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The effects of funny and serious task content andexpectations of fun versus importance on children’scognitive performanceajpy_14 154..162
David Nguyen,1 Nenagh Kemp,1 and Stephen C. Want2
1School of Psychology, University of Tasmania, Hobart, Tasmania, Australia, and 2Department of Psychology, RyersonUniversity, Toronto, Ontario, Canada
ABSTRACT
This study investigated how children’s performance on a cognitive task was influenced by funny and serious task content, and by funor important instructions. Eighty-four children in Grades 1 and 5 performed two versions of a paired-associates word-learning task,which paired nonsense words with novel definitions and illustrations. All children completed a version in which the definitions andillustrations were funny, and a version in which they were not, with either fun or important instructions. Results revealedsignificantly better performance on the funny than on the serious version, but only when the funny version was presented first. Therewere no significant effects of task instructions. The findings confirm that making children’s cognitive tasks funnier can enhance taskperformance. Although there were no effects of expectations as created by task instructions, the enhancing effect of funny contentwas influenced by children’s expectations as created by their prior experience with the task.
Key words: children, learning, task content, task instructions
The present article concerns some of the factors, other than
ability or competence, that may influence children’s perfor-
mance on cognitive tasks. Specifically, the article reports an
investigation into how children’s perceptions of cognitive
tasks on two dimensions, fun and importance, affect how
well they perform. It seems intuitive that children are likely
to be highly motivated, and thus likely to perform well,
when engaged in tasks that are perceived as high in fun
(such as when playing a game) as well as in tasks that are
perceived as high in importance (such as completing school
assessments). The aim of the present study was to investigate
the impact of perceptions of fun and importance on chil-
dren’s task performance in two ways; first, by attempting to
directly manipulate the content of a task to produce a funny
versus a serious version of the task, and second, by empha-
sising either the fun or important nature of the task when
introducing it to the children. Based on existing literature,
both simple and interactive effects of these manipulations
were anticipated, as outlined below.
THE EFFECT OF ‘FUN’ CONTENT ON CHILDREN’SCOGNITIVE TASK PERFORMANCE
The extent to which children find an activity to be fun has
been shown to have a powerful influence on their motiva-
tion and performance, and enjoyable tasks have usually
been found to have a positive effect on learning (Cordova &
Lepper, 1996; Joussemet, Koestner, Lekes, & Houlfort, 2004;
Lepper & Cordova, 1992; Lepper & Gilovich, 1982; Malone
& Lepper, 1987). For example, children in Grades 3 to 5 have
demonstrated increased retention of key material and more
successful problem-solving when presented with tasks that
include novel embellishments (e.g., presenting a point on a
graph as a ‘baby mouse’) or tasks that have been situated in
a fantasy context (e.g., presenting a problem as a detective
case that the child must solve) (Lepper & Cordova, 1992;
Parker & Lepper, 1992). More generally, many cognitive
tasks developed for use with children incorporate elements
designed to make the tasks more enjoyable and game-like, to
engage children’s attention, and encourage their participa-
tion. For example, classic studies of children’s understanding
of conservation of number (e.g., McGarrigle & Donaldson,
1975) and of false beliefs (e.g., Wimmer & Perner, 1983)
make use of toys such as teddy bears and dolls, which pre-
sumably help to create the feeling that the task is more
of a game than a test, and help to motivate the child to
participate.
Correspondence: Nenagh Kemp, DPhil, University of Tasmania, Psy-chology, Locked Bag 30, Hobart, TAS 7000, Australia. Email:[email protected]
Received 26 October 2009. Accepted for publication 17 August2010.© 2011 The Australian Psychological Society
Australian Journal of Psychology 2011; 63: 154–162doi:10.1111/j.1742-9536.2011.00014.x
There are a variety of reasons why children may excel in
tasks they find fun. For example, a child having fun on a task
may be experiencing ‘flow’: the inherent enjoyment in being
totally immersed in activity, marked by focused attention
and a lack of self-awareness, which are conducive to optimal
performance (Csikszentmihalyi, 1988). Children may also
perform better because they are experiencing positive affect,
which has been shown to enhance aspects of cognitive func-
tioning such as creative problem solving (e.g., Estrada, Isen,
& Young, 1994), memory recall of neutral and positive mate-
rial (Nasby & Yando, 1982), verbal fluency (Greene & Noice,
1988), and strategy use in decision-making tasks (Isen,
Rosenzweig, & Young, 1991). Fun tasks may also simply be
more personally interesting to children. Children who dem-
onstrate individual interest in a particular task or topic pay
closer attention, persist for longer periods of time, learn
more, and find more enjoyment than those who display less
individual interest (see Hidi, 2001; Renninger & Wozniak,
1985).
