This exciting game is simple to play and teaches a number of
important ideas about the interactions between light and atoms,
including the following:
Quantum Atomic Energy Levels
Atomic Emission of Light
Atomic Absorption of Light
Calculating Wavelength and Frequency
Calculating the Energy of a Photon
Converting Units of Length and Energy
Players form teams of two and play against another team of
two. Several students and the teacher are referees. The playing
board shows the energy levels of a hydrogen atom, marked with
the energy an electron has at each level. Each team also has a
sheet showing two kinds of spectra: an emission spectrum and an
absorption spectrum. Players move an electron marker from one
energy level to another as instructed by cards drawn from a
pile. The spectra page is used by each team to mark their
progress. Play works as follows:
Set up the playing board with an electron marker in the
ground state (energy level 1). Use a hole punch to create a
suitable electron marker from a piece of paper.
Shuffle the cards.
Each team draws one card. The team with the highest
energy value for their card goes first. The first two cards
are set in the discard pile.
The team going first draws a card and must determine what
happens.
If the card is an Emission card then the team places
the electron in the upper energy level, moves it to the
lower level shown on the card, and calculates the energy
in Joules, frequency in Hz, wavelength in m, and
wavelength in µm or nm of the photon. These values
are filled in on the score sheet. When finished, the team
draws a line on the Emission Spectrum showing where the
photon would appear in the spectrum.
If the card is an Incoming Photon card then the team
must determine whether the photon can be absorbed.
The photon can only be absorbed if the energy on the
card matches the gap from the electron’s present
position on the playing board to a higher level.
If and only if the photon is absorbed then the
team moves the marker to the higher level and
calculates the energy in Joules, frequency in Hz,
wavelength in m, and wavelength in µm or nm of
the photon. These values are filled in on the score
sheet. When finished, the team draws a line on the
Absorption Spectrum showing where the photon would
appear in the spectrum.
If the photon is not absorbed then the turn is
over and the opposing team (who did not go first) now
has control of the playing board.
The team gets one point for each correctly
calculated filled in box on the scoresheet. The
team also gets one point for each correctly
drawn line on the spectra page. There is a maximum
of seven points to earn per line.
The team who did not go first (the opposing team) makes
the same set of calculations but can only earn points if the
team whose turn it is (the first team) makes an error. Both
teams must compare their answers and if the first team made a
mistake then the opposing team gets the point for that box,
if they calculated it correctly. This should be recorded on
the opposing team’s score sheet. The opposing team must
initial the first team’s score sheet to validate the
score and vice versa.
Disputes about correct calculations or other matters must
be brought to a referee or the teacher for arbitration.
Players must present evidence to make their case in a way
that is respectful of other players or they risk losing the
arbitration.
Play continues in the same way until either time is
called or a score sheet is completely full. The winning team
is the one with the most valid points. A referee or a teacher
must confirm the winner in every contest.
Play should start over again if a scoresheet is filled
but there is still time left to play.
If at any time four cards are drawn in a row without the
atom absorbing or emitting any photons then the teams enter a
Spontaneous Emission race. Call a referee or the teacher over
to time the race. If the electron is at any energy level
other than the ground level then the teams race to fill in
the score sheet for the emission of a photon that results
from the electron jumping down to the ground level. If the
electron is in the ground level then the referee chooses the
higher starting level. The winner of the race must have all
calculations correct (checked by referee) and gets to draw
the next card
In case of a tie a referee will choose an emission
transition and time a race between the teams for a tie
breaker. The first team to finish with all correct answers
wins the tie breaker.
If all cards have been drawn and placed in the discard
pile then reshuffle and use them again.
Academic credit is awarded as follows:
A scoresheet with your name, teammate’s name
and the spectra sheet is worth a homework grade as long
as it has a minimum of ten entries on it and all lines
marked on the spectra page.
The winning team earns 5 points on the next
quiz.
Referees keep track of calculations done to settle
disputes for their homework grade.
Referees earn 3 points on the next quiz.
There are eighteen possible transitions between energy
levels in this game/simulation. There are 46 cards in the deck.
Here is an inventory of the cards in the deck: