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Magicblocks: A Game Kit For Exploring Digital Logic

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Conference

2002 Annual Conference

Location

Montreal, Canada

Publication Date

June 16, 2002

Start Date

June 16, 2002

End Date

June 19, 2002

ISSN

2153-5965

Conference Session

Computed Simulation and Animation

Page Count

14

Page Numbers

7.825.1 - 7.825.14

DOI

10.18260/1-2--10070

Permanent URL

https://peer.asee.org/10070

Download Count

765

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Paper Authors

author page

Vivek Venkatesh

author page

Nawwaf Kharma

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

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1048

MagicBlocks: A Game Kit for Exploring Digital Logic

Nawwaf Kharma, Leon Caro, and Vivek Venkatesh*

Electrical and Computer Engineering and *Education Departments, Concordia University, 1455 de Maisonneuve Blvd. West, Montreal, Quebec, Canada - H3G 1M8 kharma@ece.concordia.ca

Abstract: The paper introduces MagicBlocks, a LEGO™-like game that allows learners to build increasingly more elaborate functioning digital logic circuits from well-defined logic blocks. These logic blocks represent some fundamental digital logic (and computing) concepts such as: input, repetition, arithmetic and logical operations.

Keywords: games and simulations, engineering education, digital logic.

1. Introduction This paper presents MagicBlocks, a game kit that can be used to introduce pre-university learners to fundamental concepts of Digital Logic. It is our belief, based on theoretical arguments as well as first-hand instructional, and life experiences, that games, both virtual and embodied, hold great potential, especially in the delivery of advanced concepts and skills to a pre-university audience. Many engineering subjects have been characterized as theoretical, thereby lending themselves to didactic lecture-based instruction accompanied by rigorous problem-solving exercises [1]. We do not believe that there will be a complete alternative to such an instructional methodology. However, the fact that the amount of information in engineering, is increasing at an exponential rate entails that all the relevant the material cannot be covered in lectures. Furthermore, the level of skill required by a practicing engineer is so high, that universities find it difficult to effectively deliver a comprehensive curriculum, in about four years of undergraduate study. Students, therefore, must be well equipped to acquire an understanding of the expanding field of engineering outside of their scholastic environments. There is also an onus on universities to produce creative thinkers among their engineering graduates. In our view, therefore, fundamental concepts of core subjects, such as computer architecture and programming, should be introduced, via appropriate educational vehicles, prior to the undergraduate level of education. While there will always be a need for intelligent interactive tuition, the role of the tutor is becoming more that of a guide who presents and mediates the

“Proceedings of the 2002 American Society for Engineering Education Annual Conference & Exposition Copyright Ó 2002, American Society for Engineering Education”

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Venkatesh, V., & Kharma, N. (2002, June), Magicblocks: A Game Kit For Exploring Digital Logic Paper presented at 2002 Annual Conference, Montreal, Canada. 10.18260/1-2--10070

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