Using game-based learning and quantum computing to enhance STEAM competencies in K-16 education
Fecha
2021Resumen
Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognising the limitations of conventional educational approaches
in adequately preparing individuals for their incursion in this
area, this research introduces a novel board game called “Qubit:
The Game”, whose objective is twofold: to foster enthusiasm for
quantum computing and to enhance comprehension of fundamental notions within this discipline. This document provides
explanations regarding the rationale behind selecting a board
game format, the game’s design and mechanics, as well as the
methodology followed during its development. Furthermore, it
contains a first analysis conducted to assess the impact of the
designed game, on the perception, interest and fundamental notions of quantum computing among K-16 students. The outcomes
from this research unequivocally demonstrate that the devised
game serves as a potent instrument in cultivating enjoyment and
facilitating the understanding of essential knowledge in a topic
as intricate as quantum computing. In fact, the effectiveness of
this game also highlights its potential to introduce learners to
different STEAM-related topics