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MARSHALL KELLY TRIBBLE, JR.
Humor and Mental Effort in Learning
(Under the Direction of LLOYD P. RIEBER)
This study investigated the effects of humor on learning, specifically focusing on
the variables of mental effort, perceived self-efficacy, perceived demand characteristics,
achievement, and attitude towards instructional content. This research is based on the
work of Gavriel Salomon (1984) and is a modified replication of his research. Salomons
theory of symbolic coding is presented and applied to the area of humor and learning. It
was hypothesized that the amount of invested mental effort (AIME) varies as a function
of initial perceptions of humorous instruction, even when the material warrants otherwise.
For example, if a difficult lesson is perceived as easy, the AIME may decrease.
Undergraduate college students (n = 100) were tested for their perceptions of self-
efficacy with learning from humor and nonhumor, as well as for how demanding they
perceived humorous and nonhumorous modes of presentation to be. One week later,
approximately half of the participants viewed a humorous instructional video and the
other half viewed a nonhumorous instructional video. The two videos were identical
except for the embedded humorous content. Measures of AIME, achievement, and
attitude/interest were taken. Participants rated humorous presentations as less believable
than nonhumorous presentations and rated themselves as more efficacious with learning
from humorous instructional videos than with learning from nonhumorous instructional
videos. Participants responded with higher levels of interest and a more positive attitude
towards the content of the humorous presentation. Humor did not appear to affect
learning, and not one of the expected correlations was found between AIME, perceptions
of self-efficacy, and learning. The study also found that humor is generally perceived as
an easier, better way to learn, while also requiring more effort in order to comprehend
content. One important outcomes was that humor seems to have a function and
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dysfunction with regard to learning. The discussion explores reasons why the study may
not have yielded the expected outcomes and offers suggestions for further research.
INDEX WORDS: Humor, Learning, Self-efficacy, Salomon, Symbolic coding,
Mental effort, Perceived demand characteristics, Attitude
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HUMOR AND MENTAL EFFORT IN LEARNING
by
MARSHALL KELLY TRIBBLE, JR.
B.M.A., The University of South Carolina, 1990
M.Ed., The University of Georgia, 1994
A Dissertation Submitted to the Graduate Faculty of The University of Georgia in Partial
Fulfillment of the Requirements for the Degree
DOCTOR OF PHILOSOPHY
ATHENS, GEORGIA
2001
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2001
Marshall Kelly Tribble, Jr.
All Rights Reserved
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HUMOR AND MENTAL EFFORT IN LEARNING
by
MARSHALL KELLY TRIBBLE, JR.
Approved:
_________________________________
Major Professor
_________________________________
Date
Approved:
_________________________________
Dean of the Graduate School
_________________________________
Date
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iv
DEDICATION
To my wonderful wife Janis, and my children: Kevin, Brian, James, and Timothy. Their
help and understanding aided me immensely. And to Grandmother Kidd (I finally
finished writing my book!).
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ACKNOWLEDGMENTS
Special thanks to all of those who made this project possible. Thanks to
committee members Dr. Bonnie Cramond, Dr. Charles R. Gruner, Dr. Michael Orey, and
Dr. Kent Gustafson for their insight and constructive criticism. Thanks to Helen, Taz,
Christina, Brett, and Henry for their video production assistance. Thanks to all of the
cooperative instructors at Midlands Technical College. Thanks also to my proofreaders,
Diane Carr, Brian OShea, and Joy Tribble. I especially appreciate the time, talent, and
efforts of Seon-Young Lee and Dr. Joseph Wisenbaker of the University of Georgia
Academic Computing Center. Special thanks to my parents, Marshall and Ila Tribble for
their encouragement and support. Finally, to Dr. Lloyd Rieber, I wish to express a very
heartfelt thanks for all guidance and efforts on my behalf, and for being an exemplary role
model.
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vi
TABLE OF CONTENTS
Page
ACKNOWLEDGMENTS ...................................................................................................v
LIST OF TABLES ............................................................................................................. ix
LIST OF FIGURES............................................................................................................. x
CHAPTER
1 INTRODUCTION TO THE PROBLEM...............................................................1
Introduction......................................................................................................1
Background......................................................................................................3
Statement of the Problem.................................................................................7
Purpose of the Study ........................................................................................9
Research Hypotheses .......................................................................................9
Importance of the Study.................................................................................11
Limitations of the Study.................................................................................12
2 REVIEW OF RELEVANT LITERATURE ........................................................14
Introduction....................................................................................................14
Humor and Learning in Practice and Research..............................................15
Salomons Theoretical Framework................................................................23
Historical Overview of Humors Relationships to Creativity, Learning,
and Motivation...............................................................................................28
Summary........................................................................................................44
3 METHODOLOGY...............................................................................................46
Introduction....................................................................................................46
Population and Sample ..................................................................................46
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vii
Research Design.............................................................................................47
Procedures......................................................................................................48
Data and Instrumentation...............................................................................51
Pilot Study......................................................................................................55
Analysis..........................................................................................................56
4 RESULTS ............................................................................................................61
Introduction....................................................................................................61
Data Description ............................................................................................61
Results of the Pilot Study...............................................................................62
Reliability of the Instruments.........................................................................63
Validation of the Treatment...........................................................................64
Hypothesis Testing.........................................................................................65
Summary of Results.......................................................................................72
5 DISCUSSIONS, IMPLICATIONS, AND RECOMMENDATIONS..................74
Introduction....................................................................................................74
Summary of the Study....................................................................................74
Discussion of Findings...................................................................................77
Implications....................................................................................................84
Improving the Design.....................................................................................86
Recommendations for Future Research.........................................................88
REFERENCES ..................................................................................................................91
APPENDICES
A OUTLINE OF CONTENT FOR INSTRUCTIONAL VIDEO...........................97
B PERCEIVED DEMAND CHARACTERISTICS QUESTIONNAIRE..............98
C PERCEIVED SELF-EFFICACY QUESTIONNAIRE .....................................100
D AMOUNT OF INVESTED MENTAL EFFORT QUESTIONNAIRE............102
E ACHIEVEMENT TEST....................................................................................103
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F ATTITUDE/INTEREST SURVEY...................................................................107
G DEGREE OF HUMOR QUESTIONNAIRE....................................................108
H CONTENT QUIZ..............................................................................................109
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LIST OF TABLES
Page
TABLE
1 Cronbach alpha levels for experimental instrumentation .....................................64
2 Means and standard deviations of degree of humor by group ..............................65
3 Means and standard deviations for perceived demand characteristics
(believability/realism) with humor and without humor .......................................66
4 Means and stardard deviations for perceived self-efficacy with humor
and without humor...............................................................................................67
5 Frequency distribution of causal attribution to success and failure in learning
with and without humor.......................................................................................68
6 Comparison of the current findings and Salomons (1984) findings with regard
to causal attribution to sucess and failure in learning ..........................................69
7 Means and standard deviations for AIME and achievement by group .................69
8 Correlations for PSE, AIME, and the inferential/problem-solving portion of
the achievement test by group..............................................................................71
9 Means and standard deviations for attitude by group ...........................................72
10 Attribution of success and failure in learning with and without humor...............80
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LIST OF FIGURES
Page
FIGURES
1 Effects of high/low PDC and high/low PSE on AIME and learning, illustrated
by example quotes..................................................................................................6
2 Relationships between the purpose statement, the research questions, the goals
of the study, and research hypotheses..................................................................12
3 Salomon's model showing hypothesized relations among PDC, PSE,
AIME, and learning..............................................................................................28
4 Various shots of the narrators from the nonhumorous and humorous videos ......51
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CHAPTER 1
INTRODUCTION TO THE PROBLEM
Introduction
Practitioners generally agree that humor has positive effects on learning. Their
publications state general guidelines for using humor to create an open, low-risk
environment where teacher-student relations are strong and students seem to learn more
(Chenfeld, 1990; Goor, 1989; Neuliep, 1991). Their experience is consistent with the
long-standing belief that what is learned with laughter is learned well. Nonetheless, there
is a perception on the part of many practitioners that to attempt humor in instructional
design is to invite failure (Teslow, 1995). We have all bombed (or even offended
others) at one time or another in an attempt to be funny. In addition, there is no guarantee
that even successful humorous instruction is beneficial to learning. Between the
publicized articles and reported perceptions, practitioners seem to be realizing humors
potential power while at the same time reluctant to implement it.
