Department of Digital Systems · University of Thessaly
Aspasia Oikonomou

Title

Quantum Literacy in Secondary Education: Investigating Gamified and Experiential Approaches to Teaching Quantum Computing

Abstract

Can quantum computing become accessible to secondary school students through play and experiential learning? And how can schools prepare young people for a world in which quantum technologies are becoming increasingly influential? This invited talk explores these questions through a doctoral research journey that bridges scientific knowledge and educational innovation.
The starting point is the theoretical grounding and operationalization of quantum literacy as an emerging form of scientific and technological literacy. The presentation then introduces an original game-based and experiential intervention involving 78 upper-secondary students, in which the B92 Quantum Key Distribution protocol was transformed into a learning activity, highlighting the potential of experiential learning to make complex quantum concepts more accessible. A nationwide professional development programme involving 257 teachers subsequently investigated their readiness and professional development needs, while complementary studies examined both the potential and limitations of artificial intelligence as a cognitive and pedagogical learning support.
Particular attention is given to QClash - Quantum Traffic Arena, an original digital educational game that combines strategy, interaction, and inquiry-based learning to introduce fundamental quantum computing concepts. Its development and pilot empirical evaluation contributed to exploring the pedagogical potential of quantum educational games.
The dissertation's central integrative contribution is the formulation of the ILIASPA Model, which brings together seven pedagogical dimensions: Interaction, Learning-by-Doing, Intuition, Abstraction, Strategy, Playfulness, and Adaptation. The model is proposed as a comprehensive framework for fostering quantum literacy in secondary education.
The talk highlights how theoretical foundations, empirical research, and game-based and experiential learning can open new pathways for quantum literacy in secondary education. The broader goal is to prepare students as active, critically engaged citizens of the emerging quantum era, able to understand quantum technologies, follow their developments, and critically evaluate their potential, limitations, and societal implications.

Short CV

Dr. Aspasia V. Oikonomou is a Computer Science educator in secondary education and holds a Ph.D. from the Department of Digital Systems at the University of Thessaly, Greece. Her doctoral dissertation, entitled “Quantum Literacy in Secondary Education: Investigating Gamified and Experiential Approaches to Teaching Quantum Computing,” focuses on the contribution of innovative pedagogical approaches to fostering quantum literacy. She holds an undergraduate degree in Industrial Informatics and two master's degrees from the University of Thessaly: one in Software Engineering for Internet and Mobile Applications, with a master's thesis on Quantum Computing in Secondary Education, and another in Informatics and Computational Biomedicine, specializing in Information and Communication Technologies (ICT) in Education. She has teaching and training experience in secondary and higher education, as well as adult education. Her research focuses on the design and empirical evaluation of game-based and experiential learning approaches, as well as the pedagogical use of Artificial Intelligence. As part of her doctoral research, she formulated the ILIASPA pedagogical model and developed the original educational game QClash - Quantum Traffic Arena. She has published research papers in international peer-reviewed journals and presented her work at international scientific conferences, contributing to the development of accessible and pedagogically grounded approaches to quantum computing education.