  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.
