“Psi and Delta” is a digital local multiplayer game (also available in Single Player) designed to
support high school and undergraduate students in learning
introductory quantum physics.
Made in collaboration with electrical engineers, media scholars, and
HCI students and faculty at Georgia Tech, the game is designed to help
students explore and experiment with virtual worlds following the laws
of quantum physics. It aims to promote learning by requiring players
to cooperate, understand, and employ concepts of quantum mechanics
together to resolve in-game challenges.
Select Publications
Seskir, Zeki C., Piotr Migdał, Carrie Weidner, Aditya Anupam, Nicky Case, Noah Davis,
Chiara Decaroli, et al. 2022. “Quantum Games and Interactive Tools for Quantum Technologies
Outreach and Education.” Optical Engineering 61 (08). https://doi.org//10.1117/1.OE.61.8.081809
Anupam, Aditya, Ridhima Gupta, Shubhangi Gupta, Zhendong Li, Nora Hong, Azad Naeemi,
and Nassim JafariNaimi. 2020. “Design Challenges for Science Games: The Case of a Quantum
Mechanics Game.” International Journal of Designs for Learning 11 (1): 1–20.
https://doi.org/10.14434/ijdl.v11i1.24264
Anupam, Aditya, Shubhangi Gupta, Azad Naeemi, and Nassim Parvin. 2019. “Beyond
Motivation and Memorization: Fostering Scientific Inquiry with Games.” In Proceedings of the
2019 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 9.
Barcelona, Spain. https://dl.acm.org/doi/abs/10.1145/3341215.3356309
Anupam, Aditya, Ridhima Gupta, Azad Naeemi, and Nassim JafariNaimi. 2018. “Particle
in a Box: An Experiential Environment for Learning Introductory Quantum Mechanics.” IEEE
Transactions on Education 61 (1): 29–37. https://doi.org/10.1109/TE.2017.2727442.
Concept Map illustrating the key relationships of the quantum
system
Quantum Mechanics (QM) is the foundation for science and engineering disciplines as diverse
as semiconductor physics, chemistry, and material science. However, educators face major
challenges in teaching QM given the abstract, non-experiential and counter-intuitive nature
of its concepts. Further, introductory quantum mechanics courses and texts predominantly
focus on the mathematical formulations of the subject and lay less emphasis on its
conceptual understanding. Consequently, students struggle to develop robust conceptual
mental models of QM concepts. Digital games can facilitate a conceptual understanding of
QM by immersing players in virtual worlds governed by the rules of QM, allowing them to
explore and experiment with its concepts in a way that would not be possible in the class.
Specifically, the goal of the game is to teach the following core concepts of QM:
Infer, from the probability distribution function (p.d.f), the relative probability of
measuring an electron in different areas.
Infer, from the energy level diagrams, the energy (and color of light) needed for
transition and its effect on the p.d.f.
Describe how charge distribution affects the potential profile and in turn, the energy
levels and p.d.f
Level Design/Progression(Carousel)
Level 1/17
Teaches players the basic controls
of the
game and the mechanic of stunning an enemy robot by jumping on
it.
Players
learn to play by walking to "signposts" which hold key
information.
Level 2/17
Introduces the electron and the
concept
of superposition——that a particle can exist in multiple
positions at
the same time when contained in a small quantum wire (like a
wave).
Level 3/17
Introduces the mechanics/concept of
measurement——that a particle in superposition collapses into
just
one
position (i.e., changes to its particle state) when measured or
"observed." Players take measurements by pulling a lever. When
the
electron collapses, it shocks any one standing on the platform
above
it.
Level 4/17
Introduces the shocking mechanic.
Players
experiment with
the concept of probability by luring the enemy bot to the
platforms
they think have higher probability and then measuring the
electron
to try and shock the enemy robot.
Level 5/17
This level changes the width of the
platforms and suggests players try to predict and observe which
platform will be more likely to be found under. Longer platforms
are
usually more likely than shorter ones, although that will also
depend on the shape of the probability density function.
Level 6/17
This level introduces the probability
density function (orange curve) experimentally by having the
player
take several measurements. Eventually the patterns of
measurements
reveals that they tend to follow the shape of the probability
density function. Players learn that the actual probability
depends
on the area under the curve.
Level 7/17
This level changes the widths of the
platforms. Players learn to apply the concepts they have learnt
to
the new setting.
Level 8/17
Changes the shape of the probability
density function to have its peak at a different location.
Level 9/17
Changes the shape of the probability
density function to have multiple peaks.
Level 10/17
Introduces players to the concept
of
energy levels. Players learn that they need to increase the
electron's energy (excite it) to be able to break the
enemy's
energy barrier. This means they need to reach the lamp and
pull the
switch to shine light on the electron wire.
