What is currently known about this topic? ○ Gamification is often used in education to enhance student experiences and improve motivation. ○ The flow experience, a highly motivating psychological state, is linked to effective learning. ○ Despite the popularity of gamification, there is limited evidence showing its impact on specific psychological outcomes, such as the flow experience. What does this paper add? ○ This study presents new empirical data from a controlled experiment with 65 students.