There is no doubt that nowadays, computer games play the key role in children's lives. No one can deny the effect of computer games in our daily lives. A controversial question is often raised regarding this issue is how much children spent their time to play computer games. Some people may hold this viewpoint and believe that playing computer games is a disruptive activity for the children and they waste their time in this manner. However, some others may take an opposite viewpoint and believe that playing computer doesn’t waste of children's time and it's not a disruptive activity. From my own perspective, the second belief is true. In what follows, I will pinpoint the most outstanding reasons and examples.
One of the reasons coming to mind at first is that most children nowadays are more involved in playing computer games. In fact, parents can help to their children so that children have a suitable time when they are playing games. On the other hand, parents can have a controlling role to their children in order to children most of their time don't play computer games. To illustrate the concept, take a look at to the statistical reveal that today, most parents control to their children as an aspect of different games and as well children don't take a lot of their time to play the games. This fact clarifies that today are paying more attention to their children from the past.
Another equally important reason is that from a psychological standpoint if children spend most of their time to play games, in near future can suffer to different diseases such as heart fail, stroke, and so on. Hence, to play computer games somewhere can be harmful. On the other hand, if children take a reasonable time in order to playing games which have appropriate concepts or intelligence concepts they can learn them in order to use it to their lives. Considering such as issue, schools can prepare an intelligence program and give them to the students so that students learn them and in near future can use it in their lives.
To wrap it up, playing computer games have a positive impact on the children's lives. It goes without saying, games coming to the children's lives which it takes a long time in children's lives, but, parents can control their children and use computer games in order to the level of children's lives. In other word, children should not more investigated on them and with having a specific time on a day, they can use them and upgrade themselves in a different aspect of their lives, social contact, and so on.
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Grammar and spelling errors:
Line 1, column 221, Rule ID: MUCH_COUNTABLE[1]
Message: Use 'many' with countable nouns.
Suggestion: many
...ften raised regarding this issue is how much children spent their time to play compu...
^^^^
Line 1, column 722, Rule ID: WHITESPACE_RULE
Message: Possible typo: you repeated a whitespace
Suggestion:
... most outstanding reasons and examples. One of the reasons coming to mind at fir...
^^^
Line 2, column 344, Rule ID: EN_CONTRACTION_SPELLING
Message: Possible spelling mistake found
Suggestion: don't
...in order to children most of their time dont play computer games. To illustrate the ...
^^^^
Line 2, column 542, Rule ID: EN_CONTRACTION_SPELLING
Message: Possible spelling mistake found
Suggestion: don't
...of different games and as well children dont take a lot of their time to play the ga...
^^^^
Transition Words or Phrases used:
but, first, hence, however, if, look, may, regarding, second, so, well, in fact, no doubt, such as, on the other hand
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 11.0 15.1003584229 73% => OK
Auxiliary verbs: 14.0 9.8082437276 143% => OK
Conjunction : 14.0 13.8261648746 101% => OK
Relative clauses : 12.0 11.0286738351 109% => OK
Pronoun: 45.0 43.0788530466 104% => OK
Preposition: 66.0 52.1666666667 127% => OK
Nominalization: 4.0 8.0752688172 50% => More nominalization wanted.
Performance on vocabulary words:
No of characters: 2108.0 1977.66487455 107% => OK
No of words: 442.0 407.700716846 108% => OK
Chars per words: 4.76923076923 4.8611393121 98% => OK
Fourth root words length: 4.58517132086 4.48103885553 102% => OK
Word Length SD: 2.52526797753 2.67179642975 95% => OK
Unique words: 179.0 212.727598566 84% => OK
Unique words percentage: 0.404977375566 0.524837075471 77% => More unique words wanted or less content wanted.
syllable_count: 642.6 618.680645161 104% => OK
avg_syllables_per_word: 1.5 1.51630824373 99% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 4.0 9.59856630824 42% => OK
Interrogative: 0.0 0.994623655914 0% => OK
Article: 2.0 3.08781362007 65% => 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: 19.0 20.6003584229 92% => OK
Sentence length: 23.0 20.1344086022 114% => OK
Sentence length SD: 56.2471790613 48.9658058833 115% => OK
Chars per sentence: 110.947368421 100.406767564 110% => OK
Words per sentence: 23.2631578947 20.6045352989 113% => OK
Discourse Markers: 6.15789473684 5.45110844103 113% => OK
Paragraphs: 4.0 4.53405017921 88% => OK
Language errors: 4.0 5.5376344086 72% => OK
Sentences with positive sentiment : 12.0 11.8709677419 101% => OK
Sentences with negative sentiment : 5.0 3.85842293907 130% => OK
Sentences with neutral sentiment: 2.0 4.88709677419 41% => OK
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.25516152231 0.236089414692 108% => OK
Sentence topic coherence: 0.1110103686 0.076458572812 145% => OK
Sentence topic coherence SD: 0.0528230331798 0.0737576698707 72% => OK
Paragraph topic coherence: 0.188329102106 0.150856017488 125% => OK
Paragraph topic coherence SD: 0.0254435343166 0.0645574589148 39% => 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: 12.7 11.7677419355 108% => OK
flesch_reading_ease: 56.59 58.1214874552 97% => OK
smog_index: 3.1 6.10430107527 51% => Smog_index is low.
flesch_kincaid_grade: 11.1 10.1575268817 109% => OK
coleman_liau_index: 10.68 10.9000537634 98% => OK
dale_chall_readability_score: 7.14 8.01818996416 89% => OK
difficult_words: 66.0 86.8835125448 76% => More difficult words wanted.
linsear_write_formula: 10.5 10.002688172 105% => OK
gunning_fog: 11.2 10.0537634409 111% => OK
text_standard: 11.0 10.247311828 107% => 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 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: 70.0 out of 100
Scores by essay e-grader: 21.0 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.