This paper is published in Volume-12, Issue-1, 2026
Area
Computer Science
Author
Shrey Sharma, Nendra Namgyel Wangchuk, Abhijeet Sharma
Org/Univ
SRM Institute of Science and Technology, Tamil Nadu, India
Pub. Date
26 February, 2026
Paper ID
V12I1-1177
Publisher
Keywords
Computer Networking, Educational Games, Packet Transfer, Virtual Reality

Citationsacebook

IEEE
Shrey Sharma, Nendra Namgyel Wangchuk, Abhijeet Sharma. Computer Networks VR, International Journal of Advance Research, Ideas and Innovations in Technology, www.IJARIIT.com.

APA
Shrey Sharma, Nendra Namgyel Wangchuk, Abhijeet Sharma (2026). Computer Networks VR. International Journal of Advance Research, Ideas and Innovations in Technology, 12(1) www.IJARIIT.com.

MLA
Shrey Sharma, Nendra Namgyel Wangchuk, Abhijeet Sharma. "Computer Networks VR." International Journal of Advance Research, Ideas and Innovations in Technology 12.1 (2026). www.IJARIIT.com.

Abstract

Computer Networks VR is an engaging educational game that turns key ideas of computer networking into a gameplay experience focused on packet transfer methods. Players take on the role of "Ping," moving through a factory designed like a Wi-Fi router, which serves as a metaphor for actual network operations. By handling packets shown as labeled boxes and setting IP and destination addresses, along with solving routing problems, players gain a solid understanding of data transmission. As they advance through different levels, they come across packet structures and protocols, solidifying their theoretical knowledge with practical simulations. This game highlights the potential of virtual reality as a valuable tool for making abstract networking concepts interactive and hands-on.