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Fun in the College Classroom: Examining Its Nature andRelationship with Student EngagementMichael J. Tewsa, Kathy Jacksona, Crystal Ramsaya & John W. Michelba The Pennsylvania State Universityb Loyola University MarylandPublished online: 22 Jan 2015.
To cite this article: Michael J. Tews, Kathy Jackson, Crystal Ramsay & John W. Michel (2015) Fun in the CollegeClassroom: Examining Its Nature and Relationship with Student Engagement, College Teaching, 63:1, 16-26, DOI:10.1080/87567555.2014.972318
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Fun in the College Classroom: Examining Its Natureand Relationship with Student Engagement
Michael J. Tews, Kathy Jackson, and Crystal Ramsay
The Pennsylvania State University
John W. Michel
Loyola University Maryland
Despite the popular belief that fun has a positive impact in learning contexts, empirical
research on fun in the classroom has been limited. To extend research in this area, the goal of
this study was to develop and validate a new scale to assess fun in the classroom and
examine its relationship with student engagement. The multi-stage scale development effort
resulted in a two-dimensional measure, including fun activities and fun delivery. Fun
activities reflect a variety of hands-on exercises and ways to promote social involvement
among students. Fun delivery is more instructor-focused, including the use of humor,
creative examples, and storytelling. Interestingly, fun delivery, but not fun activities, was
positively related to student engagement. These findings suggest that not all fun is equal and
highlight the need for additional research to validate the impact of fun on meaningful student
outcomes.
Keywords: fun in the classroom, higher education, scale development, student engagement,
validation
A number of educators and researchers alike believe that
incorporating fun in the college classroom is a key strategy
to engage students in the learning experience. As early as
the 1950s, scholars have argued that play leads to deeper,
more effective learning (Huizinga 1955). More recently,
Robinson and Kakela (2006, 202) suggest that “by creating
a space for fun, interaction, and trust, teachers and students
can build a learning environment that promotes engage-
ment, deep learning, and meaning.” Benjelloun (2009)
asserts that humor and a joyful approach in the classroom
foster an appropriate climate to promote creativity, commu-
nication, and receptivity to new ideas. Similarly, Berk
(2002, 2003) has written on humor in the classroom as a
key strategy to make course content more accessible,
engage students, and facilitate knowledge and skill acquisi-
tion. Moreover, popular press training publications advo-
cate fun as a key ingredient to make learning successful
(e.g., Deming 2004; Silberman and Auerbach 2006; Tamb-
lyn and Weiss 2000; Thiagarajan 2003; Thiagarajan and
Tagliati 2011). The fundamental belief is that greater
knowledge and skill acquisition will result when learners
have more fun, are actively involved, and enjoy the learning
process.
Fun may be of particular importance for learning today,
as the Millennials, who represent the primary generational
cohort of today’s college students, especially value fun
(Lamm and Meeks 2009; Parker and Chusmir 1990; Smola
and Sutton 2002). Fun is thought to be important for Mil-
lennials because of their relatively carefree upbringing
(Alsop 2008). This generational cohort grew up in a period
of economic prosperity, were highly attended to by their
parents, and were highly involved in extracurricular activi-
ties throughout their upbringing. Millennials are not averse
to hard work, yet they have been characterized as desiring
a balance between work and play, freedom, and social
involvement (Carless and Wintle 2007; Cennamo and
Gardner 2008; Loughlin and Barling 2001; Smola and Sut-
ton 2002). Eble (1988, 56) argues that “whatever a teacher
can do to provide an easy transition from the student’s
real world to the artificial world of the classroom is likely
to be appreciated and to aid learning.” Thus, fun may be
important in the college classroom as it may be an integral
Correspondence should be sent to Michael J. Tews, School of Hospital-
ity Management, 121 Mateer Building, The Pennsylvania State University,
University Park, PA 16802, USA. E-mail: [email protected]
COLLEGE TEACHING, 63: 16–26, 2014
Copyright� Taylor & Francis Group, LLC
ISSN: 8756-7555 print / 1930-8299 online
DOI: 10.1080/87567555.2014.972318
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part of Millennials’ lives beyond the traditional learning
context.
In support of the contention that fun has value, research-
ers across a wide variety of disciplines have demonstrated
that different classroom elements, which may be considered
fun, facilitate favorable outcomes. A number of studies
have demonstrated that an instructor’s appropriate use of
humor may humanize the classroom, reduce anxiety, foster
creativity, enhance student learning, and lead to higher rat-
ings of teacher effectiveness (Browne 2013; Bryant et al.
1980; Gorham and Christophel 1990; Pomerantz and Bell
2011; Torok, McMorris, and Lin 2004). Other studies have
focused on the utility of various active teaching methods.
Sivan and colleagues (1991) found that students involved
with active teaching techniques, including games and simu-
lations, exhibited more favorable learning outcomes,
although Galarneau (2005) contends that the benefit of
games is highly dependent on careful design of the learning
experience. McCarthy and Anderson (2000) illustrated that
students who participated in role plays and collaborative
exercises performed better than those who did not. Simi-
larly, Brummel and colleagues (2010) demonstrated that
students who were involved with role plays were more
engaged and exhibited greater comprehension than those
who learned through lecture and case studies.
Notwithstanding the validity of these research findings,
additional research on fun in the classroom is needed.
