Serious game as a new educational technology product, with the concepts of education and game widening, gradually has a IoT of new highlights. The update of the hardware device and applications, increasingly interesting contents and interactions make serious game carrying more diverse functions and playing more important parts. At the same time, more possibilities also bring more challenges and risks. This article will take the serious game app Beaker as an example to analyze the current situation of serious game development, integration with the field of education, interactive innovation in the serious games, and upcoming problems with available development strategies.