schooling environment. This is a crucial finding, for it suggests that both students and teachers perceive the game as a useful educational tool. Even if we cannot evaluate the real learning effect based on our present data, we can isolate the reasons for the successful acceptance of the game and formulate a theoretical framework for developing other similar games. Before this framework Augmented Learning Environment is presented, we have to elaborate more on why the acceptance of many games in curricular education has been mediocre or poor in general. We can break down the bulk of crucial problems into the following three issues:
A. The tension issue There is an inherent tension between learning objectives and gaming objectives.
B. The context dependency issue The context of a video game is dissimilar to the real-world context, which makes it difficult for the students to transfer the knowledge.
C. The disbelief issue The audience does not perceive games as an educational tool and is not aware of how they develop real world-related skills and knowledge