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dc.contributor.authorTabik, Siham 
dc.contributor.authorRomero, Luis F.
dc.date.accessioned2014-06-10T07:17:31Z
dc.date.available2014-06-10T07:17:31Z
dc.date.issued2014-05
dc.identifier.citationTabik, S.; Romero, L.F. 16 Cards to Get Into Computer Organization. Enseñanza y Aprendizaje de Ingeniería de Computadores, 4: 5-14 (2014). [http://hdl.handle.net/10481/32178]es_ES
dc.identifier.issn2173-8688
dc.identifier.otherD.L.: GR 899-2011
dc.identifier.urihttp://hdl.handle.net/10481/32178
dc.description.abstractThis paper presents a novel educative activity for teaching computer architecture fundamentals. This activity is actually a game that uses 16 cards and involves about twenty active participant students. Executing this activity in the fi rst class of the course allows the studentin only 45 minutes to acquire the fundamental concepts of computer organization. The results of the surveys that evaluate the proposed activity together with the grades obtained by the students at the end of course corroborate the importance of the proposed game in the assimilation of more complex concepts in computer architecture.es_ES
dc.description.sponsorshipUniversidad de Granada: Departamento de Arquitectura y Tecnología de Computadores; Vicerrectorado para la Garantía de la Calidad.es_ES
dc.language.isoenges_ES
dc.publisherUniversidad de Granada. Departamento de Arquitectura y Tecnología de Computadoreses_ES
dc.rightsCreative Commons Attribution-NonCommercial-NoDerivs 3.0 Licensees_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0es_ES
dc.subjectComputer architecture basicses_ES
dc.subjectEducative gameses_ES
dc.subjectCollaborative learninges_ES
dc.title16 Cards to Get Into Computer Organizationes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.doi10.30827/Digibug.32178


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