Research is needed to more fully examine what encom-
passes the construct of fun in the classroom. The studies
cited above were not necessarily framed in the context of
fun per se, but rather in terms such as humor and active
learning. The term fun is common in our vernacular, yet no
clear consensus exists as to what is meant by fun in the
classroom or what conditions comprise a fun educational
experience. Along the same lines, as fun has somewhat dif-
ferent meanings for different individuals (McManus and
Furnham 2010), research would be worthwhile to assess
what generally comprises fun in the classroom. Further-
more, once fun in the classroom has been carefully concep-
tualized and operationalized, research is needed that
examines its potential impact on student outcomes. We are
currently limited to anecdotal evidence that fun is compel-
ling to many instructors and useful in making the learning
experience more impactful. Validating the impact of fun is
also warranted, as there may be educators who are ambiva-
lent toward fun, perceive it as too difficult or time-consum-
ing to implement, or believe it waters down the educational
experience (Lesser et al. 2013).
The goal of the present study is to extend research on fun
in the classroom in three respects. One, we seek to deter-
mine what elements of instructional design and delivery
represent fun and develop a corresponding scale for further
use in research and scholarly endeavors. Drawing on the
general body of fun literature (e.g., Fluegge 2008; Ford,
McLaughlin, and Newstrom 2003; McManus and Furnham
2010), we conceptualize fun instructor-initiated design and
delivery elements as activities and interactions of an enjoy-
able, entertaining, humorous, or playful nature within a
learning context. Two, we aim to validate the utility of the
newly developed fun scale by examining its relationship
with student engagement. It is our intent to work towards
legitimizing fun as we explore whether fun makes a differ-
ence in the learning process. Three, we seek to examine the
impact of the new scale on student engagement relative to
other relevant aspects of the classroom experience, namely
praise from instructors and peer socializing. Examining fun
in relation to other constructs will position fun in the
broader nomological net of conditions that enhance student
engagement in the classroom. These goals will be met
through two studies, detailed in the remainder of this paper,
which were conducted with students in a variety of courses
at a large research-intensive university in the mid-Atlantic
region of the United States. This university setting provides
instructors a large degree of autonomy in designing and
facilitating courses. Thus, we expect the requisite variabil-
ity in classroom experiences for examining the phenome-
non of fun in the classroom.
STUDY 1
Fun in the Classroom Scale Development
The purpose of Study 1 is to develop a new measure of fun
in the classroom. We focus on creating such a measure
because none currently exist in the literature and no clear
consensus has emerged among educators as to what specifi-
cally encompasses fun in the classroom. The elements
described beforehand, such as the use of humor, role plays,
games, and other active learning techniques, could certainly
be fun. However, fun is likely more expansive, including
other diverse elements. Along the same lines, we argue that
not every positive aspect of the classroom experience falls
under the fun umbrella. Research is thus necessary that
delineates the boundaries of classroom fun.
The initial scale development process involved four pri-
mary steps. The first step was to generate a list of items to
represent the construct of fun in the classroom. The second
step was to quantitatively assess whether the discrete items
were perceived as fun. This step served to determine which
items to retain and which to remove from the scale. The
third step was to use exploratory factor analysis to examine
the initial structure of the scale and further determine which
items to retain. Finally, the fourth step was to conduct a
confirmatory factor analysis to validate the structure that
emerged from the exploratory factor analysis. While we
employed a convenience sampling strategy, independent
samples of students in different courses were used in each
step of the scale development process to enhance the gener-
alizability of our results.
FUN IN THE COLLEGE CLASSROOM 17
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An initial set of scale items was generated inductively
based on student perceptions of fun. Initially, 61 undergrad-
uate engineering and education students were asked to
describe their experiences with fun in the classroom. This
process served as an initial starting point for the develop-
ment of the scale. The majority of these students were
freshmen and sophomores (83%). They were on average
19.6 years of age and 65% female. Specifically, these stu-
dents were asked to reflect on their classroom experiences
and identify in writing what they perceived to be fun
(enjoyable, entertaining, humorous, or playful) with respect
to instructional design and delivery. The research team then
reviewed the students’ responses to identify themes and
develop an initial pool of 20 scale items. (See table 1.) The
items were written following guidelines outlined by
Edwards and colleagues (1997). Specifically, the items
were written to ensure they were clearly worded, simple
but specific, unambiguous, and not double-barreled.
To further refine the measure, 253 undergraduate stu-
dents rated the extent to which they perceived each of the
20 items as fun in a classroom context. These students were
enrolled in a large introductory economics course. They
were 47% female, 80% Caucasian, primarily freshmen and
sophomores (86%), and on average 19.4 years of age. They
were asked to reflect on their classroom experiences in gen-
eral and then rate the extent to which they perceived each
of the items to be fun using a five-point scale ranging from
1 D not at all fun to 5 D extremely fun. The mid-point of 3
was anchored as somewhat fun. The three highest rated
items were humor, instructor bringing in food, and video
clips. The lowest rated items were discussions, working
with others during class, and team-building activities with
classmates. These three lowest rated items had ratings
below 3.00 (i.e., rated as less than somewhat fun) and were
subsequently dropped from consideration. The mean ratings
of perceived fun for all of the items are presented in table 1.
