Quantum Rules

Contact.vwo verbindt het VWO-onderwijs voor het vak natuurkunde met de afdelingen Natuur- en Sterrenkunde van de universiteit Leiden. We bieden activiteiten voor leraren en voor leerlingen. Op de pagina’s van de universiteit vind je het actuele aanbod. Het onderwerp quantum krijgt extra aandacht op deze site. We ondersteunen het natuurkunde programma met Quantum Rules!  Quantum Structuur soms net daarbuiten. NLT module Kansen met Quantum.  

De ontwikkeling van dit onderwijsmateriaal zijn een aantal mensen betrokken. Dit is de goede plaats om hen te noemen. De projecten kwamen tot stand met financiële ondersteuning van o.a. NNV, NWA, QSC.

Wie zijn wij?

  • Bram van Leeuwen (physics teacher)
  • Corjan Meijerink (bachelor Informatics) developed the first prototype for the software
  • Marcel Kolenbrander (bachelor Informatics)
  • Tania (Astronomy and Science Communication major) research appreciation of QR! Program prior to the game. Developed elements of the game
  • Ivana van Leeuwen(Astronomy major) Assisted over thirty visits
  • Team assistenten 
  • Talloze studenten (bachelor project presentaties)
  • Henk Buisman

Since we serve mostly a Dutch audience. There is no full copy of this site yet in English. Here we give a broad overview of the activities. For more info please contact us.

  • Quantum Rules! brings the quantum world to pupils and their teachers of the pre-university high-school level.  The program started in 2015 as support for the then newly introduced quantum component of the physics curriculum. The physics department supported the development of a set of about fifteen quantum-related experimental set ups, and provided a permanent lab facility (***foto). 
  • In the program a class up to thirty pupils and their teachers are our guests. In the morning the pupils perform one or two practical assignments. During lunch there is an option for a scientific lecture, in which physics or astronomy students tell about their bachelor project. These lectures indicate the steep learning curve of education. Three years after their high-school finals, students can already give a modest contribution to scientific research.
  • The program afternoon builds upon the results of the morning program. We developed a game-like setting in which we aim to cross-disseminate the knowledge that is acquired in the morning program. In this way all pupils can get knowledge of all the experiments. In this leisurely setting we project this knowledge to societal issues. The aim of the game is to work together, and of course there is a time constraint. These are essential elements of an escape-room.