5月4日亚太雅思大作文音频解析

5月4日亚太雅思大作文音频解析

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07:22

作文题目:

Today manychildren spend a lot of time playing computer games and little time on sports. whyis it? Is it a positive or negative development?


题目大意:

很多孩子花很多时间打电脑游戏却花很少时间做运动?为什么?这是积极还是消极的发展?


思路:


原因:

1.  运动越来越不便,而打游戏越来越方便:运动设施的减少,城市居住环境将运动环境隔离开,使得孩子想要去运动需要花费太多时间和距离成本。而相反,游戏环境极其容易获取——电脑的普及,网络的便利,门槛也在逐渐降低。环境壁垒也在游戏中更低:游戏中找到伙伴比现实运动中找到伙伴更容易。

2.  游戏产业的发展使得相比运动来说更加吸引孩子:观感刺激和程序设置都已经做到极致,能够迅速吸引孩子的兴趣并上瘾——任务的安排,合理的时隙布局,与互联网和社交网络的连接。而运动本身对于体能的消耗,对于孩子一定程度的技术要求,并且也确实不如游戏给人带来的虚拟成就感和角色感。


积极or消极:消极

1.  更少的运动而过多地使用电脑对身体的伤害:视力,辐射,久坐而产生的肥胖和骨骼发育不良等问题。

2.  久坐和过分沉溺于虚拟世界,反而不去从事身体锻炼而产生的性格方面的影响:对现实世界问题的逃避,体能的孱弱而性格不够阳光自信。




关键词:

a lot of time playing computer games and littletime on sports题干中给出的问题主要是:孩子花了“大量”时间来“打游戏”,并且“几乎不花时间”来运动,才可以说成是上述消极发展,如果没有这种程度的修饰则不一定会产生消极发展。


MODEL

More facility,and amusement brought by engaging in computer games than in physical exerciseslead to the young leaning their attentions towards those electronic productsinstead of doing sports. This would be negatively linked with their physicaland mental welfare.


Thetrend mainly results from the prosperity of computer gaming industry, with arelatively stagnant or even adverse development in daily sports businessessimultaneously. What we have to admit is that it is way too easy for today’schildren to start a battle or a competition at any time in front of a laptop ordesk screen: the smooth process of the game software, the fluent and swiftinternet communication make youngsters to do so. The living surroundings formost children, however, put harsh obstacles to their willingness of doingoutdoor exercises. Communities are squeezed together, providing limited spacesfor people to go through (sometimes are occupied by shameless private cars) andhardly a room for kids to play. Children may have to travel further to theathletic facilities, but may have to wait for a vacancy when seeing too manyexercisers doing activities, or for an opportunity to gather all their teamers atone time; this would never be a problem in a cyber arena—millions of partnersand rivals are waiting all around the world. The excitement gained from thosegames, on the other hand, is to some extent far more than what the sports wouldconfer to the children. They can make endless possibilities in the virtualworld, becoming heroes or team leaders, holding up weapons to fight for a supergoal or fulfilling their fake dignities that may never be easily gained for themost in the stadiums or playgrounds. The design of games also perfectly meetstheir clients’ demands, with glorious scenarios, view spots and fight scenes,scientific playing time slots and considerable rewards to draw the attentionsof the young from their exhausted, sweaty physical activities.


It is hardly far-fetched to imagine justhow deeply the situation would negatively impact our next generation, not onlyin terms of their physical conditions, but of the mentality and personality formation.Healthy problems may be initially be witnessed when children choose not to goout for sports, but to ensconce themselves “permanently” in front of LCDmonitors: ocular disorders may happen accompanied with their long-time staring;obesity is also likely if they are sedentary and never take exercises duringtheir leisure time. A vicious skeletal development may bring about life-long damageto them during their puberty staying at the chairs or couch whenever they arestudying or relaxing by doing nothing related to their fitness. The reality seemseven harsher if we consider the following-up consequences brought to theseyoungsters’ personalities: a reckless indulgence in electronic games may easilydistort their attitude of facing problems or persons in the real life. Escapismfostered in too much game playing would highly weaken their ability facing realproblems, since those immature, low emotional quality individuals maydefinitely avoid difficulties by fleeing into the virtually heroic world, wherethey can sense the achievement by just moving fingers on their keyboard andmouse; physical weaklings derived from lack of physical trainings are alsolikely to be introverted and short for self-confidence in forming inter-personrelations with others, or they may become more eccentric by too frequentlygetting in touch with just devices but not real persons.


In conclusion, the electronic productbooming and the relatively sluggish condition of daily sports industry may giverise to the deviation of children from doing regular physical activities to beaddicted to computer games, and this definitely provoke blights to them ontheir body and personal characters.


相关词汇:

Prosperity 繁荣

Stagnant 停滞的

Simultaneously 同时

Fluent 流畅的

Harsh 严峻的

Squeeze 挤压

Vacancy 空场

Cyber arena 网络竞技场

Rival 竞争对手

Confer 带来

Dignity 尊严

Stadium 体育场馆

Time slot 时间间隔

Sweaty 充满汗水的

Ensconce 安坐

Ocular disorder 视力问题

Obesity 肥胖

Sedentary 久坐

Vicious 恶性的

Skeletal development 骨骼发育

Puberty 青春期

Indulgence 沉湎

Distort 扭曲

Escapism 逃避现实

Flee 逃避

Heroic world 英雄世界

Physical weakling 身体上的弱者

Introverted 内向的

Eccentric 古怪的


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