Next, data were obtained to conduct an exploratory fac-
tor analysis of the remaining 17 items to reduce these items
into a smaller set of broad dimensions. One hundred ninety
students from six undergraduate management and engineer-
ing courses rated the frequency in which the fun elements
occur in their classes. The students were instructed to reflect
on the frequency in which the fun elements occurred in
their preceding course with a 5-point scale ranging from 1
D never to 5 D all the time. The students were asked to
reflect on the preceding course in their schedule, rather than
the course in which the survey was administered, to
increase the potential for greater variance in responses. The
students were 36% female, 71% Caucasian, primarily jun-
iors (73%), and on average 21 years of age.
Specifically, a principal component analysis (PCA) was
performed to reduce the 17 items into linear composites of
the observed variables (Ford, MacCallum, and Tait 1986).
PCA is a dimension reduction technique used to reduce a
number of items to their basic components. That is, PCA
determines the principal components in a set of data. Tech-
nically, PCA determines the underlying structure by trans-
forming a large number of correlated items into a smaller
number of variables with less common variance. PCA does
not impose an assumption that a hypothetical causal model
underlies the data, and as such, it is most appropriate in
early stages of scale development (Ford et al. 1986; Kello-
way 1995). A promax rotation was employed, which is an
oblique rotation technique that allows factors to have some
degree of correlation (Ford et al. 1986). In evaluating the
results, two initial decision rules were imposed to ascertain
the number of components: (1) eigenvalues over 1.0 and
(2) components that were discrete from other factors in the
scree plot. The PCA analysis yielded three factors with
eigenvalues greater than 1.0 accounting for 59% of the vari-
ance. Examination of the scree plot suggested three factors
as well. The pattern matrix factor loadings are presented in
table 2. Only one item—video clips—did not have a factor
loading greater than .40 on any one of the three factors.
Although this item was rated highly as being fun in the pre-
vious stage of scale development, it was removed because
it did not clearly load onto one of the three factors. Another
item, instructor demonstrations of course content, had
cross-loadings greater than .40 on two factors. This item
was retained on the factor with the higher loading, the sec-
ond principal component.
The first principal component, encompassing six items,
explained 39% of the total variance and was labeled fun
activities. This component included: friendly small group
competitions, playing music, field trips, games, instructor
TABLE 1.
Perceived Fun of Instructional Design and Delivery Elements
Mean SD
Attention getters to generate student interest 3.44 .97
Creative examples 3.55 .88
Creative slides 3.38 .94
Discussions* 2.81 1.04
Field trips 3.70 1.29
Friendly small group competitions 3.15 1.2
Games 3.68 1.14
Guest speakers 3.29 1.14
Hands-on activities 3.44 1.02
Humor 4.19 .95
Instructor bringing in food 4.10 1.21
Instructor demonstrations of course content 3.38 1.01
Instructor storytelling 3.33 1.09
Interactive lectures 3.28 .95
Interactive technologies 3.01 1.11
Playing music 3.54 1.12
Real-life examples 3.88 .86
Team-building activities with your classmates* 2.62 1.08
Video clips 3.91 .97
Working with others during class* 2.80 1.02
Note. n D 253. Perceptions of fun were rated on a five-point scale rang-
ing from 1 D not at all fun to 5 D extremely fun.* Item subsequently removed from the scale.
18 TEWS ET AL.
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bringing in food, and hands-on activities. This factor
reflects a variety of hands-on learning activities and ways
to promote social involvement among learners. The internal
consistency reliability estimate for the overall scale was
.88.
The second principal component, labeled fun delivery,
explained 14% of the total variance and included seven
items. These items included: humor, creative examples,
real-life examples, attention getters to generate student
interest, instructor demonstration of course content, interac-
tive lectures, and instructor storytelling. This component is
more instructor-focused, characterizing his or her mode of
delivery. The internal consistency reliability estimate
among the items in this dimension was .85.
The third component was comprised of three items,
including interactive technologies, creative slides, and
guest speakers. This component explained 7% of the total
variance. While the first two factors are readily interpret-
able, this third factor is more ambiguous as the three items
do not necessarily represent a cohesive set. This point is
substantiated by the low internal consistency reliability of
.62, which is below the generally established threshold of
.70 (Nunnally 1978). Given the relative ambiguity of this
component and the low reliability among the set of items,
the three items from this component were not included in
the final scale.
Finally, data were obtained to conduct a confirmatory
factor analysis (CFA) to validate the two-dimensional fac-
tor structure. Unlike PCA which does not assume a hypo-
thetical structure to the data a priori, CFA tests whether the
data fit a hypothesized measurement model. In the context
of the present study, we seek to determine the fit of the pre-
specified two-factor model with the respective scale items.
Data for the CFA were obtained from 148 undergraduate
students drawn from five kinesiology and recreation clas-
ses. These students rated the extent to which the 13 fun
classroom practices occur in their classes following the
same protocol as above for collecting the data for the PCA.
The students were 50% female, 80% Caucasian, and on
average 21 years of age. The sample was primarily com-
prised of juniors and seniors (80%).
A two-factor model in which the items loaded on their
respective constructs was assessed using Mplus 7 with the
sample covariance matrix as input and a maximum likeli-
hood solution (Muth�en and Muth�en 2012). Although the
model possessed a statistically significant chi-square statis-
tic [x2(61, N D 148) D 94.64, p < .01], the individual fit
indices provided adequate support for the two-factor model
(Hu and Bentler 1999). The root mean square error of
approximation (RMSEA) was .06 (90% confidence interval
D .04 to .08), and the standardized root mean square resid-
ual (SRMR) was .07. The RMSEA and SRMR are absolute
fit indices that estimate the discrepancy between the
hypothesized model and the population covariance matrix.
