Emily Edwards is working to educate the public about the wonders of quantum information science through interactive games.
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Bringing the Quantum Realm to Middle School
In the 2023 blockbuster movie Ant-Man and the Wasp: Quantumania, superheroes and villains fight for control of the quantum realm, the ultra-microscopic domain where particles are governed by different physics laws than what we see with the naked eye. Though the movie mentions real physics concepts and provides entertaining depictions, Marvel is light on the specifics of quantum science.
Though not an official Avenger, Emily Edwards, an associate research professor of electrical and computer engineering (ECE) at Duke University, has a superpower of her own right: teaching the public about the quirky, confounding and curious field of quantum information science (QIS).
Edwards, who previously led the Illinois Quantum Information Science and Technology Center and is involved in quantum technology education policy, believes it is important to increase the interest in QIS, particularly among K-12 students.
Quantum mechanics provide the most complete theory of our universe at different scales, and although it can sound abstract, the science surrounds everyone with technologies like the atomic clock, MRI machines and lasers.
Emily EdwardsAssociate Research Professor of Electrical and Computer Engineering
“One of my passions is providing another way beyond press releases for people to engage with quantum information science,” Edwards said. “Quantum mechanics provide the most complete theory of our universe at different scales, and although it can sound abstract, the science surrounds everyone with technologies like the atomic clock, MRI machines and lasers.”
The team, along with Danielle Harlow’s group at the University of California, Santa Barbara, previously developed and studied an online video game three years ago called Quander to break down complex quantum topics into simple and entertaining lessons.
“When children learn to read, you don’t go from not being able to talk to suddenly being able to read Tolstoy,” Edwards said. “To build that foundation, you hear sounds, then you learn to talk and so on, and it’s no different with science topics. With quantum, we try to meet students where they’re at. In middle school, they’re learning about probability, temperature, light and uncertainty, and our games build tie-ins to some of those topics so they can start to build up the different foundational pieces.”
The game’s premise deals with the aftermath of a lab explosion where you play as the vampire Molly Cule to solve puzzles to regather quantum computing parts for her mischievous cat, Tangle. Along the way, you learn about quantum concepts while Byte, a canine archnemesis of Tangle, attempts to stymie your efforts.
In Qupcakery, players learn about superposition while fulfilling cupcake orders.
Quander is made up of five mini games, such as Qupcakery, where you fulfill orders by converting cupcake flavors on a conveyor belt, teaching the concept of superposition, the ability of a quantum system to exist in multiple states simultaneously until measured. In TwinTanglement, two characters’ movements are correlated in a maze, like the concept of entanglement whereby two quantum particles seem connected by an invisible string even when physically separated. In Tangle’s Lair, you simplify code blocks to advance through locked doors, akin to simplifying quantum circuits.
“It’s exciting to engage young learners and get them excited about science, engineering and new emerging areas that might play a role in our future economy,” Edwards said. “Middle school is the perfect time to introduce these topics, because that’s when students start to see themselves in a STEM career in the future.”
The developers have brought Quander to a variety of public settings, like library events, afterschool programs and festivals, and they’ve already shown it to be effective in teaching quantum topics.
Card Game Spin Off
As part of Quander’s reward system, digital trading cards featuring characters and concepts are earned at various checkpoints. Edwards loved the game art, originally created by artists at Filament Games, and thought a few physical versions would make great promotional swag at events. As it turned out, she wasn’t the only who loved the cards, and the idea took off.
“We realized people love the trading cards, so it seemed like a great opportunity to get kids off screens and develop new card games and other activities based on Quander,” Edwards said.
Over the next four years, a grant from NSF totaling nearly $2 million will allow Edwards and Diana Franklin’s team at the University of Chicago to enhance the Quander online game while also expanding its reach to offline card games and unplugged activities. Call it superposition, where Quander simultaneously exists as both an online and offline game.
Although they’re still designing the card gameplay, they plan to introduce the games at the Boys & Girls Club in Chicago, and Edwards hopes to build interest with both students and afterschool educators.
“I’m excited to learn more about how the gamification of complex concepts can foster engagement, awareness and literacy around quantum information science,” Edwards said.
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