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UPM-CALC/SEM3/2019-20/PA/LPE2501_EXEC/SET A

MONISHAA BALAKRISHNAN
B10828

SECTION A
[10 Marks]

ITEM 1
Read the text below and answer the questions that follow.

1
According to a report by British Newsweek, about 207,000 people left Britain
permanently from the year 2010 to 2015 to seek for jobs in other countries. 2Moving
to a new country to work offers a unique experience compared to travelling there.
3
Travelling only provides a glimpse of a country, but to work abroad enables people
to be immersed in the country’s culture. 4Exposure to different work cultures and new
languages are some of the advantages of working abroad.

5
Firstly, people who travel abroad for work have the opportunity to experience new
work cultures. 6For example, in Japan the working hours is usually long where
employees have to work for 60 hours per week compared to a mere 40 hours per
week in the UK. 7
In addition, while many Westerners believe that customers and
service providers are on an equal footing, in Japan, customer service is very
important. 8Customers are always kept happy a healthy mutual relationship between
customers and service providers is emphasised at all times.

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Secondly, working internationally allows for a substantial language learning
experience. 10
People will have the opportunity to practise and master new
languages. 11
As they work with people from different countries and demographic
backgrounds. 12
This could then help them build good relationships with their
colleagues and counterparts in other companies. 13
Furthermore, this adds value to
the employees since multilingual employees are considered as assets for the growth
in multinational companies. 14
Multilingual employees enable these companies to
enter new international markets, these employees will be able to communicate and
negotiate effectively with foreign businesses.

Adapted from Harrison, K. (2005). Broadening your horizons. Edinburgh, CA: Sage.

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Identify and correct the following sentence errors: Subject-Verb Agreement,


Fragment, Run-on, Comma Splice and Non-parallel Structure.

Write the sentence number which contains the stated sentence error. Then rewrite
the sentence correctly in the space provided.

a. Sentence error : Subject-Verb Agreement

Sentence number: 1

Correct sentence:

According to a report by British Newsweek, about 207,000 peoples left Britain


permanently from the year 2010 to 2015 to seek for jobs in other countries

(2 marks)

b. Sentence error : Fragment

Sentence number: 6

Correct sentence:

For example, in Japan the working hours are usually long where employees have
to work for 60 hours per week compared to a mere 40 hours per week in the UK.
(2 marks)

c. Sentence error : Run-on

Sentence number: 8

Correct sentence:

Customers are always kept happy a healthy mutual relationship with service
providers for emphasised at all times.
(2 marks)

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d. Sentence error : Comma Splice

Sentence number: 7

Correct sentence:

In addition, while many Westerners believe that customers and service providers
are on an equal footing; in Japan, customer service is very important.
(2 marks)

e. Sentence error : Non-parallel Structure

Sentence number: 13

Correct sentence:

Furthermore, this adds value since multilingual employees are considered as


assets for the growth in multinational companies.

(2 marks)

PO MARKS

PO3 /10

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UPM-CALC/SEM3/2019-20/PA/LPE2501_EXEC/SET A

SECTION B
[40 Marks]

ITEM 2
Write two body paragraphs on the Impact of Online Gaming Addiction among
Teenagers.

PART 1:
Based on the topic and thesis statement below, complete the outline for two body
paragraphs. Use the two excerpts on pages 7-8 to help you.

Outline

Topic : Impact of Online Gaming Addiction among Teenagers

Thesis : Online gaming addiction can negatively affect the behaviour and
Statement health of teenagers.

Body Paragraph 1

Topic Sentence :
Firstly, the impact of online gaming addiction among
teenagers brings the negative affect of the behaviour.

Supporting Point 1 : Aggressive behavior among adolescents is generally


considered the most significant consequence of
pathological online gaming.

Supporting Detail : For instance, when playing a violent game such as the
First-Person Shooter, relentlessly shooting and killing
opponents is not only rewarded, but it is in fact necessary
for a player’s virtual survival.

