Game-based learning is one of the technology-enhanced learning approaches, whereby learning contents are designed to motivate children to learn concepts embedded in their daily life. In this study, we developed a smartphone application named the "Garden Science Game" for kindergarten pupils to recognize and become familiar with those living objects which they might encounter in the outdoors, such as fruits, flowers, crops, insects, and birds. In order to enhance their learning interest, seven gameplay modes were designed, namely Matching pairs, Bingo, Rearranging cards, Flip and match, Puzzle, Flying to your destination, and removing worms. There were 28 pupils who played certain games twice for a total of 30 minutes. After statistical analysis using t-tests and the Pearson correlation coefficient, the results indicated that firstly, comparing the second and first trials, the time used decreased, indicating that the participants could learn the features of objects via the Garden Science Game. Secondly, if the user's gameplay performance was good in one mode, then he or she performed well in other modes as well. Finally, the older group performed better than the younger group when considering all of the games played.