RMSEA and SRMR may be considered “badness of fit”
indices, where values closer to zero reflect better fit (Kline
2005). In the context of the current study, the RMSEA and
SRMR approximate the likelihood that the null model is a
better fit than the two-factor model, where higher values
indicate poorer fit. An RMSEA value of .06 or less is indic-
ative of acceptable model fit; whereas an SRMR value of
.08 or less considered acceptable (Hu and Bentler 1999).
Furthermore, the comparative fit index (CFI) was .92, and
the Tucker-Lewis Index (TLI) was .90. The CFI and TLI
both represent how much variance in the covariance matrix
has been accounted for in the hypothesized model, analo-
gous to R2 in multiple regression. Although values of .95
and greater are preferred, values of .90 and above are
acceptable (Hu and Bentler 1999). Table 3 presents the fac-
tor loadings of the scale items, where all items loaded
above .40 on their respective constructs.
Through this scale development effort, we have estab-
lished that fun in the classroom is best represented by two
primary dimensions—fun activities and fun delivery. While
this portion of our study focused on determining what is
fun and developing a corresponding scale, the next study
focuses on validation to determine whether the scale
“works” by relating it to meaningful outcomes.
STUDY 2
Fun and Student Engagement
To validate the impact of the newly developed scale, this
second study focuses on examining the relationship
between fun in the classroom and student engagement.
TABLE 2
Pattern Matrix Factor Loadings from Principal Component Analysis
Factor Loadings
Item Mean SD 1 2 3
Friendly small group competitions 1.38 .88 .92
Playing music 1.51 1.07 .84
Field trips 1.26 .71 .81
Games 1.50 .94 .79
Instructor bringing in food 1.42 .97 .72
Hands-on activities 1.98 1.19 .57
Humor 3.27 1.29 .84
Creative examples 3.28 1.20 .75
Real-life examples 4.17 1.05 .74
Attention getters to generate student interest 2.95 1.28 .70
Instructor demonstrations of course content 2.67 1.29 .68 ¡.48
Interactive lectures 2.78 1.26 .66
Instructor storytelling 3.55 1.22 .51
Video clips * 2.68 1.18
Interactive technologies 2.81 1.61 .72
Creative slides 2.55 1.23 .59
Guest speakers 1.98 1.23 .54
Note. n D 190. Factor loadings less than .40 are suppressed.* Item subsequently removed from the scale.
FUN IN THE COLLEGE CLASSROOM 19
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Student engagement has emerged as a major organizing
construct for assessment, accountability, and efforts to
enhance the educational experience (Kuh 2009). Moreover,
a growing body of research has demonstrated positive rela-
tionships between student engagement and academic per-
formance and college retention (Carini, Kuh, and Klein
2006; Hughes and Pace 2003; Kuh et al. 2008). These find-
ings, coupled with Marburger’s (2006) contention that lack
of participation in the learning process is a key hindrance to
academic success, suggest that validating ways to promote
student engagement is warranted. We also examine the
impact of fun relative to two other potentially important
characteristics of the classroom experience, namely peer
socializing and praise from instructors. We focus on peer
socializing and instructor praise as they may also serve to
engage students in the educational experience. Peer social-
izing was included as it reflects a student-to-student rela-
tionship, while instructor praise was included because it
represents an instructor-to-student relationship. Examining
these relationships will be an initial step toward determin-
ing whether fun matters and how much it matters relative to
other closely related aspects of the classroom experience.
A variety of related conceptualizations of engagement
have been proposed over the years. For example, Kahn
(1990) characterized engagement as the immersion and har-
nessing of the full self in the performance of tasks. New-
mann, Wehlage, and Lamborn (1992, 12) defined
engagement as “psychological investment in and effort
directed toward learning, understanding, or mastering the
knowledge, skills, or crafts that academic work is intended
to promote.” Schlechty (1994) argued that when students
are involved in their work and take delight in their accom-
plishments, they are engaged. More recently, Kuh and
colleagues (2008) conceptualized engagement as the time
and energy individuals devote to meaningful education
endeavors, and he later described the construct as the qual-
ity of effort and involvement in productive learning activi-
ties (Kuh 2009). Although there are numerous ways to
describe engagement, these descriptions share the common
themes of immersion and active involvement in the endeav-
ors individuals pursue.
Furthermore, engagement is commonly conceptualized
as encompassing three interconnected elements—cognitive,
emotional, and physical engagement (Connell 1990; Kahn
1990; Kong, Wong, and Lam 2003; Rich, LePine, and
Crawford 2010). Cognitive engagement reflects an individ-
ual’s intensity of attention, concentration, and focus; that
is, the extent to which an individual’s mind is immersed in
a given activity. In turn, emotional engagement relates to
an affective state characterized by energy and positive emo-
tions when involved in an endeavor. Finally, physical
engagement reflects active participation and the exertion of
energy and effort directed toward accomplishment of a
task. This tripartite conceptualization of engagement can be
traced back to Triandis’s (1971) and Ajzen’s (2005) classic
work conceptualizing attitudes as a construct consisting of
cognitive, affective, and behavioral components (Kong
et al. 2003).
