Gamification, applying game mechanics to nongame contexts, has recently become a hot topic across a wide range of industries, and has been presented as a potential disruptive force in education. It is based on the premise that it can promote motivation and engagement and thus contribute to the learning process. However, research examining this assumption is scarce. In a set of studies we examined the effects of points, a basic element of gamification, on performance in a computerized assessment of mastery and fluency of basic mathematics concepts. The first study, with adult participants, found no effect of the point manipulation on accuracy of responses, although the speed of responses increased. In a second study, with 6-8 grade middle school participants, we found the same results for the two aspects of performance. In addition, middle school participants' reactions to the test revealed higher likeability ratings for the test under the points condition, but only in the first of the two sessions, and perceived effort during the test was higher in the points condition, but only for eighth grade students. (C) 2015 Elsevier Ltd. All rights reserved.