Academic researchers have been investigating humors effects on learning for
several decades and they can come to no agreement about the relationship (Vance, 1987).
Many of these studies have been completed in the area of speech communication and
have dealt with the effectiveness of including humorous items in speeches and how this
affects retention and recall of information. This work was the starting point for
educational researchers who have attempted to establish relationships between humor and
various aspects of cognition. Possibly due to a lack of an adequate theoretical framework
for humors application to instruction, various flaws in the past research, and a general
disorganization of the research, these findings have been equivocal (Teslow, 1995;
Vance, 1987; Ziv, 1988).
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Many people naturally and comfortably use humor in their everyday interactions
with co-workers, clients, friends, and family. Educators are no exception. Many
instructors use planned and impromptu humor comfortably in their classrooms and likely
feel that their students benefit from it. On the other hand, Teslow (1995) writes that
teachers and designers often hesitate to use humor, recognizing that humor has a dark
side and is potentially dangerous (p. 7). Rather than avoiding the use of humor, Teslow
suggests research will help instructional technologists understand the benefits and
limitations of using humor in the design of instruction. Teslow framed several directions
for possible research in the form of research questions such as What are the relationships
between attentional humor treatments in instructional technology and motivation,
performance, learner characteristics, and zones of arousal and anxiety? and Under what
conditions do the entertainment aspects of humor detract from attention-gaining for
targeted serious content? (p. 22). He also encourages the search for an adequate
theoretical framework for understanding humors role in learning environments.
Salomon (1984) developed a model for relating perceptions of self-efficacy and
perceived task difficulty with amount of invested mental effort and learning. The general
argument made by Salomon is that a persons application of effort towards a specific task
is affected by that persons perception of the difficulty of the task relative to perceptions
of their own competency. This model is relevant to instructional uses of humor for the
following reasons. McMorris (1983) found that inclusion of humor into test items altered
perceptions of the difficulty of those items. As mentioned earlier, there is also evidence
to support the claim that inclusion of humor into an instructional lesson has an effect on
perceptions of self-efficacy (Chenfeld, 1990; Goor, 1989; Neuliep, 1991). Therefore,
humor may affect perceived task difficulty and general perceptions of self-efficacy.
Deeper and more thorough prescriptions for incorporating humor into the design
of instruction are needed (Teslow, 1995). This study drew from the work of Salomon and
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used his model relating effort, perceived demand characteristics, perceived self-efficacy,
and learning to establish a more solid foundation for research on humor and learning.
Background
Humor is a powerful tool that is often sought as a means of entertainment, a
natural tool for bonding interpersonal relationships, and a powerful communication
device with implications for business, industry, education and military organizations
(Desberg & others, 1981; Kelly, 1983). Without direction from the research community,
industry and the military have been using humorous speakers and trainers to raise levels
of productivity for years (Cleese, 1995). However, the education community has been
hesitant to seriously consider the potential power of humor. It seems that humor and fun
are an integral part of the development and implementation of the educational curriculum
throughout the early childhood years. Then, without explanation, the learner is weaned
from this method of instruction and is expected to begin to conform to the idea that
learning is serious work (Torrance, 1963).
Both humor and learning are complex and multifaceted, yet universal elements of
human existence. Humor can serve as a mnemonic device (Grow, 1995; Kelly, 1983),
aiding specific cognitive objectives. Rutkaus points out that Piaget has said that the first
experience of cognitive success by the infant is expressed by a smile (1981) (p.17). In
these ways, humorous emotion and learning are believed to be closely related. It
therefore seems natural that instructional designers could employ a modest degree of
relevant humor to develop instructional lessons which achieve cognitive and affective
objectives with great efficiency. However, many instructional designers and teachers
avoid using humor as if it were taboo (Teslow, 1995). In addition, the lack of serious
inquiry on the issue seems to indicate that the academic research community thinks the
matter irrelevant.
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Perhaps a reason for this is that there is little agreement among practitioners and
researchers as to the actual relationship between humor and learning (Vance, 1987).
Many practitioners believe that humor has a positive correlation to achievement (Chaney,
1993; Chenfeld, 1990; Grow, 1995; Ziv, 1976), and most attribute this to humor's
attitudinal effects (Gorham & Christophel, 1990; McMorris & Others, 1983; Rutkaus,
1981). The research community, in contrast, has found ambiguous evidence linking
humor to learning (Taylor, 1964), although some evidence of humor's relationship to
attitudes and motivation has been established (Rareshide, 1993; Snetsinger & Grabowski,
1994; Tamborini & Zillman, 1981). For instance, research comparing the effects of
humorous and nonhumorous presentation of lecture materials has yielded unclear results
(Schmidt, 1994). Some studies report negative effects (Kaplan, 1977) and others report
positive effects (Zillmann & Williams, 1980) of humor on memory and learning. Humor
seems to have both a function and a dysfunction which makes interpretation of empirical
studies difficult.
Vance (1987) suggests the difficulty in finding a definite relationship of humor
and learning is due to the lack of theoretical understanding of humor. Teslow (1995)
agrees that there are limitations of the past research and adds that there has been
disorganization in the body of literature. In a comprehensive literature review of the field
of humor and learning, Teslow (1995) says that "the literature indicates that much of the
basic research is two decades old, little replication has taken place, most studies involve
young children, findings have been equivocal, and hardly any research has addressed the
effectiveness of humor in [computer-based instruction] (p. 7). In addition, the majority
of the studies were approached without much regard for a theoretical framework and
under the basic assumption that humor somehow aids cognition. Following the
suggestions of Vance and Teslow for further research, it seems the field is due for a fresh
approach to the matter.
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A study by Salomon (1984) may offer a suitable framework for exploring humor's
relationship to learning. Salomon investigated the effects of perceived self-efficacy
(PSE) and perceived demand characteristics (PDC) on amount of invested mental effort
(AIME). Salomon studied the effects of television versus print on learning and found that
learners who had a high perception of self-efficacy invested less mental effort when they
perceived a mode of presentation as easier. Low self-efficacy students actually invested
more mental effort in tasks that they perceive as easier. This resulted in less learning on
the part of the high self-efficacy students compared to low self-efficacy students.
Salomon's (1984) findings indicate that perceived demand characteristics (PDC)
may influence amount of invested mental effort (AIME) as a function of perceived self-
efficacy (PSE). In his study, PDC were varied by varying presentation mode (television
being perceived by participants as an easy mode to learn from versus print being
perceived as a tough mode to learn from). Salomon writes, "The stronger the
perceptions of how much effort... stimuli requires, and the higher (or lower) one's PSE,
the greater (or smaller) AIME is expended with the resultant differences in elaboration-
based learning" (p. 650). This is further illustrated in Figure 1. The basis for assuming
this relationship between media and demand characteristics comes from Salomons
(1994) theory of symbolic coding of information.
