At this moment, besides anecdotal evidence, we have no data that would support the claim that our approach really resolves the context-dependency issue(B). However, in this respect, ALE presents a testable hypothesis, which posits that Issue(B) is tackled by two mechanisms. First, students can perceive educational material from two different perspectives, a gaming one and a real world one This happens both during their search for information and preparations of arguments, as well as during the discussions in the"joint" gaming-schooling space. Again, the grounding links and causal links are key features. This is actually Strategy II for tackling the transfer problem: elaborate on material from several perspectives. Our data actually indicate that students and teachers perceive that this indeed happens, even though we cannot yet evaluate the real learning effect.
Second, the causal links can redirect students' attention from the world of the video game, that is from the computer-enabled environment, to the classroom environment of the SRPG. This brings students from the context of the MovG, which is far from the everyday context, closer to it: to the intermediate context of the SRPG, enabling transfer between two near contexts(Fig. 9), i.e. Strategy III
The most straightforward way of finding evidence supporting/refuting ALE would be to corrupt some of the causal or grounding links in Europe 2045 and compare a group of students playing this altered game with a control