
    • Michelle Krill
       
      This is a sticky note.
  • Whether due to the absence of deep engagement between students and faculty or to their desire for peer interaction, students have begun to develop student-centered communities with their peers.21 While this trend satisfies the need for community, this interaction often lacks academic learning as the focal point.
Michelle Krill

Chapter 2. Challenging Traditional Assumptions and Rethinking Learning Spaces | EDUCAUSE - 0 views

  • Educators must create structures that support this learning. Space can have a powerful impact on learning; we cannot overlook space in our attempts to accomplish our goals.
  • A room with rows of tablet arm chairs facing an instructor's desk in front of chalkboards conveys the pedagogical approach "I talk or demonstrate; you listen or observe." A room of square tables with a chair on each side conveys the importance of teamwork and interaction to learning. (See Figures 1 and 2.)
  • A classroom always has a front.
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  • They cited research that links the physical attractiveness and lighting of a space to the motivation and task performance of those in the space.
  • The decor is sterile and unstimulating; the seating arrangements rarely allow for peer-to-peer exchange; and the technology does not allow individual access to information as needed.
  • Rather than appearing to be a co-learner, the faculty member is set apart. Similarly, computer labs that do not provide for multiple viewers of a monitor or libraries that do not permit talking convey a built pedagogy contrary to the ideas of social constructivism.
  • adult furniture over juvenile tablet arm desks.
  • Smaller places for debriefing, project work, discussion, and application of information become paramount. Outdoor spaces, lobby spaces, cafés, and residence halls all need to be considered in terms of how they can support learning.
  • t makes better sense to construct spaces capable of quick reconfiguration to support different kinds of activity—moveable tables and chairs, for example.
  • Human beings yearn for color, natural and task-appropriate lighting, and interesting room shapes.
  • As technology changes, smaller devices will probably travel with users, who will expect wireless environments, the capacity to network with other devices and display vehicles, and access to power. Rather than cumbersome rack systems and fixed ceiling-mounted projectors, learning spaces of the future will need more flexible plug-and-play capabilities.
  • Spaces should center on learning, not experts.
  • new advances in learning theory
  • that good space is not a luxury but a key determinant of good learning environments.
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