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Writing Guidelines for AE2 Final Essay

Writing AE2- Note Final

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100% found this document useful (1 vote)
110 views1 page

Writing Guidelines for AE2 Final Essay

Writing AE2- Note Final

Uploaded by

mangotramanh
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

INTRODUCTION

Note:
 Không được chép ý chang, paraphrase, bị động => chủ động, chủ động => bị
động, nhìn vào thấy khác là được.
 Phải có câu topic sentence
 Viết đoạn văn, không được xuống dòng
Phần 2: (70 điểm)
 Mỗi đoạn phải có topic sentence, dùng từ nối cho đúng
 AGREE/ DISAGREE = PICK 1 SIDE ONLY

Thesis statement: DON’T


- I totally agree
- This essay will discuss
 From the writer’s perspective, using computer games for instructional purposes is a
good method/ good idea/ excellent way to teach children A, B, and C.
 From the writer’s standpoint, computer games should not be employed even for
instructional purposes because it may do A, do B, and do C.

BODY 1: A
Firstly, some people may think that computer games can teach children about X. However,
they have overlooked one fact that while teaching X, computer may also cause A. For
example: …(source)

BODY 2: B
Secondly, there is a stream of thought that computer games may benefit children in Y. What
this school of thought failed to take into consideration is that Y can lead to B. For instance, …
(source)

BODY 3: C
Finally, according to some recent research, computer games can have the advantage of Z.
While this maybe true, too much Z may result in C. The latest incident of C can be found …
(source)

CONCLUSION:
In conclusion, (paraphrase thesis statement). Final comment.

Common questions

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The document suggests that while computer games could teach children various subjects, they may also inadvertently cause harm. For instance, in teaching specific skills (denoted as X, Y, Z), games might lead to negative consequences like A (e.g., distraction), B (e.g., reduced physical activity), and C (e.g., social isolation).

The document justifies its stance by highlighting the overlooked negative consequences of using computer games for education. While these games can teach specific skills, they may also lead to issues such as distraction, lack of physical activity, and social isolation—each supported by examples and research evidence .

Specific advantages include the potential to teach subjects effectively (X, Y, Z). However, disadvantages such as distraction (A), reduced physical activity (B), and social isolation (C) are also discussed, suggesting that these may overshadow the benefits if not addressed .

According to the document, computer games could be integrated into educational settings but with caution due to their potential drawbacks, like causing distraction and social isolation. It implies that without careful implementation, these negative impacts might outweigh the educational benefits .

Educational benefits of computer games include teaching various skills and concepts effectively (e.g., problem-solving, strategic thinking). However, risks include increased distraction, less physical activity, and potential social isolation, suggesting a need for balanced usage .

The document implies that while computer games have educational merit, the disadvantages like distraction and social isolation can outweigh these benefits if not managed properly. It suggests the need for strategic integration to minimize negative impacts .

The document argues that despite potential educational benefits, computer games might not be suitable because they can inadvertently lead to negative outcomes such as distraction, reduced physical activity, and social isolation, undermining their instructional value .

Educators can mitigate negative impacts by carefully selecting games that align with educational objectives and complement other teaching methods. Additionally, they should monitor game usage to ensure that it enhances rather than hinders learning, addressing issues like distraction and social interaction .

The document concludes that computer games should be used cautiously in education, given their potential drawbacks such as distraction and isolation. This position is supported by the need to critically assess both their benefits and risks, ensuring that educational outcomes are prioritized .

The document stresses taking one side to provide a clear, cohesive argument. This approach allows for a focused examination of either the benefits or drawbacks, supporting a well-structured thesis and avoiding ambiguity in conclusion .

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