This paper aims to realize the impact of mobile educational games on contemporary students' learning behavior. Firstly, the research status of educational games is analyzed. Secondly, an online game acceleration method is designed based on deep learning technology. Mobile games and learning behaviors are combined. College students and primary school students are selected as research samples. The main reasons for students' usage of mobile phones are analyzed through a questionnaire survey. In addition, the impact of different social media on students' learning behavior is analyzed. Finally, the experiment is carried out by integrating game elements into the teaching process of primary school students. The results show that about 60% of college students rarely or occasionally play mobile games. The remaining 13% never play games. It shows that many college students play games, but not many have been addicted to games for a long time.