Artificial Intelligence-Enabled Game-Based Learning and Quality of Experience: A Novel and Secure Framework (B-AIQoE)
Abstract
:1. Introduction
- In this paper, we propose a distributed blockchain-enabled Ethereum architecture for computer-assisted learning. In this process, the augmented intelligence-based game-based learning system is derived.
- B-AIQoE, an AI and Quality of experience-enabled collaborative approach, is presented, which mainly focuses on the developed learning content analysis and management before deployment and dispatching through the augmented devices.
- A permissionless blockchain network is designed that provides an integrated, secure environment for content delivery. For this purpose, there are two communication channels: on-chain and off-chain.
- Smart contracts are designed, created, and deployed, such as a number of students, along with teachers and content managers (staff), registering, adding content, managing it, updating changes, and exchanging ledgers.
- Finally, we separate and highlight a few emerging issues while creating and deploying B-AIQoE in real-time. In this manner, we provide possible solutions, along with future open research directions.
2. Related Work
3. Application of Augmented Intelligence in the Educational Environment
The Impact of Game-Based Learning in Education
4. Proposed Framework with Working Execution of B-AIQoE
- Distributed nodes inter-connectivity
- Smart contracts
- Peer-to-Peer (P2P) network
- Consensus policies
- Ethereum guest fees
- Digital signature
- Cryptographic hash-encryption.
5. Implementation, Simulation, and Discussion
5.1. Interoperable Platform Limitation
5.2. Streamline Automation of Game-Based Contents and Lack of Standardization
5.3. Scope of Computer-Assisted Learning and Privacy
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Disclosure
References
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Title of Research | Detail Description | Research Similarities/Dissimilarities | Issues, Challenges, and Limitations |
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A game-based vocabulary learning for early childhood students [20] | This paper discussed the emergence of a new paradigm in an educational environment, one of game-based learning, especially serious gaming (no entertainment), and its positive effects in the stage of early childhood. |
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The role of serious gaming and impacts in character building in early childhood [21] | The authors of this paper emphasize issues in the current design of serious gaming that are used to improve students’ social behavior, character development, and intelligence in the early childhood stage. |
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A Collaborative approach: AI with game-based learning [22] | This paper presented the role of AI with game-based learning and personalization for the purposes of detection, recognition, and analysis of human emotion, identifying voice-based records, and intelligence. |
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Hidden reflection analysis during game-based learning in school environment [23] | A framework for automating access to students’ written reflections and their responses during the delivery of game-based lectures is proposed. |
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Affection detection of game-based learning in schools’ children [24] | This paper investigates the previously published multimodal effects detection framework and separates the main aspects that impact early childhood students while learning through games or serious gaming. |
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AI-enabled collaborative approach is designed for upper elementary classes: game-based learning [25] | The author of this paper proposes a new paradigm by using AI-infused collaborative game-based learning and AI learning experiences in an educational environment, especially in upper elementary classes (K-12). |
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Categories | Other State of the Art Methods/Models/Frameworks (1) [36] | Other State of the Art Methods/Models/Frameworks (2) [37] | Other State of the Art Methods/Models/Frameworks (3) [38] | The Proposed B-AIQoE |
---|---|---|---|---|
Use of artificial intelligence-enabled machine learning techniques | √ | √ | √ | √ |
Game-based learning consent | √ | √ | √ | √ |
Process hierarchy with standardized steps | √ | √ | ||
Learning content security | √ | |||
Augmented reality/devices/intelligence | √ | √ | √ | |
Blockchain-Web 3.0 | √ |
Categories | Other State of the Art Methods/Models/Frameworks (1) [36] | Other State of the Art Methods/Models/Frameworks (2) [37] | Other State of the Art Methods/Models/Frameworks (3) [38] | The Proposed B-AIQoE |
---|---|---|---|---|
Encryption/NuCypher threshold re-encryption mechanism for content privacy | √ | |||
Quality of experience (QoE) | √ | √ | √ | |
Integrated/collaborative approach | √ | √ | √ | √ |
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© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Wagan, A.A.; Khan, A.A.; Chen, Y.-L.; Yee, P.L.; Yang, J.; Laghari, A.A. Artificial Intelligence-Enabled Game-Based Learning and Quality of Experience: A Novel and Secure Framework (B-AIQoE). Sustainability 2023, 15, 5362. https://doi.org/10.3390/su15065362
Wagan AA, Khan AA, Chen Y-L, Yee PL, Yang J, Laghari AA. Artificial Intelligence-Enabled Game-Based Learning and Quality of Experience: A Novel and Secure Framework (B-AIQoE). Sustainability. 2023; 15(6):5362. https://doi.org/10.3390/su15065362
Chicago/Turabian StyleWagan, Asif Ali, Abdullah Ayub Khan, Yen-Lin Chen, Por Lip Yee, Jing Yang, and Asif Ali Laghari. 2023. "Artificial Intelligence-Enabled Game-Based Learning and Quality of Experience: A Novel and Secure Framework (B-AIQoE)" Sustainability 15, no. 6: 5362. https://doi.org/10.3390/su15065362
APA StyleWagan, A. A., Khan, A. A., Chen, Y. -L., Yee, P. L., Yang, J., & Laghari, A. A. (2023). Artificial Intelligence-Enabled Game-Based Learning and Quality of Experience: A Novel and Secure Framework (B-AIQoE). Sustainability, 15(6), 5362. https://doi.org/10.3390/su15065362