Using Game-Based Learning and Quantum Computing to Enhance STEAM Competencies in K-16 Education

IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES
Daniel Escanez-Exposito;Javier Correa-Marichal;Pino Caballero-Gil
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Abstract

Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing 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: 1) to foster enthusiasm for quantum computing and 2) 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.
利用游戏式学习和量子计算提高 K-16 教育中的 STEAM 能力
量子计算是一个新兴且快速发展的领域,吸引着科学家和工程师。认识到传统教育方法在为个人进入这一领域做好充分准备方面的局限性,本研究引入了一种名为“量子比特:游戏”的新颖棋盘游戏,其目标是双重的:1)培养对量子计算的热情,2)增强对这一学科基本概念的理解。这篇文章解释了选择桌面游戏格式的基本原理,游戏的设计和机制,以及开发过程中所遵循的方法。此外,它还包含了第一个分析,以评估设计的游戏对K-16学生对量子计算的感知、兴趣和基本概念的影响。这项研究的结果明确表明,设计的游戏是培养乐趣和促进理解量子计算等复杂主题中基本知识的有力工具。事实上,这个游戏的有效性也突出了它向学习者介绍不同的steam相关主题的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Transactions on Education
IEEE Transactions on Education 工程技术-工程:电子与电气
CiteScore
5.80
自引率
7.70%
发文量
90
审稿时长
1 months
期刊介绍: The IEEE Transactions on Education (ToE) publishes significant and original scholarly contributions to education in electrical and electronics engineering, computer engineering, computer science, and other fields within the scope of interest of IEEE. Contributions must address discovery, integration, and/or application of knowledge in education in these fields. Articles must support contributions and assertions with compelling evidence and provide explicit, transparent descriptions of the processes through which the evidence is collected, analyzed, and interpreted. While characteristics of compelling evidence cannot be described to address every conceivable situation, generally assessment of the work being reported must go beyond student self-report and attitudinal data.
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