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

Edurne Larraza-Mendiluze, Nestor Garay-Vitoria, Iratxe Soraluze, José I. Martín, Javier Muguerza, Txelo Ruiz-Vázquez

2016 - ACM Transactions on Computing Education Vol. 16 (No. 3)

Journal paper

Authors by signature order:
Edurne Larraza-Mendiluze, Nestor Garay-Vitoria, Iratxe Soraluze, José I. Martín, Javier Muguerza, Txelo Ruiz-Vázquez
Description:

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.

Editorial:
ACM Press
Publication year:
2016
Start page:
1
Final page:
17
File URL:
https://dl.acm.org/doi/pdf/10.1145/2891415
Quality indicators:
La revista ACM Transactions on Computing Education en 2020 ha tenido un factor de impacto de 2,116 en ISI/JCR Science Edition, ocupando el puesto 162 de 273 revistas (Q3) en la categoría Engineering, Electrical & Electronic. Asimismo, figura en la posición 31 de 241 revistas (Q1) en la categoría Computer Science (miscellaneous) de la clasificación SJR de Elsevier de 2016, con un factor de impacto de 0,692.
Publication name:
ACM Transactions on Computing Education Vol. 16 (No. 3)
Web URL:
https://doi.org/10.1145/2891415
Volume:
16
Number:
3