In today’s fast-growing world, technology has been an indispensable part of human life. Technology has been percolating on various aspects of people’s lives that undoubtedly, entertainments have not been immune from these variations. Nowadays, video games are becoming a trend among youngsters. It is opined by some that video games could boost adolescents’ creativity and make their study more efficient while this essay is trying to refute this notion. Throughout the following paragraphs, among the most predominant reasons in support of this contention addiction and physical-mental disorders will be meticulously scrutinized to advocate this standpoint that computerized games distract juveniles and are wasting time.
To commence with, the popularity and shelf life of the electronic games among youngsters, to become a trend not fad, is depend on its game plan and unique features. Therefore, relevant companies concentrate their focuses to develop games that encourage adolescents to pay more energy and time to solve a dilemma. It is undeniable that it can be dangerous and in most cases is addicted. A vivid example can be given to shed light on what has elaborated above. Here, I elucidate one of my own experiences. When I was a sophomore, I noticed that a company created a game that was based on my favorite role model character. It acted as a motivation to afford an Xbox. At first, I had managed my time but gradually, I became aware of the possibilities that led to spending most of the time in front of the TV. Not only did it spoil my academic transcripts, but also it caused me to be far from my goals and schedules. Accordingly, video games distract the young and can be addicted.
Furthermore, juveniles who spend most of their time in front of the TV and video games are more likely susceptible to mental or physical issues like obesity, aggression, musculoskeletal dysfunction, etc. Regarding the nature and intensity of these types of games, sedentary activities or fighting, the disease’s level can vary from one case to another. To more clarify the condition, I mention the outcome of one fieldwork conducted at Harvard School to probe the impact of electronic games on students. About 80 fraternal twins, between the ages of 18-21, were studied for eight months. They were separated into two groups due to the accessibility to the video games. Amazingly, the ones who had permission to access such devices revealed a variety of physiological and physical signs on their behaviors and postures in terms of their twins.
To recapitulate, I pen down saying the downsides of the computerized games outweigh their profits and can be so harmful to the young. Not only does it cause to waste their time, but also throughout the time it leads to nasty disorders.
- 11 In times of an economic crisis in which area should governments reduce their spending 1 Arts2 Scientific research3 Parks and public gardens The Preference type three sides of the issue should be discussed but focusing on one 90
- Do you agree or disagree Some people believe that video games could inspire young students interest and make their study more efficient rather than distracting them and a waste of time so young students should be allowed to play video games 95
- Do you agree or disagree with the following statement Students can get asmany benefits from organization or club activities as they can get from theiracademic studies 90
- Do you agree or disagree with the following statement All school teachers should be required to attend courses every 5 years to update their knowledge
- Do you agree or disagree with the following statement A good leader should spend more time listening to other people s ideas than taking his or her own ideas 90
Grammar and spelling errors:
Line 2, column 121, Rule ID: BEEN_PART_AGREEMENT[1]
Message: Consider using a past participle here: 'depended'.
Suggestion: depended
...ungsters, to become a trend not fad, is depend on its game plan and unique features. T...
^^^^^^
Line 2, column 978, Rule ID: WHITESPACE_RULE
Message: Possible typo: you repeated a whitespace
Suggestion:
...distract the young and can be addicted. Furthermore, juveniles who spend most of...
^^^
Line 4, column 158, Rule ID: ALLOW_TO[1]
Message: Did you mean 'wasting'? Or maybe you should add a pronoun? In active voice, 'cause' + 'to' takes an object, usually a pronoun.
Suggestion: wasting
...ul to the young. Not only does it cause to waste their time, but also throughout the tim...