Although a variety of evidence exists to suggest that
making a task more enjoyable can improve children’s per-
formance, it is difficult to find or generate a satisfactory
definition of what qualifies as ‘fun’. As described above,
children can be encouraged to find a task more enjoyable
through a range of techniques, such as by incorporating the
use of toys, presenting the task in a fantasy context, or
including elements which are personally interesting to indi-
vidual children. In the present study, we attempted to make
the task more fun/enjoyable by incorporating ideas and pic-
tures that had been rated as funny, and by contrasting these
with ideas and pictures that had been rated as more serious,
or not funny. The first aim was thus to replicate previous
findings that children perform more successfully on tasks
that involve content that is perceived as fun (here, by using
amusing materials), compared to tasks that are less fun
(here, by using materials that are not amusing). To our
knowledge, this study is the first to attempt to demonstrate
a beneficial effect of fun on performance specifically through
the use of humorous task content, as opposed to task content
made more enjoyable through the use of toys, or through
being presented in a game-like setting.
THE EFFECT OF ‘FUN’ INSTRUCTIONS ON CHILDREN’SCOGNITIVE TASK PERFORMANCE
Aside from manipulating the actual task content, adults
often also attempt to alter children’s perceptions of how
much fun a task will be by simply leading children to expect
that the task will indeed be fun. For instance, in an attempt
to motivate a child to participate, a developmental
researcher might introduce a cognitive task as a game,
implicitly suggesting that it will be fun. The subtasks within
formal intelligence tests for children, for example, are com-
monly framed as fun activities. When children are tested on
the block design task in the McCarthy Scales, they are asked
to ‘play with the blocks’ (McCarthy, 1972, p. 55). In the
Stanford Binet Intelligence Scales, the examiner is advised to
build rapport with younger children by calling the tasks ‘a
series of games with some fun tasks’ (Roid, 2003, p. 41). In
the Weschler Preschool and Primary Scale of Intelligence,
children who appear disengaged are told that there will soon
be ‘games that are lots of fun’ in order to arouse their
curiosity (Wechsler, 2004, p. 47).
Similarly, it is not uncommon for developmental psy-
chologists to present other tests of children’s cognitive abili-
ties as ‘fun’ or as ‘games’ when introducing those tests to
child participants. For instance, the dimensional change card
sort task, which requires children to sort cards according to
shape or colour, is typically described to children as the
‘colour’ or ‘shape game’ (Frye, Zelazo, & Palfai, 1995;
Halford, Bunch, & McCredden, 2007; Marcovitch,
Boseovski, & Knapp, 2007; Oh & Lewis, 2008). Other
examples are not hard to find; a reader browsing recent
literature on child development will find that tasks assessing
abilities as diverse as memory (Schwenck, Bjorklund, &
Schneider, 2007; Shin, Bjorklund, & Beck, 2007), stra-
tegic reasoning (Carroll, Apperly, & Riggs, 2007), decision-
making (Beck, Robinson, & Freeth, 2008), and map use
(Shusterman, Lee, & Spelke, 2008), have all been introduced
to children as games. In addition, tasks designed to assess
children’s understanding of physical causality are often
described as ‘toys’ (Schulz, Gopnik, & Glymour, 2007) that
children will ‘play’ with (Frye et al., 1995).
There may be good reasons to attempt to persuade chil-
dren that a task they are about to perform will be fun. In
addition to increasing motivation, framing a task as a fun
game may help children to avoid adopting performance
goals (Dweck & Leggett, 1988), and instead focus on enjoy-
ing the task for its own sake. When a situation emphasises
the need for performance, individuals are likely to adopt
performance goals, both immediately, and in the longer term
(Elliott & Dweck, 1988). This can lead to shallow learning
and greater vulnerability to negative affect, such as perfor-
mance anxiety and effort withdrawal (Anderman & Maehr,
1994; Elliot & McGregor, 2001).
However, while motivation may (at least initially) be
encouraged through such task framing, the effect of suggest-
ing that a task will be fun may ultimately depend on
whether the task is actually fun or not. Recent research with
adults suggests that describing a cognitive task as fun may
not be the best strategy for optimising performance if the
task is actually perceived as relatively serious or tedious.
