In order to make e-learning systems widely available, the majority of new systems are being developed in a form suitable for m-learning. The system implemented in this research uses educational computer games for learning Mathematics in primary schools and has an integrated social network, which is used for communication and publishing game-related content. The system is not restricted to desktop platforms, but provides equivalent user experience and functionality on smartphones and tablets. The research highlights the challenges involved in developing the system and illustrates the process of adapting the e-learning system to m-learning. Besides analyzing platforms used for accessing the system (desktop/mobile), the paper also explores how to interpret messages when they contain concepts which are in a student jargon or generally unknown to teachers, and shows that these messages can be interpreted by applying neural networks.