IELTS Essay: Computer Games |
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IELTS Essay: Computer Games
by Dave | Real Past Tests IELTS Writing Task 2 Sample Answers | 7 Comments ![]() This is an IELTS writing task 2 sample answer essay on the topic of computer games from the real IELTS exam. Please consider supporting my efforts to creative high quality IELTS materials for students around the world by signing up for my Patreon (and so you won’t miss out on any of my exclusive IELTS Ebooks)! Dave IELTS Essay: Computer GamesComputer 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 storylines, 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. Analysis1. Computer games have become increasingly popular in an age of mobile devices and advancing graphical interfaces. 2. While some claim there is educational value in these games, I would side with those decrying the propagation of a passive lifestyle. Paraphrase the overall essay topic.Write a clear opinion. Read more about introductions here.1. Supporters of gaming can point to its alleged benefits for cognitive functioning. 2. 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. 3. This is also supported by common sense because as games have become more advanced, players must now follow intricate storylines, figure out difficult puzzles and outsmart progressively intelligent artificial intelligence. 4. 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. Write a topic sentence with a clear main idea at the end.Explain your main idea.Develop it with specific examples.Continue to develop it as fully as possible.1. Nonetheless, the marginal advances listed above pale in comparison to the effects of a passive lifestyle on both physical and mental health. 2. 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. 3. This leaves them at risk of developing bad habits that could later translate into more serious health conditions. 4. Added to this is the mental aspect. 5. Playing games is, next to watching televisions shows, one of the least active forms of entertainment. 6. 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. Write a new topic sentence with a new main idea at the end.Explain your new main idea.Include specific details and examples.Switch to a second main idea if you have one.And develop the second idea fully.Conclude the paragraph or finish developing your last idea.1. In short, computer games may offer a limited range of intellectual benefits but they also come at great physical and mental cost. 2. It is therefore up to parents and individuals themselves to opt for more constructive pastimes. Summarise your main ideas.Include a final thought. Read more about conclusions here. VocabularyWhat do the words in bold below mean? 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 storylines, 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. Answersincreasingly popular more and more common an age of mobile devices people using smartphones advancing graphical interfaces newer machines and graphics educational value importance of education side with agree with decrying criticising propagation spreading passive lifestyle not living an active life supporters people in favour of point to argue about alleged benefits supposed advantages cognitive functioning intellectual development research studies recent studies new research optimistic results hopeful findings hand-eye coordination reacting quickly mental development brain functioning supported in favour of common sense logical follow intricate storylines understand complex plots figure out understand outsmart be smarter than progressively intelligent artificial intelligence more smart computers depending on it concerns whether or not gamer person who plays games in question being discussed now legitimate cognitive gains real intellectual advances attributed to caused by extensive long time, detailed nonetheless regardless marginal advances small gains listed above detailed before pale in comparison not important relative to passive lifestyle not active living physical and mental health related to the body and mind mobile devices smartphones, tablets generally in general in particular especially leading causes main reasons behind sedentary lifestyles not active lead live extending into adulthood getting older at risk worried later translate after that become serious health conditions important health problems added