Bianco, Higgins, and Klem (2003) investigated the impact on
adults’ performance of mismatches between instructions
that framed a task as fun or important, and adults’ implicit
Funny and serious task content and children’s cognitive performance 155
© 2011 The Australian Psychological Society
theories of the task as fun or important. In the first of three
studies, college students were asked to rank a list of activities
according to the degree to which they considered the activity
to be fun and/or important. ‘Financial duties’ was the activ-
ity rated as most important, while ‘dating games’ were rated
as most fun. Bianco et al. then found that adults performed
better at a computer task with a dating game theme when
the task instructions framed the task as fun, rather than
important. When the same computer task was presented
with a financial duties theme, performance was significantly
better when the task instructions framed the task as impor-
tant, instead of fun. The authors explained their findings in
terms of self-regulatory theory: A regulatory ‘fit’ between an
adult’s implicit theory of a task and the framing of that task
leads to increased motivation and subsequent performance
compared to when there is no fit. Bianco et al.’s findings
thus suggest that when adults implicitly believe a task is fun,
they will perform better when they are instructed that it is
fun, rather than important. Conversely, when adults do not
think of a task as fun, they perform better when the instruc-
tions emphasise importance instead.
If Bianco et al.’s (2003) findings with adults also apply to
children, then framing a children’s cognitive test as fun
would optimise children’s performance when children actu-
ally think of that test as a fun activity. However, when
children actually view a cognitive test as a serious or
mundane activity, then performance may suffer if they are
initially led to expect that it will be fun. This possibility could
have significant implications for testing in developmental
and educational psychology. Specifically, children’s abilities
in test-like tasks may be underestimated if tasks are framed
as games. Conversely, children’s performance on game-like
tasks could similarly be underestimated if these tasks are
framed as tests.
Evidence from two studies conducted in the 1970s pro-
vides conflicting conclusions about the effects of task
instructions on children’s performance, and the potential
interactions between task instructions and task content.
Strang, Bridgeman, and Carrico (1974) found that children
in Grade 3 performed significantly better on three non-
verbal subtests of the Wechsler Intelligence Scale for Chil-
dren (WISC; picture completion, picture arrangement, and
object assembly) when told that they would be playing a
game, compared to when told that they would be taking a
test. However, as these three subtests all have game-like
elements (e.g., the use of cartoon pictures and puzzle
pieces), the ‘game’ instructions may have conferred the
performance benefits of regulatory fit. In contrast, Bridge-
man, Strang, and Buttram (1974) found no performance
benefit for Grade 3 children in introducing two verbal
(information and similarities) and two non-verbal subtests
of the WISC (picture arrangement and object assembly) as
games. However, these same authors found that Grade 6
children did better with ‘test’ than with ‘game’ instructions
on the two verbal subtests. As the verbal subtests are argu-
ably more test-like (involving stating facts about, and con-
ceptual similarities between, named items), it is possible
that ‘game’ instructions did not fit as well with the task
content, leading to relatively poorer performance with
these instructions. However, it is unclear why this finding
held only for children in Grade 6, and why the benefit of
‘game’ instructions for non-verbal subtests was not repli-
cated in this study. There do not appear to have been any
more recent studies that have investigated the interactive
effects of task instructions and task content with children in
this way.
The present study investigated the effects of funny and
serious task content, and fun and important task framing, on
children’s performance on a paired-associates word-learning
task. In this task, a series of nonsense words were each
associated with a novel definition and an accompanying
illustration, and the child’s task was to learn those associa-
tions. This task was chosen because it could be easily modi-
fied to be more or less funny, and was assumed to be one
that children would find relatively neutral in intrinsic impor-
tance. The task content was presented in two forms that had
been rated by a separate group of children as either funny or
serious (‘not funny’), and the task instructions were
manipulated to frame the task as either fun or important. To
investigate changes related to age or to school experience,
children in Grade 1 and in Grade 5 were assessed. Children
in the first grade of Australian government schools, the
group tested here, have not typically been exposed to
explicit testing in the classroom. By Grade 5, children have
had more experience with tests, for example, of spelling lists,
or times tables. Because Grade 1 children may not have yet
developed a clear understanding of the difference between a
game and a test as presented at school, compared to their
older counterparts, it is hypothesised that any effects of
instructions, or interaction of instructions with task content,
will be confined to children in Grade 5.
