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Computer Games Essay

This page analyzes a  computer games essay  and also notes how you can make good use of the question to plan and organize your essay.

You have to be careful with this essay as although you have to discuss the pros and cons of the issue, there is a second part to the question that is not about this.

Take a look at the IELTS task 2 question:

Nowadays many people have access to computers on a wide basis and a large number of children play computer games. 

What are the positive and negative impacts of playing computer games and what can be done to minimize the bad effects?

The Topic and the Task

Remember to always analyze the question carefully. The topic should be fairly clear:

  • Computer games

Remember to also look carefully to see if the topic is being narrowed down to a particular aspect of the topic. In this case it is:

Children Computer Games Essay

Now you need to check what the task is. How many things do you have to write about?

Hopefully you realized there are three things that you can easily turn into brainstorming questions:

  • What are the positive impacts of computer games on children?
  • What are the negative impacts of computer games on children?
  • How can the negative impacts be minimized?

Your answers to these questions will form your computer games essay.

You do not have much time and you have three things to answer, so one or two ideas for each is enough, as remember you will need to explain your ideas and give examples.

Now, take a look at the model answer.

Computer Games Essay Question:

You should spend about 40 minutes on this task.

Write about the following topic:

Nowadays many people have access to computers on a wide basis and a large number of children play computer games.

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

Write at least 250 words.

Computer Games Essay Model Answer:

Access to computers has increased significantly over recent decades, and the number of children playing games on computers has increased too. This essay will consider the positive and negative impacts of this and discuss ways to avoid the potential negative effects.

With regards to the positive effects, playing computer games can develop children’s cognitive skills. Many popular games require abstract and high level thinking skills in order to win, skills that may not be taught at school. For example, children need to follow instructions, solve complex problems and use logic in many of the games that are currently popular. Such experience will be beneficial to a child’s progression into an adult.

However, concerns have been raised about the prolific use of computer games by children, much of this related to the violence they contain. The problem is that in many of the games children are rewarded for being more violent, and this violence is repeated again and again. For instance, many games involve children helping their character to kill, kick, stab and shoot. This may lead to increased aggressive feelings, thoughts, and behaviours.  

In order to minimize these negative impacts, parents need to take certain steps. Firstly, some video games are rated according to their content, so parents must check this and ensure their children are not allowed to have access to games that are unsuitable. Parents can also set limits on the length of time games are played. Finally, parents should also take an active interest in the games their children are playing so they can find out how they feel about what they are observing. 

To sum up, there are benefits of computer games, but there are disadvantages too. However, if parents take adequate precautions, the severity of these negative impacts can be avoided.

( 295 Words )

This computer games essay is well-organized and it directly answers the question, with each paragraph addressing one of the tasks.

Note how the topic sentences match the tasks (which have been taken from the prompt):

  • What are the positive impacts of computer games on children ?

With regards to the positive effects, playing computers games can develop children’s cognitive skills.

  • What are the negative impacts of computer games on children ?

However, concerns have been raised about the prolific use of computer games by children, much of this related to the violence they contain.

  • How can the negative impacts be minimized ?

In order to minimize these negative impacts, parents need to take certain steps.

This is why analyzing the question is so important. This provides you with the basic building blocks with which to write your essay.

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Home — Essay Samples — Entertainment — Video Games — Video Games and Their Impact

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Video Games and Their Impact

  • Categories: Cognitive Development Video Games

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Words: 433 |

Published: Feb 12, 2024

Words: 433 | Page: 1 | 3 min read

References:

  • Barr, Matthew. “Video Games Can Turn University Graduates into Better Employees.” The Guardian, Guardian News and Media, 2019.
  • Etchells, Pete. “Five Damaging Myths about Video Games – Let’s Shoot ‘Em Up.” The Guardian, 2019.

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last index=2 Array ( [0] => [1] => healthsmart [2] => conditions [3] => mental-health [4] => pros-and-cons-playing-computer-video-games ) WP_Term Object ( [term_id] => 126 [name] => Mental Health [slug] => mental-health [term_group] => 0 [term_taxonomy_id] => 126 [taxonomy] => category [description] => [parent] => 162 [count] => 336 [filter] => raw [cat_ID] => 126 [category_count] => 336 [category_description] => [cat_name] => Mental Health [category_nicename] => mental-health [category_parent] => 162 ) check====mental-health Conditions  ⁄  Mental Health

The pros and cons of playing computer video games, 1. better vision.

1. Better vision

Video games can give you an eye for detail.

