# Circuits and Boolean Expressions

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1 Circuits and Boolean Expressions Provided by TryEngineering - Lesson Focus Boolean logic is essential to understanding computer architecture. It is also useful in program construction and Artificial Intelligence. This lesson is a gentle introduction to formal logic using Boolean notation, and Circuits. Students learn the basic rules by playing the role of logic gates in a half adder and full adder. Free logic gate construction software available online can be incorporated optionally. Age Levels Recommended for ages 8 10 Also appropriate for ages Objectives Introduce students to: Simple Boolean expressions, AND, OR, NOT. Adders and Full Adders. Binary Arithmetic. Anticipated Learner Outcomes Students will be able to: Construct simple circuits on paper, and use simulators. Develop a circuit diagram from a Boolean expression. Develop a truth table for a circuit diagram. Demonstrate how an adder and full adder work. Alignment to Curriculum Frameworks See attached curriculum alignment sheet. I nternet Connections (Binary arithmetic) (Suggested logic gate simulator) Recommended Reading Optional Writing Activity Which symbol system do you like best: Boolean expressions, Circuits or Truth Tables? Explain. Circuits and Boolean Expressions Page 1 of 11

3 cards, allowing students to explore simple gates through computer-based interaction, enhances their experience. Session 1 1. Introduce your students to simple binary arithmetic of single digits. Either demonstrate in class, or use this video: Worksheet 1 provides a guided exercise. Watch the video on the Internet Connections on converting between binary and decimal. If appropriate, include the optional video in Recommended Reading. 2. Distribute Worksheet 1, 6 index cards of one color (the logic cards), 4 index cards of a second color (input cards), and 4 cards of a third color (output cards). Have your students create a set of Logic Cards for themselves, then using the logic cards, follow the instructions on Worksheet 1 to create the Gate cards. The three basic operations NOT, OR, AND can be referenced from the student resource sheet. In pairs or groups of at most four, have them use a Logic Gate simulation such as to create the other three: XOR, NOR, NAND. If the software or a physical kit is unavailable, post the rules on the board as follows. Truth tables can be found on line. Each student should also create two input cards labeled 0 and two input cards labeled 1, two output cards labeled 0, and two output cards labeled 1. Have students help each other fill out the cards and make sure each student puts their name on their cards. XOR: exclusive OR NOR True when exactly one input is true, not true otherwise. NOT OR NAND NOT AND 3. As students complete their cards, assign them to groups of three, but preferably four. Have them collect all of their logic cards into a pile and the input cards into a pile. Review the game rules described on the Worksheet If there s time, as a final activity show them the Boolean expressions for a half adder, and ask them to construct logic gates and truth tables using ANY combination of gates. You choose whether individuals or groups win. The Boolean expressions are: S = A XOR B C = A AND B 5. Have the groups of student collect their cards and bundle them for next time. Invite students to add cards to the decks and distribute blank index cards as needed. Circuits and Boolean Expressions Page 3 of 11

5 Student Resource: Boolean Algebra, and Logic Gates Binary Arithmetic We count in Base 10, with digits 0,1,2,3,4,5,6,7,8,9. Computers count in Base 2, with digits 0,1. This means they do a lot of addition with carry, but the rules are simpler: = 10, since we only have two digits we have to carry to the next column. Here are the conversions from between binary and decimal Yes, it keeps going. Binary Decimal Boolean Operators and Logic Gates Computers count in binary because they are made up of logic gates. Very complicated computation can happen with the rule that TRUE is the same as 1, and FALSE is the same as 0. There are three simple rules called operators Boolean logic and circuit gates. Each rule takes one or two binary digits (or truth values) and produces a resulting truthvalue or digit. Some people like to think in Boolean, others find it easier to think about logic gates, still others like truth tables. As you do this lesson, think about which one makes the most sense to you. Operator Rule Boolean Logic Gate Truth Table NOT If input is TRUE, output _ is FALSE A or!a A! A AND OR When all the inputs are TRUE, the output is TRUE, otherwise the output is FALSE. T when all inputs are T, F otherwise When all the inputs are FALSE, output is FALSE, otherwise output is TRUE T when either input is T, F otherwise A B or AB A B or A + B A B A+B A B AB Circuits and Boolean Expressions Page 5 of 11

6 Student Worksheet 1 : Binary Arithmetic and Logic Gates Binary Arithmetic The student resource page gives you the rules for binary arithmetic. Perhaps you watched a video or your teacher showed you how to add four bit numbers. In your group, challenge each other by making up your own problems such as this one. Convert each number to decimal (using the chart on the student resource page). When the subscript is 2 the number is binary, when the subscript is missing or 10, the number is decimal = = = = = = = = = Circuits and Boolean Expressions Page 6 of 11

