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 activities and class materials in a relevant course and (ii) evaluation of the pedagogical efficacy. In a long-term view, a successful delivery of this research will increase the confidence of undergraduate engineering students on the "in-concert" dynamics of various factors determining the performance of a blockchain system built on a wireless network.
翻译:我们能否让本科生工程教育更简单、更有趣?这一研究旨在研究我们能否回答这个雄心勃勃的问题!数字游戏学习(DGBL)已经发现,由于能够让学生感到容易和有趣,因此在工程课程中应用的数字游戏学习(DGBL)提高了学习效率。然而,最先进的DGBL计划仍然在各方面观察到挑战,包括成本、效率、教员和学生的准备程度等。从挑战出发,这项研究提议设计一个DGBL平台,以视觉化和系统化的观点为特点。具体地说,我们确定无线通信和联网系统应用的链条是我们利用拟议平台利益的关键生态系统。因此,我们在本文件中提出了一个全面的DGBL教学法,其中包括:(一) 在相关课程中创建相关的派任活动和班级材料,以及(二) 评估教学效率。从长远看,成功提供这项研究将提高本科工程学生对确定无线网络上块系系统性的各种因素的“内在”动态的信心。