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Chess Honing Electronic Switching System (C.H.E.S.S. Board): A Case Study Of Successful Design And Implementation Of A Senior Design Project

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2008 Annual Conference & Exposition


Pittsburgh, Pennsylvania

Publication Date

June 22, 2008

Start Date

June 22, 2008

End Date

June 25, 2008



Conference Session

Innovative Curriculum in Electrical Engineering Technology

Tagged Division

Engineering Technology

Page Count


Page Numbers

13.290.1 - 13.290.12



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Paper Authors

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Ahmed Khan DeVry University Orcid 16x16

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Jack Manansala DeVry University, Addison, IL

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John Smith DeVry University, Addison, IL

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Gabe Perez DeVry University, Addison, IL

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R Aguayo, , DeVry University, Addison, IL

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Rommel Sison DeVry University, Addison, IL

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NOTE: The first page of text has been automatically extracted and included below in lieu of an abstract

Chess Honing Electronic Switching System (C.H.E.S.S. Board): A Case Study of Successful Design and Implementation of a Senior Design Project


DeVry University’s Electronics Engineering Technology/Computer Engineering Technology (EET/CET) program senior project is a two-semester course sequence in which students synthesize knowledge and skills learned in the previous courses. In the first course (EET-400, Project management), students research, plan and develop a project proposal. And in the second course (EET-410L, Senior Project Laboratory) students implement the project plan by building and testing a prototype. A typical project involves a solution to a software/hardware- based engineering problem. The process of developing and implementing a solution to the problem offers a learning opportunity for students to gain new insights and competencies as a result of “constructivist” and “deep learning” teaching/learning approaches.

According to the Thesaurus of ERIC Descriptors, constructivism is a "viewpoint in learning theory which holds that individuals acquire knowledge by building it from innate capabilities interacting with the environment." The constructivist approach is based on recent research about the human brain and what is known about how learning occurs. It is an approach to teaching and learning based on the premise that cognition (learning) is the result of "mental construction." In other words, students learn by fitting new information together with what they already know. Weigel4 has identified the attributes of deep learning as a methodology in which learners (i) relate ideas to previous knowledge and experience, (ii) look for patterns and underlying principles, (iii) check evidence and relate it to conclusions, (iv) examine logic and argument cautiously and critically, (v) are aware of the understanding that develops while learning, and (vi) become actively interested in the course content.

The paper presents a summary of the design and implementation of senior project titled “Chess Honing Electronic Switching System (C.H.E.S.S. Board).” In an effort to fill the world’s void of a kinesthetic chess teaching tool, the C.H.E.S.S. Board combines the use of push buttons, LEDs, the 68HC12 microprocessor, and C++ programming to be used by novice and experienced players. The board features an assist mode that displays the legal moves of a piece. Error detection alerts the player that an illegal move was performed. Checkmate check signals that the king is in checkmate and a digital clock counts down for competitive play. Another feature of the C.H.E.S.S. Board is its ability to record the moves of a game. This allows the players to go back and review and learn from their mistakes during the game. Finally the C.H.E.S.S. Board has the capability to save and load unfinished games.

Khan, A., & Manansala, J., & Smith, J., & Perez, G., & Aguayo,, R., & Sison, R. (2008, June), Chess Honing Electronic Switching System (C.H.E.S.S. Board): A Case Study Of Successful Design And Implementation Of A Senior Design Project Paper presented at 2008 Annual Conference & Exposition, Pittsburgh, Pennsylvania. 10.18260/1-2--4141

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