Salomon (1994) argues that all media are made up of their symbolic elements and
that it is more productive to analyze these elements than to compare whole media
systems. Salomon suggests that the symbolic codes which make up the medium of
television (moving pictures, audio, camera moves, etc.) are much closer to representing
real life than a more abstract medium, such as text, made up of letters, words,
punctuation, etc. A medium such as television, which is raw and lifelike, may match
familiar, existing schema in the brain and therefore is perceived as easier to be encoded or
processed and little translation of symbols needs to take place. A more contrived or
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abstract symbolic system, such as printed text, requires more recoding of information, and
more mental effort is perceived to be required to translate it.
Figure 1. Effects of high/low PDC and high/low PSE on AIME and Learning, illustrated
by example quotes. Black lines represent High PDC scenarios, gray lines represent Low
PDC scenarios.
It is plausible that a humorous presentation of information is perceived as more
contrived and less raw. Following Salomon (1994), this would directly influence the
perceived requirement of mental effort needed for processing making the presentation
seem more difficult to process. Conversely, we have learned to recognize and appreciate
humor by its form and lack of context (Raskin, 1985). We may associate it with having
fun, relaxing, and being entertained. Given this, humor may make a presentation seem
more enjoyable and therefore easier than a nonhumorous presentation making the
presentation seem easier to process.
McMorris (1983) hints at humor's ability to affect PSE and PDC. This study
examined the relationship of humor and test anxiety and found that students favored
humorous items on tests, judged the effects of humor positively, and estimated humorous
items to be easier. Kelly (1983) discusses a practitioners view of the affective influences
of humor, saying that humor can set an agreeable tone and contribute to an up feeling
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about oneself... providing a positive self-image for students and adults (p. 1). In these
ways, following Salomons framework, humor could actually be hindering learning by
simultaneously increasing perceived self-efficacy and decreasing perceived demand
characteristics.
An example of the relationship between PDC and PSE is the commercial success
enjoyed by the for Dummies book series. These books are self-help informational
texts, sometimes written about computer technology or computer software systems. The
titles of these books (Windows for Dummies, The Internet for Dummies,
WordPerfect for Dummies, etc.) state that these books have been written for novices -
people with low PSE about the topic. The books are also written in a basic, easy-to-
understand, and humorous style, possibly making them seem easier to read. One
possible explanation for the wide success of these books is that they target a low PSE
audience and present information in an easy way. Following Salomons reasoning, this
would result in greater AIME. The books, while not as in-depth as texts of similar
material, may be promoting sustained amounts of mental effort. According to Salomons
model, a high PSE learner would perceive this as more familiar and less challenging;
therefore the learner would likely invest little AIME and learn less.
Salomons theoretical and empirical approach seems well suited to studying the
relationship between humor and learning. If data can support the idea that humor can
directly affect cognitive outcomes based upon its influences over PDC and PSE and lend
clarification to humor's role in the affective domain, then empirical support for humor's
relationship to cognition and affect will have been given, and a foundation will have been
laid for direction of further research.
Statement of the Problem
Humor, although an important and basic aspect of our everyday lives, seems to be
conspicuously absent in instructional/educational materials beyond the primary grades.
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This is not to say that it is not used to inform or teach. It could be reasoned that
humorous jokes and stories play a large part in educating adolescents about topics which
adults are generally hesitant to discuss, such as human sexuality. However, instructional
designers and teachers mostly avoid utilizing planned humor in their instructional
materials, perhaps for fear that the humor will (at best) have no positive results or (at
worst) have negative results. Empirical data are needed to inform the use of humor in
certain aspects of learning.
The past research on humor as it relates to learning has been, for the most part,
exploratory. This is not to say that the research is not useful, but there is a remarkable
lack of focus in the field (Teslow, 1995; Vance, 1987; Ziv, 1988). This line of research is
due for a more guided, in-depth approach, one which can be drawn upon for direction in
future research, as well as inform practitioners regarding their work.
Salomons study (1984) is framed around the argument that the way information
is perceived may determine how deeply the information is processed. Salomon suggests
that when one medium is perceived as less serious or easier than another, the
information presented by this medium is processed in a more automatic or shallow way,
using fewer mental elaborations and less mental effort. Salomon suggests that deeper
processing (greater amounts of invested mental effort) means recoding the information at
deeper levels which can lead to better learning performance.
One factor affecting the amount of invested mental effort (AIME) is perceived
demand characteristics (PDC) of the stimulus task or information to be learned. Salomon
(1984) showed that the more demanding a task appears to be, the more AIME will be
expended to complete it. However, perceived demand characteristics are related to an
individuals personal abilities, and high-ability students need more challenging tasks. The
high-ability learner who perceives a task to be easy may invest less mental effort which
will result in lower learning performance. The low-ability learner which also perceives a
task as easy relative to their abilities may invest greater amounts of mental effort and
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have a higher learning performance. Hence, the relationship between PDC and AIME is
influenced by the learners perception of self-efficacy (PSE) regarding the task.
According to Salomon, the more efficacious a learner perceives himself or herself to be in
obtaining information from a particular type of task or source of activity, the more
sustained energy and mental effort he or she will invest in it.
Purpose of the Study
Humor research conducted to date in instructional settings has lacked a clear
theoretical framework. Salomons (1984) model relating PDC, PSE, AIME, and learning
seems to be a useful one for testing humors effect on AIME and learning by way of PDC
and PSE.
The general argument presented here is that information presented with humor,
unlike information presented seriously, affects the perception of demand characteristics
and the perceived requirement of AIME, and adults act accordingly even when the
material may warrant otherwise. Salomon (1984) investigated medias influence on
AIME and learning as mediated by PDC and PSE. However, there is some evidence
suggesting that humor can also influence PSE and PDC (McMorris & Others, 1983).
Therefore, the purpose of this study was to investigate the effect of humor on attitude
toward content and the effect of humor on mental effort, by way of perceived demand
characteristics (PDC) and perceived self-efficacy (PSE). To meet this purpose, this study
attempted to answer two questions: 1) Can humor influence AIME and learning, mediated
by PDC and PSE? and 2) What are humors attitudinal effects?
Research Hypotheses
This study is a partial replication of Salomons study (1984). Instead of studying
a media characteristic (i.e. print versus television), this study will focus on humor. The
five hypotheses outlined below are taken directly from Salomons study but adapted to
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reflect the current research questions. Exceptions are the first and third hypotheses.
Salomon reasoned that television (being perceived as more raw and lifelike) would be
perceived as easier to mentally process; therefore his first hypothesis was directional.
In this study, humor may be perceived as more difficult due to a perception of it as a
contrived and less lifelike source of information, or it may be perceived as less difficult
due to its association with the contexts of entertainment and fun. Because it was not
known how (in which direction) PDC would be affected, the first and third hypotheses are
nondirectional. Another difference between this study and Salomons is the fifth
hypothesis, which focuses on humors ability to influence attitude towards and interest in
content (Snetsinger & Grabowski, 1994).
Hypothesis 1. Learners perceived demand characteristics of humorous videotaped
instruction will differ significantly from those of nonhumorous videotaped instruction.
This will be evident in their (a) attribution of significantly greater realism to
nonhumorous presentations than humorous presentations and (b) significantly greater
rating of perceived efficacy with humor than with nonhumor.
Hypothesis 2. Participants will attribute success and failure differently for
humorous video and nonhumorous video. More specifically, (a) more participants will
attribute success in learning from humorous video to external causes (specific and typical
material ease) than to internal causes (ability and effort); (b) more participants will
attribute failure to learn from humorous video to internal causes than to external causes;
(c) more participants will attribute success in learning from nonhumorous video to
internal causes than to external causes; and (d) more participants will attribute failure to
learn from nonhumorous video to external causes than to internal ones.