Supporting Point 2 : Parents try to restrict their children’s excessive use of


online games.

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Supporting Detail :
For an example, adolescent players caused by craving
and withdrawal symptoms that occur from not playing
online games after prolonged involvement with such
games.

Concluding Sentence : Therefore, the impact of online gaming addiction among


teenagers brings the negative affect of the behaviour.
(2 marks)

Body Paragraph 2

Topic Sentence : Secondly, the impact of online gaming addiction among


teenagers brings the negative affect of the health of
teenagers.

Supporting Point 1 : The physical complications of online gaming are cervical


spondylosis, neurasthenia and insomnia.

Supporting Detail : For an example, neurasthenia is a neurological disorder


that occurs when players engage in hours and hours of
game playing with virtually no sleep intervals in between.

Supporting Point 2 : Eating habits among players due to the long hours spent
on gaming.

Supporting Detail : For an example, the high amount of carbohydrate and fat
from junk food and fast food gives them too much energy
and will often result in rapid weight gain.

Concluding Sentence : Therefore, the impact of online gaming addiction among


teenagers brings the negative affect of the health of
teenagers.

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(2 marks)

PO MARKS
Excerpt 1 PO3 /4

Pathological online gaming or obsessive online gaming is


defined as the persistent inability to control excessive
gaming habits despite associated social or emotional
problems. In general, adolescents are more likely to show
signs of pathological gaming than any other age group.
Because of its relatively high prevalence among
adolescents, this age group is considered particularly
vulnerable to any negative effects that online gaming has
on players. Aggressive behaviour among adolescents is
generally considered the most significant consequence of
pathological online gaming.

Several studies have indicated that time spent on violent


online games specifically causes an increase in
aggressive behaviour. According to the General
Aggression Model, the constant exposure to violent video
games can cause players to repeat aggressive scripts
and aggressive attitudes in real life. For instance, when
playing a violent game such as the First-Person Shooter,
relentlessly shooting and killing opponents is not only
rewarded, but it is in fact necessary for a player’s virtual
survival. The more these aggressive actions are
rehearsed, the greater their impact on hostile emotion and
aggressive thinking. Thus, if adolescents show obsessive
involvement with violent online games, they may start
displaying more aggressive behaviour. Their excessive
involvement with these games has taught them that
aggressive responses are an acceptable way to resolve
conflicts.

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Similarly, studies have shown that when parents try to restrict their children’s
excessive use of online games, the attempt is often met with hostility and aggression.
This aggressive behaviour in adolescent players may be caused by craving and
withdrawal symptoms that occur from not playing online games after prolonged
involvement with such games.  Thus, for adolescent gamers and their families, this
increase in aggressive outbursts is arguably the most problematic consequence of
pathological online gaming. 

Adapted from Lemmens, J.S., Peter, J. & Valkenburg, P.M. (2010). The effects of
pathological gaming on aggressive behaviour. Journal of Youth and Adolescense. Retrieved
from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3003785/

Excerpt 2

Online games are a popular source of entertainment in modern society, and they
target people of all ages from all walks of life. According to recent researches, online
gaming has become one of the most addictive Internet activities to date. Playing
online games to some extent can have positive effects, but long-term playing leads to
various physical and mental complications.

Among the physical complications of online gaming are cervical spondylosis,


neurasthenia and insomnia. Cervical spondylosis, a fairly common symptom in many
online gaming players, is essentially a spinal injury which results from keeping the
same sitting position for hours while playing games. This situation leads to more
serious injuries to the cervical vertebra on the spinal cord. On the other hand,
Neurasthenia is a neurological disorder that occurs when players engage in hours
and hours of game playing with virtually no sleep intervals in between. Even though
players may stop playing games for a long time before going to sleep, their brains still
keep running and experiencing excitement from playing games even when they are
asleep. This leads to sleep sensitivity and sleep disorders which cause insomnia,
nervous breakdown and general tiredness.

