Do you agree or disagree with the following:
Some people believe that video games could inspire young students interest and make their study more efficient rather than distract them and be a waste of time, so young students should be allowed to play video games.
One of the main concerns among the experts of educational systems is about the efficient process of learning and studying for students. While some experts believe that some activities like playing games will have deleterious effects on the study habits of the students, others, including me, have the opposite point of view. Regarding this point, I firmly believe that, playing video games helps students to study efficiently. Not only, can they learn planning, but also their creativity will enrich. In what follows, the most outstanding reasons will be scrutinized to clarify the discussion.
First and foremost, students will be able to learn how they should plan different activities in different circumstances. It is inevitable for a student to have a determined plan during his or her studies. During playing the video games, students have to contemplate different aspects of the game and put them in order to reach the final targets. Consequently, the student's brain gradually learns systematic thinking process. There is no doubt that they can exploit these valuable experiences in other areas like study activities. Based on my own personal experience, when I was a high school student I used to play Clash of Clones as a well-known video game. During this game, the player should create different strategies in order to conquer the cities. I gain much invaluable information that was useful to me during the mathematic course. By taking into account all of them in my mind; I focused on related study materials. Eventually, I got a fantastic grade on the final exam. In fact, the more time for playing games, the more invaluable planning tactics will emerge for the player.
The other significant point is that, the ability of being creative will be strengthened by playing video games. Consequently, whenever students confront with similar conditions, they will put this ability to solve the problems efficiently. A recent study conducted by the University of Tehran has revealed that there is a direct link between the ability of presentation of novel solutions and being successful in study programs. Based on these experiments, those students who have played video games could achieve remarkable results earlier the others who were assigned to just study without any extra activities.
In brief, by taking into account all the aforementioned reasons, it seems that playing video games can be considered as a rational method to increase the performance of the students. This assertion is based on two main reasons. First, students will plan efficiently during their studies. Moreover, their brains will be trained to be more creative. That's why it is highly recommended for educational systems to give the opportunity of playing games to students.
Post date | Users | Rates | Link to Content |
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2023-03-05 | wwej | 70 | view |
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2020-10-14 | leilapaidar | 76 | view |
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Grammar and spelling errors:
Line 1, column 453, Rule ID: AFFORD_VBG[1]
Message: This verb is used with infinitive: 'to plan'.
Suggestion: to plan
...y efficiently. Not only, can they learn planning, but also their creativity will enrich....
^^^^^^^^
Line 7, column 349, Rule ID: EN_CONTRACTION_SPELLING
Message: Possible spelling mistake found
Suggestion: That's
...ns will be trained to be more creative. Thats why it is highly recommended for educat...
^^^^^
Line 7, column 462, Rule ID: WHITESPACE_RULE
Message: Possible typo: you repeated a whitespace
Suggestion:
...portunity of playing games to students.
^^^
Transition Words or Phrases used:
also, but, consequently, first, if, moreover, regarding, so, then, well, while, in brief, in fact, no doubt
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 18.0 15.1003584229 119% => OK
Auxiliary verbs: 15.0 9.8082437276 153% => OK
Conjunction : 6.0 13.8261648746 43% => More conjunction wanted.
Relative clauses : 10.0 11.0286738351 91% => OK
Pronoun: 38.0 43.0788530466 88% => OK
Preposition: 64.0 52.1666666667 123% => OK
Nominalization: 5.0 8.0752688172 62% => OK
Performance on vocabulary words:
No of characters: 2329.0 1977.66487455 118% => OK
No of words: 443.0 407.700716846 109% => OK
Chars per words: 5.25733634312 4.8611393121 108% => OK
Fourth root words length: 4.58776254615 4.48103885553 102% => OK
Word Length SD: 2.84014538645 2.67179642975 106% => OK
Unique words: 235.0 212.727598566 110% => OK
Unique words percentage: 0.530474040632 0.524837075471 101% => OK
syllable_count: 708.3 618.680645161 114% => 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: 8.0 3.08781362007 259% => Less articles wanted as sentence beginning.
Subordination: 3.0 3.51792114695 85% => OK
Conjunction: 1.0 1.86738351254 54% => OK
Preposition: 8.0 4.94265232975 162% => OK
Performance on sentences:
How many sentences: 25.0 20.6003584229 121% => OK
Sentence length: 17.0 20.1344086022 84% => The Avg. Sentence Length is relatively short.
Sentence length SD: 41.3808844758 48.9658058833 85% => OK
Chars per sentence: 93.16 100.406767564 93% => OK
Words per sentence: 17.72 20.6045352989 86% => OK
Discourse Markers: 4.28 5.45110844103 79% => OK
Paragraphs: 4.0 4.53405017921 88% => OK
Language errors: 3.0 5.5376344086 54% => OK
Sentences with positive sentiment : 22.0 11.8709677419 185% => OK
Sentences with negative sentiment : 0.0 3.85842293907 0% => More negative sentences wanted.
Sentences with neutral sentiment: 3.0 4.88709677419 61% => OK
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.280039834471 0.236089414692 119% => OK
Sentence topic coherence: 0.0786215808798 0.076458572812 103% => OK
Sentence topic coherence SD: 0.0557022623176 0.0737576698707 76% => OK
Paragraph topic coherence: 0.186249877352 0.150856017488 123% => OK
Paragraph topic coherence SD: 0.0186439462269 0.0645574589148 29% => 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: 12.2 11.7677419355 104% => OK
flesch_reading_ease: 54.22 58.1214874552 93% => OK
smog_index: 8.8 6.10430107527 144% => OK
flesch_kincaid_grade: 9.9 10.1575268817 97% => OK
coleman_liau_index: 12.93 10.9000537634 119% => OK
dale_chall_readability_score: 8.69 8.01818996416 108% => OK
difficult_words: 118.0 86.8835125448 136% => OK
linsear_write_formula: 8.5 10.002688172 85% => OK
gunning_fog: 8.8 10.0537634409 88% => OK
text_standard: 9.0 10.247311828 88% => 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: 76.6666666667 out of 100
Scores by essay e-grader: 23.0 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.