Adding Interactivity to Education of Complex Wireless Networks Using Digital Game-Based Learning
Seungmo Kim

TL;DR
This paper explores the use of digital game-based learning (DGBL) to enhance undergraduate education in complex wireless networks, focusing on blockchain applications, with a visualized platform and pedagogical evaluation.
Contribution
It introduces a systematic DGBL platform with visualization for teaching blockchain in wireless networks and evaluates its pedagogical effectiveness.
Findings
Increased student engagement and understanding of blockchain in wireless networks.
Effective integration of visualized DGBL in engineering education.
Positive feedback on the platform's usability and learning impact.
Abstract
Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied in engineering classes thanks to its ability to make students feel easy and fun. However, the state-of-the-art DGBL schemes still observe challenges in various aspects including cost, efficacy, readiness of instructors and students, etc. Motivated from the challenges, this research proposes to design a DGBL platform that features visualized and systematic views. Specifically, we identify the blockchain applied to wireless communications and networking systems as a key ecosystem that we capitalize the benefit of the proposed platform.. As such, in this paper, we lay out a comprehensive DGBL pedagogy that includes (i) creation of relevant assignment…
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Taxonomy
TopicsEducational Games and Gamification · Online Learning and Analytics
