How to Make Youth Sports Fun
Ask a ten-year-old why they play, and the answer is almost never "to win." It is to have fun. Coaches nod at that, then run practice as if fun were a mood that shows up or does not. It is not. Researchers have taken fun apart and measured it, and what they found is a list you can coach from.
Amanda Visek and her team at George Washington University surveyed players, parents, and coaches and built what they call the FUN MAPS. They sorted 81 specific things kids call fun into 11 larger fun-factors. Fun turns out to be an engineering problem you can solve. You design it into a session the same way you design a passing drill.
This guide walks the 11 fun-factors, then hands you a move for each one. You will see which three matter most, why the usual reasons kids leave are fixable, and how to build fun into a plan you write in advance. When your roster keeps shrinking mid-season, the hub on why young athletes quit frames the problem, and this is the practical answer to it.
Key Takeaways:
- Fun is measurable. Visek's research sorts 81 fun-determinants into 11 named fun-factors you can plan around.
- The top three factors, Trying Hard, Positive Team Dynamics, and Positive Coaching, form the fun ethos and matter most.
- A coaching climate that praises effort and improvement is the strongest driver of kids enjoying the sport.
- Fun is the number one reason kids play (48%), and its absence drives them out. Most kids who leave do so around age 13.
- You need no talent and no budget to make sport fun. You need a session plan that builds the named factors in on purpose.
What Kids Mean by Fun: The 11 Fun-Factors
So what do kids actually mean by fun? In Visek's research, fun is not one feeling. It breaks into 11 fun-factors built from 81 smaller determinants. The three highest-rated, Trying Hard, Positive Team Dynamics, and Positive Coaching, form the fun ethos. Winning barely registers. Effort, teammates, and a positive coach carry the day.
Read the table below as your source material. The left column names the measured factor. The right column is what it looks like on a real team. Notice how much of it is free. None of the top three cost a cent, and none of them ask for a gifted roster. Visek and colleagues(opens in new tab) published the full framework in a peer-reviewed 2018 study.
| Fun-factor | Where it ranks | What it looks like on your team |
|---|---|---|
| Trying Hard | Fun ethos (rated #1) | Kids get to compete, work, and give their best. Effort is the single biggest source of fun they name. |
| Positive Team Dynamics | Fun ethos (rated #2) | Teammates pick each other up and the group pulls in one direction, so cliques never harden. |
| Positive Coaching | Fun ethos (rated #3) | A coach who encourages, respects, and teaches. This is the factor you control most directly. |
| Games | Fun-factor | Actual playing. The game-day format itself, the part kids show up for. |
| Game Time Support | Fun-factor | Encouragement in the moment from teammates, coaches, and the parents on the sideline. |
| Learning and Improving | Fun-factor | Getting better at something. Building a skill and feeling the gain. |
| Mental Bonuses | Fun-factor | The confidence and the mental lift a kid carries out of a good session. |
| Practices | Fun-factor | Practice itself, when it is well run and worth showing up for. |
| Swag | Fun-factor | Team gear and uniforms. Cheap belonging cues that kids genuinely rate. |
| Team Friendships | Fun-factor | The friends a kid makes and keeps on the team. |
| Team Rituals | Fun-factor | Traditions and routines that make the group feel like their own. |
Fun is the number one reason children give for playing sports, ahead of playing with friends (47%).
Hold onto the fun ethos as you read the rest. When you have to cut something from a session, protect Trying Hard, Positive Team Dynamics, and Positive Coaching first. They do the most work, and the coach owns all three.
Design Fun Into Practice: A Coach's System
Knowing the 11 factors changes nothing until they reach your practice plan. This is where most "make it fun" advice stops and this guide keeps going. Each factor becomes a move you can write into a session. The idea is simple. You stop hoping fun happens and start scheduling it.
There is hard evidence behind the effort and improvement moves. A 2023 study of youth footballers(opens in new tab) found that a task-involving climate, one where the coach praises effort and getting better rather than only winning, predicted how much players enjoyed the sport. The link was strong. Build a mastery climate and enjoyment follows, and enjoyment is the thing that keeps a kid coming back next season.
A coaching climate that praises effort and improvement is the strongest predictor of young athletes enjoying their sport.