Level 11/17
Changes the energy needed to
excite the
electron, and therefore the color of light to show
players that
different colors of light have amounts of energy. Also
changes the
platform widths to draw attention to how changes to
energy affect
the probability density function.
Level
12/17
Teaches players that only
certain
exact
amounts of energy (= energy level gaps) can excite
the
electron. Players learn to operate a slider spectrum
to change the
color (and hence, energy) of light the lamp will
shine.
Level
13/17
Players have to raise
the electron's
energy multiple times to be able to break the
enemy bot's high
energy barrier.
Level 14/17
Players learn
that electrons can skip
energy levels, i.e., it can jump straight
from energy level 0 to
energy level 2 and beyond).
Level 15/17
Changes the
shape of the probability
density function (p.d.f) to show how
change in the energy levels
affect the
new shape of the p.d.f.
Level 16/17 (In
progress)
Will
introduce players to the concept of
potential profile, how it can be
changed using charges, and how it
affects the probabiility density
function. Players must walk up to
the heavy charge ball, pick it up
together, and move it together to
a different spot to drop it. This
will change the potential profile.
Level 17/17 (In
progress)
Players will learn how changing
the
potential profile changes the
gaps of the energy levels. They
will
need to find the exact energy
level as that of the enemy
robot's
shield and excite the electron
to it to break the enemy's
barrier.
This ties in all the concepts
together.
Luring: One player (say Player 1) goes close to the
enemy
bot
in order to lure it. The electron is currently in its wave state under the player on
a
wire.
Stunning: Once the enemy bot is lured onto the wire, the
goal for Player 2 is to shock the enemy without shocking Player 1. To do this,
Player 1
can jump on the enemy to first stun them.
Shocking: Player 2 pulls a lever to trigger a
measurement.
This collapses the electron into its particle state. If the electron collapses under
a
platform on which the enemy (or player 1) is standing, it will shock the enemy
robot/player.
(Video)Luring, Shocking, Stunning, Repeat!:
After each measurement,
the electron returns to its wave-state. Each time a player/enemy is shocked, they
lose
one life. The cycle of luring, stunning, shocking (measuring) repats until the enemy
robot or a player has lost all their lives.
Relationship to Learning Objective 1: The electron
is
more
likely to collapse in a region of high probability which is represented by the area
under the curve (shaded orange region). The longer the platform and the higher the
probability distribution function above it, the greater the area under the curve and
the
probability. To maximize their chances of shocking the enemy robot,
players must understand the concepts of probability, measurement, and the width+
shape (area) of the curve.
Mechanic 2: Energy Shield + Shining Light (Learning Objective 2: Energy Levels)
Shielded Enemy: The enemy robot now has a shield that
protects it. To be able to shock it now, players have to increase the energy of the
electron to be greater than the value listed next to the enemy’s shield (6 eV here).
Otherwise, the electron will have no effect on the enemy bot.
Color Calculation: To increase the electron's energy,
players have to shine light on it with the correct color/energy from a lamp
(top-left).
To change the color of the lamp, one player (say Player 1) stands on the red button,
which acivates the color spectrum. Player 2 can then move along the spectrum to
change
the color.
Shine!: Next, players must reach the ledge above and
pull
the switch. If the light shined is the correct color, the electron will absorb and
increase its energy.
(Video)Observe, Calculate, Shine, Repeat!:
Players need to keep
increasing the electron’s energy until it is more than that of the enemy robot's
shield.
After that, players can return to luring and shocking the enemy robot.
Relationship to Learning Objective 2: In order to
increase the energy of the electron, players must learn to read the energy diagram
and
calculate how much energy is needed (and therefore what color of light must be
shined)
to excite the electron. If the light shined is the correct color, the electron will
absorb it and its energy level will change. This will in turn change the shape of
the
probability distribution function (p.d.f). Once the appropraite energy is reached,
players
have to lure and shock the enemy robot in accordance with the new p.d.f.
Exact Shield: The enemy bot can now only be shocked when
the
electron has exactly the energy equal to its shield. Not more, not less.
Moving Charges: Changes in the charges around the
electron
wire affect the potential profile, which in turn affects the energy levels. Players
have
to move
together to pick up and carry around a positive/negative charge until they find an
energy level that
is exactly equal to the enemy’s shield (3 ev here).
Shining: They then have to shine light of the correct
color
to increase the
electron's energy to that energy level, so that will it have the exact energy to
knock
out the enemy
robot's shield when measured.
(Video)Observing, Moving, Shining, Repeat!:
As
players move the
charges around, it changes the gaps between different energy levels as well as the
shape
of the probability distribution function (p.d.f). So now players have to lure and
shock
the enemy bot to different spots depending on where they moved the charges.
