“…In order to evaluate UX, to examine the possible statistically significant differences among users and to record if users pay attention to different aspects of games according to their particular characteristics, the SGs' type (2D or 3D) and the quality of human-game interaction were taken into account. In our previous researches (Fokides, Kaimara, Deliyannis, & Atsikpasi, 2019;Fokides, Atsikpasi, Kaimara & Deliyannis, 2019a, 2019bKaimara, Fokides, Plerou, Atsikpasi, & Deliyannis, 2020), we concluded that twelve factors can be used for assessing SGs: immersion, enjoyment, perceived usefulness-knowledge improvement, perceived narratives' adequacy, perceived realism, perceived feedback's adequacy, perceived audiovisual adequacy, perceived relevance to personal interests, perceived goal's clarity, perceived ease of use, adequacy of the learning material and motivation. In the present study, learners' experience was evaluated via a questionnaire which examined the above factors (see Appendix).…”