^^^^^^^^
Transition Words or Phrases used:
accordingly, also, but, first, furthermore, if, regarding, so, therefore, while, in most cases
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 21.0 15.1003584229 139% => OK
Auxiliary verbs: 7.0 9.8082437276 71% => OK
Conjunction : 19.0 13.8261648746 137% => OK
Relative clauses : 11.0 11.0286738351 100% => OK
Pronoun: 44.0 43.0788530466 102% => OK
Preposition: 69.0 52.1666666667 132% => OK
Nominalization: 7.0 8.0752688172 87% => OK
Performance on vocabulary words:
No of characters: 2337.0 1977.66487455 118% => OK
No of words: 459.0 407.700716846 113% => OK
Chars per words: 5.09150326797 4.8611393121 105% => OK
Fourth root words length: 4.62863751936 4.48103885553 103% => OK
Word Length SD: 3.06127740488 2.67179642975 115% => OK
Unique words: 263.0 212.727598566 124% => OK
Unique words percentage: 0.572984749455 0.524837075471 109% => OK
syllable_count: 754.2 618.680645161 122% => OK
avg_syllables_per_word: 1.6 1.51630824373 106% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 10.0 9.59856630824 104% => OK
Article: 4.0 3.08781362007 130% => OK
Subordination: 1.0 3.51792114695 28% => OK
Conjunction: 2.0 1.86738351254 107% => OK
Preposition: 11.0 4.94265232975 223% => Less preposition wanted as sentence beginnings.
Performance on sentences:
How many sentences: 23.0 20.6003584229 112% => OK
Sentence length: 19.0 20.1344086022 94% => OK
Sentence length SD: 53.6834170183 48.9658058833 110% => OK
Chars per sentence: 101.608695652 100.406767564 101% => OK
Words per sentence: 19.9565217391 20.6045352989 97% => OK
Discourse Markers: 4.08695652174 5.45110844103 75% => OK
Paragraphs: 4.0 4.53405017921 88% => OK
Language errors: 3.0 5.5376344086 54% => OK
Sentences with positive sentiment : 7.0 11.8709677419 59% => More positive sentences wanted.
Sentences with negative sentiment : 6.0 3.85842293907 156% => OK
Sentences with neutral sentiment: 10.0 4.88709677419 205% => Less facts, knowledge or examples wanted.
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.275792857432 0.236089414692 117% => OK
Sentence topic coherence: 0.0722843198125 0.076458572812 95% => OK
Sentence topic coherence SD: 0.0739340599816 0.0737576698707 100% => OK
Paragraph topic coherence: 0.16724618016 0.150856017488 111% => OK
Paragraph topic coherence SD: 0.0318689013633 0.0645574589148 49% => Paragraphs are similar to each other. Some content may get duplicated or it is not exactly right on the topic.
Essay readability:
automated_readability_index: 12.5 11.7677419355 106% => OK
flesch_reading_ease: 52.19 58.1214874552 90% => OK
smog_index: 8.8 6.10430107527 144% => OK
flesch_kincaid_grade: 10.7 10.1575268817 105% => OK
coleman_liau_index: 12.24 10.9000537634 112% => OK
dale_chall_readability_score: 9.4 8.01818996416 117% => OK
difficult_words: 140.0 86.8835125448 161% => OK
linsear_write_formula: 13.0 10.002688172 130% => OK
gunning_fog: 9.6 10.0537634409 95% => OK
text_standard: 13.0 10.247311828 127% => OK
What are above readability scores?
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Better to have 5 paragraphs with 3 arguments. And try always support/against one side but compare two sides, like this:
para 1: introduction
para 2: reason 1. address both of the views presented for reason 1
para 3: reason 2. address both of the views presented for reason 2
para 4: reason 3. address both of the views presented for reason 3
para 5: conclusion.
So how to find out those reasons. There is a formula:
reasons == advantages or
reasons == disadvantages
for example, we can always apply 'save time', 'save/make money', 'find a job', 'make friends', 'get more information' as reasons to all essay/speaking topics.
or we can apply 'waste time', 'waste money', 'no job', 'make bad friends', 'get bad information' as reasons to all essay/speaking topics.
Rates: 90.0 out of 100
Scores by essay e-grader: 27.0 Out of 30
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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.