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arXiv:2106.07077

Inclusive learning for quantum computing: supporting the aims of quantum literacy using the puzzle game Quantum Odyssey

Laurentiu Nita, Nicholas Chancellor, Laura Mazzoli Smith, Helen Cramman, Gulsah Dost

Published Jun 13, 2021• 9 citations
arXivHTMLPDF

Abstract

With a vast domain of applications and now having quantum computing hardware available for commercial use, an education challenge arises in getting people of various background to become quantum literate. Quantum Odyssey is a new piece of computer software that promises to be a medium where people can learn quantum computing without any previous requirements. It aims to achieve this through visual cues and puzzle play, without requiring the user to possess a background in computer coding or even linear algebra, which are traditionally a must to work on quantum algorithms. In this paper we report our findings on an UKRI Citizen Science grant that involves using Quantum Odyssey to teach how to construct quantum computing algorithms. Sessions involved 30 minutes of play, with 10 groups of 5 students, ranging between 11 to 18 years old, in two schools in the UK. Results show the Quantum Odyssey visual methods are efficient in portraying counterintuitive quantum computational logic in a visual and interactive form. This enabled untrained participants to quickly grasp difficult concepts in an intuitive way and solve problems that are traditionally given today in Masters level courses in a mathematical form. The results also show an increased interest in quantum physics after play, a higher openness and curiosity to learn the mathematics behind computing on quantum systems. Participants developed a visual, rather than mathematical intuition, that enabled them to understand and correctly answer entry level technical quantum information science.