The main aims of this study were thus twofold: (1) to
replicate previous findings demonstrating that fun (defined
here as funny) task content facilitates performance com-
pared to more serious (defined here as not funny) content,
and (2) to investigate whether Bianco et al.’s findings, that
task instructions interact with task content, also apply to
young children. The following specific hypotheses were
proposed:
Hypothesis 1: Making the content of a task funny will
result in better performance than when the same task is
given with serious content.
Hypothesis 2: For children in Grade 5, but not in Grade 1,
the effect of task instructions will interact with task
content, such that:
156 N. Kemp et al.
© 2011 The Australian Psychological Society
Hypothesis 2a: When a task involves funny content,
instructing children that it will be fun will result in better
performance than instructing them that it is important.
Hypothesis 2b: When a task involves serious content,
instructing children that it is important will result in better
performance than instructing them that it will be fun.
METHOD
Study 1—Pretest
Before the effects of task content on performance could be
tested, it was first necessary to identify content for the
paired-associates task that children would consider to be
either funny or serious. The goal of this pretesting was
therefore to identify funny and serious word definitions
and illustrations for use in the main tests of our hypotheses.
Participants
Thirteen postgraduate students and academic staff volun-
teered to help with the initial item selection. In addition, 35
Grade 1 children (mean age 7 years, 0 months) and 36 Grade
5 children (mean age 11 years, 0 months) were recruited
from two primary schools in southeastern Australia with
school permission and parental consent. All had English as a
first language.
Materials and procedure
Adult participants were asked to individually rate a set of
110 written definitions as ‘funny’, ‘not funny’, or ‘unde-
cided’. Definitions rated with less than 75% consensus as
either funny or not funny were discarded. Coupled with
representative illustrations, the remaining definitions were
rated by child participants and were subsequently ranked
according to the proportion of children who rated them as
funny or not funny. The top 12 funny nouns (e.g., a bunch of
blue bananas) and top 12 funny verbs (e.g., sleeping on a
panda) and the top 12 not funny (i.e., least funny) nouns
(e.g., a basket of dirty clothes) and top 12 not funny verbs (e.g.,
returning a library book) were retained for use in the main
test. The mean percentage of children rating the selected
‘funny’ sentences as funny was 81.1 (standard deviation
(SD) 6.30) in Grade 1 and 84.9 (SD 7.54) in Grade 5, and the
mean percentage of children rating the selected ‘not funny’
sentences as not funny was 77.3 (SD 13.1) in Grade 1 and
94.9 (SD 3.84) in Grade 5.
Definitions were then paired with nonsense words taken
or derived from the online ARC Nonword Database (Rastle,
Harrington, & Coltheart, 2002). Each nonsense word
assigned to a funny definition (e.g., sweg) differed by one
phoneme from a nonsense word assigned to the serious
definition (e.g., swog), and inflectional endings (-ing and -s)
were added if necessary.
Study 2—Main study
Participants
Forty-one children in Grade 1 (mean age 7 years, 3 months;
SD 4 months) and 43 in Grade 5 (mean age 11 years, 3
months; SD 4 months) were recruited from two primary
schools in southeastern Australia with school and parental
consent. A further three Grade 1 and six Grade 5 children
participated, but their results were omitted from the analysis
for being incomplete or because the children paid insuffi-
cient attention to the task. None of these children had par-
ticipated in Study 1. All participants had English as a first
language, and all were judged by their teachers to have
sufficient reading ability to participate in the task.
The paired-associates task
The paired-associate word-learning task required partici-
pants to learn nonsense words with novel definitions and
pictures by first viewing a set of training cards, each consist-
ing of a nonsense word (e.g., swog), its associated definition
(e.g., a tree that grows socks), and an illustration (e.g., a picture
of a tree with socks growing from its branches). During the
presentation of each training card, the experimenter read
out the card’s nonsense word and its definition, and asked
the child to repeat the nonsense word to ensure that he or
she had attended to it. This training phase was followed by
presenting participants with a set of testing cards, one at a
time, each of which contained one of the definitions and its
accompanying illustration from the testing phase, and asking
children to match the definition and illustration with the
appropriate nonsense word. The target word was presented
within a 2-by-2 array of nonsense words, all of which had
appeared during the training phase, and all of which were of
the same word type (e.g., singular nouns, or present con-
tinuous verbs). The child’s task was to point to, or say, the
matching nonsense word.
Two versions of the task were created, each with 24 non-
sense words paired with 24 novel definitions and illustra-
tions. The funny task used the definitions rated as most
funny during pretesting, while the serious task used the
definitions rated as most ‘not funny’ (least funny) during
pretesting.