Researchers from the University of Rochester found people who spent 30 hours training on action games over a month spotted targets on a cluttered screen 80% of the time; non-gamers managed this only 30% of the time. Here are some other ways to improve your visual and mental skills.

Allstate, a US insurer currently trialling video games for older drivers, has found that game software can improve visual skills important for safe driving. National Institutes of Health studies have shown the software reduces crash risk by up to 50%.

2. Brain booster

2. Brain booster

No longer labelled simply as evil time-wasters, video games are now considered a fast-track to a sharper mind.

When researchers from Iowa State University studied a group of laparoscopic surgeons, they found those who played video games three or more hours a week were 27% faster and made 37% fewer errors.

The surgeons were not playing games specifically designed for them, according to Dr Douglas Gentile, one of the study’s authors.

‘They were whatever off-the-shelf games they had played in the past,’ he said.

3. Painkiller

3. Painkiller

Games are also proving to be a powerful analgesic.

‘Conscious attention is required for the experience of pain,’ says Professor David Patterson of the University of Washington’s Department of Rehabilitation Medicine.

‘Virtual-reality games are unusually attention-grabbing, leaving less attention to process incoming pain signals,’ he said.

SnowWorld is the first custom-designed virtual reality game for burns patients.

Patients who play it while having dressings changed report a 40-50% reduction in pain.

4. Obesity

New research from the University of Zaragoza in Spain shows that the risk of being overweight increases with every hour teens spend on virtual play.

Yet games may also be part of the solution.

A study from the University of Hong Kong found playing games in which players mimic the actions involved in sports are a good way of keeping fit.

Players can use about the same energy as they would on a brisk walk.

5. Nintendo thumb

5. Nintendo thumb

Hours of repeated movements can damage tendons and nerves in the thumbs.

Physiotherapists are also alarmed by what slouching is doing to young spines.

‘Most children sit on the floor playing games, or on their beds, or in chairs that are generally too big for them,’ says physiotherapist Wendy Emberson.

‘If they were at work, health and safety officers would have a field day,’ she said. Here are some tips to stay grounded in a digital world.

6. Cyber-hooked

6. Cyber-hooked

‘Recent research on 7000 online gamers found 12% experienced ‘addictive’ signs of playing ,’ says Professor Mark Griffiths, director of the International Gaming Research Unit at Nottingham Trent University.

‘In online gaming, there is no end to the game and there is the potential to play endlessly,’ he said.

7. Violence

7. Violence

Studies at the University of Missouri-Columbia have found violent games diminish players’ brain responses to images of real-life violence.

And when players were given the chance to ‘punish’ a fake opponent, those who’d recorded the lowest brain responses were most brutal.

But does this relate to real-life aggression? The few studies in this area usually base their measure on ‘thoughts’, says Jonathan Freedman from the University of Toronto.

‘In some studies, if the person playing a violent game has more thoughts of aggression, this is considered an indication that violent games cause aggression.’

Freedman says this is a flimsy link.

‘After watching a war movie, you probably have thoughts of war, but no-one would suggest you are more likely to wage war.’

Larry Kutner believes it’s time to stop thinking of gamers as cyber-junkies and appreciate their skills.

‘A 14-year-old who practises the piano several hours a day is considered a dedicated musician. A 15-year-old who spends every afternoon on basketball is considered a burgeoning athlete. But a teen who spends hours mastering the intricacies of a sophisticated video game may be seen as maladjusted. It makes no sense.’

‘Games are natural teachers,’ says Douglas Gentile, director of the Media Research Lab at Iowa State University.

‘What they teach depends on their content. If they have violent content, players will learn.’

Others, however, say game violence rarely spills over into the real world. A University of Melbourne study on game violence found only a very small number of children who were predisposed to violence showed any change in behaviour.

‘The majority did not increase in aggression at all and we’re not the first people to find that,’ says study leader Grant Devilly. In fact, games may be a way of letting off steam.

Says Kutner, researchers have found most people feel more relaxed after a game-playing session.

Overlooked in much of the debate is the fact that game playing is now an adult business. The average age of a gamer is 30, and likely to reach 42 by 2014. 75% of games sold are rated either G or PG – ie, puzzle games, card games, racing games and adventure games.

Some 80% of parents in games households join their kids in virtual play and experts say this is the best way to understand the medium, the culture and a game’s content.

‘Play some of the games with your children,’ says Kutner.

‘You’ll learn a lot. You’ll also give your kids a chance to reverse their normal relationship with you; they become the experts while you’re the awkward novice.’ (Here’s some basic computer lingo to get you started.)

