Objectives Of The Course (1.1.5) - Model of Computer and Working Principle
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Objectives of the Course

Objectives of the Course

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Overview of Bloom's Taxonomy and Cognitive Domain

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Teacher
Teacher Instructor

Today, we start by discussing Bloom's Taxonomy and its significance in developing our course objectives. Can anyone tell me what the cognitive domain involves?

Student 1
Student 1

Isn't it about thinking skills?

Teacher
Teacher Instructor

Exactly! The cognitive domain focuses on intellectual skills such as recalling and recognizing information. Remember, we often think of it as the thinking 'C' in cognitive. Can anyone list the levels within the cognitive domain?

Student 2
Student 2

I think it starts with knowledge and goes up to evaluation?

Teacher
Teacher Instructor

Correct! We move from basic knowledge to peaks of evaluation. A good mnemonic for this could be KCAAS – Knowledge, Comprehension, Application, Analysis, Synthesis, Evaluation. Great job!

Student 3
Student 3

Why is it important to focus on these levels for our course objectives?

Teacher
Teacher Instructor

Understanding these levels helps us structure our learning appropriately, ensuring students gain depth in understanding, not just surface knowledge. This makes complex computer architecture concepts more navigable.

Design Objectives for the Course

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Teacher
Teacher Instructor

Let's dive into the first set of course objectives. The first objective is to categorize programming constructs. What do you think that entails?

Student 4
Student 4

Does it mean figuring out what each construct does in programming?

Teacher
Teacher Instructor

Spot on! We need to not only recognize these constructs but also design instructions for each category to implement in hardware. Can you name an example of a programming construct?

Student 1
Student 1

Like loops or conditional statements?

Teacher
Teacher Instructor

Exactly, those are fundamental! As we progress, this knowledge will integrate into more complex designs, leading us to design efficient hardware such as CPUs. What is one potential challenge in this phase?

Student 2
Student 2

Dealing with the hardware limitations while trying to implement all those constructs?

Teacher
Teacher Instructor

Absolutely, balancing theoretical objectives with practical constraints is crucial. Remember to keep the end goal in focus.

Understanding Application and Evaluation Levels

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Teacher
Teacher Instructor

Now, shifting gears, let's discuss objectives that touch on application, like writing assembly-level programs. Why is writing in assembly important?

Student 3
Student 3

Doesn't it help us understand how the computer processes higher-level languages?

Teacher
Teacher Instructor

Precisely! Writing in assembly allows us to see the direct interaction with CPU architecture. Could anyone explain the importance of evaluation in designs?

Student 4
Student 4

Is it to improve performance and identify any bottlenecks?

Teacher
Teacher Instructor

Exactly - evaluating performance using techniques like pipelining is key. To remember, think of the 'Apply and Assess' principles of application and evaluation. Wonderful engagement today!

Introduction & Overview

Read summaries of the section's main ideas at different levels of detail.

Quick Overview

The section outlines the objectives of the course on computer organization and architecture, focusing on outcome-based learning and the cognitive domains involved in student assessment.

Standard

This section provides a comprehensive overview of the course objectives framed within the context of outcome-based learning. It discusses the various cognitive, psychomotor, and affective domains as defined by Bloom’s Taxonomy, detailing specific objectives structured for student learning and assessment regarding computer organization and architecture concepts.

Detailed

Detailed Summary

This section elaborates on the objectives of the course titled Computer Organization and Architecture by emphasizing a learner-centric approach through outcome-based learning. The course adheres to Bloom's Taxonomy, providing a structured methodology for teaching and learning, where objectives are divided into three main cognitive domains:

  1. Cognitive Domain: Primarily focuses on intellectual skills, including recall, recognition, and the development of thinking processes.
  2. Psychomotor Domain: Deals with physical skills or actions, emphasizing hands-on practice with equipment and understanding technical aspects through experience.
  3. Affective Domain: Concerns with emotional aspects, such as attitudes and feelings about the learning process.

The section offers specific objectives for learning, explaining how they focus on design, analysis, and application levels, ensuring that by the end of the course, students can categorize programming constructs, design efficient CPUs, interface memory modules, evaluate performance, and write assembly-level programs. Each objective is categorized by learning level, providing a clear road map for students to follow throughout their educational journey.

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Objective 1: Categorizing Programming Constructs

Chapter 1 of 6

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Chapter Content

Given a set of programming constructs categorize them according to their effect and design instruction for each category which can be implemented in hardware.

Detailed Explanation

This objective focuses on the ability to identify various programming constructs, such as loops, conditionals, and data types. Students will learn to categorize these constructs based on their behavior and effects within a program. For example, conditionals change the flow of execution based on certain conditions, while loops repeat a block of code multiple times. After categorizing these constructs, students will work on designing instructions that can implement these constructs directly in hardware, ensuring efficient execution.

Examples & Analogies

Think of programming constructs like ingredients in a recipe. Just as you categorize ingredients into groups (spices, vegetables, proteins), you categorize programming constructs. For instance, you might have a set of instructions (like frying or boiling) that correspond to how you handle specific ingredients when cooking.