Kahn (1990) posits that individuals will be engaged in
task activities when three conditions are met—meaningful-
ness, safety, and availability. Meaningfulness refers to a
sense that one will receive a return on investment for his or
her effort. Kahn suggests that meaningfulness is enhanced
when individuals feel worthwhile and valued and feel capa-
ble of giving and receiving something of value. Safety
refers to being able to express one’s self without fear of
negative repercussions. Kahn contends that safety is
enhanced when situations are perceived as trustworthy,
secure, and predictable. Availability refers to possessing the
resources to invest in activities. Kahn argues that availabil-
ity is enhanced when individuals possess the physical, cog-
nitive, and psychological resources to invest in their on-
the-job efforts. Extending the work of Kahn to the class-
room, Noe, Tews, and Dachner (2010) argue that these con-
ditions of engagement are particularly important to enhance
the learning process. Meaningfulness motivates individuals
to exert effort toward learning knowledge and skills. Safety
is relevant for learning because it allows individuals to step
out of their comfort zones and take risks without fear of
negative repercussions due to errors. Availability enables
individuals to devote the physical and psychological energy
to immerse themselves in the learning process in order for
change to occur.
Fun in the classroom is argued to have a positive impact
on student engagement because fun may facilitate the con-
ditions of engagement. With respect to meaningfulness,
embedding fun in a classroom environment may make
course content more interesting and accessible. For
TABLE 3
Confirmatory Factor Analysis Item Loadings
Mean SD
Fun
activities
Fun
delivery
Fun Activities
Friendly small group competitions 2.36 1.34 .63
Games 2.20 1.24 .56
Hands-on activities 3.13 1.20 .55
Field trips 1.89 1.33 .47
Playing music 2.29 1.33 .41
Instructor bringing in food 1.60 1.09 .41
Fun Delivery
Creative examples 3.77 1.00 .77
Real-life examples 4.08 0.93 .76
Humor 3.73 1.09 .74
Attention getters to generate student
interest
3.44 1.13 .73
Instructor storytelling 3.59 1.15 .61
Interactive lectures 3.48 1.14 .61
Instructor demonstrations of course
content
3.14 1.18 .44
Note. Factor loadings are standardized estimates.
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example, when an instructor utilizes creative examples,
humor, stories, and active learning methods, the course con-
tent may be more intrinsically satisfying for students.
Accordingly, students may be more mentally engaged in
the learning process and exert the necessary effort toward
learning new knowledge and skills. Fun may create a safe
environment to enhance engagement as the classroom envi-
ronment is less threatening, signaling to students that mak-
ing mistakes is an acceptable part of the learning process.
Along the same lines, fun may create a safe and engaging
learning environment because fun may enhance group
cohesion among peers where individuals feel free to open
up and express themselves. Last but not least, fun may
enhance physical and psychological availability to foster
engagement because a component of fun in the classroom
involves hands-on activities and creative modes of content
delivery, as demonstrated in Study 1 of this research. Since
fun may energize students, students may have the physical
and psychological resources to devote to the learning pro-
cess. Based on these interrelated arguments, fun in the
classroom is hypothesized to exhibit a positive relationship
with student engagement.
Hypothesis: Fun in the classroom will be positively related
to student engagement.
The final issue to be examined is the impact of fun in the
classroom relative to peer socializing and praise from
instructors. For our purposes, peer socializing refers to
whether classmates are friendly, outgoing, and interactive
with one another inside and outside of the classroom. In
turn, praise from instructors reflects the extent to which stu-
dents receive encouragement, recognition, and positive
feedback for their efforts (Brophy 1981). We focus on the
impact of fun vis-�a-vis these characteristics of the class-
room experience for two primary reasons. First, peer social-
izing and instructor praise likely also have a positive impact
on student engagement. One’s classmates are as much a
defining characteristic of the classroom experience as the
course content, course delivery, and the instructor him- or
herself. Praise from an instructor is certainly important as
well because such positive feedback has been found to have
favorable impact of student motivation, effort, satisfaction,
and performance (Hancock 2000, 2002; Lipnevich and
Smith 2009; Malouff et al. 2010). Second, we examine for-
mal fun in the classroom in comparison to peer socializing
and instructor praise because these constructs are closely
aligned to fun in the classroom. Focusing on the impact of
classroom fun relative to these closely aligned constructs
will serve to determine the relative importance of fun.
Given the limited previous research in this area, we propose
exploratory research questions. While we believe that fun in
the classroom, peer socializing, and instructor praise will all
be positively related to the outcomes, we seek to explore
which will be more influential.
Question 1: What is the relationship of fun in the classroom
on student engagement relative to peer socializing?
Question 2: What is the relationship of fun in the classroom
on student engagement relative to instructor praise?
Sample and Procedure
The sample for this study includes 722 undergraduate fresh-
men participating in a program for new students to experi-
ence college-level work and college life during the summer
prior to their first full year of instruction. The students were
drawn from 36 different courses that had enrollments under
25 students. These courses spanned a wide variety of disci-
plines across the university, such as biology, economics,
education, engineering, geography, government, health,
information technology, literature, management, media
studies, music, speech, statistics, and visual arts, among
others. Data were obtained via surveys on fun in the class-
room, peer socializing, instructor praise, and the three out-
comes. Data were collected approximately at the half-way
point of these six-week courses. The surveys were adminis-
tered during class time by a member of the research team.
During this time, the course instructor was not present in
the classroom. A total of 819 students were enrolled in the
36 courses, and 722 usable surveys were obtained, yielding
a response rate of 88%. The students were 54% female,
85% Caucasian, and on average 18 years of age.
Measures
All measures used a five-point response scale ranging from
1 D strongly disagree to 5 D strongly agree, unless other-
wise noted.
