Robotics vs. Game-Console-Based Platforms to Learn Computer Architecture

Robotics vs. Game-Console-Based Platforms to Learn Computer Architecture
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机器人与基于游戏机的平台来学习计算机架构

DOI:
10.1109/access.2020.2994196
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发表时间:
2020
期刊:
影响因子:
3.9
通讯作者:
J. C. López
J. C. López
中科院分区:
计算机科学3区
文献类型:
--
作者:
B. G. Fernández;X. D. Toro;M. Santofimia;Javier Dorado;F. Villanueva;D. Villa;J. C. López

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机器人和游戏机领域提供了一个有趣的和广泛的实验室平台,具有适当的特征,用于教授计算机体系结构概念。这项工作分析了一种基于游戏机的方法和另一种基于机器人技术的方法的影响,从三个维度:学生的动机,获得的知识和对所雇用平台的看法。这项研究是在96名使用Arduino机器人的学生和75名使用Nintendo-DS控制台的学生中进行的。采用了定量和定性相结合的方法。使用五种仪器测量上述三个方面。结果表明,尽管这两个平台在三个考虑的维度(学生动机,获得的知识和对所使用平台的感知)上表现相似,但根据所考虑的工具获得的平均分数,机器人平台的表现略好于游戏机。尽管表现出色,但由于一些确定的限制,使用机器人平台的学生的动机和感知会降低。这表明需要改变实验室会议的组织,以促进团队合作技能,并克服缺乏模拟器,以消除暗示动机和表现的障碍。然而,动机和感知与获得的知识之间的明确相关性尚未确定对计算机架构。两个平台的启示和限制的影响,活动类型,及其对结果的影响进行了讨论。
The fields of robotics and game consoles offer an interesting and broad range of lab platforms with appropriate characteristics for teaching Computer Architecture concepts. This work analyzes the impact of one approach based on game consoles and another one based on robotics from a triple dimension: student motivation, acquired knowledge, and perception of the employed platform. The study has been carried out on a sample of 96 students using the Arduino-based robot and 75 students using the Nintendo-DS console. A mixed methodology is employed encompassing quantitative and qualitative approaches. Five instruments are used to measure the three aforementioned dimensions. Results show that despite both platforms performing similarly in the three considered dimensions (student motivation, acquired knowledge, and perception of the employed platform), the robotics platform does it slightly better than game console, based on the obtained average scores for the considered instruments. Despite this outperforming, motivation and perception decrease for the students using the robotics platform as result of some identified constraint. This suggests that changes are required in the organization of the lab sessions to promote teamwork skills and to overcome the lack of simulators to remove the obstacles hinting motivation and performance. However, a clear correlation between motivation and perception and acquired knowledge has not been identified on computer architecture. Implications of affordances and constraints of both platforms, types of activities, and their impact on results have been discussed.
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发表时间: 2015
影响因子: 12
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