Smart education, a perspective which combines suitable data and technologies with the learning experience, is an important objective of Korean education. A key consideration of science education content for smart education is to create self-directed and engaging content tailored to the user based on their level and aptitude. Within science education, which relies on experimentation to teach concepts and theory, smart education content should include aspects allowing users to experiment and learn on their own. The present research aims to develop such smart education content, which meets the goals of the elementary and middle school science curricula. Newton's laws of motion was selected as the education topic, as they are the basis for physics education curriculum at the elementary and middle school level. In a traditional science classroom, a single teacher must consider and compensate for the many constraints to the experiment such as time, location, cost, safety from accidents, as well as aim to ensure that the large number of students receive equal learning opportunities. Through teaching Newton's laws of motion through a developed serious game—which satisfies early-level physics curriculum—the present research demonstrates the possibilities of experimental science education content in the era of actual smart education field.