Fun in the classroom
Fun in the classroom was measured with the 13 items
described beforehand. The students rated the extent to
which each of the 13 elements occur in their courses with a
five-point scale ranging from 1 D never to 5 D all the time.
The internal consistency reliability estimates were .72 for
the 6-item fun activities subscale and .84 for the 7-item fun
delivery subscale.
Peer socializing
The 5-item peer socializing scale was based on
McDowell’s (2004) measure. Sample items included: My
classmates joke around with each other and My classmates
talk to each other before and after class. The internal con-
sistency reliability estimate for the scale was .91.
Instructor praise
Four items were used to measure instructor praise
based on the work of Yukl, Wall, and Lepsinger (1990).
FUN IN THE COLLEGE CLASSROOM 21
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Sample items included: Our instructor acknowledges us
when we perform especially well and Our instructor
praises improvements in our performance. The internal
consistency reliability estimate for the scale was .90.
Student engagement
Student engagement was measured with 12 items
adapted from Rich and colleagues’ (2010) engagement
scale. The present study focuses on student engagement as
an overall construct and the specific facets of cognitive,
emotional, and physical engagement. Four items each were
used to measure cognitive, emotional, and physical engage-
ment. Sample items included: My mind is focused during
class (cognitive engagement); I am enthusiastic about this
course (emotional engagement); and I exert my full effort
in this course (physical engagement).The internal consis-
tency reliability estimate for the overall scale was .91. The
internal consistency reliability estimates for cognitive,
emotional, and physical engagement were .89, .90, and .85,
respectively.
Control variables
Gender and ethnicity were used as control variables in
the analyses. Female was coded 1, and male was coded 0.
Caucasians were coded 1, and individuals belonging to
other groups were coded 0.
Analytic Strategy
Random coefficient modeling (RCM) was used to test
the impact of the independent variables on student
engagement. Specifically, we utilized the open-source
platform R (R Development Core Team 2005) and
the nonlinear and linear mixed effects package for R
and S-Plus (Pinheiro and Bates 2000). This approach
provides correct parameter estimates and standard
errors for models that include predictors at the class-
room and individual level (Bliese 2000; Pinheiro and
Bates 2000).
We tested the direct effects by regressing overall
engagement (and then the three separate dimensions of
engagement) onto the individual-level or level-1 controls
(gender and ethnicity) and the classroom-level or level-2
predictors (fun activities, fun delivery, peer socializing,
and instructor praise). Following Hofmann and Gavin’s
(1998) recommendations, we used grand-mean centering
for testing the relationship between the level-two predic-
tors and student engagement. We calculated overall
pseudo-R2 estimates using the procedure provided by
Snijders and Bosker (1999), which are based on propor-
tional reduction of level-1 and level-2 errors owing to
predictors in the model.
Aggregation Statistics
We calculated various indicators of within-classroom
homogeneity to substantiate the aggregation of the four pre-
dictors of fun and thus achieve classroom-level scores. We
calculated interrater agreement and reliability (ICC[1], ICC
[2], and rwg) values for fun activities, fun delivery, peer
socializing, and instructor praise. For fun activities, the
ICC[1] was .09, the ICC[2] was .53, and the median rwgwas .82. For fun delivery, the ICC[1] was .28, the ICC[2]
was .88, and the median rwg was .78. For peer socializing,
the ICC[1] was .15, the ICC[2] was .78, and the median rwgwas .75. For instructor praise, the ICC[1] was .21, the ICC
[2] was .84, and the median rwg was .72. Furthermore, the
analyses of variance on which the ICC[1] values were
based all indicated that the classroom effect was significant
(p < .01). Overall, these analyses provide adequate justifi-
cation for aggregating the classroom variables.
Prior to testing the hypothesized relationships, we exam-
ined the extent to which engagement varied across class-
rooms. The ICC(1) estimate for overall engagement was
.16, F (686) D 3.69, p < .01, indicating that 16% of the total
variance in overall engagement resided across classrooms.
The ICC(1) estimate for cognitive engagement was .17,
F (686) D 3.54, p< .01, indicating that 17% of the total vari-
ance in cognitive engagement resided across classrooms.
The ICC(1) estimate for emotional engagement was .22,
F (686) D 3.62, p< .01, indicating that 22% of the total vari-
ance in emotional engagement resided across classrooms.
Finally, the ICC(1) estimate for physical engagement was
.04, F (686) D 3.92, p < .01, indicating that 4% of the total
variance in physical engagement resided across classrooms.
These findings indicate that there was significant class-
room-level variance in engagement to be explained by the
predictors (Bliese 2002).
Results
Table 4 presents the descriptive statistics and correlations
among the study variables. Table 5 summarizes the results
of the RCM analyses for examining the degree of support
for the hypotheses and research questions. In total, the pre-
dictors explained 9% of the variance in both overall and
cognitive engagement, 10% of the variance in emotional
engagement, but only 1% of the variance in physical
engagement.
Our hypothesis, which proposed that fun in the class-
room would be positively related to student engagement,
was partially supported. Fun delivery was positively related
to overall engagement (b D .46, p < .01) as well as the spe-
cific facets of cognitive engagement (b D .51, p < .01),
emotional engagement (b D .61, p < .01), and physical
engagement (b D .24, p < .05). However, fun activities
were not demonstrated to be significantly related to overall
engagement (b D .01, p >.10), cognitive engagement
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(b D .02, p >.10), emotional engagement (b D ¡.02,
p >.10), and physical engagement (b D .02, p >.10).
