• DocumentCode
    21867
  • Title

    Game-Console-Based Projects for Learning the Computer Input/Output Subsystem

  • Author

    Larraza-Mendiluze, Edurne ; Garay-Vitoria, Nestor ; Martin, Jose I. ; Muguerza, J. ; Ruiz-Vazquez, Txelo ; Soraluze, I. ; Lukas, Jose F. ; Santiago, Karlos

  • Author_Institution
    Dept. of Comput. Archit. & Technol., Univ. of the Basque Country (UPV/EHU), Donostia-San Sebastian, Spain
  • Volume
    56
  • Issue
    4
  • fYear
    2013
  • fDate
    Nov. 2013
  • Firstpage
    453
  • Lastpage
    458
  • Abstract
    The input/output (I/O) subsystem is an important topic within computer architecture (CA) because it determines how the computer interacts with its environment. For this reason, computer scientists and engineers must understand how the computer manages this interaction, which is usually taught in introductory CA courses. Of course, there are many different styles of teaching, ranging from purely theoretical to completely practical. The CA course considered in this paper has already applied a practical approach for some time. For the I/O subsystem, students must be able to describe what polling and interrupts are and handle them through low-level programming. However, programming at this level in operating system (OS)-driven computers is not possible without being familiar with the kernel and drivers, which is not usually the case for students in an introductory course. Fortunately, there are many bare and specialized embedded systems around that are not OS-driven. In this proposal, the Nintendo DS (NDS) console was used in a classroom setting. It proved to be an appropriate infrastructure for developing attractive and engaging projects and was useful in providing a better understanding of the mechanisms related to the I/O subsystem. At the same time, the teaching methods were altered to make the transition from classical, passive, lecture-based classes to an active project-based learning (PBL) approach. It has been a very rewarding experience to see students learning to control the NDS devices on their own. In addition to describing the implementation of the proposed changes in two subsequent school years, this paper also presents some data and conclusions.
  • Keywords
    computer aided instruction; computer games; computer science education; educational courses; embedded systems; operating systems (computers); programming; teaching; I/O subsystem; NDS console; NDS devices; Nintendo DS console; OS-driven computers; PBL approach; active project-based learning; classical classes; classroom setting; computer architecture; computer input/output subsystem; embedded systems; game-console-based projects; introductory CA courses; lecture-based classes; low-level programming; operating system; passive classes; practical teaching; students learning; theoretical teaching; Computers; Educational institutions; Games; Hardware; Proposals; Registers; Computing education; Nintendo DS (NDS); game console; input/output (I/O) subsystem; project-based learning (PBL);
  • fLanguage
    English
  • Journal_Title
    Education, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    0018-9359
  • Type

    jour

  • DOI
    10.1109/TE.2013.2255877
  • Filename
    6502274