Hypothesis 3. When shown a humorous video, participants will perform
differently than participants who are shown a nonhumorous video presenting comparable
content, in that they will (a) report the expenditure of significantly different AIME and (b)
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exhibit significantly different inferential/problem-solving learning. No differences in
factual learning are expected.
Hypothesis 4. The relationship among perceived self-efficacy, AIME, and learning
will be significantly different for those who view a humorous video and those who view a
nonhumorous video of comparable content in that (a) for those who view the humorous
video program, PSE will have a significant negative correlation with AIME and amount
of inferential learning; and (b) for those who view a nonhumorous video, PSE will have a
significant positive correlation with AIME and amount of inferential learning.
Hypothesis 5. Participants attitudes towards content presented with humor will
differ significantly from those of content not presented with humor. Participants will rate
content presented with humor significantly more positively than content not presented
with humor.
In summary, two research questions were generated from the general question of
Does humor affect learning? Three goals were designed to answer these research
questions and these goals are operationalized by the five research hypotheses. Figure 2 is
a visual representation of the relationships between the purpose statement, the research
questions, the goals of the study, and research hypotheses.
Importance of the Study
Many practitioners already publish guidelines for using humor in the classroom
(Chenfeld, 1990; Goor, 1989; Neuliep, 1991). Clarification and understanding of the
relationship of humor and learning will lend scientific validation to some of these
suggestions as well as potential guidance to the development of new curricula. Finally, a
useful model of the interaction between humor and learning will help designers integrate
humor effectively in instructional materials.
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Does humor affect learning?
Can humor influence AIMEand learning, mediated by
PDC and PSE?
What are humorsattitudinal effects?
Research Question 1: Research Question 2:
Goal 3:To understand the relationshipbetween humor and levels ofattitude/interest in content.
Goal 2:To clarify the relationships
between PSE, PDC, AIME, andlearning.
Goal 1:To understand the effects thathumor has on PSE and PDC.
Hypothesis 1:Comparing PDC between groups.
Hypothesis 2:Comparing attribution of success and failure with humor andnonhumor between groups.
Hypothesis 3:Comparing Mental Effort and Learning between groups.
Hypothesis 4:Correlations between perceived self-efficacy, amount ofinvested mental effort, and achievement
Hypothesis 5:Comparing attitude and interest by group.
Figure 2. Relationships between the purpose statement, the research questions, the goals
of the study, and research hypotheses.
Limitations of the Study
Because of the need to control extraneous variables related to humor, this study is
limited to verbal and textual humor. Several media elements (cartoons, sound effects,
music, etc.) could be used to enhance the humorous version of the treatment. However,
because these media symbols themselves may affect learning at their own level, they may
confound the results. An attempt was made to develop both of the video treatments
(described in Chapter 3) to maintain consistency among media elements, so as to vary
only the voice-over narration to create the intended humorous effect.
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Another limitation is the contextual, subjective nature of humor. While an
attempt was made to verify the humors funniness, it is difficult to know if it had its
intended effect. The treatments were also limited in time. Typical instructional
videotaped modules for classroom use are less than 20 minutes. The planned length of
this treatment was approximately 20 minutes. It is questionable as to whether this is
sufficient time for an effective instructional piece to have its intended effect.
Generalizability is limited to students enrolled in undergraduate education courses at a
medium-size state-assisted southern university.
Also, as a replication of a previous work, this study is limited in two ways: (1) the
population is different from the original study and (2) the design considers the affective
domain with its use of an interest and attitude survey. While the original study limited its
scope to strictly cognitive factors, this study investigated factors in the affective domain.
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CHAPTER 2
REVIEW OF RELEVANT LITERATURE
Introduction
This chapter reviews the literature related to the field of humor and learning.
Most conspicuous is the notable difference between the quantity of literature published by
practitioners versus researchers. Similar to the findings of other authors (Powell, 1985;
Teslow, 1995; Vance, 1987; Ziv, 1976; Ziv, 1988), this review of the literature found
volumes of practitioners publications compared to the scanty amount of empirical
research on the use of humor and instruction (Vance, 1987) (p. 80).
Presented in this chapter are: 1) the current state of the practice and academic
research on the use of humor in instructional situations, (2) the specific approach that this
study will use to investigate these issues, and (3) overviews of theories of humor as they
relate to and overlap with the theories of learning, creativity, and motivation. This
chapter also attempts to build further understanding of the problem, indicating that it is
anchored in the previous research, yet moves beyond that work in significant ways.
Search tools used to complete this review of literature included the ERIC database
of journal articles, Alta-Vista and InfoSeek world wide web search engine databases,
the dissertation abstract database, and the general Boolean search capabilities of the
Georgia Library Information Network (GALIN). Title and keyword search words and
phrases include humor, humor AND learning, humor AND instruction, humor
AND creativity, humor AND education, laughter AND learning, humor AND
motivation.
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Humor and Learning in Practice and Research
The present philosophy of practicing educators, trainers, and speakers reflects
strong support for the use of humor as a tool of instruction (Chaney, 1993; Check, 1986;
Chenfeld, 1990; Cleese, 1995; Grow, 1995; Kelly, 1983; Shaughnessy, 1991; Whitmer,
1986). Many articles may be found on the practice of using humor in educational and
training environments, and most of them include guidelines, suggestions, and precautions
regarding the use of appropriate humor to effectively enhance instruction or presentations.
Bryant, Gula & Zillman (1980) found that writers of academic textbooks regularly
insert humor into college texts. Educators who teach English as a Second Language
claim to find humor an excellent instructional device for creating a risk-free learning
environment, as well as communicating language subtleties and social mores of the
culture (Spencer, 1995). It is suggested by several practitioners publications (Chenfeld,
1990; Howington, 1983; Kelly, 1983; Whitmer, 1986) that the use of humor can create an
open learning environment and can create an up feeling that allows students to feel
good about themselves, increase individual involvement, and express more creativity and
lower anxiety. Chenfeld (1990) claims that in classes where teachers encourage laughter,
students learn and retain more information.
Even though most educators generally embrace humor as a qualitatively valuable
element in instruction, many other practitioners - including instructional designers - are
often hesitant to include humor in their instructional products (Teslow, 1995). Perhaps
they are afraid of bombing and the intended humorous effects being either negated or
even reversed. The effectiveness of some instructional techniques (such as the use of
illustrations) has been well documented. However the empirical evidence to back up the
claims of humors effectiveness in instruction is difficult to interpret. It is quite possible
that instructional designers who trust scholarly research to inform them on their craft are
still waiting for some solid and useful findings on the topic. There is too little empirical
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evidence on the use of humor to develop applicable strategies for humor's use in
instruction (Vance, 1987).
Researchers in the field of humor in instruction cite various journals and papers
telling positive (Check, 1986; Gorham & Christophel, 1990; Gruner, 1970; Kelly, 1983;
Ziv, 1976) or not so positive (Gruner, 1970) results of using humor to enhance retention,
gain/maintain attention, or otherwise aid cognition. But, as several researchers noted, the
empirical evidence has failed to communicate unequivocal results (Desberg & others,
1981; Gorham & Christophel, 1990; Teslow, 1995; Vance, 1987).
Cognitive Issues
Desberg (1981) described the beginnings of the controversy by citing experiments
which compared humorous and non-humorous speeches or lectures. These experiments
produced non-significant differences in speech persuasiveness and similar results in the
retention levels of students listening to informative lectures. Perhaps a strong belief in
the effectiveness of humor prompted a few researchers to review the prior experiments
and identify some limitations and inaccuracies. This led to several decades of further
research on the matter. Researchers attacked cognitive issues of knowledge acquisition
and relevancy to content, as well as affective issues such as humors effects on anxiety
and arousal levels.
