Teaching IT concepts is enhanced by including hardware in experiential learning

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Abstract

Information Technology (IT), like other computing disciplines, is a largely software-oriented discipline, however teaching aspects of computing are significantly enhanced with hardware support. For example some programs use microcontrollers and low-level languages like C or assembly language to teach basic computer architecture concepts. Others use the flexibility of programmable platforms to teach basic discrete mathematics concepts. Yet other programs in IT recognize that the computing world is moving to different platforms, such as mobile platforms and the "Internet of Things" and choose to incorporate these systems in the design of their student educational experience. Using hardware in computing instruction enhances the learning experience for many students, especially those with learning profiles indicating a preference for active or experiential learning. Both Keirsey-profile (MBTI) 'Artisans' and 'Rationals' can benefit from this approach. A significant problem with using hardware-oriented tools to enhance learning is that students (and many faculty) in IT typically don't have a deep background in hardware design and debugging. Therefore hardware platforms must be selected which allow for development of learning experiences with ready-made and easy-to-use platforms. Platforms such as mobile phones epitomize this, as the hardware platform is complete and sealed, but includes a variety of sensors and interfaces, which offer versatile and flexible options for instructional development. Some single-board computers, such as the Raspberry Pi, offer extensive development support to minimize the need for hardware expertise, similarly a few microcontroller platforms, such as the Cerebot series and the Arduino series, offer extensive pre-built sensors and other interfaces, complete with software drivers and development systems, making them available to a software-oriented audience. This paper describes the educational concepts that lead to improved learning through incorporating hardware platforms. These principles are illustrated with several example applications that validate the principles.

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APA

Helps, R. G. (2015). Teaching IT concepts is enhanced by including hardware in experiential learning. In ASEE Annual Conference and Exposition, Conference Proceedings (Vol. 122nd ASEE Annual Conference and Exposition: Making Value for Society). American Society for Engineering Education. https://doi.org/10.18260/p.24816

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