Some children spend hours every day on their smartphone. Why is this the case? Do you think this is a positive or a negative development? Give reasons for your answer and include any relevant examples from your own knowledge or experience.

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In
this
modern society, technology has significantly changed
people
’s lives. Some
people
believe that some young
people
spend more time on their mobile phones daily. In
this
essay, I will explain the various negative statements and explain why I support my opinion with examples.
Firstly
, one prominent reason is technology improvements. To illustrate
this
nowadays there are many game features added on the latest smartphones
such
as Candy Crush, Temple Run and PUBG. these games are specially designed for
children
.
Therefore
, young
people
spend more hours on their mobile.
For example
, In India, a boy called Rahul committed suicide because of a game named Blue Whale and it affected most of the young
people
in that country.
On the other hand
, youngsters are affected by health issues and wasting their time briefly in
this
modern era, most schools have changed to online study systems
due to
COVID-19 and still they continue it.
Thus
, most
children
are addicted to their phones and the affected by health causes
such
as eye problems and reduced memory power.
For instance
, in China the open university students did research regarding
children
spend how many hours every day on their smartphone. The results were there are 75% of
children
used it more than 5 hours a day. and 25% of them are affected by visualization problems. In conclusion,
while
it is true there are positive statements like technology improvements, the negatives
such
as
children
being affected by health issues and wasting their time are undeniable.
Therefore
, I strongly believe the negatives far outweigh the positives.
Submitted by shruthiudhai7 on

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coherence cohesion
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coherence cohesion
The essay provides a clear introduction and conclusion, which helps frame the discussion effectively.
task achievement
Relevant examples are used to support the points made, contributing to the overall argument.
Topic Vocabulary:
  • Engrossed
  • Distracted
  • Addictive
  • Digital natives
  • Virtual reality
  • Interactive
  • Online gaming
  • Social media platforms
  • Connectivity
  • Social engagement
  • Information access
  • Learning tools
  • Peer influence
  • Societal pressure
  • Alternative activities
  • Recreational facilities
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