Objective 2: Designing an Efficient CPU

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Chapter Content

Given a set of specific instruction, design an efficient CPU with hardware-controlled and micro-programmed controlled methodologies.

Detailed Explanation

This objective tasks students with designing a CPU, the brain of the computer that processes instructions. They will explore two methodologies for design: hardware-controlled, which utilizes fixed wiring for instruction execution, and micro-programmed, which uses a set of microinstructions to control the hardware. Understanding these methodologies is crucial for creating a CPU that balances speed and functionality. Students will consider factors such as instruction speed, complexity, and resource management.

Examples & Analogies

Designing a CPU can be likened to building a traffic control system for a city. A hardware-controlled design is like having fixed traffic lights at intersections, while a micro-programmed design resembles a flexible traffic coordinator who adapts traffic flow based on current conditions.

Objective 3: Designing a Memory Module

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Chapter Content

Given a CPU organization and instructions, design a memory module and analyze its operation by interfacing with the CPU.

Detailed Explanation

This objective involves designing a memory module that works with the CPU. Students need to understand how data flows between the CPU and memory and how to ensure efficient data retrieval and storage. They will analyze the memory's structure, capacity, and speed to ensure it meets the CPU's demands and supports effective data processing.

Examples & Analogies

Think of this objective as setting up a library system. The CPU is the librarian, and the memory is the library's storage space. The librarian (CPU) needs efficient access to the books (data) to help patrons (users). Thus, the librarian must have an organized system (memory module) that allows quick retrieval of information.

Objective 4: Designing I/O Module

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Chapter Content

Given a CPU organization and specification of peripheral devices, design an I/O module and analyze its operation by interfacing with the CPU.

Detailed Explanation

This objective emphasizes the interface between the CPU and peripheral devices (like printers, keyboards, and disk drives). Students will learn how to design an Input/Output (I/O) module, which serves as the communication intermediary between the CPU and these devices. This includes understanding how to efficiently transfer data and handle various devices’ specifications.

Examples & Analogies

Designing an I/O module can be compared to creating a postal service for a city. The CPU is the central hub (post office) that needs to communicate with different areas (people and businesses) in the city (I/O devices) to receive and send messages (data).

Objective 5: Performance Evaluation and Enhancement

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Chapter Content

Given a CPU organization, assess its performance and apply design techniques to enhance performance using pipelining, parallelism, and RISC methodologies.

Detailed Explanation

This objective involves evaluating an existing CPU design's performance and identifying areas for improvement through advanced techniques like pipelining (executing multiple instruction phases concurrently) and parallelism (performing multiple operations at once). RISC (Reduced Instruction Set Computer) techniques are also explored to simplify instructions, which leads to faster execution rates.

Examples & Analogies

Imagine a factory assembly line. Pipelining is like having multiple workers, each specializing in a different task on the line. While one worker is assembling a product, another can prepare the next item. This way, products are completed faster without the entire line waiting on a single worker.

Objective 6: Writing Assembly Level Programs

Chapter 6 of 6

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Chapter Content

For a given instruction set and instruction format of a processor, one will be able to write an assembly-level program to solve a given problem.

Detailed Explanation

In this objective, students will learn how to write programs using assembly language, which is a low-level programming language closely related to machine code. They will understand the instruction set available for the processor, enabling them to write efficient programs that directly interact with hardware. This practical skill is essential for optimizing program performance and troubleshooting.

Examples & Analogies

Writing assembly-level programs is like following a very specific recipe in cooking. While a regular recipe gives general instructions, an assembly program requires precise measurements and steps, allowing you to make the dish exactly as intended by controlling every detail in the cooking process.

Key Concepts

  • Outcome-based learning emphasizes clarity about what students should achieve by the end of the course.

  • The cognitive domain is crucial for developing intellectual skills necessary for understanding computer architecture.

  • Bloom's Taxonomy categorizes learning objectives to effectively structure educational methods.

Examples & Applications

Identifying programming constructs such as loops and conditionals and designing instructional sets accordingly.

Writing an assembly program to demonstrate practical applications of CPU architecture.

Memory Aids

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Rhymes

From Knowledge to Eval-u-ation, Bloom's Taxonomy aids learning sensation.

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Stories

Imagine a garden of knowledge where seeds of various learning goals bloom according to the responses of diligent students. Each seed corresponds to a domain—some sprout cognitive flowers, others psychomotor roots, and some affective leaves.

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Memory Tools

To remember the order of Bloom's Taxonomy: 'K-C-A-A-S' - Knowledge, Comprehension, Application, Analysis, Synthesis.

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Acronyms

O.B.L. reminds us

'Outcome Based Learning' sets clear paths to success.

Flash Cards

Glossary

Outcomes Based Learning

An educational approach where course design centers on the expected outcomes for students, promoting learner engagement and practical applications.

Cognitive Domain

The domain within Bloom's Taxonomy that focuses on mental skills and knowledge acquisition.

Psychomotor Domain

A classification of learning objectives that focuses on physical skills and techniques.

Affective Domain

A domain focusing on emotions, attitudes, and values related to learning.

Bloom's Taxonomy

A framework that categorizes educational goals into cognitive, affective, and psychomotor domains.

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