Session S1C
0-7803-6424-4/00/$10.00 © 2000 IEEE October 18 - 21, 2000 Kansas City, MO
30
th
ASEE/IEEE Frontiers in Education Conference
S1C-12
HARDWARE DISSECTION IN COMPUTER SCIENCE AS A TOOL TO
IMPROVE TEAMWORK
María Feldgen
1
and Osvaldo Clúa
2
1
Maria Feldgen, Universidad de Buenos Aires, Facultad de Ingeniería, P. Colón 850, (1063) Bs As, Argentina mfeldgen@ieee.org
2
Osvaldo Clúa, Universidad de Buenos Aires, Facultad de Ingeniería, P. Colón 850, (1063) Bs As, Argentina oclua@ieee.org
Abstract In our subject: "File Organization and
Processing", a classical Computer Science subject, we
decided to introduce a floppy disk drive hardware
dissection in order to motivate students with a different type
of work, a true engineer’s work as it is perceived by society.
We asked teams to disassemble, reassemble, explain the
working principles, compare, and write an assembly-
disassembly manual of the drive. In this paper we present
our experiences and our outcomes. We found that dissection
is a motivating task that not only worked as desired,
increasing the retention, but also improved the team
productivity. Each team managed to build an adequate
environment to develop its own style of work. The mixed
nature of the requested work, with tactile, intellectual,
research, analysis and organizational requirements was
addressed to each member’s personal style and allowed
them to find a common way of working, subordinating their
personal prominence to the efficiency of the whole.
Index Terms Dissection, retention, software design,
teamwork.
I. INTRODUCTION
Computer Science is seldom related to hands-on activities. It
is more related to intellectual, individual and intangible work,
where the greatest physical involvement is typing a program
or data. When students are grouped in teams for out-of-class
assignments, these features of computer work are considered
in the way teams are formed and tasks are divided within the
team members.
Finding the right task for an out-of-class assignment
means motivating the students to put “hands at work”.
Software is intangible and its design details and complexity
are unobservable for the end user. Thus, software is not
evaluated by its building process complexity or intrinsic
quality, fault tolerant design or maintainability. It is evaluated
by its interface or by its processing power. Design and
programming are not as socially accepted as similar tasks are
in others engineering fields. So they are hardly motivating
tasks for our students.
Software design subjects based on open-ended
problems are specially suited for using active learning
techniques [1], but teaching students the principles of top-
down design is not sufficient to enable them to practice top-
down design. Software design is a creative process requiring
insight and flair on the part of the designer. It can be
characterized as a problem solving process which is iterative
and not linear[2].
From our experience [3], we learned that students must
be actively involved in the design process, so we have to
expose them to a more authentic context for learning. But
mere exposure does not guarantee that students will develop
an expertise skill [4] and that it will persist past the current
course. Expertise development requires specific practice, so
students must learn and practice effective problem solving
strategies [5] [6] and it is also recognized that engineering
students need to learn teaming and interacting skills as a part
of their education [7].
In order to reach this goal, it becomes necessary to build
a cooperative learning environment, with effective base
groups, building a sense of community, giving them the right
task and making them accountable[8].
Teaching a large class with 130 to 200 students
effectively is hard work, but it is possible by making the
necessary logistical arrangements in advance, providing
plenty of active learning experiences in the classroom and
taking full advantage of the power of teams [9]. In this paper
we summarize our experiences and outcomes in using
dissection to develop the students’ ability with open-ended
problem solving, design using multi-disciplinary content,
teamwork skills and ability to communicate effectively.
II. DISSECTION AS A RETENTION TOOL
It was not easy to find the right task for our students’ out-of-
class assignments that would make them apply systems’
design and program specification techniques. Their only
previous experience was to program single programs, so
students in a team parceled out the work (programs) and
stapled the individual products together, without integration.
Teams worked in class as expected, but the same design
methods were not used in the out-of-class projects. Failures
were conflictive and desertion was high.
Our first diagnosis was lack of motivation. We attended
a dissection workshop at FIE 98 in Tempe, AZ. (A Hands-on
Discussion of Dissection, Session F2E, A. Agogino et al)
where we learned dissection as an innovative student