Procedure
Each participant performed both the funny and serious ver-
sions of the task, in two sessions, approximately 1 week
Funny and serious task content and children’s cognitive performance 157
© 2011 The Australian Psychological Society
apart. Pilot testing suggested that requiring children to learn
24 nonsense word/definition pairs in a row provided a suit-
able challenge for Grade 5 children, but was too difficult for
Grade 1 children. Therefore, to avoid unnecessary difficulty
and distress, within each session, the Grade 1 children were
trained and then tested with two separate sets of 12 cards.
The Grade 5 children were presented with all 24 learning
cards, followed by all 24 testing cards in a single set.
Testing cards were organised so as to minimise differences
between grades in terms of how often the items had been
seen in the training phase. Each testing card contained the
target nonsense word plus three distracters of the same word
type (e.g., all -ing verbs). For the Grade 1 children, two
distracters were taken from the previous training set of 12
nonsense words, and the third was taken randomly from the
other training set of 12. Thus, in the first testing set of 12,
Grade 1 children had previously seen two of every three
distracters in the training phase, and in the second testing
set, they had previously seen all three during training.
Because Grade 5 children were trained on all 24 nonsense
words before being tested, these older children had seen all
three distracters by the time they completed the testing
phase.
Session 1. Participants were individually assessed by an
experimenter in a quiet school area. Each child was ran-
domly assigned to either the fun or important instruction
condition. The fun instructions introduced the task as a fun
game: We’re trying to find out which words are fun to learn so that
we can make a fun game for children at other schools. Today we’re
going to play a game where you’ll learn some funny new words and
what they mean. Remember, because this is a game, the main thing
is for you to try and have fun so we can see which words are fun to
learn. In contrast, the important instructions introduced the
task as an important test: We’re trying to find out which words
children are good at learning so we can help other children at other
schools. Today you’ll be doing an important test where you’ll learn
some new words and what they mean. Remember, because this is a
test, it’s important to try your best so we can help children from
other schools.
Children were then randomly assigned to receive either
the funny or the serious version of the task for the first
session. After giving the instructions, the experimenter
explained the task and presented a practice trial. Children
were then briefly reminded of their task-framing instruc-
tions before proceeding to the learning phase. To reduce
the reading demands of the task, the experimenter read
out each nonsense word and its definition in the training
phase, and the child was asked to repeat the word. In the
testing phase, the experimenter read out each of the four
nonsense words on each test card before asking the child to
point to or say which one he or she believed to be the
correct word.
Session 2. Session 2 was conducted approximately 1 week
after Session 1, with the same procedure and the same
experimenter. Children who had seen the funny version of
the task in Session 1 now saw the serious version, and vice
versa. At the beginning of their second session, participants
were retold the same task-framing instructions that they had
heard in their first session.
RESULTS
Task results
The number of non-words correctly paired with definitions
and their illustrations on the paired-associates task was
recorded for each participant, for each session, out of a
maximum score of 24 per session. These means (Ms) and SDs
are shown in Table 1.
The data were analysed with a mixed analysis of variance
(ANOVA) with one within-subjects factor of task type (funny
task vs serious task), and three between-subjects factors:
Grade (1 vs 5), instruction type (fun vs important) and order
(funny task first vs serious task first).
There was no significant difference in performance
between Grade 1 children and Grade 5 children, which sug-
gests that the two administration methods resulted in similar
levels of task difficulty. The ANOVA yielded a significant
main effect for task type, F(1, 76) = 8.97, p < .01, partial
h2 = 0.11, where the funny task was performed significantly
better than the serious task. Thus, Hypothesis 1 was sup-
ported. Although the mean performance was slightly better
for children given instructions emphasising importance
compared to those given instructions emphasising fun, the
main effect of instruction type did not achieve significance,
F(1, 76) = 1.13, n.s., nor did the interaction between instruc-
tion type, task type, and Grade F(1, 76) = 0.53, n.s. There-
fore, Hypotheses 2a and 2b were not supported. The only
other significant effect to emerge was a task type-order
Table 1 Mean performances on the funny and serious task giventhe instruction type and grade (standard deviations in parentheses)
Task InstructionsGrade 1 Grade 5 TotalM (SD) M (SD) M (SD)
Funny Fun 9.30 (3.90)(n = 19)
10.27 (2.43)(n = 22)
9.81 (3.16)(n = 41)
Important 9.43 (3.54)(n = 22)
10.86 (3.74)(n = 21)
10.16 (3.68)(n = 43)
Total 9.37 (3.62) 10.57 (3.14) 9.99 (3.41)
Serious Fun 8.55 (3.28)(n = 19)
8.14 (2.27)(n = 22)
8.33 (2.77)(n = 41)
Important 8.81 (3.23)(n = 22)
9.68 (3.56)(n = 21)
9.26 (3.40)(n = 43)
Total 8.68 (3.22) 8.91 (3.06) 8.80 (3.12)
Maximum score = 24.