Knowledge acquisition. Several studies have supported the notion that knowledge
acquisition and retention are facilitated by the inclusion of humor in instruction (Desberg
& others, 1981; Gorham & Christophel, 1990; Neuliep, 1991; Vance, 1987; Zillmann &
Williams, 1980). Rareshide (1993) contended that the small amount of empirical studies
that exist on this topic [mostly] supports the notion that humor has cognitive benefits, but
the researchers are typically more guarded in their advocacy of humor than are the
teachers (p. 5). It seems that teachers are ready to accept the idea that humor plays an
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important role in the learning process even though the research on humor is not
voluminous enough to posit any solid conclusions. Indeed, there are several studies
which failed to support the notion of humor as a beneficial tool for learning.
One such study investigated the effectiveness of humor in informative speaking
(Taylor, 1964). Taylors experiment involved two versions of a speech, one containing
humorous content and one straightforward and nonhumorous. The speeches were audio
tape-recorded1
and played before separate audiences. The audiences were tested
immediately following the presentation for recall of information. They were also tested
one week later on the same information. Taylor concluded that there were no significant
differences between the two groups.
This evidence of humors ineffectiveness was also carried over in the field of
instruction and teaching by Kaplan (1977). His specific question regarded humors
effectiveness in assisting the comprehension and retention of lecture material for college
undergraduates. Kaplan gave one of four treatments to 508 undergraduate students. Each
treatment was a videotaped lecture on six principal Freudian concepts and were different
in amount of humor and relevancy of humor to the content (relevancy will be discussed in
greater detail later). The four treatments contained: 1) humor related to all six Freudian
concepts, 2) humor related to three of the six concepts, 3) humor unrelated to any of the
content, and 4) a nonhumorous, serious version of the presentations.
Kaplan (1977) tested for comprehension of actual content of the presentation and
found that, while students viewing the relevant humor versions of the treatment could
recall a greater number of humorous examples from the presentation, the overall
performance of the students who learned from the humorous presentations did not differ
from students who learned the content from the nonhumorous presentation.
1
It is important to note that audio and video recordings are often used instead of live performance or lecture
situations. This is to facilitate more precise control for human error in presentation and fluctuations in
various treatments.
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More recently, Snetsinger and Grabowski (1994) investigated the effects of humor
in a computer-based instruction (CBI) module on ticks and the diseases they carry. Their
study used two treatments and three groups: 1) humorous CBI module, 2) nonhumorous
CBI module, and 3) a control group (no instruction). Like the Kaplan study, Snetsinger
and Grabowski used college undergraduates (N=115), randomly assigned to one of the
three groups. After interacting with the CBI modules, the groups were given a post test
for learning comprehension and attitudes. The study showed no significant differences
between mean scores on the post test for the humorous and non-humorous groups. Only
the control group (with no instruction) performed significantly worse than the other two
groups.
Most of the empirical research has concentrated on achieving the desired results
by the inclusion of humor into a lesson. One particular research study was designed to
shed some light on a slightly different angle to the humor question: can humor be used to
facilitate learning external to the immediate material being presented? In Vances (1987)
study, children heard a humorous perversion of a familiar story (to raise their
emotion/humor level) just before they were presented with new information to be learned.
Vance was concerned with the arousal levels which humor can influence and how these
may affect learning performance. He used 58 first graders randomly assigned to one of
four treatment groups. The treatments can be summarized as follows:
Group 1: heard a humorous story and were immediately presented with a serious
presentation of new information.
Group 2: heard a humorous story and, one week later, were presented with a
serious presentation of new information.
Group 3: were presented with a humorous version of new information.
Group 4: were presented with a serious version of the new information.
The results of this study showed that the learners receiving [the humorous story]
immediately before the new information [performed] better on immediate memory and
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retention tests than the control group (Vance, 1987) (p. 93). The results also indicated
that being presented with a humorous version of new information (Group 3) failed to
have significant influence on performance compared to the control group. This study
suggests that when humor precedes the presentation of new information, arousal levels
are inflated; students pay closer attention to the new information and therefore retain
more of it. However, the study failed to show why humor, integrated into instruction,
fails to significantly affect performance in the same way. This study exemplifies the
mixed and inconclusive results of much of the overall past research on humors effect on
cognition.
Relevancy. An important element of successful implementation of humor into
instruction is how relevant it is to the presented content. Rutkaus (1981) found evidence
to support the notion that humor unrelated to the subject matter being presented has little
effect on retention. Desberg (1981) also hypothesized that relevancy played a major part
in cognition. His experiments tested the notion that jokes used in videotaped
presentations had more of an effect on learner performance when they were directly
related to the material being learned. Desberg wanted to know if irrelevant jokes or
silliness simply amused or distracted the learners.
Desberg (1981) studied 100 undergraduate students who were divided into four
equal groups. Each group viewed a videotaped lecture on language development. The
lectures were identical in content and only differed in the quantity and relevancy of humor
used. Both related and unrelated jokes were inserted in identical places in the lecture. A
joke was classified as related or relevant if it was associated with or served as a
mnemonic device for the concept to be learned (p. 1).
He concluded that in the cases of rote learning, relevant humor contributed by
both repeating the lesson concept and making the learning process more enjoyable. He
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found that humor related to the content did correlate with higher learning performance
compared to unrelated humor and nonhumor.
Affective Issues
Scholars have argued that humor is a powerful tool in the creation of a climate
conducive to learning (Dickmeyer, 1993; Hackman & Barthel-Hackman, 1993; Sherman,
1988; Sletta & Sobstad, 1993). Some factors contributing to such a climate are perceived
social competence, anxiety, peer acceptance, and instructor-student relationship. Zillmann
& Williams (1980) found a positive correlation between teacher use of personal
anecdotes and student attitude toward the instructor. Slettas research (1993) provided a
model of the use of humor for predicting the peer acceptance of children. While most of
Slettas research found no predictors, it was noted that at the eighth grade level humor as
assessed by peers is predictive of peer acceptance and perception of own humor (p. 9).
It has also been noted by some researchers that anxiety and test performance
correlate as an inverted U much the same as how positive motivation correlates to
performance (the Yerke-Dodson curve). That is, as anxiety increases, test performance
also increases to a point. After that level, the more anxious a person is, the worse his or
her performance on a test.
McMorris (1983) argued that high test anxiety has an inhibiting effect on test
performance and considered the effects of including humorous items into multiple choice
format tests. McMorris found that although the students preferred the humorous test
items to the nonhumorous test items, estimated the humorous items as easier, and judged
effects of humor positively, the treatment did not affect anxiety levels nor alter test
performance. Also McMorris stated that for some highly anxious persons, some
humorous stimuli may evoke a painful rather than a gratifying response (p. 5). Previous
to the McMorris study, Ziv (1976) suggested that in testing, and perhaps in instruction,
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highly anxious students became more aroused by humor, and this may have hindered
learning.
Problems with the Past Research.
While Vance (1987) suggested there is convincing support for humor as a learning
tool, he admits that there is too little empirical evidence on the issue to form any solid
conclusions. Teslow also found a lack of adequate research in the area, and suggested
that the research has looked too much at retention and persuasion, rather than at cognitive
affect, motivation, and information processing (Teslow, 1995). The research that does
exist fails to support the widely touted view of humor as an instructional support
mechanism and only within the last few years has any headway been made regarding the
incorporation of humor into the design of instruction (Gorham & Christophel, 1990;
Vance, 1987).
