Subscribe
Issue No.04 - October-December (2010 vol.3)
pp: 319-328
Jui-Feng Weng , National Chiao Tung University, Hsinchu
Shian-Shyong Tseng , Asia University, Taiwan
Tsung-Ju Lee , National Chiao Tung University, Taiwan
ABSTRACT
The Boolean logic is a tool to model the algebra of truth values. It is an essential subject in Computer Programming and Digital Electronics. While teaching the Boolean logic, teacher usually gives examples to elaborate the Boolean logic formulation. However, the physical meaning of the Boolean logic is difficult for students to imagine without the realization to real-world case. The classical Pac-Man game which has clear Boolean logic game rules and simple game scenario is chosen as the teaching aid. Accordingly, two learning activities, the Boolean logic realization activity and game scenario formulation activity, are proposed. Our idea is that through game rule tuning in the learning activities, the students can comprehend how the changing of game rule (Boolean logic) affects the game scenario. To manipulate the game scenario for teaching specific learning objectives of Boolean logic, the Game Rule of the original Pac-Man game is defined and seven versions of modified game scenarios provided as illustrations are appropriately organized for students to practice one Boolean logic concept each time. The experimental results showed the proposed activity can have higher learning achievements compared to the traditional lecturing.
INDEX TERMS
Game rule realization, Boolean logic, game rules tuning, Scratch, game-based learning.
CITATION
Jui-Feng Weng, Shian-Shyong Tseng, Tsung-Ju Lee, "Teaching Boolean Logic through Game Rule Tuning", IEEE Transactions on Learning Technologies, vol.3, no. 4, pp. 319-328, October-December 2010, doi:10.1109/TLT.2010.33
REFERENCES
 [1] Binary Color Device from Cut-the-Knot, http://www.cut-the-knot.org/pythagorasbicolor.shtml , Mar. 2010. [2] Logic Puzzle from Puzzler Paradise, http://www.puzzlers paradise.compage1034.html , Mar. 2010. [3] Wolf Sheep & Cabbage from Plastelina Interactive Logic Games, http://www.plastelina.netgame1.html, Mar. 2010. [4] Boolean Logic on Wikipedia, http://en.wikipedia.org/wiki Boolean_algebra_(logic) , Mar. 2010. [5] Virginia Tech Computer Science Online Course, http://courses. cs.vt.edu/~csonline/MachineArchitecture/ Lessons/Gatesindex. html , Mar. 2010. [6] D. Nute, Univ. of Georgia, Exercises for Venn Diagramming, http://donald.nute.ws/PHIL1500/vennindex.html , Mar. 2010. [7] E.T.H. Luk, M.K.H. Wong, K.K.F. Cheung, F.L. Lee, and J.H.M. Lee, "Design and Implementation of Farmtasia: A Game Designed for the VISOLE Teaching Style," Proc. First Int'l Conf. Technologies for e-Learning and Digital Entertainment, pp. 566-571, 2006. [8] J. Shang, M.S.Y. Jong, F.L. Lee, and J.H.M. Lee, "A Pilot Study on Virtual Interactive Student-Oriented Learning Environment," Proc. First IEEE Int'l Workshop Digital Game and Intelligent Toy Enhanced Learning, 2007. [9] J. Tan and G. Biswas, "Simulation-Based Game Learning Environments: Building and Sustaining a Fish Tank," Proc. First IEEE Int'l Workshop Digital Game and Intelligent Toy Enhanced Learning, pp. 73-80, 2007. [10] G. Sindre, L. Natvig, and M. Jahre, "Experimental Validation of the Learning Effect for a Pedagogical Game on Computer Fundamentals," IEEE Trans. Education, vol. 52, no. 1, pp. 10-18, Feb. 2009. [11] M. Papastergiou, "Digital Game-Based Learning in High School Computer Science Education: Impact on Educational Effectiveness and Student Motivation," Computers and Education, vol. 52, no. 1, pp. 1-12, 2009. [12] H.C. Jiau, J.C. Chen, and K.F. Ssu, "Enhancing Self-Motivation in Learning Programming Using Game-Based Simulation and Metrics," IEEE Trans. Education, vol. 52, no. 4, pp. 555-562, Nov. 2009. [13] G. Lukas, "Uses of the LOGO Programming Language in Undergraduate Instruction," Proc. ACM Ann. Conf., vol. 2, pp. 1130-1136, 1972. [14] R. Pattis, J. Roberts, and M. Stehlik, Karel the Robot: A Gentle Introduction to the Art of Programming, second ed. John Wiley & Sons, 1994. [15] J. Bergin, M. Stehlik, J. Roberts, and R. Pattis, Karel++: A Gentle Introduction to the Art of Object Oriented Programming. John Wiley & Sons, 1997. [16] J. Bergin, M. Stehlik, J. Roberts, and R. Pattis, "Karel J. Robot: A Gentle Introduction to the Art of Object Oriented Programming in Java," Unpublished Manuscript, http://csis.pace.edu/~bergin/KarelJava2ed Karel++JavaEdition.html, Sept. 2003. [17] B.W. Becker, "Teaching CS1 with Karel the Robot in Java," Proc. ACM SIGCSE, vol. 33, pp. 50-54, 2001. [18] D. Buck, D.J. Stucki, "JKarelRobot: A Case Study in Supporting Levels of Cognitive Development in the Computer Science Curriculum," Proc. ACM SIGCSE, vol. 33, pp. 16-20, 2001. [19] M. Kölling, B. Quig, A. Patterson, and J. Rosenberg, "The BlueJ System and Its Pedagogy," J. Computer Science Education, special issue on learning and teaching object technology, vol. 13, no. 4, pp. 249-268, Dec. 2003. [20] Greenfoot, http:/www.greenfoot.org, Mar. 2010. [21] M. Külling and P. Henriksen, "Game Programming in Introductory Courses with Direct State Manipulation," Proc. ACM SIGCSE Conf. Innovation and Technology, pp. 59-63, 2005. [22] S. Cooper, W. Dann, and R. Pausch, "Teaching Objects-First in Introductory Computer Science," Proc. ACM SIGCSE, pp. 191-195, 2003. [23] P. Henriksen, "A Direct Interaction Tool for Object-Oriented Programming Education," master's thesis, Maersk Mc-Kinney Moller Inst. for Production Technology, Univ. of Southen Denmark, 2004. [24] Scratch, http:/scratch.mit.edu, Mar. 2010. [25] Scratch Programming Handbook, http://www.redware.comscratch, Mar. 2010. [26] M. Resnick, "Sowing the Seed for a More Creative Society," Learning and Leading with Technology, vol. 35, no. 4, pp. 18-22, 2007. [27] Alice, http:/www.alice.org, Mar. 2010. [28] C. Kelleher and R. Pausch, "Using Storytelling to Motivate Programming," Comm. ACM, vol. 50, no. 7, pp. 58-64, 2007. [29] H. Gardner, Frames of Mind: The Theory of Multiple Intelligences. Basic Books, 1993.