“…In the game-based learning and gamification contexts specifically, studies predict that learning and gamified curricula will become more and more commonplace as a method to invoke engagement and flow in students (Crisp, 2014). Moreover, studies have found these technologies do indeed invoke flow experiences Procci, Singer, Levy, & Bowers, 2012) and have the potential to affect consequent learning outcomes (Barzilai & Blau, 2014;Brom et al, 2014a;Chang, Wu, Weng, & Sung, 2012;Hung, Sun, & Yu, 2015;Liu, Cheng, & Huang, 2011;Sabourin & Lester, 2014) although there are also studies that find no significant association (e.g. Brom, Bromov a, D echt erenko, Buchtov a, & Pergel, 2014b).…”