A new interest in the use of game factors while acquiring new knowledge has emerged, and a number of researchers are investigating the effectiveness of the game-based approach in education systems. Recent research in game-based learning suggests that this approach imparts learning by involving learners in the learning process. The game factors generate affective-cognitive reactions that absorb users in playing the game and positively influence the learning. This paper offers a comparison of the learning processes between the game based learning and pen-and-paper approaches. In this paper the analysis of both learning approaches is realized through a brain controlled technology, using the Emotiv EEG Tech headset, by analyzing the stress, excitement, relaxation, focus, interest, and engagement that the learner is experiencing while going through both approaches.