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Magic Numbers: Alternative Active Learning Activity to Introduce Computers

Magic Numbers: Alternative Active Learning Activity to Introduce Computers. John T. Taylor Hillsborough Community College Tampa, Florida. Abstract.

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Magic Numbers: Alternative Active Learning Activity to Introduce Computers

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  1. Magic Numbers: Alternative Active Learning Activity to Introduce Computers John T. Taylor Hillsborough Community College Tampa, Florida

  2. Abstract The presenter will demonstrate a set of three programs that introduce computer concepts in required computer and educational technology courses. In addition to demonstrating these programs during the first week of an introductory class, active learning application exercises vividly demonstrate the topics of the binary number system; bits and bytes, the difference between kilo, mega, and gigabytes; ASCII, EBCDIC and ANSI popular coding schemes. The online keyboard simulation displays the ANSI and ASCII bit setting for every character key pressed on the keyboard. In addition to Chapter 1, the programs integrate with Chapters 4,13, and Appendix B of the Discovering Computers 2004 text. Online homework HTML forms are also available for student input to the instructor. These active learning games and simulations are written for online deployment in both Click2Learn's Toolbook and in simple HTML/JavaScripts code. Links to all web pages may be accessed through the menu: http://www.hccfl.edu/faculty/john_taylor/magicgms/magicmenu.html and are free to use in the classroom. The conference power point available on the conference CD may also be viewed on line at: http://www.hccfl.edu/faculty/john_taylor/magicgms/magic_files/frame.htm

  3. How do begin an Intro Class? • After the syllabus, calendar, rules, etc: • Do you show Chapter 1 Power Point? • Or did you get “the drawing”:

  4. Gagne’s Conditions of Learning Theory outlines nine instructional events(and corresponding cognitive processes ): http://tip.psychology.org/gagne.html (1) gaining attention (reception) On the second day, I come dressed the part and play Magic Numbers Game

  5. Magic Number Game Although I didn’t invent the process, it came to me in 1963 when I was writing and presenting my senior thesis for my B.S. Mathematics Major before I knew what a computer was, or had seen the game in the literature: A Unique Game (Let’s Play): 1988: A Pascal Programming Problem (dos) 1994: A Multimedia ToolBook Program (neuron) 1998: HTML/JavaScript version 2002: Actions Editor DHTML Deployment Course Conference Menu: http://www.hccfl.edu/faculty/john_taylor/magicgms/magicmenu.html

  6. Magic Character Game In 1988 while programming Magic Number Game for a project in a Pascal Course, the Magic Character Game was created as a great TEACHING TOOL to describe ASCII code and how a keyboard translates a key pressed into setting the bits for a byte: A Better Game (Let’s Play): 1988: A Pascal Programming Problem (dos) 1994: A Multimedia ToolBook Program (neuron) 1998: HTML/JavaScript version 2002: Actions Editor DHTML Deployment Course Conference Menu: http://www.hccfl.edu/faculty/john_taylor/magicgms/magicmenu.html

  7. Magic Game Tutorials In 1995 after creating the Magic Number/Character Games for a Talent Show in late 1994 using ToolBook, Windows was in and DOS out, the next task was to add some of the interactive teaching screens I had added to the Pascal program as TEACHING TOOLs. The Tutorial was needed (Let’s investigate): 1995: A Multimedia ToolBook Program (neuron) 2000: HTML / JavaScript binary bit activity 2002: HTML / JavaScript Keyboard bit setting 2004: Actions Editor DHTML Deployment Course Conference Menu: http://www.hccfl.edu/faculty/john_taylor/magicgms/magicmenu.html

  8. Magic Game Tutorials Streaming Video Clips from PBS Series: Triumph of the Nerds 2003: The Altair Computer The Microprocessor

  9. Active Learning and Passive Learning Contrasted Active learning may be contrasted with passive learning as: • Less emphasis on information dispensing. • More emphasis on active engagement with the stimulus material. • Less emphasis on memorization. • More emphasis on higher order thinking. • Less emphasis on knowledge alone. • More emphasis on what students can do with the knowledge. • Less emphasis on passive acceptance of a prescribed value system. • More emphasis on discovering and developing own values.

  10. Games Games often promote rich discussion as participants work hard to prove their point. However, games can also promote competition, so remind participants of the group rules prior to the game. http://www.dc2004.com

  11. Contact John T. Taylor Program Manager Computer Science Hillsborough Community College Brandon Campus Tampa, Florida • 813-253-7824 office • 904-992-2052 home • jtaylor@hccfl.edu or jtaylor@hccbrandon.net

  12. Last Year’s Links to Turbo HAL Games • Problem-Based Learning: • Turbo HAL Home Pagehttp://www.hccbrandon.net/turbohal/turbohal.html • On-Line Beginnershttp://www.hccbrandon.net/turbohal2/elhal.html • On-Line Programming Logichttp://www.hccbrandon.net/halstart.html • Confirmation Email:http://www.hccfl.edu/faculty//john_taylor/activelearning/HALemail.html

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