학술논문

Problem Based Gamification to Enhance Quantum Literacy within Computational Thinking 2.0 Framework
Document Type
Conference
Source
2023 IEEE Integrated STEM Education Conference (ISEC) Integrated STEM Education Conference (ISEC), 2023 IEEE. :103-110 Mar, 2023
Subject
Bioengineering
Communication, Networking and Broadcast Technologies
Engineering Profession
General Topics for Engineers
Robotics and Control Systems
Signal Processing and Analysis
Quantum entanglement
Games
Logic gates
Teleportation
Libraries
Real-time systems
Quantum circuit
Computational Thinking 2.0
Quantum Literacy
Quantum Games
Python
Language
ISSN
2473-7623
Abstract
Quantum mechanics is a fundamental, axiom-based physical theory that describes and explains phenomena that Classical Mechanics and Electrodynamics are unable to describe. It is considered a cross disciplinary STEM field, advancing the philosophy of Quantum Literacy (QL), which focuses on nature’s real complex problems. QL addresses the challenges of computing skills acquisition, through problem-based activities to offer powerful knowledge to a wide group of learners. Therefore, quantum technology knowledge should be accessible to students and teachers, in a more interactive way. In this paper, we propose contemporary and Problem based scenarios, in which students may acquire stronger mathematical, computational and modelling skills, working as real researchers. Thus, they acquire all necessary knowledge related to quantum principles, such as superposition, teleportation, entanglement, quantum gates and quantum information. The serious games we propose, relate to strategic games, within the computational thinking 2.0 framework. Certain Python libraries and packages are used and the didactic approach is based on game-based inquiry learning.