158 N. Kemp et al.
© 2011 The Australian Psychological Society
interaction, F(1, 76) = 6.61, p < .05, partial h2 = 0.08. As
shown in Fig. 1, this indicates that the extent to which the
funny task was performed better than the serious task was
larger when participants experienced the funny task in
Session 1 followed by the serious task in Session 2, as com-
pared to the reverse order. Post hoc Newman–Keuls tests on
this interaction revealed that the funny task was performed
significantly better than the serious task, p < .01, but only
when the funny task was performed first (order 1), not
second (order 2). It also revealed that the funny task was
performed significantly better in order 1 than in order 2,
p < .05, but that performance on the serious task did not
differ significantly between the two orders.
DISCUSSION
This study aimed to investigate children’s performance on a
cognitive task with funny or serious content, and to see if
this performance was influenced by whether children were
instructed that the task was a fun game or an important test.
As hypothesised (Hypothesis 1), children performed signifi-
cantly better on the funny task than the serious task,
although this effect was qualified by an interaction with the
order in which the tasks were presented. The funny task was
completed more successfully than the serious task only
when the funny task was completed first; when the serious
task was completed first, there was no difference in perfor-
mance between the two versions. The greater success dem-
onstrated on the funny task is consistent with a variety of
literature highlighting the performance benefits of making
tasks more enjoyable (e.g., Cordova & Lepper, 1996;
Joussemet et al., 2004; Lepper & Gilovich, 1982; Malone &
Lepper, 1987; Parker & Lepper, 1992). However, the order
effect was an unexpected and novel finding. Our hypotheses
2a and 2b stated that performance would depend on the fit,
or lack thereof, between the type of task and the type of
instructions given. However, the results showed that neither
Grade 1 nor Grade 5 children’s performance differed signifi-
cantly according to the instructions they received, regardless
of task content. We now discuss each of these findings.
The effect of funny versus serious content in thepresent study
The first question to be addressed concerns the reasons why
children performed better on the funny task than on the
serious task, at least when the funny task was performed
first. It might be argued that the humorous definitions pre-
sented in the funny task involved more distinctive concepts
and images than the more prosaic definitions from the
serious version, and that this distinctiveness may have fos-
tered greater memory for the humorous definitions.
However, effects of distinctiveness on recall are typically
only found in mixed sets of to-be-remembered items, where
some items are distinctive and others are more mundane,
and not when separate sets of all-distinctive or all-mundane
items are used, as in the present study (Waddill & McDaniel,
1998). Instead, one alternative possibility is that the funny
task was more attractive to children’s individual interests
which, according to interest theory, would translate to an
intrinsic motivation involving increased task persistence and
effort (Hidi, 2001; Hidi & Harackiewicz, 2000). Interest is
likely to have played an additional role in focusing attention
and freeing up cognitive resources to be used in learning the
paired associations (Hidi, 1990, 2001; Renninger & Wozniak,
1985). Children’s superior performance on the funny task
could also have been facilitated by their experience of posi-
tive affect, which has been shown to stimulate working
memory, a function crucial for learning (Ashby, Isen, &
Turken, 1999).
Why then did this advantage not appear when the serious
version of the paired-associates task was presented first?
Expectancy-value theories of motivation argue that chil-
dren’s previous unpleasant experiences with a task can
diminish subsequent performance (Eccles & Wigfield, 2002).
This could explain why the funny task was performed sig-
nificantly better only in the first, and not in the second
session, as children may have lost interest in, and the poten-
tial to enjoy, the funny version after experiencing the less
interesting serious version. Alternatively, children’s rela-
tively poor performance on the funny task when it was
presented second could reflect a lack of fit between the
children’s expectations, created by their first experience with
the serious task, and the content of the funny version that
they subsequently experienced. Specifically, the children’s
first experience with the unamusing (serious) version of the
6
7
8
9
10
11
12
Order 1 - Funny/not funny Order 2 - Not funny/funny
Mea
n nu
mbe
r of
cor
rect
res
pons
es
= Funny task
= Serious task
Figure 1 Children’s performance on funny and serious taskaccording to task order (order 1, n = 40, order 2, n = 44).
