Table 5 gives the mean ratings for the three experimental settings across the four contributors to the flow experience, where it can be seen that there is an effect of the system. In most cases, except learning control, mobile learning gives the highest ratings, and the virtual game-based learning follows, results which differ from the learning performance measures above (note that the game-based learning was the worst in learning performance, but not for flow experience). In particular, both cognitive curiosity and intrinsic interests seem to be critical motivators of the learning experience among our participants, which would motivate them to make the required effort to learn to use the sophisticated mobile-based or game-based instructional design. For each factor, a one-way between-subjects analysis of variance was applied, followed by a Tukey test (at p 0:05).