Much of the research has also failed to account for the factor of the novel
situation. It has been well documented that a novelty (such as humor, expectancy, or a
new situation) boosts attention and pushes a bored, inattentive learner into a moderate
level of arousal and attentive behavior. But a new situation (such as being in a research
experiment or watching a video for the first time in three weeks) creates this boost even
without any humorous input. This may be why so much research has found little
difference in the humorous treatment and the control: they were both being exposed to
novel situations - one just slightly more novel than the other. Vance (1987) pointed out
that when humor encourages arousal levels above a moderate level, learning performance
degenerates. This is important because the combination of the novel situations of many
of the older research experimental treatments (e.g., an instructional video) with the
humorous content could have provided too many cues and too much distraction for the
learner to perform effectively.
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Moreover, there are unresolved issues regarding validation of humorous
treatment. For example, Snetsinger and Grabowski (1994) asked faculty members and
graduate students to rate the quality of the humor (its funniness) in their CBI, but their
experimental sample was from a population of college undergraduate students. Perhaps
using a small sample from their intended population could have shed some light on why
their humorous treatments did not have their intended cognitive effect.
The assessment procedures of some of the prior experiments are also in question.
The research has generally tested learners using multiple-choice tests. While the
researchers have asserted that they are utilizing these tests to accurately test learning,
what they actually evaluated was recognition (rather than recall and inference-making
which can be tested by open-ended, short answer questions). It could be argued that
recall, inference-making, and problem-solving are more accurate definers of learning.
Vance (1987) observed that the faults have been directly or indirectly due to the
incomplete or inexact understanding of humor. Vance also suggests that there is a serious
lack of an attempt to research humor while applying the solid foundations of motivation
and learning theory.
However, the purpose here is not to condemn past research as sloppy and
unorganized. In fact, the many years of research on humor and learning/persuasiveness
have given contemporary researchers the clear advantages of hindsight. Thus far,
research on humor and learning may be distinguished as bold exploration. Salomon
(1994) pointed out, as with cognitive development, exploration needs to precede search
behavior... whereas exploration, greatly influenced by the appeal of external stimuli, is
unsystematic and unconceptual, search behavior is better focused, goal directed, and
conceptually guided (p. 2).
Humor is not a peripheral issue in education and most teachers consider it an
integral element in their teaching (Rareshide, 1993) (p.7). The published work of
practitioners and researchers, while not yielding much in the way of solid conclusions,
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has given up strong clues as to the nature of humor and learning. Humor seems to be able
to inflate positive attitudes, help create an assured and open learning environment, and
increase self-concept (Dickmeyer, 1993; McMorris & Others, 1983; Shaughnessy, 1991;
Snetsinger & Grabowski, 1994; Ziv, 1976). It also seems to affect perceptions of
difficulty levels of learning tasks (Desberg & others, 1981; Dickmeyer, 1993; Feingold,
1983; Gorham & Christophel, 1990; Kelly, 1983; McMorris & Others, 1983; Rareshide,
1993). Conceding to both of these assertions, we proceed to the work of Salomon (1984).
Salomons Theoretical Framework
Salomon (1984) approached the investigation of cognitive processes with the
theory that learning from a particular task is directly affected by how much mental effort
one puts into it he called this amount of invested mental effort or AIME. Salomon also
asserted that AIME is directly affected by at least two factors: 1) how competent one
perceives ones self to be at a particular type of task (perception of self-efficacy, or PSE),
and 2) how difficult or demanding one perceives a particular task to be (perceived
demand characteristics, or PDC). Obviously, these may interact. How demanding a task
seems to be is based upon ones perception of self-competency at that task.
Symbolic Encoding.
The intent of Salomons study (1984) was to examine the controversy surrounding
the question does media matter? in the instructional technology field. Salomon (1994)
bases the argument in his theory of symbolic encoding. He claimed that a medium is
defined by its various elements or symbols and that these need to be investigated at the
symbolic level. He asserted that to compare two media (such as books versus videotapes)
without giving proper attention to the effects of the various elements of each is superficial
and misses the point of the comparison. Furthermore, Salomon asserted that it is more
productive to investigate how we interact with and interpret these symbol systems
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because these elements may interact differently with an individuals aptitude for mental
elaborations.
For instance, the medium of television is made up of voice-over audio, music,
sound effects, and moving and still images, both true-to-life and abstract. Written text is
formed of an entirely different set of symbolic elements: letters, words, punctuation, and
formatting. One can view a film of a sunset or one can read a passage describing the
sunset - both media may convey comparable information; however Salomon (1984)
argued that film/video is made up of symbolic elements which are closer to the familiar
representations of real life in the mind and therefore require less effort to interpret,
recode, or process. The printed word hardly resembles a sunset; thus textual symbols
must be recoded in the mind for the message to be digested. While the information being
conveyed is similar, the film of the sunset is generally perceived as more familiar and
realistic. As Salomon (1984) stated, it is reasonable to expect people to treat realistic
material in a shallower way than material that is contrived, for the former would be
assumed to allow assimilation with fewer mental elaborations (p. 650). The quantity of
mental elaborations is the thrust of Salomons suggested construct of amount of invested
mental effort (AIME). Salomon defined AIME as the number of nonautomatic mental
elaborations applied to a unit of material (p. 648), and he argues that self-reports of
AIME in processing a unit of material are relatively accurate.
AIME and Perceived Demand Characteristics (PDC).
What exactly determines how much AIME will be expended in a given task?
Salomon (1984) claimed that much may depend upon how the task, context, or stimulus
is perceived. Clark (1982) reviewed the literature pertaining to achievements
relationship to enjoyment and noted that students often report enjoying instructional
methods from which they learn the least. According to Clark, when high-ability students
encounter a well-structured instructional presentation, they perceive it to be undemanding
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and therefore apply less mental effort than low-ability students. This would indicate, as
supported by Salomon, that AIME is affected by PDC: the more demanding the stimulus,
the greater the amounts of applied mental effort.
AIME and Perceived Self-Efficacy (PSE).
Naturally, perception of difficulty is a subjective construct that is relative to ones
own abilities. Banduras Social Learning Theory (explained in greater detail below)
described the nature of the learning process as an interlocking relationship between
behavior, environment, and internal psychological events. Specific to this discussion,
Bandura (1982) has shown that when learners perceive themselves as more competent at
a task or activity, they are more likely to invest sustained and persistent effort in that task.
It seems reasonable, then, that when learners perceive themselves as being more capable
at a particular activity (high-PSE) and are given a challenging task within that activity,
they will invest substantially more effort in completing that task. Conversely, high-PSE
learners who are given a task which they perceive as undemanding will invest less mental
effort towards that task. Therefore, as Salomon (1984) has shown, although PSE may
affect AIME, its effects can be positive when the task is perceived as demanding and
negative when the task is perceived as easy.
The Salomon Study.
The study (Salomon, 1984) involved 124 sixth graders who were first tested on
how they perceived television versus print (whether they thought each was more difficult
or easier to learn from), what they attributed this perception to (internal or external
causation - its just me or it makes it harder to learn from) and perceived self-efficacy
(PSE) with each (how comfortable they are learning from one media versus another).
Participants were randomly assigned to one of two groups. One group watched a silent 9-
minute videotaped program on A Day of a Painter. Another group read a printed
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document describing the exact same story. Great care was taken to ensure comparability
of the two versions, including length of time to absorb the material (the reading time of
the students was not significantly different than the time it took to watch the video) and
sequence of content.
Immediately following exposure to the treatment, participants were given a short
questionnaire measuring their self reports of AIME (for example: How hard did you
have to concentrate on this story?). Following this questionnaire, the participants were
given an achievement test measuring factual recognition and inference making. The
results are quoted here:
In the print group, efficacy was positively and significantly related to
AIME and to achievement, consistent with Banduras (1982) theory. But
in the TV group efficacy correlated negatively and significantly with
AIME and with overall achievement, supporting our fourth hypothesis that
when easy material is encountered, subjects with greater PSE tend to
invest less effort and achieve less (p. 654).
