This study examined whether educational computer games can induce a state of "flow" in students and support learning. The document reports on a case study involving 29 primary school students ages 5-7 who played five educational math games. Surveys assessed student experience across dimensions of flow, including control, focus, curiosity, interest and time perception. Statistical analysis revealed moderate to strong correlations between dimensions, and factor analysis identified two key factors - Focus (attention, control, curiosity) and Motivation (interest, time). Most students experienced characteristics of flow while playing the games.