The table below turns each fun-factor into something you actually do at practice. It is a checklist you can plan from. Work down it while you build the session, and the measured factors go in on purpose.
| Fun-factor | Design move | What you actually do |
|---|---|---|
| Trying Hard | Reward effort out loud | Call out visible hustle during drills, no matter how the rep ends. Close practice with a quick shout-out for the best effort play alongside the best goal. |
| Positive Team Dynamics | Build partner and group work in | Rotate partners and small groups on purpose so no clique hardens. Put at least one cooperation drill into every session plan. |
| Positive Coaching | Script your feedback before practice | Plan one specific, name-attached positive note for each athlete before you start. Save correction for teachable moments framed as a next step. |
| Games | Protect real play | Keep small-sided scrimmages inside every practice so kids get real play every session, never only drills. Guard that block when the plan runs long. |
| Learning and Improving | Make progress visible | Give each athlete a visible marker of a skill gained each session, whether a rep count, a new move, or a personal best. |
| Team Friendships | Leave social time in the plan | Set aside a few unstructured minutes for kids to talk and mess around with teammates. Friendship is a top reason they play. |
| Team Rituals | Install one team-only tradition | Add a chant, a handshake, or a post-practice routine that belongs to this group and nobody else. A tiny design cost, an outsized return. |
| Swag and Mental Bonuses | Use cheap belonging cues | Team colors and small gear cost little and register as real fun. Pair them with a confidence callout when a kid wins a challenge. |
You will not have to build the structure around these moves from scratch. Our session planning framework sets the shape a practice needs, and our guide to designing small-sided games covers the "protect real play" move in depth. For the "make progress visible" row, a simple goal-setting framework turns a vague "get better" into a marker a kid can watch climb.
What Are the 5 C's in Sports?
The 5 C's are Competence, Confidence, Connection, Character, and Caring. They come from Richard Lerner's research on Positive Youth Development at Tufts University, and a three-year study of 920 adolescents (Bowers et al., 2010(opens in new tab)) confirmed the five hold together as a model. Sport is one of the strongest ways to grow them.
Fun is the doorway to all five. A kid who is having fun keeps showing up, and the showing up is what builds competence, confidence, and connection over a season. Miss the fun and you never get the reps to build the rest. That is why fun sits upstream of everything else you want for your athletes.
Make Fun Your Retention Plan
Put it together and fun stops being fluff. It is your retention plan. The kids who have fun stay, keep trying hard, and grow into the players and people you hoped to coach. The ones who do not tend to leave around age 13 and rarely come back. Every move in this guide is free to run this week.
The top reasons kids give for leaving, feeling not good enough and being poorly coached, are climate problems, not talent problems. They are the exact thing the fun-by-design moves fix, one praised effort and one visible win at a time. To catch the early signals before a kid walks, our guides on the signs a child wants to quit and youth athlete burnout show you what to watch for.
Fun that you can see is fun you can protect over a season. Track each athlete's progress in Striveon so the "make progress visible" move has a home and the wins pile up where kids notice them. To see how a weekly session plan feeds a whole season, our structured training sessions solution ties the two together, and the hub on why young athletes quit maps the whole problem this guide sets out to answer.
What's Next?
Put This Into Practice
Athlete Development
Give the make-progress-visible move a home. Track each athlete's skill gains so the wins stay in view all season.
Drill Library
Save the drills that build each fun-factor, tag them by the move they serve, and drop them into planned sessions.
Structured Training Sessions
Tie the fun-by-design moves to a full-season plan so every practice earns its place and keeps kids coming back.
Keep Reading
Why Young Athletes Quit
The retention hub this guide answers. What drives kids out of sport, and how coaches keep them in the game.
Signs a Child Wants to Quit Sports
Read the early warning signs before a young athlete walks away, and the coaching moves that turn it around.
Sources & References
- Visek et al., Perceived importance of the fun integration theory's factors and determinants, Int. J. Sports Science & Coaching (2018), PMC(opens in new tab)
- Aspen Institute Project Play, National Survey of Youth and Sports: 15 Key Findings (2026)(opens in new tab)
- Amaro et al., Task-Involving Motivational Climate and Enjoyment in Youth Male Football Athletes (2023), PMC(opens in new tab)
- Bowers et al., The Five Cs model of positive youth development, J. Youth and Adolescence (2010), PubMed(opens in new tab)