College Students and Web-Based Activities Persuasive Essay by hicaliber

College Students and Web-Based Activities
A discussion of increasing the engagement of college students through the use of web-based activities.
# 95933 | 2,940 words | 11 sources | APA | 2007 | US

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This paper supports the introduction of Web-based educational games into the undergraduate curricula. The author believes this will help improve students' identification with the instructional material and will serve to enhance their active engagement with the material presented. An analysis of the current research and evidence on the topic is followed by a summary of significant findings in the conclusion.

Review and Discussion

Sample of Sources Used:

  • Basden, J. C. (2001). Authentic tasks as the basis for multimedia design curriculum: Virtual reality project enables students to pursue their own interests and guide their own learning. T H E Journal, 29(4), 16.
  • Cameron, B., & Dwyer, F. (2005). The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. Journal of Interactive Learning Research, 16(3), 243.
  • Deollos, I. Y., & Messineo, M. (2005). Are we assuming too much? Exploring students' perceptions of their computer competence. College Teaching, 53(2), 50.
  • Dyrli, O. E. (June 2001). Here comes the next step. Curriculum Administrator, 37(6), 60.
  • Hannafin, R. D., & McDonald, K. K. (2003). Using Web-based computer games to meet the demands of today's high-stakes testing: A mixed method inquiry. Journal of Research on Technology in Education, 35(4), 459.

Cite this Persuasive Essay:

APA Format

College Students and Web-Based Activities (2007, June 05) Retrieved September 27, 2023, from

MLA Format

"College Students and Web-Based Activities" 05 June 2007. Web. 27 September. 2023. <>