## 1 Introduction  
In recent years, the production of serious games has been rapidly increasing, and these games are being applied in various fields such as health, politics, advertising, telecommunications, education, etc. [1]. In education, as [PERSON] [2] has noted, conventional teaching methods such as school textbooks and lectures do not provide motivation for students. Nowadays, students are more attracted to innovative learning methods, especially when they have enjoyable experiences through them [3]. Additionally, [PERSON] [4] demonstrated that games give learners an active role, rather than being mere spectators. Thus, learning can be enhanced when combined with the use of serious games and augmented reality (AR), offering students collaborative activities in an interactive environment, motivating them and leading them to their ultimate goal, which is knowledge, in a fun and enjoyable way [3]. In education, serious games began to establish themselves in the early 1990s, and over time, their benefits have been recognized, making them increasingly accepted within the educational community. The term \"serious game\" refers to a game designed primarily for the purpose of developing the player's knowledge rather than merely for entertainment. Additionally, this type of game develops a variety of additional skills, such as creativity, strategic abilities, analytical thinking, insight, and memory skills [1]. It is a fact that maintaining interest in a serious game is quite a significant challenge. Thus, these applications utilize technologies capable of enhancing the audiovisual experience and captivating the user. One of these technologies is augmented reality (AR) [5]. Although AR is not a newly emerging technology [6], it plays a leading role in these types of applications. By processing the digital representation of reality [6], it manages to adapt the game to the real world, confronting students with situations that in real life would be impossible due to various factors such as cost, safety, time, etc. [1]. Furthermore, these kinds of games usually take place outdoors, using mobile devices, promoting physical activity and contact with nature, while fostering cooperation and teamwork [5]. Research has shown that history is one of the least popular subjects in school. The average student struggles to memorize historical events, resulting in the overwhelming majority of their historical knowledge coming from sources outside the educational system [7]. In serious games within the context of history courses, emphasis is placed on developing users' ability not only to memorize but also to understand historical events. Thus, students are given the opportunity to travel through time to experience and interpret the past themselves. They have the chance to virtually visit archaeological sites, landmarks, and museums where physical presence is limited [5], allowing them to engage with ancient Greek culture and keep Greece's cultural heritage alive. Sporadically, studies have been conducted that demonstrate the use of serious games in history courses, as a complement to traditional teaching methods, yields promising results in terms of student performance and the interest they show in the subject. However, these studies are limited [7]. Additionally, the design and implementation of the game must be properly structured to achieve the desired outcomes. It is important that the necessary guidelines are followed and that the educational goals are clear and explicit. The present research focuses on the study of serious games for learning history using AR. As conventional teaching methods tend to weaken students' motivation and interest, the creation of effective serious games is a significant tool for enhancing learning. The aim of this research is the design, development, and evaluation of a serious game that will provide an educational experience aimed at enhancing the understanding of history in a fun and enjoyable way.