Introduction
Lack of motivation is a major challenge for globaleducation, as students with higher interest and enjoyment scores achieve better course grades [The number of smartphone users worldwide was around 3.3 billion in 2019, 300 million more than in the previous year. Data for 2020 is not yet available, but a further increase to 3.5 billion is forecast [Smartphones are a central part of many students' lives [The present study aimed to analyze the acceptance and usage behavior of students for a newly developed serious game and to compare the knowledge gained between two groups of students, one of which used the game application and one of which did not: Central questions were, whether the learning effect of the students is higher when using the game app than when using traditional paper scripts and whether the perception of the students towards the game is positive.By calculating the difference in scores obtained between each group's pre-test and post-test scores, we can calculate a unit for The null hypothesis is that there is no difference in formative post-test scores between the intervention group using the serious game and the control group using paper scripts.