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寫作論點(diǎn):兒童和電子游戲

2005-07-06

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雅思寫作論點(diǎn):兒童和電子游戲

來源:環(huán)球教育網(wǎng) www.ielts.com.cn 2005-7-6



    Someone argues that Video games are all things that are fun and sometimes educational for kids. Someone argues that Indulgence in video games leads to worsening grades. What do you think of the issue?

    FOR

    1.Computer games can help young people build self-esteem.

    2. Games offer an escape from the real world and a chance to relax. Games allow anger to be brought out in other ways.

    3.Complex games have been useful in encouraging attitude change, in supporting the development of critical thinking, in problem solving and in developing decision-making skills.

    4. The instant feedback and risk-free environment invite exploration and experimentation, stimulating curiosity, discovery learning and perseverance.

    5. Simulation games enable engagement in learning activities otherwise too costly to resource or too dangerous, difficult or impractical to implement in the class-room as well as those that are hard to accomplish by other means.

    Words and expressions for the topic:

    For AGAINST

    self-esteem 自尊 bully n. 欺凌弱小者

    escape n. 逃脫 confrontation n. 對(duì)質(zhì),對(duì)抗

    relax 放松,休息 exacerbate vt.惡化,使加劇

    critical thinking 判斷力 psycho-social tendencies 心理和交際能力

    exploration n. 作決定的能力 aggressive behavior好斗行為

    experimentation n. 探險(xiǎn) cumulative adj. 累積的

    curiosity n. 好奇心 displace vt.取代

    perseverance n. 堅(jiān)定不移 

    simulation games 模擬游戲 

    accomplish vt.完成,達(dá)到,實(shí)現(xiàn) 

    AGAINST

    1.A video game addict may be a bully amongst his or her mates and is more prone to confrontation with teachers.

    2.It is claimed that frequent use of computer games can exacerbate negative psycho-social tendencies (such as those towards social isolation and even violence) 

    3. Violent video games may be linked to an increase in aggressive behavi123 There are many questions about the cumulative effect of video games, computers, and television.

    4.Time spent on the computer or video game is out of balance, and has displaced work, school, friends, and even family. Computer use has reached beyond work and is now a major source of fun and entertainment for many people.

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