Funny and serious task content and children’s cognitive performance 159
© 2011 The Australian Psychological Society
task may have created an expectation that their second
experience with the task (the funny version) would also be
unamusing. When the second task turned out to be
amusing, the lack of fit between expectations and the actual
task may have caused performance to suffer. This would be
a similar effect to that found in adults by Bianco et al.
(2003), except that here, the lack of fit was between prior
experience and task content, rather than task framing and
task content. This explanation could also account for the fact
that children’s performance on the serious task when it was
presented second was lower (albeit not significantly so) than
when it was presented first. Having first been presented with
the funny task, those children who completed the serious
task second may have had an inconsistent expectation; they
may have expected the second version of the task to also be
funny, and this inconsistent expectation may have decreased
their performance, relative to those who experienced the
serious version of the task first.
Whatever the reason for the order effect, this study pro-
vides important confirmatory evidence that children’s per-
formance on cognitive tasks can be significantly improved
simply by making the content fun, compared to making it
relatively serious. Moreover, this study is the first to dem-
onstrate this effect with ‘fun’ defined in terms of humour. In
this task, the performance difference occurred even though
the two versions of the task should have been equally diffi-
cult, as they differed only in the funniness ratings of their
definitions. The other important finding is that in within-
subjects designs, the order in which amusing and unamusing
tasks are presented can alter the relative advantage con-
ferred by amusing task content, which may have important
implications for the cognitive testing of children. In particu-
lar, if children are to be presented with a series of tasks,
presenting them with serious tasks before other, more enjoy-
able, tasks may hinder performance on those subsequent
tasks.
The effect of fun versus important task framing in thepresent study
This study was partly motivated by Bianco et al.’s (2003)
findings in adults of an effect on performance of regulatory
fit: Adults performed better on a task they found to be fun
when they received instructions framing the task as fun,
instead of important, and better on a serious task when
instructions framed it as important, rather than fun. As
previously mentioned, if a similar effect operates in children,
then this could have important implications for the interpre-
tation of children’s performance on a range of standard and
experimental cognitive tests, which are often introduced as
‘games’, but which may not be perceived as game-like by the
children themselves. However, Bianco et al.’s finding was
not replicated in the present study, as instruction type did
not significantly affect children’s performance, nor did it
interact with the type of task that was presented.
One possibility is that the instructions in the present study
were simply not made salient enough to the children to have
a significant impact on their performance. The instructions
were presented at the beginning of the task in each of the
two testing sessions, but it is possible that children may have
thought less about, or even forgotten, the instructions as the
task went on. In contrast, the nature of the task itself (funny
or serious), which did influence performance, was con-
stantly available, in that each new item was clearly funny or
serious. Future research on the effect of instructions on
children’s performance could usefully employ manipulation
checks to see whether or not children remember the content
of the instructions they are given.
In addition, we should be cautious in concluding from the
present study that task instructions do not affect perfor-
mance. The effects of instructions on task performance may
simply be smaller and more dependent on age than the
effects of task content on performance, making them harder
to demonstrate. Recall that the hypothesised effect of
instructions in the present study involved a three-way inter-
action between task type, instruction type, and age, which
our design may have had limited power to detect. In fact,
despite there being no statistically significant effects involv-
ing instruction type, there were some non-significant trends
in the present data consistent with ideas of the regulatory fit
between task type and instruction type. In particular, Grade
5 children’s performance was poorest in the condition where
they were given a serious task, but were instructed that it
would be fun. This is precisely the condition in which the
mismatch between instructions and task is greatest (or in
other words, the condition where the regulatory fit is
weakest); whereas the funny task could conceivably be per-
ceived as either fun or important, it is unlikely that the
children perceived the serious version as fun. Framing the
serious task as fun may have had some small (but in this case
non-significant) detrimental effect on older children’s per-
formance. Therefore, despite there being no statistically sig-
nificant effects of task instructions in the present study,
continued attention to the effects of mismatches between
instructions and task type seems warranted.
