Schools and libraries should ban computer games from their premises


You should spend about 40 minutes on this task.

Present a written argument or case to an educated reader with no specialist knowledge.

Write about the following topic:

Schools and libraries should ban computer games from their premises to stop students from wasting time. To what extent do you agree or disagree?

Give reasons for your answer and include any relevant examples from your own knowledge or experience.

Write at least 250 words.

Sample Answer:

In today’s digital age, the debate over whether schools and libraries should ban computer games to prevent students from wasting time is a contentious issue. While some argue that such a ban is necessary to promote productivity and focus, I believe that a blanket ban on computer games is not the most effective solution.

Firstly, it is important to acknowledge that computer games can indeed be a source of distraction for students. With the plethora of games available, it is easy for students to lose track of time and neglect their academic responsibilities. However, it is crucial to recognize that not all computer games are created equal. There are educational games that can be beneficial for students, helping them develop problem-solving skills and critical thinking abilities. Banning all computer games would mean depriving students of the opportunity to engage with these valuable learning tools.

Furthermore, imposing a ban on computer games may not address the root cause of the issue. Instead of simply prohibiting access to games, it is more important to instill a sense of responsibility and self-discipline in students. By teaching students the importance of time management and prioritization, they can learn to balance their academic commitments with leisure activities, including playing computer games.

Moreover, banning computer games outright may lead to a negative backlash from students. It is important to consider the impact of such a ban on the overall learning environment. Students may feel that their autonomy is being restricted, leading to feelings of resentment and frustration. This could potentially create a hostile atmosphere within the school or library, which is counterproductive to the goal of promoting a positive and supportive learning environment.

In conclusion, while I acknowledge the concerns about students wasting time on computer games, I believe that a blanket ban is not the most effective solution. Instead, schools and libraries should focus on educating students about responsible use of technology and promoting a balanced approach to leisure activities. By empowering students to make informed choices, we can foster a more positive and inclusive learning environment.

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