2013
DOI: 10.1007/978-3-642-40790-1_17
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Serious Game for Quantum Research

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Cited by 6 publications
(5 citation statements)
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“…In the last decade GWAPs have flourished, being designed and used for both scientific research [46][47][48][49][50][51][52][53] and science education, in particular in the quantum domain [54][55][56]. Here, they have been boosted by productions made within quantum game jams [57][58][59] inspired by pioneering work on games on quantum computers [60].…”
Section: Introductionmentioning
confidence: 99%
“…In the last decade GWAPs have flourished, being designed and used for both scientific research [46][47][48][49][50][51][52][53] and science education, in particular in the quantum domain [54][55][56]. Here, they have been boosted by productions made within quantum game jams [57][58][59] inspired by pioneering work on games on quantum computers [60].…”
Section: Introductionmentioning
confidence: 99%
“…Research in different fields highlighted the role of games in favouring the connection between abstraction and formalization. Games designed with a purpose (GWAPs) can be powerful tools to boost research and science education [29][30][31][32][37][38][39][40][41][42][43], in particular favouring the use of intuition to quickly solve very complex computational problems [44], and reinforcing motivations and voluntary participation, ensuring…”
Section: Data Availability Statementmentioning
confidence: 99%
“…It has been used to explore a number of different problems in an integrated experts-citizen scientist research, which includes the optimization of ultracold-atoms experiments [20]. The Turku Group on Quantum Technology (TQT) has used a GWAP approach to measure information flow from/to a qubit as an open quantum system, an especially challenging optimization problem for quantum information theory [21]. The engineering of a Quantum Black Box [22] as a quantum problem solver and optimizers has been proposed within the IQHuMinds initiative (see concept in Figure 1) [23], including the design of input and output human-machine interfaces by means of a cross-disciplinary neuroscience, computer science, and quantum science approach, and the development of education tools aimed at boosting the citizen science resources.…”
Section: Time To Play: How Gamification Can Support Physics Educationmentioning
confidence: 99%