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The game presents two side-by-side pictures and prompts players to select vocabulary describing similarities and differences, supporting metacognitive thinking. A pilot study with 146 Grade 1–2 students used pre/post tests alongside related paper-and-pencil activities. Preliminary playtesting results indicate high student engagement and an improvement trend from pre- to post-test, followed by needed game refinements after the pilot.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/playing-and-learning-an-ipad-game-development-implementation-case-study/597857/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/playing-and-learning-an-ipad-game-development-implementation-case-study/597857.png","ImageObject",300,407,{"name":92,"@type":93},"SANS","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-11-07","2026-10-15",true,{"@type":102,"interactionType":103,"userInteractionCount":14},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What educational problem does the Compareware game target?","Question",{"text":112,"@type":113},"It targets learners’ difficulty articulating similarities and differences between objects, including describing functional similarity and the degree or way items are similar.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How does Compareware gameplay work?",{"text":117,"@type":113},"Players view two pictures side by side and choose vocabulary that indicates similarities and differences, such as how two animals are different and the same.",{"name":119,"@type":110,"acceptedAnswer":120},"What was included in the pilot study and what did it measure?",{"text":121,"@type":113},"The pilot involved 146 Grade 1 and 2 students who played the game, completed a related paper-and-pencil activity, and took pre- and post-tests.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},597857,1792273556,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":14,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":56,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":143,"read_time":144,"preview_page_count":4},962090760505,"https://ap-avatar.wpscdn.com/davatar_155a257f0dc6eb9ab79c44ca47cae57d","Playing and Learning: An iPad Game Development & Implementation Case Study  \nJouer et apprendre : une étude de cas du développement et de la mise en œuvre d’un jeu sur iPad  \nJennifer Jenson, York University  \nSuzanne de Castell, Simon Fraser University Rachel Muehrer, Ryerson University  \nErin McLaughlin-Jenkins, York University  \nAbstract  \nThere is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012) . This paper documents the iterative design and development of an educationally focused game, Compareware in Flash and for the iPad. We also report on a corresponding pilot study of 146 Grades 1 and 2 students playing the game, a paper and pencil related activity and completing a pre-and post-test. The paper outlines preliminary findings from the play testing, which included high levels of student engagement, an approaching statistical improvement from pre-to post-test, and a discussion of the improvements that needed to be made to the game following the pilot study.  \nRésumé  \nL’utilisation du jeu dans les contextes éducatifs officiels suscite beaucoup d’enthousiasme. Cependant, le manque d’études qui utilisent des modèles pouvant être répétéspour relier les jeux et l’apprentissage de manière empirique est remarquable et problématique (Young et coll., 2012) . Cet article documente la conception et le développement itératifs d’un jeu aux accents éducatifs, Compareware, en Flash et pour l’iPad. Nous traitons également d’une étude pilote correspondante dans le cadre de laquelle 146 élèves de 1re et 2e année ontjoué au jeu, réalisé une activité connexe à l’aide de crayons et de papier et passé des tests avant et après. L’article résume les conclusions préliminaires des essais du jeu, y compris des taux élevésd’engagement des élèves, l’amélioration statistique entre les tests avant et après le jeu, ainsi qu’une discussion des améliorations à faire au jeu après l’étude pilote.  \nIntroduction  \nThis paper documents the design, development, user testing, and pilot study of Compareware, an educational game designed for the iPad IOS operating system and for internet browsers in Flash. Compareware is playfully named after the popular WarioWare franchise and, like WarioWare, is a series of quick minigames that are played in succession. Using clear and intuitive visual design, Compareware asks its players to examine two pictures that are set side by side and choose vocabulary that indicates similarities and differences. For example, how are a tiger and a zebra different and how are they the same? Our intent in designing the game was to create an iPad experience that could be used in elementary classrooms; that was first and foremost intended for educational ends; and that supported a fundamental attribute associated with higher order ‘metacognitive’ thinking skills, namely, the ability to ascertain and articulate conceptual and semantic similarities and differences between objects.  \nCompareware grew out of a 3-year long multiliteracies study in which we noted anecdotally and through field notes and observations that participants often had difficulty in articulating how something was similar – either because they could not describe functional similarity (i.e., two very different pairs of shoes are similar because they protect the feet and/or are used for walking and/or are used to run) or because they had difficulty relating the degree or way in which two objects were similar (i.e., they are both for walking but one is for winter and the other for summer) . While the degree of similarity seemed to be less difficult to articulate than the category or quality of the similarity (color, shape, size, form, function), those aged 5-8 still displayed difficulties mobilizing both the vocabulary and, so far as could be linguistically evidenced, the analytical skil","cbCaijhkQMR6u5Zo","https://ap.wps.com/l/cbCaijhkQMR6u5Zo","pdf",1048948,"English","# Abstract\n# Résumé\n# Introduction\n# Games and Learning: Forging Connections","[{\"question\":\"What educational problem does the Compareware game target?\",\"answer\":\"It targets learners’ difficulty articulating similarities and differences between objects, including describing functional similarity and the degree or way items are similar.\"},{\"question\":\"How does Compareware gameplay work?\",\"answer\":\"Players view two pictures side by side and choose vocabulary that indicates similarities and differences, such as how two animals are different and the same.\"},{\"question\":\"What was included in the pilot study and what did it measure?\",\"answer\":\"The pilot involved 146 Grade 1 and 2 students who played the game, completed a related paper-and-pencil activity, and took pre- and post-tests.\"}]","Playing and Learning - An iPad Game Development & Implementation Case Study | PDF",1792085838,48]