Question 1 sought to answer whether fun in the class-
room or peer socializing would have a stronger relationship
with student engagement. As noted above, fun delivery was
found to have a significant impact on engagement, yet fun
activities were not. Peer socializing was demonstrated to be
positively related to emotional engagement (b D .31,
p < .10), but not found to be significantly related to overall
engagement (b D .12, p >.10), cognitive engagement
(b D .14, p >.10), and physical engagement (b D ¡.11,
p >.10). Thus, in general, fun delivery had a stronger
impact on engagement than peer socializing.
Question 2 sought to answer whether fun in the class-
room or instructor praise would have a stronger relationship
with student engagement. Instructor praise was not demon-
strated to be significantly related to overall engagement
(b D .03, p >.10), nor the facets of cognitive engagement
(b D .08, p >.10), emotional engagement (b D .07,
p >.10), and physical engagement (b D ¡.05, p >.10).
Thus, fun delivery had a stronger impact on student engage-
ment than instructor praise.
DISCUSSION
The present study has contributed to educational research
by providing a clearer picture of the nature and impact of
fun in the classroom. Traditionally, fun has been a some-
what elusive and vague construct (McManus and Furnham
2010), and the parameters of fun in the classroom have not
been clearly delineated. Scholars have previously focused
on discrete elements that may be considered fun in the
classroom, such as humor (Berk 2002, 2003; Browne 2013;
Bryant et al. 1980; Gorham and Christophel 1990; Pomer-
antz and Bell 2011; Torok et al. 2004) and active learning
(Brummel et al. 2010; McCarthy and Anderson 2000;
Sivan et al. 1991). The present study, however, has
approached fun as a more general phenomenon and sought
to delineate and validate the breadth of elements subsumed
under the fun in the classroom umbrella. Through our scale
development effort, we have provided greater conceptual
clarity regarding the meaning of fun in the classroom and
created a psychometrically sound measure. This new scale
can be used for diagnostic purposes to assess the effective-
ness of a classroom learning experience and provide
TABLE 4
Descriptive Statistics and Correlations among Variables
M SD 1 2 3 4 5 6 7 8 9 10
1. Overall engagement 3.70 .71 —
2. Cognitive engagement 3.54 .84 .80** —
3. Emotional engagement 3.61 .89 .77** .70** —
4. Physical engagement 3.94 .77 .60** .39** .31** —
5. Gender .54 .50 .00 ¡.08* ¡.06 .08 —
6. Ethnicity .85 .36 ¡.08* ¡.08** ¡.03 ¡.01 .05 —
7. Fun activities 2.26 .84 .23** .23** .24** .14** ¡.10** ¡.09** —
8. Fun delivery 3.59 .84 .46** .44** .45** .29** .04 ¡.05 .37** —
9. Peer socializing 3.98 .77 .21** .16** .22** .12** .06 .04 .19** .16** —
10. Instructor praise 3.66 .84 .39** .39** .42** .17** ¡.03 ¡.13** .23** .44** .14** —
Note: n D 722. Gender: male D 0 and female D 1. Ethnicity: other D 0 and CaucasianD 1. Significance levels reflect two-tailed tests.
*p < .05, **p< .01
TABLE 5
RCM Predicting Student Engagement
Overall engagement Cognitive engagement Emotional engagement Physical engagement
Predictors b se b se b se b se
Gender ¡.03 .05 ¡.14* .06 ¡.09 .06 .14* .06
Ethnicity ¡.09 .07 ¡.12 .09 ¡.09 .09 ¡.04 .08
Fun activities .01 .09 .02 .11 ¡.02 .13 .02 .08
Fun delivery .46** .12 .51** .15 .61** .19 .24* .12
Peer socializing .12 .12 .14 .14 .31y .18 ¡.11 .11
Instructor praise .03 .13 .08 .15 .07 .19 ¡.05 .12
»R2 .09 .09 .10 .01
Note. RCM D random coefficient modeling
n D 722; k D 36. Gender: male D 0 and female D 1. Ethnicity: other D 0 and Caucasian D 1. Unstandardized regression coefficients are reported. Signifi-
cance levels reflect two-tailed tests.»R2 D Pseudo R2.
*p < .05, **p< .01
FUN IN THE COLLEGE CLASSROOM 23
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feedback to instructors. From a research perspective, the
new scale may be used in future scholarly endeavors to
advance models of classroom and teaching effectiveness.
The present study has demonstrated that certain aspects of
fun, but not others, have a positive impact on student
engagement. These findings support the commonly held
belief that fun has a positive impact in the classroom, yet
highlight that not all fun is equal.
The multi-stage scale development and validation proce-
dure employed in this study yielded a two-dimensional
scale of classroom fun. Our initial set of 20 items was
reduced to 13 items to represent two factors—fun activities
and fun delivery. Fun activities reflect a variety of hands-on
exercises and ways to promote social involvement among
students, including friendly small group competitions, play-
ing music, field trips, games, instructor bringing in food,
and hands-on activities. Fun delivery, in turn, is more
instructor-focused, capturing an instructor’s mode of deliv-
ery and his or her presentation skills. Fun delivery encom-
passes a variety of elements, including attention getters to
generate student interest, instructor demonstration of course
content, interactive lectures, and instructor storytelling. We
are not suggesting that the seven omitted items (e.g., use of
video clips, creative slides, and interactive technologies)
are unimportant. They likely have value. However, the
results from this study suggest that these items do not repre-
sent the overarching construct of fun in the classroom.
