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 2023Publication 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.

Skip Supplemental Material Section

Supplemental Material

SIGCSE23-V1fp398.mp4

mp4

374.4 MB

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.2021.3127503Google ScholarGoogle ScholarCross RefCross Ref
  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.Google ScholarGoogle ScholarCross RefCross Ref
  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.Google ScholarGoogle Scholar
  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.2018.2888987Google ScholarGoogle ScholarDigital LibraryDigital Library
  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.2005.07874Google ScholarGoogle ScholarCross RefCross Ref
  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/ 3372782.3406255Google ScholarGoogle Scholar
  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/10.1119/1.1891170Google ScholarGoogle ScholarCross RefCross Ref
  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.2013.06.005Google ScholarGoogle ScholarCross RefCross Ref
  9. HQ 2022. Hello Quantum. Retrieved Nov. 1, 2022 from https://helloquantum. mybluemix.net/Google ScholarGoogle Scholar
  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/10.1145/3491101.3519885Google ScholarGoogle ScholarDigital LibraryDigital Library
  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/10.1145/3283070Google ScholarGoogle ScholarDigital LibraryDigital Library
  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.McColganGoogle ScholarGoogle ScholarCross RefCross Ref
  13. Seymour Papert. 1980. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, Inc., USA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  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/10.2172/1527395Google ScholarGoogle ScholarCross RefCross Ref
  15. QM2 2016. Quantum Moves 2. Retrieved Nov. 1, 2022 from https://www. scienceathome.org/games/quantum-moves-2/Google ScholarGoogle Scholar
  16. QubitxQubit 2022. QubitxQubit | Programs. Retrieved Aug. 16, 2022 from https://www.qubitbyqubit.org/programsGoogle ScholarGoogle Scholar
  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.18.010122Google ScholarGoogle ScholarCross RefCross Ref
  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/s40594-022-00344-0Google ScholarGoogle ScholarCross RefCross Ref
  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/10.1145/3242671.3242696Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

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

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • 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

        Copyright © 2023 ACM

        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]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 3 March 2023

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate1,595of4,542submissions,35%

        Upcoming Conference

        SIGCSE Virtual 2024
        SIGCSE Virtual 2024: ACM Virtual Global Computing Education Conference
        November 30 - December 1, 2024
        Virtual Event , USA
      • Article Metrics

        • Downloads (Last 12 months)121
        • Downloads (Last 6 weeks)13

        Other Metrics

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader