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Using a Real Bare Machine in a Project-Based Learning Environment for Teaching Computer Structure: An Analysis of the Implementation Following the Action Research Model

Published:20 May 2016Publication History
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Abstract

The computer input/output (I/O) subsystem and its functioning are very abstract concepts that are difficult for undergraduate freshmen to understand. However, it is important that freshmen assimilate these low-level concepts if they are going to be taught about the operating systems (OS) working over that architecture layer, or working directly with them in embedded systems, real-time systems, or in the area of human--computer interaction (HCI). This article describes the use of a game console (Nintendo® DS, NDS) in a project-based learning (PBL or PjBL) environment in which the design of a game is the basis of the project in order to encourage the students to get more involved with the computer I/O subsystem abstraction. A 4yr experience is reported in which the action research model (planning, acting, observing, and reflecting) has been followed. The general procedure for the 4yr and the specific characteristics and achieved results for each year are reported. The aim of the study was twofold: to assess the learning effectiveness of the active PjBL educational approach and some related factors, and to analyze the motivation toward the subject fostered by the game console. The first aim is analyzed using the scores achieved by the students; the second aim is analyzed via satisfaction questionnaires.

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        cover image ACM Transactions on Computing Education
        ACM Transactions on Computing Education  Volume 16, Issue 3
        June 2016
        131 pages
        EISSN:1946-6226
        DOI:10.1145/2940362
        Issue’s Table of Contents

        Copyright © 2016 ACM

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        Publication History

        • Published: 20 May 2016
        • Accepted: 1 February 2016
        • Revised: 1 January 2016
        • Received: 1 June 2015
        Published in toce Volume 16, Issue 3

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