Relationship to Learning Objective 3: By moving the
charges around the wire, players can observe how it affects the potential profile of
the
wire, which in turn affects the energy levels and shape of the probabiility
distribution
curve. Coupling this mechanic with the mechanics of changing energy levels and
luring/shocking the enemy bot allows players to observe and experiment with the
system
as a whole as shown in the concept map.
Design Process/Iterations
Games
Particle in a Box (Crafty.js)
The first version of the game was built in Crafty.js and had
2 levels (1 classical, 1 quantum). It was pilot tested with undergraduate
chemistry major students studying quantum mechanics.
Particle in a Box (Unity)
The second version of the game was built in Unity and had
four levels (2 classical, 2 quantum). It drew on feedback from the pilot test to
refine the mechanics and art. It was formally tested with 14 undergraduate
junior electrical engineering students studying quantum and semiconductor
physics.
Psi and Delta (Unity)
The current version of the game was also built in Unity and improved upon
Particle in a Box in several ways: It added a multiplayer mode which allowed
players to engage in collaborative
learning; it added more levels (15 total + 2 in prog.) that habituate
players to the concepts and learn more gradually; it changed the core mechanics
to give players more control and learn at their own pace. These have shown
promising results in our pilot tests.
Mechanics
Particle in a Box (v.1) Electron
as
Enemy | Only Probability
In the first version of the game, players had to bring
energy bulbs to a source that would increase the electron's energy. They would
have to get these bulbs while avoiding the electron which was measured
automatically along the platform. Carrying longer bulbs meant being more likely
to be hit by the electron. Players could stand at "nodes" where the electron
cannot be measured, to be safe. Players learned probability by observing the
shape of the electron's probability function (its highs and nodes) and by using
it when running to gather the bulbs. However, the connection between the bulbs
and the electron's energy was unclear in this version as they were all the same
color.
Particle in a Box (v.2) Electron as
Enemy | Probability+Energy
The second version of the game employed the same mechanic as
the first. It made the bulbs have color and the energy source be a lamp that
would visibly shine light on the electron wire. The problem with this mechanic
more generally was that since the electron's measurement was automatic and
probabilistic, players would grow frustrated at being powerless (especially
since they could not jump). They could not do much other than run and hope they
don't collide into the electron. While this frustration was valuable in helping
players understand the probabilistic and pseudo-random nature of electrons, it
also detracted from the learning.
Psi and Delta Electron as Aide |
Probability+Energy
The third version of the game changed the mechanic to allow
players to take measurements on their own terms to shock an enemy robot. It also
allowed them to jump. This gave them more control and turned the electron from
an enemy into an aide to be employed strategically in conjunction with QM
concepts.
Tutorials
Particle in a Box (v.1) Tutorial: Pages
The first iteration required the player to read a few pages
of text before starting each level. We found players often skipping these as
they desired to jump straight into the game. This resulted in less effective
learning.
Particle in a Box (v.2) Tutorial:
Textbox
The second version's tutorials took the form of a text-box
at the bottom of the level's screen that gave players instructions step-by-step.
Players could not move until they had finished reading the text. This again
resulted in players quickly hitting "next" until they finished the instructions,
skipping important concepts.
Psi and Delta Tutorial: Signpsots
Psi and Delta's tutorials took the form of "signposts" that
popped up key information when players walked up to them. This approach gave
control of the game to the players immediately and let them learn at their own
pace rather than a fixed pace, improving learning.
Character Design
Particle in a Box (initial humanoid
character)
Our first approach to this challenge was to create an
abstract character with few expressive details. We reasoned that a
minimalist character design would limit its association with any particular
identity. However, our evaluations indicated that in spite of
having child-like proportions and relatively abstract embodiment, the character
was interpreted as male. Further, the abstractness left players without any
special attachment towards it.
Exploring Variety of Creatures
The second possibility that we explored was to design
non-human characters. Although no character design can be free from assumptions
and bias, we posited that human characters amplify biases such as gender and
race more than non-human characters. Our initial explorations of non-human
characters consisted of animals, objects, robots and even wisps of energy.
Narrowing to Robot Designs
Compared to other options the robot was simpler to explain
as a character that can move around in the quantum world (like a nanobot). We
hypothesized that players would be more willing to suspend disbelief and accept
a robot in the quantum world than
any other character. This is because robots are frequently referenced in popular
culture (e.g., in science fiction series like Star Wars), where they perform
activities that humans usually cannot do. This made adding features to the
character much simpler as they
would just be accepted as “something robots can do.”
Psi and Delta (final robot designs)
Our current designs were
perceived as being similar to the “BB-8” robot in Star Wars during our initial
pilot test. This gave the robots more affinity as characters with their rolling
bodies and bobbing heads.