Quantum games and interactive tools for quantum technologies outreach and education

Journal Article (2022)
Author(s)

Zeki C. Seskir (Karlsruhe Institut für Technologie)

Piotr Migdał (Quantum Flytrap)

Carrie Weidner (University of Bristol)

Aditya Anupam (Georgia Institute of Technology)

Nicky Case (Ncase)

Noah Davis (The University of Texas at Austin)

Chiara Decaroli (National Quantum Computing Center)

Ilke Ercan (TU Delft - Electrical Engineering, Mathematics and Computer Science, TU Delft - Electrical Engineering, Mathematics and Computer Science)

Caterina Foti (Aalto University, QPlayLearn)

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Research Group
Electrical Engineering Education
DOI related publication
https://doi.org/10.1117/1.OE.61.8.081809 Final published version
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Publication Year
2022
Language
English
Research Group
Electrical Engineering Education
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.
Journal title
Optical Engineering
Issue number
8
Volume number
61
Article number
081809
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Institutional Repository
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Abstract

We provide an extensive overview of a wide range of quantum games and interactive tools that have been employed by the quantum community in recent years. We present selected tools as described by their developers, including "Hello Quantum, Hello Qiskit, Particle in a Box, Psi and Delta, QPlayLearn, Virtual Lab by Quantum Flytrap, Quantum Odyssey, ScienceAtHome, and the Virtual Quantum Optics Laboratory."In addition, we present events for quantum game development: hackathons, game jams, and semester projects. Furthermore, we discuss the Quantum Technologies Education for Everyone (QUTE4E) pilot project, which illustrates an effective integration of these interactive tools with quantum outreach and education activities. Finally, we aim at providing guidelines for incorporating quantum games and interactive tools in pedagogic materials to make quantum technologies more accessible for a wider population.

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