Apart from this, online gaming also affects eating habits among players due to the
long hours spent on gaming. Players often increase their intake of junk food or fast
food as well as eliminate meal times from their schedule in order to spend more time

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gaming. The high amount of carbohydrate and fat from junk food and fast food gives
them too much energy and will often result in rapid weight gain. This unhealthy
lifestyle will eventually lead to obesity and increase the risk of some serious health
problems such as cardiovascular disease and diabetes.
Adapted from Wang, L. & Zhu, S. (2011). Online game addiction among university students.
(Master’s thesis). Retrieved from
https://www.divapoportaportal.org/smash/get/diva2:602320/ FULLTEXT01.pdf

PART 2:
Write two body paragraphs based on your outline in Part 1. Each body paragraph
should be written in 150 – 200 words.

To develop your body paragraphs:


i. add any other relevant supporting sentences and supporting details if
necessary;
ii. include at least two in-text citations according to the APA style in each
paragraph when you paraphrase or summarise relevant information from the
excerpts;
iii. use cohesive devices (i.e. repetition of key nouns, consistent pronouns,
transition signals) to link your ideas coherently.

Firstly, the impact of online gaming addiction among teenagers brings the negative
affect of the behaviour. As we know, aggressive behavior among adolescents is
generally considered the most significant consequence of pathological online
gaming. For instance, when playing a violent game such as the First-Person
Shooter, relentlessly shooting and killing opponents is not only rewarded, but it is in
fact necessary for a player’s virtual survival. J.S., Peter, J. & Valkenburg, P.M.
(2010) state that the effects of pathological gaming on aggressive behavior. They
said the more these forceful activities are practiced, the more prominent their effect
on antagonistic feeling and forceful reasoning. In this manner, if young people show
over the top association with vicious web based games, they may begin showing
progressively forceful conduct. Besides that, parents try to restrict their children’s

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excessive use of online games. For an example, adolescent players caused by


craving and withdrawal symptoms that occur from not playing online games after
prolonged involvement with such games. The Journal of Youth and Adolescence
accepts studies that neurotic web based gaming, or fanatical web based gaming is
characterized as the tireless failure to control inordinate gaming propensities
regardless of related social or passionate issues. Furthermore, in view of its
moderately high predominance among young people, this age bunch is considered
especially defenseless against any contrary impacts that web based gaming has on
players. Therefore, the impact of online gaming addiction among teenagers brings
the negative affect of the behaviour.

Secondly, the impact of online gaming addiction among teenagers brings the
negative affect of the health of teenagers.The physical complications of online
gaming are cervical spondylosis, neurasthenia and insomnia. For an example,
neurasthenia is a neurological disorder that occurs when players engage in hours
and hours of game playing with virtually no sleep intervals in between. Wang, L. &
Zhu, S. (2011) clarify about online game addiction among university students. They
explain playing online games somewhat can have constructive outcomes, but long-
term playing prompts brings different physical and mental confusions. This prompts
rest affectability and rest issues which cause sleep deprivation, mental meltdown
and general sluggishness. To prevent, eating habits among players due to the long
hours spent on gaming. For an example, the high amount of carbohydrate and fat
from junk food and fast food gives them too much energy and will often result in
rapid weight gain. In Master’s thesis, Wang, L. & Zhu, S discuss about players
frequently increment their admission of low quality nourishment or cheap food just as
wipe out supper times from their calendar so as to invest more energy gaming. They
write that undesirable way of life will in the long run lead to heftiness and increment
the danger of some genuine medical issues, for example, cardiovascular illness and
diabetes. Therefore, the impact of online gaming addiction among teenagers brings
the negative affect of the health of teenagers.

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(36 marks)

THIS IS THE END OF THE QUESTION PAPER.

PO MARKS

PO3 /36

NOTES

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