2 TEACHING METHODOLOGIES
Bormida et al., 1997, pointed four applied
methodologies on the digital logic and computers
architecture teaching: expositive, demonstrative,
interactive and practical.
In the expositive methodology, the presentation
of theory, concepts and other information is based
on multimedia hypertext making use of animations.
In the demonstrative methodology, the concepts
previously introduced are reinforced through
examples of practical implementations. A simulator
can be used, which can be controlled by the student
by setting the values of some of the input variables
and to observe the behaviour of the outputs. In the
interactive methodology the student make choices,
describe or calculate something. They therefore
imply an evaluation of the student's answers. Finally,
in the practical methodology, the student should
accomplish a project to acquire design capabilities.
Conceiving circuits and systems is generally more
difficult than understanding and analyzing them and
requires different and complementary skills.
In the expositive and demonstrative approaches,
the student might go through the subjects without
paying the necessary level of attention to assimilate
the topics presented. Instead, in the case of
interactive and practical methodologies, they are
forced to make decisions, leading to a larger
involvement in the study. The use of tests and
exercises with the aid of simulators is a good
methodology to evaluate if the knowledge was really
learned. In agreement with those authors, the use of
simpler tools is the most appropriate. As the
conclusion of their study shows, the students
generally prefer the experimental practice instead of
reading hypertextual material or watching simple
animation.
The development of games is an excellent
process to put into practice each of these
methodologies. As a matter of fact it is possible to
use games for to exemplify most of the techniques
involved in the development of many other types of
computer programs. Besides the hardware, these
techniques include the study and the control of
input/output devices, of the interaction between the
software and the hardware, of the organization of the
central processing units, of the memory
management, of the algorithms and data structures,
of the graphics programming, etc.
In the next chapters a small game is used to
explain these ideas.
3 THE SUM/SUBTRACTION
GAME (SSG)
This game has two main objectives, the first is the
construction of the game itself and the second is its
use. From the construction’s point of view, the game
exemplifies each one of the methodologies presented
in the previous paragraphs. It helps the teacher in the
exhibition of the concepts concerning digital logic
and simultaneously allows the concepts’
demonstration. Afterwards the students are invited to
accomplish the game in a simulator to test its
operation and to correct some mistakes. Next, they
should implement the circuit using several
technologies.
From the point of view of its use, the game
intends to be an auxiliary to the students' training in
binary arithmetic. Namely, it allows the practice of
conversions from binary to decimal and from
decimal to binary, but also the training of the
arithmetic operations sum and subtraction using the
two's complement notation. To win the game, the
player must be able to quickly do these calculations
and conversions.
Figure 1 show the components of the game,
which rules are:
• After the "Start" button is pressed, the circuit
generates an hexadecimal random value in the
range from - Fh (-15) to Fh(15), that is shown
in the "Number" display;
• Since that moment, the player has a short
interval of time to introduce in "Binary Value"
input the value in binary code corresponding to
the symmetric of the "Number" value
(including the sign bit); the length of time to
introduce the answer is controlled by the
"Speed" selector;
• After pressing the "Test" button the circuit adds
the values in "Number" and in "Binary Value"
("Number" + "Binary Value"), and then:
¾ if the value of the sum is zero (correct
answer) the circuit marks a point in "Ok"
in favour of the player and also increases
the total number of attempts in "Total";
¾ if the value of the sum is not zero (wrong
answer), or if the time to answer was
elapsed without player's answer, only the
total number of attempts in "Total" is
increased;
• The difference between the "Total” value and
the "Ok" value indicates the number of wrong
answers.
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