This study supported the following notions: 1) if one perceives oneself to be better
at this particular type of task and if one perceives this particular task to be easy, then
one invests less mental effort to the task and, therefore, performs poorer on achievement
tests; 2) if one perceives oneself to be better at this particular type of task and if one
perceives this particular task to be difficult, then one invests more mental effort to the
task (to meet the challenge) and, therefore, performs better on achievement tests; 3) if one
perceives oneself not to be better at this particular type of task and if one perceives this
particular task to be easy, then one invests more mental effort to the task and, therefore,
performs better on achievement tests.
Salomons study (1984) demonstrated how various symbol-systems in media can
interact with internal psychological events which influence perceptions and actions. His
general argument was that television, unlike print, is a source of information that is
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perceived to be more familiar and realistic, calling for less recoding and easier to
process - requiring little AIME, and learners act accordingly even when the content
warrants otherwise.
Moreover, this interaction is also related to perceived self-efficacy (PSE) on the
part of the learner. According to Salomons (1984) model, learners perception of the
easiness of a task is relative to their abilities. To use his example:
A skilled driver or reader may perceive the task of driving or reading to be
easy and thus rely more heavily on automatic processes. This is due to
knowing (rightly or wrongly) that no additional effort expenditure is
needed to perform the task that is perceived to be well mastered.
(p. 649)
Salomon demonstrated that although PSE affects AIME, its effects can be positive when
demanding material is encountered and negative when easy material is to be processed.
See Figure 3 for an illustration of this relationship - the "+" and "-" indicate positive and
negative correlations, respectively.
In Salomon's (1984) study, PDC were varied by varying presentation mode:
television versus print. According to Salomon, the television mode, because of its
familiar context, is perceived as an easier medium that requires fewer mental
elaborations. Because of this, learners who were more efficacious tended to learn less
that is, perform poorer on achievement tests.
It is plausible that information presented humorously is perceived as more
familiar, more easily associated with an entertainment context, than nonhumorous
information. Raskin (1985) argued that most adults understand that the joke-telling
mode of communication is not to be associated with anything as serious as learning.
There is also empirical evidence to substantiate the claim that humorous tasks or
activities are perceived as easier (McMorris & Others, 1983). Kelly (1983) discusses a
practitioners view of the affective influences of humor, saying that humor can set an
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agreeable tone and contribute to an up feeling about oneself... providing a positive self-
image (p. 1).
pdc
pse
learning
aime
STIMULUS
_ +
+
+ : -
+ : -
Figure 3. Salomons model showing hypothesized relations among PDC, PSE, AIME,
and learning (+/- indicate positive or negative relations).
On the other hand, humor adds another dimension of symbolic coding to the
presentation. Humor appreciation interacts with our inner desires to be superior (Gruner,
1978). It relies upon internal coded scripts and our ability and motivation to scrutinize
these scripts in order to get the joke (Raskin, 1985). For these reasons, learning from a
humorous presentation may be perceived as more difficult than interpreting a
nonhumorous presentation. Following Salomons model (1994), the interaction of these
factors would directly influence the perceived requirement of mental effort needed for
processing by simultaneously affecting perceived self-efficacy and perceived demand
characteristics.
Historical Overview of Humors Relationships to Creativity, Learning, and Motivation
The fields of creativity, humor, learning, and motivation have all engaged in the
attempt to understand the behavior of people. However, the general consensus in each of
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the fields is that there is much to discover about the nature of human thought and
inspiration. Humor has been only marginally included in the fields of research and
theoretical model-building of creativity, motivation, and learning. Yet humor, probably
above all of the others, is commonly recognized by the general public, by trainers, and by
the mass media as one of the fundamental components that cuts across all fields, all
cultures, and all mentalities.
Given all of this, it is important that some fundamental connections be established
between what is believed about creativity, learning, and motivation and what is believed
about the nature of humor. This section of the literature review provides a historical
overview of some of the theoretical underpinnings of humor long studied in psychology
and education. As such, this section does not specifically relate to the variables examined
in this study, but rather is intended to make general relationships between humor and
educational learning theories more apparent.
Only a few educational theories have been included here and these were selected
due to their significance to the educational research community over time and also
because they contain elements that are related to humor theories. The section relating
humor and creativity presents Gruners (1997) theory of why things are funny, and
defines the primary differences between the creativity theorists and humor theorists. No
clear relationships between humor theories and specific learning theories have been
defined, therefore the section on humor and learning covers a behaviorist learning theorist
(B.F. Skinner), a cognitive learning theorist (Jean Piaget), and a social learning theorist
(Albert Bandura). An element in all learning theories is motivation, and the section on
humor and motivation will cover humors relationship to the motivational elements
within the person-centered, environment-centered, and interaction-centered learning
theories. Finally, a basic overview of attribution theory of motivation is presented along
with ideas regarding practical applications of humor.
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Humor and Creativity
Creativity and humor seem so alike and interrelated that a comparative analysis of
the theories of creativity and humor would seem a logical section in a study such as this.
However, a review of the many humor and creativity theories suggests that they have
been approached very differently.
The biggest difference between the approaches to creativity and humor is that
creativity theorists, for the most part, place their theories around creative individuals,
places, and processes. However they dont speak as much about how and why people
respond to the created products. The humor theorists, by contrast, are very concerned
with why people respond (with a smile or laughter) to a particular stimuli, yet these
theorists avoid identifying the creative processes involved in producing or appreciating a
funny product. In other words, the overlap between creativity studies and humor studies
can be summarized by two ideas: 1) the concept of humor as a creative process and 2) the
study of appreciation of (or responses to) created works. Unfortunately, neither of these
has been investigated to any great extent.
Some theorists believe that to make a joke is to find a solution to a problem or
conflict and that to appreciate a joke may serve the same purpose. The act of creation is
the target-area of the creativity theorists, who nearly ignore altogether why and to what
extent created works are appreciated.
Many authors believe that the creative thought processes occur across domains.
None of us are surprised to discover that a widely-published educational researcher may
also be an accomplished accordion player. Likewise, weve all heard of accounts similar
to that of Richard Feynman, the Nobel winning physicist who was also an accomplished
bongo player. Thus, most theorists of creativity believe that the ability to create, that is,
to do the creative process, is an ability that can happen across disciplines. These
subprocesses that make up the creative process consist of forming analogies, recognizing
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patterns, redefining problems constantly, and making the strange familiar and the familiar
strange.
The idea of making the strange familiar and the familiar strange is recognized by
several humor theorists. The conundrum is a particular example of achieving language
familiarity from the strange. A conundrum is a punning riddle, that is, a word with a
double meaning combined with a question. The following is an example of a conundrum:
What has four legs and flies?
This question is one that is very unfamiliar to many of us. Indeed, the only
explanation that most can think of is some mythological creature or comic book
character. But because we have learned to recognize and decode riddles by their form
and lack of context (Raskin, 1985), we expect to hear a clever answer: a dead horse.
When we understand the meaning of the answer, the strange question, particularly the
recoded use of the word flies, becomes familiar to us.
This recoding of information is a pivotal point in Salomons (1994) theory of
symbolic coding. Salomon points out that the encoding or recoding of information allows
for deeper processing of the information. Conundrums are intentionally structured to
force multiple encoding of information. Normally, coding of information of this type
would confuse a listener. However, because we have learned to recognize riddles when
we hear them, and since we know that the person asking the question is not literally
expecting us to come up with an answer, we may not spend the mental effort attempting
to figure it out.
