items about familiarity with technologies including the ones supported on virtual, mixed or augmented reality, adapted from the Likert scales-based questionnaire devised by Loup-Escande et al. (e. Several subjective questionnaires were completed by the students before and after the game task and these were, first, the Situational Motivational Scale (SIMS), second, the Simulator Sickness Questionnaire (SSQ), and third, a knowledge questionnaire. The SIMS questionnaire is typically used to measure motivation. It contained 16 items rated on 7-point Likert-like scales scored from 1 to 7: 4 intrinsic motivation items, 4 identified regulation items, 4 external regulation items and 4 amotivation items. The SSQ questionnaire was used to measure cybersickness and contains 16 items rated on 4-point Likert-like scales scored from 0 to 3: 9 nausea items and 7 oculomotor discomfort items. The knowledge questionnaire consisting in 7