Some people are concerned that children spend too much time on computers - playing games, chatting and watching videos. But all this time is actually good preparation for children, who will have to spend many hours working on computers throughout their education and their working lives.
In this contemporary era, computer certainly overruns today’s generation. Children spend most of the day on computers by various means such as playing multiplayer games, chatting on social media platforms and watching videos. I believe that it not only helps them to increase cognitive ability while studying but also make them familiar with upcoming occupational profiles.
Computers are becoming ubiquitous entity, each and every educational institution are now well equipped with these facilities and allow their students to play logical as well as strategical games in groups for a day or two. In fact, they believe that computers can enhance one’s cognitive abilities either consciously or unconsciously. Many of the great multiplayer computer game players proved to be iconic strategy designer in real life. For example, one of the renowned multiplayer computer game player named Jazzy from Sweden had been adopted in the country’s national security team, just to plan and guide soldiers team when and where necessary. This example clarifies how computer games can increase individuals mental capacity.
On the other side, social media platforms and video channels increase adolescents curiosity and stickiness to sit on one place for long hours. Some geeks are sitting on the chairs for almost 12 hours a day just to watch videos they subscribed to and or chat with their virtual friends. These situations prime them to their future working lives and make them future ready if they will have to work on computers for most hours of a day. For example, Americans teenagers are so much addicted to these portals that they even do not remember their lunchtimes and other chores. This forte has direct relation with future working lifestyle. Aforementioned survey clearly dictates that it actually shapes children to cope up with future working possible lifestyles.
To conclude, given example and arguments clearly state that it is inevitable for children to spend lots of time on computer in future and these platforms give the boost to indoctrinate themselves to use such devices for longer hours. The days are numbered when there will be no field where computers would not involve. Thus, it is good practice that they pass their most time with computers by any means.
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Transition Words or Phrases used:
actually, also, but, if, so, thus, well, while, for example, in fact, such as, as well as
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 10.0 13.1623246493 76% => OK
Auxiliary verbs: 5.0 7.85571142285 64% => OK
Conjunction : 16.0 10.4138276553 154% => OK
Relative clauses : 10.0 7.30460921844 137% => OK
Pronoun: 33.0 24.0651302605 137% => Less pronouns wanted
Preposition: 43.0 41.998997996 102% => 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: 1933.0 1615.20841683 120% => OK
No of words: 365.0 315.596192385 116% => OK
Chars per words: 5.29589041096 5.12529762239 103% => OK
Fourth root words length: 4.37092360658 4.20363070211 104% => OK
Word Length SD: 2.73022187112 2.80592935109 97% => OK
Unique words: 217.0 176.041082164 123% => OK
Unique words percentage: 0.594520547945 0.561755894193 106% => OK
syllable_count: 603.0 506.74238477 119% => OK
avg_syllables_per_word: 1.7 1.60771543086 106% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 6.0 5.43587174349 110% => OK
Article: 1.0 2.52805611222 40% => OK
Subordination: 0.0 2.10420841683 0% => More adverbial clause wanted.
Conjunction: 0.0 0.809619238477 0% => OK
Preposition: 4.0 4.76152304609 84% => OK
Performance on sentences:
How many sentences: 17.0 16.0721442886 106% => OK
Sentence length: 21.0 20.2975951904 103% => OK
Sentence length SD: 49.8587624573 49.4020404114 101% => OK
Chars per sentence: 113.705882353 106.682146367 107% => OK
Words per sentence: 21.4705882353 20.7667163134 103% => OK
Discourse Markers: 5.23529411765 7.06120827912 74% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 0.0 5.01903807615 0% => OK
Sentences with positive sentiment : 14.0 8.67935871743 161% => OK
Sentences with negative sentiment : 1.0 3.9879759519 25% => More negative sentences wanted.
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: 0.315476924556 0.244688304435 129% => OK
Sentence topic coherence: 0.0948853182536 0.084324248473 113% => OK
Sentence topic coherence SD: 0.0645267316484 0.0667982634062 97% => OK
Paragraph topic coherence: 0.189626789861 0.151304729494 125% => OK
Paragraph topic coherence SD: 0.0453665298147 0.056905535591 80% => OK
Essay readability:
automated_readability_index: 14.3 13.0946893788 109% => 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: 13.46 12.4159519038 108% => OK
dale_chall_readability_score: 8.92 8.58950901804 104% => OK
difficult_words: 98.0 78.4519038076 125% => OK
linsear_write_formula: 12.0 9.78957915832 123% => OK
gunning_fog: 10.4 10.1190380762 103% => OK
text_standard: 9.0 10.7795591182 83% => OK
What are above readability scores?
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Rates: 89.8876404494 out of 100
Scores by essay e-grader: 8.0 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.