We have to emphasise again that we have not tested the real knowledge students gained; students only claimed they had learned something. Correspondingly, teachers have only claimed an overall better learning outcome in comparison with traditional lessons(see[9], for a similar approach). Tests of factual knowledge are planed as part of future work. Furthermore, our case study sample was not unbiased.
We can assume that the teachers who voluntarily attended our instructional seminars and implemented the game in their courses represent a sample of the more avantgarde educators from among Czech secondary school social science teachers. Tests of students' ICT knowledge also indicated that these students are above average Presently, the game is used in about five more secondary schools. Its integration into the formal educational system on a major scale remains a future challenge
Therefore, we will not know whether our findings are general until someone implements another game similar to Europe 2045. In the next section, we will abstract the key findings presented above and consolidate them into a coherent methodological framework for designing educational games, augmented learning environment, which is the first necessary step to allow for such an implementation. Even though we have not fully evaluated the learning effect of Europe 2045, the data we have acquired so far suggest that Europe 2045 solves the two main problems indicated in Sect. 2, namely the(A) tension between the learning and the play and(C) the disbelief issue. That suggests that a future project based on ALE will be a promising enterprise