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Quantum games and interactive tools for quantum technologies outreach and education

Marilú Chiofalo, Olga Zabello, Lia Yeh, James R. Wootton, Elif Sürer, Jacob Friis Sherson, Fabio Scafirimuto, Nassim Parvin, Laurentiu Nita, Azad Naeemi, Sabrina Maniscalco, Jorge Yago Malo, Brian R. La Cour, Klementyna Jankiewicz, Paweł Góra, Caterina Foti, İlke Ercan, Chiara Decaroli, Noah A. Davis, Nicky Case, Aditya Anupam, Carrie Ann Weidner, Piotr Migdał, Zeki Can Seskir

Published Jan 1, 2022• 90 citations
Publisher

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.

DOI
10.1117/1.oe.61.8.081809

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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.
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.
Virtual Lab by Quantum Flytrap explores novel ways to represent quantum phenomena in an interactive and intuitive way. It is an online laboratory with a real-time simulation of an optical table, supporting up to 3 entangled particles. We have created a highly visual no-code interface and an introductory Quantum Game to make the Virtual Lab approachable for users without prior exposure to quantum mechanics. At the same time, a configurable sandbox mode with customizable elements makes it useful for students, lecturers, and scientists. Virtual Lab provides a way to explore exact quantum states, entanglement, and the probabilistic nature of quantum physics. We provide ways to simulate quantum computing (e.g. Deutsch-Jozsa algorithm), use quantum cryptography (e.g. BB84 protocol), explore counterintuitive quantum phenomena (e.g. quantum teleportation), and recreate historical experiments (e.g. Michaelson-Morley interferometer). Virtual Lab is available at: https://lab.quantumflytrap.com/.
With the rapid evolution of quantum computing, education in quantum technology should encompass both theoretical knowledge and practical applications relevant to industry and research. We aim to create an educational model that integrates learning, application, and research in quantum computing for students of all levels. Bridging the gap between coursework and active research, a club led by students provides comprehensive learning modules, followed by mini-challenges, which aim to engage students in active research in the field. These challenges have led to the development of web and standalone applications, contributing to both community and academic knowledge. Throughout its operation, the club has introduced a series of learning materials covering fundamental to advanced quantum computing topics, combined with hands-on challenges and projects that transitioned students from theoretical understanding to practical applications. This paper discusses the structure and outcome of the club activities, highlighting specific educational strategies taken and their educational and research achievements. Results indicate the practicality of the club's structure, evidenced by the members' contributions to the field through application development and publications. By detailing the club's methodology, achievements, and challenges, this paper aims to provide insight for educators looking to cultivate similar programs that encourage active learning and research in quantum computing.
Virtual Lab by Quantum Flytrap is a no-code online laboratory of an optical table, presenting quantum phenomena interactively and intuitively. It supports a real-time simulation of up to three entangled photons. Users can place typical optical elements (such as beam splitters, polarizers, Faraday rotators, and detectors) with a drag-and-drop graphical interface. Virtual Lab operates in two modes. The sandbox mode allows users to compose arbitrary setups. Quantum Game serves as an introduction to Virtual Lab features, approachable for users with no prior exposure to quantum mechanics. We introduce visual representation of entangled states and entanglement measures. It includes interactive visualizations of the ket notation and a heatmap-like visualization of quantum operators. These quantum visualizations can be applied to any discrete quantum system, including quantum circuits with qubits and spin chains. These tools are available as open-source TypeScript packages – Quantum Tensors and BraKetVue. Virtual Lab makes it possible to explore the nature of quantum physics (state evolution, entanglement, and measurement), to simulate quantum computing (e.g., the Deutsch-Jozsa algorithm), to use quantum cryptography (e.g., the Ekert protocol), to explore counterintuitive quantum phenomena (e.g., quantum teleportation and the Bell inequality violation), and to recreate historical experiments (e.g., the Michelson–Morley interferometer).
Quantum computing is an emerging technology with a burgeoning industry and growing workforce needs. The demand for computer scientists with quantum computing knowledge is increasing, as their skills are needed to make quantum computing a scalable and useful resource. However, few computer scientists are formally educated in quantum computing, with most education occurring in physics curricula. Although some open source learning resources and software tools for quantum computing are available, they employ a quantum mechanical, hardware-driven framing that poses accessibility challenges for computing-focused learners. Educational games have seen some success in quantum computing outreach initiatives, particularly in building intuition for quantum mechanical concepts, but rarely relate to computing practices. This submission outlines a doctoral research programme that seeks to develop computing-centred interactions with quantum computing systems, and to explore how play can be leveraged in these interactions as a means of building quantum intuitions in a computing context.
With the development of quantum computing and quantum information science, quantum games are emerging as a novel educational tool that helps students intuitively understand complex quantum concepts. This paper explores the application of quantum games in quantum education, with a focus on analyzing the rules, teaching design, and their impact on students' cognitive development in “Quantum Chess”. Quantum Chess integrates core concepts such as quantum superposition, entanglement, and measurement, allowing students to experience the unique phenomena of quantum physics during the game. In the future, further optimization of the integration of quantum games and education will be necessary to meet diverse learning needs and promote the broader application of quantum computing technology in the field of education.