Accounting is one of pivotal specialized curriculums in business field, and it also plays key role due to its direct influence on the score of the union entrance examination. Generally, to get an official-approved accounting certificate for business students is a substantial evidence of academic performance that indicates one with the ability of entering professional career. Taiwan, a country with steadily growing in economic, heavily relies upon commercial and service activities to preserve its economic energy source. Therefore, professional potentiality and good customer service attitude are both essential provisions for students working in society in the near future. Hence, the acquisition of professional licenses is a target for students showing professional capabilities in their major fields. The foremost purpose of this study is to upgrade the problem-solved ability of the vocational senior high school business students. To achieve the objective, we established a learning platform that was equipped with curriculums contents and problems embedded into computer game software. Students learn accounting course by means of repeatedly practicing those embedded problems from network platform available in school. Sub-catalogs were assigned as experimental subjects and most of participators in the investigation with widely perspective responses to verify that the learning effect for students in accounting course in the study is quite well-marked. However, some amendments in the proposed method might be required for future studies and plenty of developments are looking forward to be explored by oncoming researchers.