In modern times, many children have accessed to smartphones and spent most of their time on them. There is a reason for this and it is also a negative development.
To begin with, smartphones are being used by parents to keep their children entertain. Many parents, nowadays, have to work from home, which means they can not afford to play with their children and entertain them since they have to focus on their work. As a result, parents are giving their offspring their own smart devices so that the child can entertain themselves by playing mobile games while their parents are working in the background. For example, mobile game, such as Minecraft, has replayability in order to let children play the game without feeling bored.
However, I believe that this is a negative development since mobile games on smartphones can make children be addicted to them. Many gaming applications on smartphones are designed to be addicting. This is because many of the developers and companies working on the application want to attract more users, which can help promoting their future products and generating incomes for them. Thus, they produced a game that can trap children into an endless gaming loop. To illustrate, in Vietnam, youngsters have spent most of their time in Freefire, which is a popular mobile game in Vietnam, to obtain the best gear inside the game, and developers are often update the game with new items, which will force players to try and obtain the newest items.
In conclusion, children, nowadays, have accessed to smart devices and spent hours on those devices. There is a reason for children to spent most of their time on smartphones, and it is also a negative development.
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Grammar and spelling errors:
Line 3, column 321, Rule ID: ADVISE_VBG[5]
Message: The verb 'help' is used with infinitive: 'to promote' or 'promote'.
Suggestion: to promote; promote
...t to attract more users, which can help promoting their future products and generating in...
^^^^^^^^^
Line 3, column 715, Rule ID: TRY_AND[1]
Message: "Try and" is common in colloquial speech, but "'try to'" is recommended for writing.
Suggestion: try to
... new items, which will force players to try and obtain the newest items. In conclusion...
^^^^^^^
Transition Words or Phrases used:
also, however, so, thus, while, for example, in conclusion, such as, as a result, to begin with
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 15.0 13.1623246493 114% => OK
Auxiliary verbs: 6.0 7.85571142285 76% => OK
Conjunction : 9.0 10.4138276553 86% => OK
Relative clauses : 7.0 7.30460921844 96% => OK
Pronoun: 28.0 24.0651302605 116% => OK
Preposition: 44.0 41.998997996 105% => OK
Nominalization: 4.0 8.3376753507 48% => More nominalizations (nouns with a suffix like: tion ment ence ance) wanted.
Performance on vocabulary words:
No of characters: 1419.0 1615.20841683 88% => OK
No of words: 286.0 315.596192385 91% => More content wanted.
Chars per words: 4.96153846154 5.12529762239 97% => OK
Fourth root words length: 4.11236361783 4.20363070211 98% => OK
Word Length SD: 2.65331172005 2.80592935109 95% => OK
Unique words: 141.0 176.041082164 80% => More unique words wanted.
Unique words percentage: 0.493006993007 0.561755894193 88% => More unique words wanted or less content wanted.
syllable_count: 436.5 506.74238477 86% => OK
avg_syllables_per_word: 1.5 1.60771543086 93% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 3.0 5.43587174349 55% => OK
Article: 0.0 2.52805611222 0% => OK
Subordination: 1.0 2.10420841683 48% => OK
Conjunction: 2.0 0.809619238477 247% => Less conjunction wanted as sentence beginning.
Preposition: 6.0 4.76152304609 126% => OK
Performance on sentences:
How many sentences: 13.0 16.0721442886 81% => Need more sentences. Double check the format of sentences, make sure there is a space between two sentences, or have enough periods. And also check the lengths of sentences, maybe they are too long.
Sentence length: 22.0 20.2975951904 108% => OK
Sentence length SD: 59.5464117133 49.4020404114 121% => OK
Chars per sentence: 109.153846154 106.682146367 102% => OK
Words per sentence: 22.0 20.7667163134 106% => OK
Discourse Markers: 7.30769230769 7.06120827912 103% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 2.0 5.01903807615 40% => OK
Sentences with positive sentiment : 7.0 8.67935871743 81% => OK
Sentences with negative sentiment : 4.0 3.9879759519 100% => OK
Sentences with neutral sentiment: 2.0 3.4128256513 59% => OK
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.192872549762 0.244688304435 79% => OK
Sentence topic coherence: 0.0901787257184 0.084324248473 107% => OK
Sentence topic coherence SD: 0.0531571829132 0.0667982634062 80% => OK
Paragraph topic coherence: 0.141255774076 0.151304729494 93% => OK
Paragraph topic coherence SD: 0.0321610433515 0.056905535591 57% => OK
Essay readability:
automated_readability_index: 12.9 13.0946893788 99% => OK
flesch_reading_ease: 57.61 50.2224549098 115% => OK
smog_index: 3.1 7.44779559118 42% => Smog_index is low.
flesch_kincaid_grade: 10.7 11.3001002004 95% => OK
coleman_liau_index: 11.49 12.4159519038 93% => OK
dale_chall_readability_score: 8.04 8.58950901804 94% => OK
difficult_words: 60.0 78.4519038076 76% => More difficult words wanted.
linsear_write_formula: 9.0 9.78957915832 92% => OK
gunning_fog: 10.8 10.1190380762 107% => OK
text_standard: 11.0 10.7795591182 102% => OK
What are above readability scores?
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Rates: 67.4157303371 out of 100
Scores by essay e-grader: 6.0 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.