7 Student Worksheet 2: The BLT Game (Boolean Logic Truth) Materials Six index cards to create Logic Cards. Their color is. Four index cards to create Input Cards. Their color is. Four index cards to create Output Cards. Their color is. Straws to create connections between gates. Setup Create Logic Cards for NOT, AND, OR, XOR, NAND, NOR Using your student resource page as a guide, create cards for NOT, AND, OR. Draw the logic gate on the front; write the name (e.g. NOT), the Boolean expression, and the truth table on the back. Using resources provided by your teacher (or perhaps a computer simulation) create cards for XOR, NAND, NOR. WRITE YOUR NAME ON THE BACK OF EACH CARD. Create Input and Output Cards Write a large 1 on two of the input cards and two of the output cards. Write a large 0 on the remaining input and output cards. Collect everyone s logic and input cards. Keep your output cards. Have a paper and pencil handy to keep score, and straws ready to connect logic gates. Game Play The player with the most points wins. Players take turns being dealer. The person to the left of the dealer is the problem solver. The remaining players are the challengers. Dealer: Lay out a circuit by drawing four cards from the deck. Use at least two cards to build a combinational logic diagram by connecting the output of one card with the inputs(s) of another. Write down the Boolean expression for your diagram. Depending on the number of inputs to your left-most logic gate, pick two input cards and place them at the inputs to that gate. You can have only one output. Problem Solver: Work through the circuit and place either 0 or 1 at the output. Challenger: Agree or disagree with the output, agree or disagree with the Boolean expression. Use truth tables to prove your assertion if others contest it. Scoring Dealer: 1 point if the Problem Solver got it right, 3 points for the correct Boolean expression. Problem Solver: 6 points for the correct answer. Challenger(s): 2 points for a successful challenge or for agreeing to the right answer. Anyone: 10 points for successfully arguing that the others are wrong. Circuits and Boolean Expressions Page 7 of 11

8 Student Worksheet 3: A Full Adder This is a full adder. It has three inputs and two outputs. Write the Boolean expressions and fill in the truth table. S = C out A B C in S C out Your class will play full-adder relay. To do that you have to be quick about knowing what the outputs are, based on the inputs you receive. As a team, invent the fastest way to know the outputs given inputs A, B and C in. Hint: think binary arithmetic rather than logic! Use this space to figure out the Boolean expressions for S and C out. Circuits and Boolean Expressions Page 8 of 11

9 For Teachers: Alignment to Curriculum Frameworks Note: All lesson plans in this series are aligned to the Computer Science Teachers Association K-12 Computer Science Standards, and if applicable also the U.S. Common Core State Standards for Mathematics, the U.S. National Council of Teachers of Mathematics' Principles and Standards for School Mathematics, the International Technology Education Association's Standards for Technological Literacy, the U.S. National Science Education Standards and the U.S. Next Generation Science Standards. National Science Education Standards Grades K-4 (ages 4-9) CONTENT STANDARD E: Science and Technology As a result of activities, all students should develop Abilities of technological design Understanding about science and technology National Science Education Standards Grades 5-8 (ages 10-14) CONTENT STANDARD E: Science and Technology As a result of activities, all students should develop Abilities of technological design Understandings about science and technology Next Generation Science Standards & Practices Grades 3-5 (ages 8-11) Practice 2: Generating and Using Models Use a model to test cause and effect relationships or interactions concerning the functioning of a natural or designed system. Practice 6: Constructing Explanations and Designing Solutions Use evidence (e.g., measurements, observations, patterns) to construct or support an explanation or design a solution to a problem Practice 7: Engaging in Argument from Evidence Construct and/or support an argument with evidence, data, and/or a model. Next Generation Science Standards & Practices Grades 6-8 (ages 11-14) Practice 2: Generating and Using Models Develop and/or use a model to generate data to test ideas about phenomena in natural or designed systems, including those representing inputs and outputs, and those at unobservable scales. Practice 5: Using Mathematics and Computational Thinking Use mathematical representations to describe and/or support scientific conclusions and design solutions. Practice 6: Constructing Explanations and Designing Solutions Construct an explanation using models or representations Practice 7: Engaging in Argument from Evidence Construct, use, and/or present an oral and written argument supported by empirical evidence and scientific reasoning to support or refute an explanation or a model for a phenomenon or a solution to a problem Circuits and Boolean Expressions Page 9 of 11

10 For Teachers: Alignment to Curriculum Frameworks Principles and Standards for School Mathematics Grades 3-5 (ages 8-11) Algebra Standards - understand patterns, relations and functions represent and analyze patterns and functions, using words, tables, and graphs. Principles and Standards for School Mathematics Gr. 6-8 (ages 11-14) Algebra Standards - understand patterns, relations and functions represent and analyze and generalize a variety of patterns with tables, graphs, words, and, when possible symbolic rules Principles and Standards for School Mathematics (all ages) Problem Solving Standards Solve problems that arise in mathematics and other contexts Communication Standards Communicate their mathematical thinking coherently and clearly to peers, teachers and others Common Core State Practices & Standards for School Mathematics (all ages) CCSS.MATH.PRACTICE.MP1 Make sense of problems and persevere in solving them. CCSS.MATH.PRACTICE.MP4 Model with mathematics. Standards for Technological Literacy - all ages Nature of Technology Standard 2: Students will develop an understanding of the core concepts of technology Design Standard 10: Students will develop an understanding of the role of troubleshooting, research and development, invention and innovation, and experimentation in problem solving. The Designed World Standard 17: Students will develop an understanding of and be able to select and use information and communication technologies CSTA K-12 Computer Science Standards Grades 3-6 (ages 8-11) 5.1 Level 1: Computer Science and Me (L1) Computational Thinking (CT) 4. Describe how a simulation can be used to solve a problem. Collaboration (CL) 3. Identify ways that teamwork and collaboration can support problem solving and innovation. Circuits and Boolean Expressions Page 10 of 11

11 For Teachers: Alignment to Curriculum Frameworks CSTA K-12 Computer Science Standards Grades 6-9 (ages 11-14) 5. 2 Level 2: Computer Science and Community (L2) Computational Thinking (CT) 13. Understand the notion of hierarchy and abstraction in computing including high- level languages, translation, instruction set, and logic circuits. Collaboration (CL) 3. Collaborate with peers, experts, and others using collaborative practices such as pair programming, working in project teams, and participating in group active learning activities. Circuits and Boolean Expressions Page 11 of 11

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