Our analyses yielded an interesting pattern of results
regarding the relationships between fun, peer socializing,
and instructor praise and student engagement. Consistent
with our hypothesis, fun delivery was demonstrated to have
a positive relationship with engagement. Fun delivery
exhibited the strongest effect with emotional engagement,
followed by cognitive engagement and physical engage-
ment. Accordingly, fun delivery appears to most strongly
influence affective reactions and to a lesser degree whether
students’ minds are focused and whether they expend effort
in a course. Peer socializing was also found to be positively
related to emotional engagement, as expected, but fun
activities and instructor praise were not. Based on these
findings, one can conclude that students particularly value
instructor-centered fun and peer socializing. Our findings
are consistent with workplace fun research that has demon-
strated that employees value more informal aspects of fun,
such as manager support for fun and coworker socializing
(Tews, Michel, and Bartlett 2012; Tews, Michel, and Staf-
ford 2013). It should be noted that the relationships with
student engagement were assessed with data obtained
approximately at the half-way point of six-week summer
courses. It is possible that fun activities and instructor
praise may exhibit stronger relationships with data obtained
at a later point in time in courses of longer duration. Given
the preliminary nature of our findings, one should not nec-
essarily assume that fun activities and instructor praise are
irrelevant, and we welcome other researchers to examine
their relationships with student engagement, specifically
with full-length courses during the traditional academic
year.
Extending the point above, one general opportunity for
future research is validating the factor structure and predic-
tive validity of the newly developed measure in other learn-
ing environments. At each phase of our scale development
effort, from initial item generation to establishing relation-
ships with engagement, data were obtained from students in
different courses to help enhance the generalizability of our
findings. However, it is important to consider we employed
a convenience sample of students, rather than a random
sample of students from the university population at large.
Accordingly, our findings should be interpreted in the con-
text of this limitation. Our results likely generalize to other
classroom contexts, but future research should extend the
present study to different groups of students, additional aca-
demic disciplines, and other institutions of higher
education.
Future studies could also employ different research
designs and include additional variables to more fully
examine the role of fun in the classroom. In the present
study, data were collected on fun and student engagement
at the same point in time via survey methodology. To pro-
vide a more robust assessment of cause and effect relation-
ships, research would be worthwhile where data are
obtained at multiple points in time and where elements of
fun are experimentally manipulated. Moreover, research
should examine the impact of fun on additional student out-
comes, most importantly academic performance. Along the
same lines, research is warranted that assesses student
engagement, anxiety, positive affect, and group cohesion as
mediators in the relationship between fun and academic
performance. Such work would serve to further explain
how and why fun in the classroom shapes the educational
experience and influences meaningful student outcomes.
Research is also needed to determine under what cir-
cumstances fun matters most. One opportunity is to deter-
mine whether fun has a different impact across various
academic disciples. For example, fun may be less important
in courses such as finance, engineering, or medicine, where
fun may run counter to the culture of such fields, but may
be more beneficial in other fields. It would also be worth-
while to examine whether fun matters more in larger or
smaller classes. Proactively incorporating fun in larger clas-
ses is possibly more important as students may be less
engaged compared to smaller classroom environments
where there is typically greater individual attention.
Another opportunity is to examine how fun interacts with
student characteristics. Research should examine how fun
influences student outcomes based on age. The present
study employed a relatively young sample, and future
research should examine how fun relates to student out-
comes among older and more mature students. With respect
to ability and motivation, it may be that fun is more
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important for students lower in cognitive ability and moti-
vation, as they may be less intrinsically engaged in learn-
ing. It would also be valuable to examine how international
students respond to fun. It is possible that international stu-
dents may not wholly appreciate fun given that fun is some-
what culture dependent. Furthermore, the informality
associated with fun may be met with resistance from stu-
dents from cultures where there is a greater power distance
between those in authority and subordinates. At the same
time, fun could engage international students and make
course material more accessible and interesting.
A final opportunity for future research is to examine
instructor characteristics and the adoption and implementa-
tion of fun. While fun may engage students and help them
learn, instructors may not necessarily embrace fun. It is
thus important to consider instructors’ personal characteris-
tics and belief systems regarding whether fun is beneficial
for learning. Research would be useful that focuses on the
personality characteristics of pro-fun instructors and the
sources of resistance of those who fail to adopt fun in the
classroom. Moreover, research is warranted that examines
which instructors are better able to implement fun. Some
individuals’ implementation efforts may be highly success-
ful, while others’ attempts may be perceived as forced and
contrived and thus fail to achieve the intended impact.
Research on ability and personality characteristics that
facilitate or inhibit the successful implementation of class-
room fun would be fruitful.
It was our intent in this study to develop a psychometri-
cally sound measure of fun in the classroom to aid in future
research endeavors. Construct validation is an ongoing pro-
cess, and it is thus necessary to further validate the fun in
the classroom scale developed herein in additional class-
room and learning contexts. While multiple samples were
used to validate different aspects of the new measure with
over 1300 student responses, further work is warranted to
validate the generalizability of our results and examine
additional antecedents and outcomes. We hope that schol-
ars will extend our work to more fully explore the nature
and impact of fun in the classroom to enhance our under-
standing of teaching effectiveness and provide evidence-
based prescriptions for instructional practice.
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