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ENGLISH LANGUAGE CENTRE

ENGLISH – III (SPRING 2022)


FOIT/FLS/FOS
ASSIGNMENT # 1 - TOTAL MARKS: 15

Assignment # 1
Choose any ONE of the following topics and write a “Cause and Effect” essay.

Discuss the causes and effects of the popularity of online-gaming among


youth.

OR

Discuss the effects of high quality mobile-cameras on young generation.

Some helpful guidelines:

 Provide thesis statement in your introductory paragraph.


 Write 3 body paragraphs including supporting details.
 Provide concluding comments that follows from and supports your stance in
paragraph 5.
 Word -count 320 to 350 words.
 Total Marks=15

Rubrics: Given on the next page


ENGLISH LANGUAGE CENTRE
ENGLISH – III (SPRING 2022)
FOIT/FLS/FOS
ASSIGNMENT # 1 - TOTAL MARKS: 15

SKILL/ ADVANCED COMPETENT DEVELOPING INADEQUATE


ABILITY 13 - 15 10 - 12 6-9 1 -5
Very well-developed The introduction The introduction The introduction
introduction and and thesis and thesis and thesis
Introduction thesis statement. statement are statement include statement do not
They engage the fairly well the topic being include what is
reader and create analyzed, but being analyzed,
developed. But
interest. They clearly they do not give and there is no
they are not
state the topic being a reason for the apparent basis
analyzed, and very engaging analysis or list for the cause or
whether this essay is or creative, but the causes or effect analysis
about causes or they do effects. indicated.
effects. introduce the
topic and/or
include the
causes or effects
Each body paragraph Each paragraph Not all There are no
contains a clearly contains a topic paragraphs have apparent topic
Body focused topic sentence that a clear topic sentences in the
Paragraphs sentence. Phrases of relates to the statement that paragraphs, or
Causation have been thesis statement. relates to the they do not relate
added. Details are thesis statement. to the thesis
Details in the essay concrete and There are details, statement.
are concrete and specific, but they but they are Details are either
specific, and they are not engaging either not wrong or lacking,
effectively represent and interesting. concrete and or they are not
either causes or There are specific. One or related to the
effects related to the sufficient cause more causes or topic sentence or
topic of analysis. and effect details effects are not causes and
Each cause or effect for the analysis, given sufficient effects
has sufficient details but they could be space or details.
for clear analysis. clearer.
The concluding The concluding The concluding There is no
paragraph effectively paragraph unifies paragraph re- concluding
unifies the essay the essay around states the reason paragraph, or it
Conclusion around the thesis the thesis for the analysis, does not unify or
statement. The statement. The but it does little restate the reason
results are effectively reasons for the to unify the for the analysis.
summed-up. causes and effects causes and
are evident and effects around
results are the thesis
presented as statement.
valid.
ENGLISH LANGUAGE CENTRE
ENGLISH – III (SPRING 2022)
FOIT/FLS/FOS
ASSIGNMENT # 1 - TOTAL MARKS: 15
About half of all adolescents are gaming for two or more hours per day, spending more time
at home and less time out socialising. There are well-documented risks to social
development, physiology, sleep, mental health and school performance. Further hypotheses
of reduced empathy and propensity for aggression remain unproven. On the plus side gaming
is shown to benefit motivational skills, tenacity, problem solving and strategic thinking. So
how much is too much? Why are some adolescents exceeding healthy levels of gaming?

Policy recommendations for use of electronic media are two hours per day in the US, UK and
Australia. Parental monitoring methods are increasingly recognised as a significant factor.
Many parents monitor 'co-play', partly to scrutinise content the child is exposed to. Children
whose parents regularly monitor usage were less likely to go above two hours. Those whose
parents were very controlling became defiant, pushing up usage, but many reported no
parental input at all.

Children with mixed gender friend groups game for longer, an indicator of the increase in
sociable group gaming. Early adolescents game longer than 15 year olds, a likely pointer to
educational stage and development. Gender affects time spent gaming; boys are three times
more likely than girls to spend over six hours gaming per week. Across both genders gaming
provides an escape from stress; in boys from bullying and girls from discontentment. Boys
with higher levels reported frequent hunger at bedtime, which may be evidence of gaming
interfering with meal times. The author concludes "gendered interventions may be necessary
to address successfully those who are engaging in very high levels of gaming with the
associated negative consequences to their overall well-being."

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