Computers games have become part and parcel of children’s entertainment in this Post-PC era. Nearly three-quarters of the U.S. teenagers surveyed said they played video games at least for an hour and a half every day. This enormous popularity has recently led to two opposing views on the effects of playing computer games on children. Some people claim that computer games are detrimental to children’s health whereas others regard this hi-tech entertainment as a way to facilitate children’s overall development. In my opinion, only when computer games are applied to an educational context will they have positive effects on children.
On the one hand, an increasing number of parents and educators are concerned that online games endanger children’s physical and mental health. The alarming trend in children’s obesity is a good illustration of how computer games adversely affect young children. With their leisure time mostly spent on playing thrilling games in front of computer screens, laptops, and mobile phones, children lack sufficient physical activities, and this sedentary lifestyle inevitably results in burning fewer calories and gaining weight. In addition to being a victim of health hazards, 80 per cent of the U.K. parents, as surveyed in a recent social study, are worried about the violent content of computer games that could have a harmful impact on children’s psychological and behavioral development. They believe children would internalize and imitate the ferocious acts in the games, eventually justifying these anti-social behaviors and becoming aggressive people.
On the other hand, other people assert that playing computer games helps enrich children’s social and intellectual skills. For example, most games require teamwork, collaboration and communication. Players must support their fellow players and communicate efficiently to accomplish a challenging goal. Sometimes, a player may need to sacrifice himself for the final victory. Through these three processes, children may learn how to get along well with other people and realize the importance of being a part of something that is larger than themselves. Moreover, the development of children’s intellectual skills is another example of the positive effect of computer games. Video games can aid children in developing problem-solving skills. Researchers have indicated that young children need to make a strategic plan and have a successful management of resources to forestall any attacks from their rivals and outwit their opponents.
To recapitulate, computer games are becoming the main source of entertainment in this digital world. Despite the fact that people hold different perspectives on how children may be influenced by hi-tech games, I think computer games can engage children in their school learning and maximize their academic achievements if applied to an educational context.
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Transition Words or Phrases used:
if, may, moreover, so, well, whereas, at least, for example, i think, in addition, in my opinion, on the other hand
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 11.0 13.1623246493 84% => OK
Auxiliary verbs: 11.0 7.85571142285 140% => OK
Conjunction : 17.0 10.4138276553 163% => OK
Relative clauses : 8.0 7.30460921844 110% => OK
Pronoun: 27.0 24.0651302605 112% => OK
Preposition: 54.0 41.998997996 129% => OK
Nominalization: 12.0 8.3376753507 144% => OK
Performance on vocabulary words:
No of characters: 2472.0 1615.20841683 153% => OK
No of words: 436.0 315.596192385 138% => Less content wanted.
Chars per words: 5.66972477064 5.12529762239 111% => OK
Fourth root words length: 4.56953094068 4.20363070211 109% => OK
Word Length SD: 3.05018968256 2.80592935109 109% => OK
Unique words: 246.0 176.041082164 140% => OK
Unique words percentage: 0.564220183486 0.561755894193 100% => OK
syllable_count: 743.4 506.74238477 147% => OK
avg_syllables_per_word: 1.7 1.60771543086 106% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 3.0 5.43587174349 55% => OK
Article: 4.0 2.52805611222 158% => OK
Subordination: 1.0 2.10420841683 48% => OK
Conjunction: 2.0 0.809619238477 247% => Less conjunction wanted as sentence beginning.
Preposition: 8.0 4.76152304609 168% => OK
Performance on sentences:
How many sentences: 20.0 16.0721442886 124% => OK
Sentence length: 21.0 20.2975951904 103% => OK
Sentence length SD: 59.8622585608 49.4020404114 121% => OK
Chars per sentence: 123.6 106.682146367 116% => OK
Words per sentence: 21.8 20.7667163134 105% => OK
Discourse Markers: 5.75 7.06120827912 81% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 0.0 5.01903807615 0% => OK
Sentences with positive sentiment : 15.0 8.67935871743 173% => OK
Sentences with negative sentiment : 2.0 3.9879759519 50% => More negative sentences wanted.
Sentences with neutral sentiment: 3.0 3.4128256513 88% => OK
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.489321164367 0.244688304435 200% => OK
Sentence topic coherence: 0.15687536332 0.084324248473 186% => OK
Sentence topic coherence SD: 0.0899240374039 0.0667982634062 135% => OK
Paragraph topic coherence: 0.312952476231 0.151304729494 207% => OK
Paragraph topic coherence SD: 0.0991770293735 0.056905535591 174% => OK
Essay readability:
automated_readability_index: 16.2 13.0946893788 124% => OK
flesch_reading_ease: 41.7 50.2224549098 83% => OK
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 12.7 11.3001002004 112% => OK
coleman_liau_index: 15.61 12.4159519038 126% => OK
dale_chall_readability_score: 9.57 8.58950901804 111% => OK
difficult_words: 135.0 78.4519038076 172% => OK
linsear_write_formula: 11.5 9.78957915832 117% => OK
gunning_fog: 10.4 10.1190380762 103% => OK
text_standard: 16.0 10.7795591182 148% => OK
What are above readability scores?
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Rates: 84.2696629213 out of 100
Scores by essay e-grader: 7.5 Out of 9
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Note: the e-grader does NOT examine the meaning of words and ideas. VIP users will receive further evaluations by advanced module of e-grader and human graders.