skip to main content
10.1145/3545945.3569837acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
research-article
Public Access

Qupcakery: A Puzzle Game that Introduces Quantum Gates to Young Learners

Published: 03 March 2023 Publication History

Abstract

Quantum computing (QC) is an emerging field at the intersection of computer science and physics. Harnessing the power of quantum mechanics, QC is expected to solve otherwise intractable problems significantly faster, including in encryption, drug development, and optimization. High-quality and accessible QC resources are needed to help students develop the critical skills and confidence to contribute to the field. However, existing programs are often aimed at college students with an advanced mathematics or physics background, shutting out potential innovators.
To make quantum learning resources for a broad, young audience, we designed Qupcakery, a puzzle game that introduces players to several core QC concepts: quantum gates, superposition, and measurement. We present preliminary testing results with both middle school and high school students. Using in-game data, observation notes, and focus group interviews, we identify student challenges and report student feedback. Overall, the game is at an appropriate level for high school students but middle school students need more levels to practice when new concepts are introduced.

Supplementary Material

MP4 File (SIGCSE23-V1fp398.mp4)
Quantum computing (QC) is an exciting and rapidly growing field. However, this is a lack of high-quality and accessible K-12 QC educational resources. To help students develop the critical skills and confidence to contribute to this field, we designed Qupcakery, a puzzle game that introduces players to several core QC concepts (quantum gates, superposition, and measurement). We present preliminary testing results with middle school and high school students. Overall, we find that the game is at an appropriate level for high school students, but middle school students need more levels to practice when new concepts are introduced.

References

[1]
Prashanti Angara, Ulrike Stege, Andrew MacLean, Hausi Muller, and Tom Markham. 2021. Teaching Quantum Computing to High-School-Aged Youth: A Hands-On Approach. IEEE Transactions on Quantum Engineering PP (11 2021), 1--1. https://doi.org/10.1109/TQE.2021.3127503
[2]
Albert Bandura. 1978. Self-efficacy: Toward a unifying theory of behavioral change. Advances in Behaviour Research and Therapy 1, 4 (1978), 139--161. https: //doi.org/10.1016/0146-6402(78)90002-4 Perceived Self-Efficacy: Analyses of Bandura's Theory of Behavioural Change.
[3]
Mehdi Bozzo-Rey, Robert Loredo, Hausi A. Müller, and Ulrike Stege. 2020. Quantum Computing: Synergies and Opportunities. In Proceedings of the 30th Annual International Conference on Computer Science and Software Engineering (Toronto, Ontario, Canada) (CASCON '20). IBM Corp., USA, 275--276.
[4]
Y. Cao, J. Romero, and A. Aspuru-Guzik. 2018. Potential of quantum computing for drug discovery. IBM Journal of Research and Development 62, 6 (2018), 6:1--6:20. https://doi.org/10.1147/JRD.2018.2888987
[5]
Sophia E. Economou, Terry Rudolph, and Edwin Barnes. 2020. Teaching quantum information science to high-school and early undergraduate students. https: //doi.org/10.48550/ARXIV.2005.07874
[6]
Diana Franklin, Jen Palmer, Woorin Jang, Elizabeth Lehman, Jasmine Marckwordt, Randall Landsberg, Alexandria Muller, and Danielle Harlow. 2020. Exploring Quantum Reversibility with Young Learners. 147--157. https://doi.org/10.1145/ 3372782.3406255
[7]
Edward Gerjuoy. 2005. Shor's factoring algorithm and modern cryptography. An illustration of the capabilities inherent in quantum computers. American Journal of Physics 73, 6 (2005), 521--540. https://doi.org/10.1119/1.1891170 arXiv:https://doi.org/10.1119/1.1891170
[8]
Michail Giannakos. 2013. Enjoy and learn with educational games: Examining factors affecting learning performance. Computers & Education 68 (10 2013), 429--439. https://doi.org/10.1016/j.compedu.2013.06.005
[9]
HQ 2022. Hello Quantum. Retrieved Nov. 1, 2022 from https://helloquantum. mybluemix.net/
[10]
Klementyna Jankiewicz, Piotr Migdal, and Pawel Grabarz. 2022. Virtual Lab by Quantum Flytrap: Interactive Simulation of Quantum Mechanics. In Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI EA '22). Association for Computing Machinery, New York, NY, USA, Article 175, 4 pages. https://doi.org/10.1145/3491101.3519885
[11]
A.-J Lakanen and Tommi Kärkkäinen. 2019. Identifying Pathways to Computer Science: The Long-Term Impact of Short-Term Game Programming Outreach Interventions. ACM Transactions on Computing Education 19 (01 2019), 1--30. https://doi.org/10.1145/3283070
[12]
Michele McColgan, Robert Colesante, and Kenneth Robin. 2019. Short- and long-term impacts of an informal STEM program. https://doi.org/10.1119/perc. 2018.pr.McColgan
[13]
Seymour Papert. 1980. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, Inc., USA.
[14]
Anastasia Perry, Ranbel Sun, Ciaran Hughes, Joshua Isaacson, and Jessica Turner. 2019. Quantum Computing as a High School Module. (4 2019). https://doi.org/10.2172/1527395
[15]
QM2 2016. Quantum Moves 2. Retrieved Nov. 1, 2022 from https://www. scienceathome.org/games/quantum-moves-2/
[16]
QubitxQubit 2022. QubitxQubit | Programs. Retrieved Aug. 16, 2022 from https://www.qubitbyqubit.org/programs
[17]
Sara Satanassi, Elisa Ercolessi, and Olivia Levrini. 2022. Designing and imple- menting materials on quantum computing for secondary school students: The case of teleportation. Phys. Rev. Phys. Educ. Res. 18 (Mar 2022), 010122. Issue 1. https://doi.org/10.1103/PhysRevPhysEducRes.18.010122
[18]
Liang-Hui Wang, Bing Chen, Gwo-Jen Hwang, Jue-Qi Guan, and Yun-Qing Wang. 2022. Effects of digital game-based STEM education on students' learning achievement: a meta-analysis. International Journal of STEM Education 9 (03 2022). https://doi.org/10.1186/s40594-022-00344-0
[19]
Justin D. Weisz, Maryam Ashoori, and Zahra Ashktorab. 2018. Entanglion: A Board Game for Teaching the Principles of Quantum Computing. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (Melbourne, VIC, Australia) (CHI PLAY '18). Association for Computing Machinery, New York, NY, USA, 523--534. https://doi.org/10.1145/3242671.3242696

Index Terms

  1. Qupcakery: A Puzzle Game that Introduces Quantum Gates to Young Learners

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      SIGCSE 2023: Proceedings of the 54th ACM Technical Symposium on Computer Science Education V. 1
      March 2023
      1481 pages
      ISBN:9781450394314
      DOI:10.1145/3545945
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 03 March 2023

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. game-based learning
      2. informal learning
      3. k-12 education
      4. quantum computing education
      5. quantum gates

      Qualifiers

      • Research-article

      Funding Sources

      Conference

      SIGCSE 2023
      Sponsor:

      Acceptance Rates

      Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

      Upcoming Conference

      SIGCSE TS 2025
      The 56th ACM Technical Symposium on Computer Science Education
      February 26 - March 1, 2025
      Pittsburgh , PA , USA

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 286
        Total Downloads
      • Downloads (Last 12 months)177
      • Downloads (Last 6 weeks)32
      Reflects downloads up to 23 Dec 2024

      Other Metrics

      Citations

      View Options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Login options

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media