A Survey on Quantum Literacy within Gamification in Science Education

During quantum era, new rules governing physical phenomena and reality contribute to the development of quantum technology, which will change people’s lives, in the near future. A great range of quantum technologies, based on quantum information theory and quantum computing, lead to new applications. Revolutionary quantum computing algorithms benefit from basic quantum mechanics properties, such as entanglement and superposition effects, to advance calculations in polynomial time. In essence, Quantum Mechanics (QM) is considered a cross – disciplinary STEM Physics field, aiming to advance the philosophy of Quantum Literacy (QL), which addresses the transdisciplinary nature of real world complex problems. QL addresses the challenges of quantum technologies learning and skills acquisition, through gamification and computing problem – solving environments. Simulations, virtual labs and interactive tools through serious games, create an attractive learning environment and promote at the same time an interdisciplinary field of physics, technology and information sciences. Technological interventions, often combined with contemporary teaching methods, provide guidelines for better and long-lasting learning outcomes. To this end, literature often emphasizes students’ engagement with serious games, especially if the content is interdisciplinary and lies in the crossroad section of Physics, Mathematics, Computer and Computational Sciences. Our work focuses on mapping the State of the Art among contemporary teaching methods and gamification techniques and tools, as applied for quantum mechanics concepts and quantum computing problems, to best advance QL. We also discuss the trends among contemporary teaching methods, effective gamification tools and quantum learning topics, fostering quantum physics knowledge from K-12 educational level.

Authors

Publication Details

Journal
International Journal of Advanced Multidisciplinary Research and Studies
Published
2025-02-22
DOI
https://doi.org/10.62225/2583049x.2025.5.1.3775
Citations
1
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
3.25
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article

A Survey on Quantum Literacy within Gamification in Science Education

Vincent C. Dennis, Xenakis Apostolos, Theodoropoulou Kalliopi, Antonis Kostantinos et al.
1 citations
International Journal of Advanced Multidisciplinary Research and Studies
Education and Learning Interventions
3.25
article

A Survey on Quantum Literacy within Gamification in Science Education

Vincent C. Dennis, Xenakis Apostolos, Theodoropoulou Kalliopi, Antonis Kostantinos, Avramopoulos Aggelos
article en
1 citations

Abstract

During quantum era, new rules governing physical phenomena and reality contribute to the development of quantum technology, which will change people’s lives, in the near future. A great range of quantum technologies, based on quantum information theory and quantum computing, lead to new applications. Revolutionary quantum computing algorithms benefit from basic quantum mechanics properties, such as entanglement and superposition effects, to advance calculations in polynomial time. In essence, Quantum Mechanics (QM) is considered a cross – disciplinary STEM Physics field, aiming to advance the philosophy of Quantum Literacy (QL), which addresses the transdisciplinary nature of real world complex problems. QL addresses the challenges of quantum technologies learning and skills acquisition, through gamification and computing problem – solving environments. Simulations, virtual labs and interactive tools through serious games, create an attractive learning environment and promote at the same time an interdisciplinary field of physics, technology and information sciences. Technological interventions, often combined with contemporary teaching methods, provide guidelines for better and long-lasting learning outcomes. To this end, literature often emphasizes students’ engagement with serious games, especially if the content is interdisciplinary and lies in the crossroad section of Physics, Mathematics, Computer and Computational Sciences. Our work focuses on mapping the State of the Art among contemporary teaching methods and gamification techniques and tools, as applied for quantum mechanics concepts and quantum computing problems, to best advance QL. We also discuss the trends among contemporary teaching methods, effective gamification tools and quantum learning topics, fostering quantum physics knowledge from K-12 educational level.

International Journal of Advanced Multidisciplinary Research and StudiesVol. 5(1)
Openalex Percentile: Top 11%
Education and Learning Interventions
3.25
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