to this is combined with aspect part next to behind least active forms very passive all ages kids, teens, grownups, elderly take up start doing productive useful creative imaginative may offer a limited range give some come at great physical and mental cost hurt a person in terms of physical and mental health therefore thus opt for choose constructive pastimes better hobbies Pronunciationɪnˈkriːsɪŋli ˈpɒpjʊlə ən eɪʤ ɒv ˈməʊbaɪl dɪˈvaɪsɪz ədˈvɑːnsɪŋ ˈgræfɪkəl ˈɪntəˌfeɪsɪzˌɛdju(ː)ˈkeɪʃənz ˈvæljuː saɪd wɪð dɪˈkraɪɪŋ ˌprɒpəˈgeɪʃən ˈpæsɪv ˈlaɪfˌstaɪlsəˈpɔːtəz pɔɪnt tuː əˈlɛʤd ˈbɛnɪfɪts ˈkɒgnɪtɪv ˈfʌŋkʃənɪŋrɪˈsɜːʧ ˈriːsnt ˈstʌdiz ˌɒptɪˈmɪstɪk rɪˈzʌlts hænd-aɪ kəʊˌɔːdɪˈneɪʃən ˈmɛntl dɪˈvɛləpməntsəˈpɔːtɪd ˈkɒmən sɛns ˈfɒləʊ ˈɪntrɪkɪt ˈstɔːriz laɪnzˈfɪgər aʊt aʊtˈsmɑːt prəʊˈgrɛsɪvli ɪnˈtɛlɪʤənt ˌɑːtɪˈfɪʃ(ə)l ɪnˈtɛlɪʤəns.dɪˈpɛndɪŋ ɒn ˈgeɪmə ɪn ˈkwɛsʧən lɪˈʤɪtɪmɪt ˈkɒgnɪtɪv geɪnz əˈtrɪbjuːtɪd tuː ɪksˈtɛnsɪv ˌnʌnðəˈlɛsˈmɑːʤɪnəl ədˈvɑːnsɪz ˈlɪstɪd əˈbʌv peɪl ɪn kəmˈpærɪsn ˈpæsɪv ˈlaɪfˌstaɪl ˈfɪzɪkəl ænd ˈmɛntl hɛlθˈməʊbaɪl dɪˈvaɪsɪz ˈʤɛnərəliɪn pəˈtɪkjʊləˈliːdɪŋ ˈkɔːzɪz ˈsɛdntəri ˈlaɪfˌstaɪlzliːdɪksˈtɛndɪŋ ˈɪntuː əˈdʌlthʊdæt rɪsk ˈleɪtə trænsˈleɪt ˈsɪərɪəs hɛlθ kənˈdɪʃənzˈædɪd tuː ðɪs ɪz ˈæspɛktnɛkst tuː liːst ˈæktɪv fɔːmz ɔːl ˈeɪʤɪz teɪk ʌp prəˈdʌktɪv kri(ː)ˈeɪtɪv meɪ ˈɒfər ə ˈlɪmɪtɪd reɪnʤ kʌm æt greɪt ˈfɪzɪkəl ænd ˈmɛntl kɒstˈðeəfɔː ɒpt fɔː kənˈstrʌktɪv ˈpɑːstaɪmz Vocabulary PracticeRemember and fill in the blanks: Computer games have become i__________________r in a_________________________s and a_____________________________s. While some claim there is e___________________e in these games, I would s_____________h those d_________g the p__________n of a p________________e. S______________s of gaming can p________o its a________________s for c_________________________g. It is difficult to do good r_______h in this area, but many r___________________s have found o_____________________s not only related to h____________________n but also m_______________________t. This is also s____________d by c________________e because as games have become more advanced, players must now f_______________________________s, f____________t difficult puzzles and o________________t p____________________________________________________e. D_________________n the age of the g_______r and the game i________________n it is very likely there are l____________________________s that can be a_____________________o the e_____________e playing of games. N__________________s, the m___________________s l___________________e p_________________________n to the effects of a p_____________________e on both p________________________________h. M____________________s and the internet g_____________y, but videogames i____________________r, are the l__________________s of the more s_______________________s that most children and teens now l______d, often e__________________________________d. This leaves them a______k of developing bad habits that could l________________________e into more s_______________________________s. A_______________________s the mental a________t. Playing games is, n______o watching televisions shows, one of the l______________________s of entertainment. It would be more beneficial for people of a____________s to play a team sport, read a book, spend more time with family, or t________p a p___________________e and c______________e hobby. In short, computer games m___________________________e of intellectual benefits but they also c_________________________________t. It is t_______________e up to parents and individuals themselves to o________r more c__________________s. Listening PracticeLearn more about this topic in the video below and practice with these activities: Reading PracticeRead more about this topic and use these ideas to practice: https://www.brainandlife.org/articles/how-do-video-games-affect-the-developing-brains-of-children/ Speaking PracticePractice with the following speaking questions from the real IELTS speaking exam: Playing When you were a child, where did you like to play?Did you prefer playing indoors or outdoors?What kinds of games did you play?Do kids benefit more from playing outside? Writing PracticePractice with the related topic below and then check with my sample answer: Some people believe that smartphones are destroying social interaction today. To what extent do you agree or disagree? 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