LOGIC-Minimiser

Author(s):  
Nurul I. Sarkar ◽  
Khaleel I. Petrus

Boolean algebra, minimization of Boolean expressions, and logic gates are often included as subjects in electronics, computer science, information technology, and engineering courses as computer hardware and digital systems are a fundamental component of IT systems today. We believe that students learn minimization of Boolean expressions better if they are given interactive practical learning activities that illustrate theoretical concepts. This chapter describes the development and use of a software tool (named LOGIC-Minimiser) as an aid to enhance teaching and learning minimization of Boolean expressions.

2009 ◽  
pp. 1334-1344
Author(s):  
Nurul I. Sarkar ◽  
Khaleel I. Petrus

Boolean algebra, minimization of Boolean expressions, and logic gates are often included as subjects in electronics, computer science, information technology, and engineering courses as computer hardware and digital systems are a fundamental component of IT systems today. We believe that students learn minimization of Boolean expressions better if they are given interactive practical learning activities that illustrate theoretical concepts. This chapter describes the development and use of a software tool (named LOGIC-Minimiser) as an aid to enhance teaching and learning minimization of Boolean expressions.


2019 ◽  
pp. 124-130
Author(s):  
Lawrence C.O.

The benefits of integration of Computer and Information Technology into Nigerian secondary school curriculum were identified and discussed. Already, Nigeria is on the wrong side of the international digital and global world of computer technology, as it has not made significant effort to integrate Computer and Information Technology into secondary school curriculum especially State and private owned secondary schools. A great deal of instructional and administrative work in secondary schools in Nigeria is still carried out manually. This paper, therefore, examines the major obstacles militating against the teaching and learning of information Technology, and also the use of computer technology in secondary education in Nigeria. It further identifies the high cost of computer hardware and software resources; weak infrastructure; lack of human skills and knowledge in Computer and Information Technology, as the major stumbling block to the adoption of Information and Communication Technology in secondary school education system in Nigeria. The study recommends that efforts should be made by government to post skillful teachers with knowledge of Computer and Information Technology to teach in the secondary schools so as to impact computer skills to the students, and also stabilize electricity supply in Nigeria for effective teaching and learning process of Computer and Information Technology.


JURTEKSI ◽  
2020 ◽  
Vol 7 (1) ◽  
pp. 47-52
Author(s):  
Gus Oka Ciptahadi

Abstract: Practicum Introduction to Information Technology is a general course that is always present at every IT campus in Indonesia. To give an introduction to hard ware to students, each lecturer always requires a long time, because they have to open (CPU) the Central Processing Unit and release other components to be explained by students. Inefficient time in opening and releasing computer hardware components when the course is taking place is the main problem that will be solved by researchers in this study. Plus the computer components that will be explained are quite small, making students unable to see it clearly when in the teaching and learning process. The offered solution, utilizing a technology based on 3D animation. Where this 3D animation technology will provide a more realistic appearance. As in the study entitled SINDO JOURNALIST 3D FILM ANIMATION in the journal Art Design and Culture volume 2. No. 1 March 2017, which researchers have reviewed, also explained that the use of 3D design technology can produce vivid and real visuals that are close to their original form [1]. The method in developing 3D animation in this study uses the Reseach and Development (R&D) Method. Conclusions from this study, researchers have succeeded in making a 3D animation-based information media about the introduction of computer hardware for the Introduction to Information Technology Practicum, with the process of animation results that have been tested using blackbox test.            Keywords: animation; hardware; research and development  Abstrak: Mata kuliah praktikum Pengantar Teknologi Informasi adalah matakuliah umum yang selalu terdapat pada setiap kampus IT di Indonesia. Untuk memberikan pengenalan hardware kepada peserta didik, setiap dosen selalu membutuhkan waktu yang cukup lama, dikarenakan harus membuka (CPU) Central Processing Unit dan melepaskan komponen lainnya agar dapat dijelaskan oleh peserta didik. Tidak efisiennya waktu  dalam membuka dan melepaskan komponen hardware komputer ketika matakuliah berlangsung menjadi permasalahan utama yang akan diselesaikan peneliti dalam penelitian kali ini. Ditambah lagi komponen komputer yang akan dijelaskan cukup kecil, membuat peserta didik tidak dapat melihatnya dengan jelas ketika dalam proses belajar mengajar. Solusi yang ditawarkan, memanfaatkan sebuah teknologi berbasis 3D animasi. Dimana teknologi 3D animasi ini akan memberikan tampilan yang lebih realistis. Metode didalam pengembangan animasi 3D pada penelitian ini menggunakan Metode Reseach and Development (R&D). Simpulan dari penelitian ini, peneliti sudah berhasil membuat sebuah media informasi berbasis animasi 3D tentang pengenalan hardware komputer untuk matakuliah Praktikum Pengantar Teknologi Informasi, dengan proses hasil animasi yang sudah diuji dengan menggunakan blackbox testing. Kata kunci: animasi; hardware; reseach and development.


Author(s):  
Nurul I. Sarkar ◽  
Trevor Craig

Computer hardware, number systems, CPU, memory and I/O (input/output) ports are topics often included in computer science, electronics, and engineering courses as fundamental concepts involved in computer hardware. We believe that students learn computer hardware fundamentals better if they are given practical learning exercises that illustrate theoretical concepts. However, only a limited range of material designed specifically to supplement the teaching of computer hardware concepts is publicly available (see http://sigcse.org/topics/, the SIGCSE Education Links page on the Special Interest Group on Computer Science Education Web site).


Author(s):  
Alma Delia Gonzalez-Ramos ◽  
Juan Pablo Ibañez-Bautista ◽  
Nayeli Zamacona-Prado ◽  
Edebaldo Peza-Ortiz

The purpose of this document is to develop a method for assigning IP v4 addressing subnets within a simulated network scenario, using the binary-decimal numbering systems according to the ICN 1 CNACO CCNA curriculum, which will make it possible to streamline times in the allocation of IPs as well as the correct administration of them, The above will allow students of the Higher University Technical Degree in Information Technology in the area of Digital Network Infrastructure at the Fidel Velázquez Technological University to understand the theoretical concepts that They should be used in this area and they are used correctly for their professional performance, this will help them to fulfill the professional competences that are the skills and attitudes that allow the student to develop activities in their professional area, specific competencies such as developing media technology solutions nte the application of network fundamentals, which meet the needs of organizations and the generic competences that their professional profile requires.


Author(s):  
Susana Ayala ◽  

Puppet theater on the island of Java is an ancient art which has maintained some of its characteristics considered traditional, but has also been transforming innovations such as the wayang with hip-hop music among other popular expressions. The art of puppetry has also been institutionalized and is itself a degree program at the National Institute of Arts of Indonesia. In this paper, I show the outcomes of my research among students and shadow puppet art teachers in Java, Indonesia. There are two special characteristics in training puppeteers: The main use of Jawanese language and the development of communities of practice as ways of working in the teaching and learning process. As such, these contexts motivate students to be constantly reflecting on the Javanese language and culture. I note the process and the reflections of the participants on the Javanese language shift, and the uses of language in puppet performances which consider the reception of young Javanese. To analyze the data, I draw from fieldwork and interviews, I use the theoretical concepts of discursive genres and dialogism proposed by Bakhtin and I propose that the art of puppetry is a social field that encourages vitality and linguistic diversity on the island of Java.


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