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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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    v

    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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    viii

    F ATTITUDE/INTEREST SURVEY...................................................................107

    G DEGREE OF HUMOR QUESTIONNAIRE....................................................108

    H CONTENT QUIZ..............................................................................................109

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    ix

    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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    x

    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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    1

    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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    3

    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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    4

    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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    5

    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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    6

    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


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