DOI
10.48550/arxiv.2106.07077

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With a vast domain of applications and now having quantum computing hardware available for commercial use, an education challenge arises in getting people of various background to become quantum literate. Quantum Odyssey is a new piece of computer software that promises to be a medium where people can learn quantum computing without any previous requirements. It aims to achieve this through visual cues and puzzle play, without requiring the user to possess a background in computer coding or even linear algebra, which are traditionally a must to work on quantum algorithms. In this paper we report our findings on an UKRI Citizen Science grant that involves using Quantum Odyssey to teach how to construct quantum computing algorithms. Sessions involved 30 minutes of play, with 10 groups of 5 students, ranging between 11 to 18 years old, in two schools in the UK. Results show the Quantum Odyssey visual methods are efficient in portraying counterintuitive quantum computational logic in a visual and interactive form. This enabled untrained participants to quickly grasp difficult concepts in an intuitive way and solve problems that are traditionally given today in Masters level courses in a mathematical form. The results also show an increased interest in quantum physics after play, a higher openness and curiosity to learn the mathematics behind computing on quantum systems. Participants developed a visual, rather than mathematical intuition, that enabled them to understand and correctly answer entry level technical quantum information science.
Background: Knowledge of quantum computing is arguably inaccessible to many, with knowledge of the complex mathematics involving a particular barrier to entry, creating difficulty in terms of teaching and inclusive learning for those without a high level of mathematics. Meanwhile, it is increasingly important that the knowledge of quantum technologies is accessible to those who work with real-world applications and is taught to the younger generation.Purpose: Resulting from collaborative dialogue between physicists, computer scientists, educationalists, and industrial end users, we propose the concept of quantum literacy as one means of addressing the need for transdisciplinary research in response to the complex problems that we see at the heart of issues around global sustainability. In this way, quantum literacy can contribute to UN Sustainable Development Goal 4, Quality Education.Methods: We introduce a specific puzzle visualization learning tool through which to achieve the pedagogic ends we set out with respect to quantum literacy. Visualization through puzzles can enable non-specialists to develop an intuitive, but still rigorous, understanding of universal quantum computation and provide a facility for non-specialists to discover increasingly complex and new quantum algorithms. Using the Hong–Ou–Mandel optical effect from quantum mechanics, we demonstrate how visual methods such as those made possible through the puzzle visualization tool can be very useful for understanding underlying complex processes in quantum physics and beyond and therefore support the aims of quantum literacy.Conclusion: We argue that quantum literacy, as defined here, addresses the challenges of learning within a highly bounded discipline and of access to the kind of powerful knowledge that should be more accessible to a wide group of learners. We therefore argue for the importance of addressing pedagogic issues when powerful knowledge consists of dense concepts, as well as complex and hierarchical relations between concepts, in addition to presenting a strong barrier to entry in the form of mathematics.
Quantum education has been increasingly emphasized at both the post-secondary and secondary education stages, in line with the advent of the quantum computing paradigm. Traditional quantum computing education, however, necessitates an extensive background in physics, mathematics, and information science, which can be challenging for beginners. This study presents the experience of implementing a college curriculum at National Chi Nan University in Taiwan, designed to enable learners at all levels to grasp the concept of a quantum algorithm using accessible math yet rigorous enough for verification. The study succinctly conveys the concept of the quantum Grover algorithm, provides necessary background knowledge, and elucidates the ideas using three distinct visualization methods. Furthermore, this study offers a novel presentation for aligning the results of geometrical representation with the corresponding quantum circuit layout. The hands-on project demonstration motivates learners to explore solutions using their visualization tool, enhancing their engagement and sense of achievement. Developing these tools deepens learners' understanding and promotes active peer education, thereby improving their participation and retention of quantum knowledge. The visualization tools developed through this process serve as a valuable contribution to quantum education, offering an effective quantum tool and a user-friendly interface for learning, teaching, researching, and providing fresh insights and perspectives. By making quantum computing concepts more understandable through accessible math and visualization, we aim to lower the entry-level barrier to learning quantum computing, encouraging more talents to engage in quantum computing for their research studies.
Quantum computers are a new generation of computers, whose principles for designing algorithms have already been defined, despite their hardware implementation still being under development. Attracting more scientists to the field is crucial to developing new algorithms in order to make the most of quantum computers once they are available. Serious games can contribute a lot to this effort. This article focuses on the pilot evaluation of the Quantum Escape serious game, which is based on a 3D format for motivating students and a conceptual simplification strategy for making abstract concepts accessible. Specifically, the game design is grounded in the established Four-Dimensional framework, and it aims to transform abstract concepts like superposition and entanglement, as well as common quantum gates, into intuitive puzzles presented through probabilities. The design of Quantum Escape was evaluated by 27 Computer Science students and graduates, in terms of perceived player experience and perceived short-term learning using a questionnaire based on the established MEEGA+ evaluation framework. The design choices of Quantum Escape seem to be validated, since most novice participants found the game understandable and requiring no prior knowledge, while participants with relevant background in quantum computing also largely endorsed the content’s accuracy. Limitations in the extent of quantum computing concepts and the number of participants dictate further development and evaluation of the game.
The last few years have seen many new ways to get hands-on with quantum computing, including publicly accessible prototype hardware and software frameworks. Such tools provide new education opportunities, not just for quantum computing specifically, but also more broadly for quantum information science and even quantum physics as a whole. In this paper we present a case study of one education resource which aims to take advantage of the opportunities: the open-source online textbook ‘Learn Quantum Computation using Qiskit’. This blends traditional text with executable code and interactive elements. We give an overview of the form taken by the textbook in 2020, summary of the topics covered and an explanation of the approach taken.
Contribution:In this study, an alternative educational approach for introducing quantum computing to a wider audience is highlighted. The proposed methodology considers quantum computing as a generalized probability theory rather than a field emanating from physics and utilizes quantum programming as an educational tool to reinforce the learning process.Background:Quantum computing is a topic mainly rooted in physics, and it has been gaining rapid popularity in recent years. A need for extending the educational reach to groups outside of physics has also been becoming a necessity.Intended Outcomes:This study aims to inform academics and organizations interested in introducing quantum computing to a diverse group of participants on an educational approach. It is intended that the proposed methodology would facilitate people from diverse backgrounds to enter the field.Application Design:The introductory quantum physics content is bypassed and the quantum computing concepts are introduced through linear algebra instead. Quantum programming tasks are prepared in line with the content. Pre/post-test design method and Likert scale satisfaction surveys are utilized to measure knowledge acquisition and to evaluate the perception of the learning process by the participants.Findings:Conducted pre/post-test design survey shows that there is a statistically significant increase in the basic knowledge levels of the participants on quantum computing concepts. Furthermore, no significant difference in the gain scores is observed between the participants from different STEM-related educational backgrounds. The majority of the participants were satisfied and provided positive feedback.
Quantum Computing (QC) is often challenging for beginners due to its abstract concepts and mathematical foundations. This paper explores the use of gamification to support the learning of introductory QC concepts. To investigate this, QubitQuest was developed as a set of three educational mini-games designed to teach key QC topics: the Bloch sphere, entanglement, and quantum circuits. The mini-games aim to balance engagement, motivation, and learning while introducing concepts in small and focused units of progressive difficulty. A two-phase user study was conducted to evaluate the mini-games. In the first phase, a preliminary survey was conducted to gather information on learners' preferences and inform the design of the mini-games. In the second phase, participants played the mini-games and completed pre- and post-game questionnaires to assess their learning. The results show that participants improved their understanding of introductory QC concepts after playing the mini-games, with post-game scores higher than pre-game scores. Those who completed more levels achieved higher post-game scores, indicating that motivation and engagement influenced the learning outcomes. These findings suggest that mini-games may improve students' learning experience and outcomes when exposed to introductory QC concepts.