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The effects of gamification on students' flow experience

The effects of gamification on students' flow experience
The effects of gamification on students' flow experience
Background: gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly motivating state associated with the learning process.

Objectives: to address this gap, we examined the impact of gamification on students' flow experience within a learning management system.

Methods: we conducted a controlled between-subjects experiment (N = 65) in which participants in the experimental group interacted with a gamified version of the system, which incorporated a typical gamification design consisting of a collection of various game elements that constituted a form of meta-game interaction around the learning activity (as opposed to, for example, serious games or game-based learning). In contrast, the participants in the control group used the same system with the same educational tasks but without gamification. We used descriptive and inferential statistical methods (i.e., Mann–Whitney U test) to compare the students' flow experience between the groups.

Results and conclusions: the results reveal that the influence of gamification on students' flow experience was not statistically significant. These findings suggest that current gamification designs may not effectively facilitate flow in educational contexts, highlighting the need for further research and development to align gamification with desired educational outcomes.
educational technology, experimental study, flow experience, gamification, user experience
0266-4909
Oliveira, Wilk
1c74ee38-fc1b-4307-8d98-9783758799d7
Dantas Scaico, Pasqueline
62f7bbd3-dd0e-45fa-a4ec-6c7b3e8e2b45
Hamari, Juho
c7b6a3ef-f1d4-421a-a867-a7f69bdac2e7
Li, Zhaoxing
65935c45-a640-496c-98b8-43bed39e1850
Shi, Lei
3e73da43-5e7e-4544-a327-9de0046edfa2
Oliveira, Wilk
1c74ee38-fc1b-4307-8d98-9783758799d7
Dantas Scaico, Pasqueline
62f7bbd3-dd0e-45fa-a4ec-6c7b3e8e2b45
Hamari, Juho
c7b6a3ef-f1d4-421a-a867-a7f69bdac2e7
Li, Zhaoxing
65935c45-a640-496c-98b8-43bed39e1850
Shi, Lei
3e73da43-5e7e-4544-a327-9de0046edfa2

Oliveira, Wilk, Dantas Scaico, Pasqueline, Hamari, Juho, Li, Zhaoxing and Shi, Lei (2025) The effects of gamification on students' flow experience. Journal of Computer Assisted Learning, 41 (5), [e70120]. (doi:10.1111/jcal.70120).

Record type: Article

Abstract

Background: gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly motivating state associated with the learning process.

Objectives: to address this gap, we examined the impact of gamification on students' flow experience within a learning management system.

Methods: we conducted a controlled between-subjects experiment (N = 65) in which participants in the experimental group interacted with a gamified version of the system, which incorporated a typical gamification design consisting of a collection of various game elements that constituted a form of meta-game interaction around the learning activity (as opposed to, for example, serious games or game-based learning). In contrast, the participants in the control group used the same system with the same educational tasks but without gamification. We used descriptive and inferential statistical methods (i.e., Mann–Whitney U test) to compare the students' flow experience between the groups.

Results and conclusions: the results reveal that the influence of gamification on students' flow experience was not statistically significant. These findings suggest that current gamification designs may not effectively facilitate flow in educational contexts, highlighting the need for further research and development to align gamification with desired educational outcomes.

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Accepted/In Press date: 27 August 2025
e-pub ahead of print date: 7 September 2025
Published date: October 2025
Keywords: educational technology, experimental study, flow experience, gamification, user experience

Identifiers

Local EPrints ID: 505842
URI: http://eprints.soton.ac.uk/id/eprint/505842
ISSN: 0266-4909
PURE UUID: 5e2c65b2-b9de-4133-a223-50b4bc1c090b
ORCID for Zhaoxing Li: ORCID iD orcid.org/0000-0003-3560-3461

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Date deposited: 21 Oct 2025 16:44
Last modified: 22 Oct 2025 02:09

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Contributors

Author: Wilk Oliveira
Author: Pasqueline Dantas Scaico
Author: Juho Hamari
Author: Zhaoxing Li ORCID iD
Author: Lei Shi

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