Figuring it out or getting the joke has been equated to resolving a conflict.
Sternbergs (1988) extensive summation of the works of many authors of creativity also
yielded that the creative process requires tension or conflict. This notion of conflict is
one that parallels nicely with many theories of humor. Many humor theorists (Greig,
1923; Gruner, 1976; Raskin, 1985) believe that the sense of humor was developed in
parallel with the aggressive competitiveness that allowed humans to climb down out of
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the trees and form civilization. As we began to settle down and form specific rules of
conduct and tact, the aggressive and competitive energies must be channeled into the
new order. This, according to these theorists, causes a conflict between the desires of
the individual and the constraints issued by society.
If a man covets his neighbors wife, he cannot simply conk his neighbor over the
head and take her. This aggression must be expressed in some other way. The creativity
experts would posit that this aggression conflict (which may represent itself as feelings of
helplessness or inadequacy) is processed into an expressive dance or into a practical
solution to the problem. The humor experts believe that the result will likely be the
creation of - or appreciation of - a good joke dealing with the particular subject (Gruner,
1976). If the person is indeed wishing that his neighbor would die and leave his wife to
be consoled, and eventually wooed, by him, then he may appreciate jokes poking fun at
stupid husbands whose wives cheat on them.
This conflict view of humor can be partially represented by Freuds views on wit
and humor. The following quote is taken from Greigs (1923) Theories of Laughter and
Comedy, in which he identifies eighty-eight different humor theories. Greigs summation
of Freud suggests that wit is an expression that allows us,
with very little expenditure of energy, to gratify a sexual or an aggressive
wish, in an indirect way. Culture puts hindrances in the way of our openly
satisfying hostile or obscene desires; but these, if restricted, are not
eliminated, and by enlisting the services of the technique of wit, they ...
obtain momentary satisfaction (p. 380).
The accessibility of a sense of humor is something that has been considered in
relation to humorous individuals. Raskin (1985), in presenting the specifics of his
semantic theory of humor, defines the person with a sense of humor as one who can
switch easily and readily from the normal (he uses the phrase bone-fide) mode of
communication to the joke-telling mode and who has more scripts available. Scripts
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are the things on which we base our assumptions about the way the world works. [JT is a
good dog.] Most people have, for example, a script for making a telephone call, taking a
shower, or crossing the street at a city intersection. In the last example, some peoples
scripts call for examination of the WALK/DONT WALK signal, others may judge the
speed and distance of vehicles before crossing, and still others watch the traffic lights
intended for the drivers.
In the case of the WALK/DONT WALK signal script, an example is provided by
an older illustrated cartoon. A man is crossing the street as the WALK signal is flashing.
But when he is right in the middle of the street, the WALK signal changes to DONT
WALK. The man obeys the signal, stops walking and stands in the middle of the street,
now in peril of being hit by a car. Now, this cartoon is not particularly funny, but its
simplicity illustrates how the violation of scripts can make situations humorous.
According to the assumptions of most of our normal everyday scripts regarding crossing
the street, once we have started to cross with the signal, we continue until we are safely to
the other side. A literal translation of the DONT WALK sign is a violation of the script
(some humor theorists would call this an incongruity). Violation of scripts often happen
when a person of one culture enters into the environment of another culture. The city
slicker that is called out west, the tough Chicago police officer who ventures into the
plush and strange society of Beverly Hills California, each of these has humorous value
because of the persons scripts are incongruous with the accepted scripts of the new
culture. These are also examples of making the strange familiar and making the familiar
strange.
Gruner (1997) synthesized the writings of many authors in an attempt to generate
useful theory on humor. Gruner derived a simple concept of what is funny: that which
causes someone else pain (though not so excessive as to be tragedy) combined with what
is surprising. Remove either the suddenness or the sorrow from the joke or circumstance,
and the humor goes with it. Many writers have expressed a similar opinion about the
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relationship of sorrow or tragedy to humor. Mark Twain writes, Everything human is
pathetic. The secret source of humor itself is not joy but sorrow. There is no humor in
heaven (Puddnhead Wilsons New Calendar, taken from Following the Equator,
1897; The American Publishing Company, Hartford, Connecticut).
Humor and Learning
Educators seem to disagree on the value of humor in the learning environment and
its ability (or inability) to increase attention and motivation and to influence retention and
creativity (Teslow, 1995). Gruner (1967; 1976) along with other researchers found that
the introduction of humor into the teaching process did not improve learning. Still others
(Chapman, 1978; Vance, 1987) argue that humor has a positive effect on recall and
retention. There is much anecdotal evidence to support the notion that humor is a
powerful instructional tool (Rutkaus, 1981). And yet the role of humor has yet to be
specifically defined in the learning process.
Many theories of the nature of learning have been proposed. Each of them was
accepted at some level during their heyday, and many of them were pitted against each
other in an effort to gain general confidence in one over the other. The contemporary
theories of learning that are outlined below are those of Skinner, Piaget, and Bandura.
Each of these has been influential in both psychology and education since the mid 20th
century. This section briefly reviews the fundamentals of each of these theories and then
looks at how humor may be considered when implementing these theories at a practical
level.
B.F. Skinner - Operant Conditioning. Skinner defined learning as the process of
behavioral change. He was basically refining the behaviorist approach to the study of
learning by making it a more precise science. His Operant Conditioning is defined
loosely as the process of modifying behavior (of the operant, or subject) as the direct
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result of specific positive and/or negative reinforcements in the presence of the
appropriate stimuli. Skinner believed that researchers should measure learning only in
terms of behavior and only in controlled laboratory settings. His point of view was that
learning is behavioral change, which is related to changes in environmental events or
conditions. A stimulus (S) leads to a response (R) which is reinforced with a stimulus
(SR). An example would be an empty stomach leads to eating food, which leads to a
non-empty stomach. His beliefs also incorporated the notion that the specific dynamics
of learning were the same for all species, so that studying the responses of rats to stimuli
would provide answers to human learning.
Skinner believed that virtually any behavior could be achieved, given a controlled
environment and the correct set of conditions. He even estimated how many stimulus-
response-reinforcements it would take for a student to learn basic mathematics -
approximately 50,000. To accommodate this task, Skinner advocated the use of
machines that could give reinforcement and feedback based on learner responses - the
teaching machines.
Timing the delivery of reinforcement is important in effective behavior
modification. Skinner described the careless teacher as the one who only turned
attention to the student when the student was asking for help or when the student was
causing trouble. This letting well enough alone attitude could be disruptive, reinforcing
the attention-getter and the show-off student. Skinner gives a specific example of
implementing his conditioning in the classroom. He suggests that the teacher may create
a positive classroom climate by simply adjusting his or her responses so that they are
responding to student successes rather than to student failures. The result, claims
Skinner, will be an improved atmosphere and more efficient instruction.
Some theories of humor developed during the era of behaviorism simply
described laughter as a response to certain stimuli. These theories attempted to classify
humor either in terms of a natural response of nervous excitation (which tends to beget
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muscular motion, starting with smiling lips and eventually erupting into fluctuations of
the diaphragm), or a learned response of laughter (as when one laughs at the bosss
particularly unfunny joke, or when one laughs at ones own embarrassment in order to
give the impression of confidence in a situation where confidence may be shaken).
When trying to find room for the use of humor in the learning environment, it may
appear that humor has no place in Skinners world of operant conditioning, especially
when mindful of two conflicting factors: 1) Skinner believed that the particular dynamics
of learning are a constant for all species, and 2) not all species have a sense of humor.
However, humors relevance to behaviorism is its power to modify behavior by
reinforcing a students attention to what is being said or displayed. If a teacher (or
teaching machine) is careful in the timing of the presence of humor, then the attention to
the