In addition, in the present study there was also a non-
significant trend for better performance in general when
children were given instructions emphasising importance,
rather than fun. Given the verbal nature of the task used in
the present study, this trend is somewhat consistent with
Bridgeman et al. (1974) who found that describing verbal
tasks as important tests (rather than fun games) improved
the performance of Grade 6 children. Therefore, it may
be prudent for researchers administering verbal tasks that
rely on children’s knowledge (as in Bridgeman et al., 1974)
or memory (as in the present study) to describe them as
160 N. Kemp et al.
© 2011 The Australian Psychological Society
important tests, rather than fun games, especially if the
content of the tasks is relatively mundane.
Given these trends, future research should further test the
hypotheses generated here by employing a variety of cogni-
tive tasks (e.g., standardised cognitive tests, educational
computer games), using more strongly worded instructions,
and also including control instructions that emphasise
neither fun nor importance. If task framing can play a role in
shaping children’s perceptions of cognitive tasks, then it
would also be valuable to investigate whether task framing
affects children’s ongoing performance on activities which
are typically performed on a regular basis, such as learning
activities at school and sporting activities.
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APPENDIX
Funny and serious sentence contexts for non-words and non-word choices
Sentence Non-word type Non-word choices (target non-word in bold)
Funny sentencesFace painting with chocolate V-ing Pooting Bromping Glarping NurchingTo sit on a balloon til it pops V-to Frope Losh Creck PrishTo play Xbox for homework V-to Losh Creck Prish SlenchA tree that grows socks N-sing Swog Clab Climp DurpSleeping on a panda V-ing Bromping Glarping Fatching PootingA snail with a square shell N-sing Splob Durp Clab SwogClothes made out of paper N-plu Nirts Blags Pregs TonksTo swim in puddles V-to Creck Prish Ploch LoshIce cream with 50 scoops N-sing Clab Durp Swog TranchKoalas that like wearing pants N-plu Nogs Pregs Blags NirtsTurning your teacher into a chicken V-ing Glarping Rarting Pooting BrompingChairs that like to dance N-plu Blags Nirts Pregs FlinksTo make a snowman of mud V-to Slench Plock Prish FropeShoes for dogs N-plu Flinks Tonks Pregs NogsRonald McDonald’s underwear N-plu Climp Tranch Splob DurpWearing undies on the outside V-ing Fatching Nurching Rarting GlarpingNecklaces made of spaghetti N-plu Blags Nogs Flinks TonksTo watch TV upside down V-to Plock Slench Frope LoshPlaying frisbee with pizza V-ing Rarting Bromping Nurching FatchingA snake with polka dots N-sing Swog Climp Tranch SplobEarmuffs made of muffins N-plu Nogs Flinks Tonks NirtsPutting marshmallows between your toes V-ing Pooting Fatching Nurching RartingA bunch of blue bananas N-sing Clab Splob Tranch ClimpTo ride a cow to school V-to Creck Frope Plock Slench
Serious sentencesFolding up your own clothes V-ing Lishing Blarping Crocking PooningA brown and blue jumper N-sing Nug Sweg Clob PrigA small grey building N-sing Sweg Clob Nug GlonkSweeping the floor V-ing Lishing Pooning Blarping SlenchingA few empty tissue boxes N-plu Fonks Blegs Mirts DarpsBooks with no pictures N-plu Mirts Darps Splabs BlegsA bike with flat tyres N-sing Clob Nug Trinch SwegWalking to school V-ing Blarping Narting Pooning LishingScratched DVDs N-plu Blegs Mirts Darps ClempsTo set the table V-to Trimp Narch Prash BropeTo eat vegetables for dinner V-to Narch Prash Brope PlackTo have one hand in your pocket V-to Fitch Brope Narch PrashA TV that does not work N-sing Glonk Prig Nug TrinchDoing the dishes V-ing Blarping Narting Crocking SlanchingA basket of dirty clothes N-sing Sweg Trinch Glonk PrigMaking your parents’ bed V-ing Narting Crocking Slanching LishingTo return a library book V-to Plack Trimp Brope FitchWashing your own clothes V-ing Slanching Pooning Narting CrockingPiles of cracked plates N-plu Fonks Mirts Splabs ClempsTo turn off a leaky tap V-to Narch Fitch Trimp PlackScrunched-up paper bags N-plu Blegs Splabs Clemps FonksSome old dirty socks N-plu Clemps Fonks Darps SplabsTo pick up rubbish in the yard V-to Prash Plack Fitch TrimpA broken watch on the ground N-sing Trinch Clob Prig Glonk
Note. V, verb (in to or ing form), N, noun (in singular (sing) or plural (plu) form).
162 N. Kemp et al.
© 2011 The Australian Psychological Society