Computer games are very popular for all ages and nationalities. Parents think this has little educational value and it will be harmful for children.
To what extent do you agree or disagree?
Computer games have become increasingly popular in an age of mobile devices and advancing graphical interfaces. While some claim there is educational value in these games, I would side with those decrying the propagation of a passive lifestyle.
Supporters of gaming can point to its alleged benefits for cognitive functioning. It is difficult to do good research in this area, but many recent studies have found optimistic results not only related to hand-eye coordination but also mental development. This is also supported by common sense because as games have become more advanced, players must now follow intricate stories lines, figure out difficult puzzles and outsmart progressively intelligent artificial intelligence. Depending on the age of the gamer and the game in question it is very likely there are legitimate cognitive gains that can be attributed to the extensive playing of games.
Nonetheless, the marginal advances listed above pale in comparison to the effects of a passive lifestyle on both physical and mental health. Mobile devices and the internet generally, but videogames in particular, are the leading causes of the more sedentary lifestyles that most children and teens now lead, often extending into adulthood. This leaves them at risk of developing bad habits that could later translate into more serious health conditions. Added to this is the mental aspect. Playing games is, next to watching televisions shows, one of the least active forms of entertainment. It would be more beneficial for people of all ages to play a team sport, read a book, spend more time with family, or take up a productive and creative hobby.
In short, computer games may offer a limited range of intellectual benefits but they also come at great physical and mental cost. It is therefore up to parents and individuals themselves to opt for more constructive pastimes.
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Transition Words or Phrases used:
also, but, if, may, nonetheless, so, therefore, while, in particular, in short
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 11.0 13.1623246493 84% => OK
Auxiliary verbs: 7.0 7.85571142285 89% => OK
Conjunction : 14.0 10.4138276553 134% => OK
Relative clauses : 3.0 7.30460921844 41% => More relative clauses wanted.
Pronoun: 18.0 24.0651302605 75% => OK
Preposition: 42.0 41.998997996 100% => OK
Nominalization: 6.0 8.3376753507 72% => OK
Performance on vocabulary words:
No of characters: 1588.0 1615.20841683 98% => OK
No of words: 301.0 315.596192385 95% => OK
Chars per words: 5.27574750831 5.12529762239 103% => OK
Fourth root words length: 4.16525528304 4.20363070211 99% => OK
Word Length SD: 2.90963144091 2.80592935109 104% => OK
Unique words: 196.0 176.041082164 111% => OK
Unique words percentage: 0.651162790698 0.561755894193 116% => OK
syllable_count: 519.3 506.74238477 102% => 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: 1.0 2.10420841683 48% => OK
Conjunction: 3.0 0.809619238477 371% => Less conjunction wanted as sentence beginning.
Preposition: 1.0 4.76152304609 21% => More preposition wanted as sentence beginning.
Performance on sentences:
How many sentences: 14.0 16.0721442886 87% => OK
Sentence length: 21.0 20.2975951904 103% => OK
Sentence length SD: 47.8934297398 49.4020404114 97% => OK
Chars per sentence: 113.428571429 106.682146367 106% => OK
Words per sentence: 21.5 20.7667163134 104% => OK
Discourse Markers: 5.57142857143 7.06120827912 79% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 0.0 5.01903807615 0% => OK
Sentences with positive sentiment : 10.0 8.67935871743 115% => OK
Sentences with negative sentiment : 1.0 3.9879759519 25% => 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: 0.198620070137 0.244688304435 81% => OK
Sentence topic coherence: 0.061186742483 0.084324248473 73% => OK
Sentence topic coherence SD: 0.0380278643307 0.0667982634062 57% => OK
Paragraph topic coherence: 0.112265964919 0.151304729494 74% => OK
Paragraph topic coherence SD: 0.0146046381698 0.056905535591 26% => 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: 14.2 13.0946893788 108% => OK
flesch_reading_ease: 41.7 50.2224549098 83% => OK
smog_index: 11.2 7.44779559118 150% => OK
flesch_kincaid_grade: 12.7 11.3001002004 112% => OK
coleman_liau_index: 13.34 12.4159519038 107% => OK
dale_chall_readability_score: 9.77 8.58950901804 114% => OK
difficult_words: 97.0 78.4519038076 124% => OK
linsear_write_formula: 11.5 9.78957915832 117% => OK
gunning_fog: 10.4 10.1190380762 103% => OK
text_standard: 13.0 10.7795591182 121% => 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.