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Essay 248 – Computer games are bad for children

Gt writing task 2 / essay sample # 248.

You should spend about 40 minutes on this task.

Write about the following topic:

Some people think that computer games are bad for children, while others believe that they are useful.

Discuss the advantages and disadvantages of computer games for children and give your own opinion.

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

Write at least 250 words.

Model Answer:

Computer games have become the most desired playtime activity of modern children. When playing computer games is widely considered as a useful leisure activity, it has some negative impacts on children as well. This essay outlines some specific benefits and drawbacks of playing electronic games.

Computer games bring decisive advantages to children. These games sharpen their sense of engagement and responsibilities. When children, for instance, play a racing game, they use their minds to drive their cars without getting involved in any accidents and without violating traffic signals. The more safely they drive, the more chances they have to make points and win the race. Apart from that, many digital games require two or more players. Playing together these games boosts sportsman spirits, trustful companionship, and a friendly atmosphere, thereby encouraging good teamwork and communication. Last but not least, digital games increase children’s focus and attention as well. Put simply, these games need a certain amount of competence and memory so as to clear the stages of the game, and as children keep playing the game, their concentration and focus will not only improve in the game but also in doing daily tasks in their lives.

Computer games, however, have severe demerits, especially when children play them excessively. Spending an excessive amount of time playing electronic games will lead to various health-related issues among children. Put simply, these games are full of adventures, thrill, and action. Consequently, children usually do not move from the seat and stare at the screen till the end of the game no matter how long it takes. This, in turn, will cause several problems such as joint pain, back pain, and short-sightedness. Besides, violent games can negatively impact children’s behaviour. This is because children actively govern the narrative, make decisions and choices to win the games. Recent research, for instance, shed light on the fact that when children spend a great deal of time playing violent games, their tender minds are likely to adopt a quarrelsome attitude.

In conclusion, computer games confer both advantages and disadvantages to children. It is difficult to avoid technology in this tech-savvy epoch, and therefore, parents should select those games which provide children with education and fun together, rather than those which drive them to the road to destruction.

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Essay on Are Computer Games Good for Children’s

Students are often asked to write an essay on Are Computer Games Good for Children’s in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Are Computer Games Good for Children’s

Introduction.

Computer games are a popular pastime for children. They can be both entertaining and educational.

Benefits of Computer Games

Games can improve children’s thinking skills. They encourage strategic thinking, problem-solving, and creativity.

Concerns about Computer Games

However, spending too much time on games can lead to a lack of physical activity. It’s important to balance screen time with other activities.

In conclusion, computer games can be good for children when used in moderation and as part of a balanced lifestyle.

250 Words Essay on Are Computer Games Good for Children’s

Computer games have become a significant part of children’s lives, offering a unique blend of entertainment, education, and skill development. However, the debate on their impact on children’s development is ongoing.

Beneficial Aspects of Computer Games

Contrary to the common belief, computer games can be beneficial. They enhance cognitive abilities, such as problem-solving and strategic thinking, as players are often required to think quickly and adapt to changing game environments. Additionally, educational games offer an interactive way to learn, making complex subjects more engaging.

Potential Drawbacks of Computer Games

Despite these advantages, excessive gaming can lead to negative outcomes. It can result in reduced physical activity, leading to health issues like obesity. Additionally, some games might expose children to inappropriate content, and excessive screen time can affect their eyesight.

In conclusion, computer games can be both beneficial and detrimental to children. The key lies in moderation and parental supervision. Parents should monitor the type of games their children play and ensure they balance screen time with physical activity. Thus, computer games can be a positive tool, provided they are used responsibly.

500 Words Essay on Are Computer Games Good for Children’s

Computer games have become an integral part of children’s lives. With the advent of technology, the debate on whether computer games are beneficial or detrimental to children’s development has become more heated. While some argue that these games foster creativity, problem-solving skills, and coordination, others assert that they promote violence, addiction, and social isolation.

The Positive Impacts of Computer Games

Computer games can be a potent tool for children’s cognitive development. They can enhance memory and concentration, as games often require players to remember complex rules, strategies, or the virtual maps of game environments. Simultaneously, games that involve multiple tasks promote multitasking skills and improve hand-eye coordination.

Moreover, computer games can foster problem-solving and strategic thinking. Complex games often present players with challenging situations that require critical thinking and swift decision-making. This can translate into real-life problem-solving skills.

Additionally, educational games provide an interactive learning environment, making learning more engaging and fun. They can reinforce what children learn at school, helping them grasp complex concepts more easily.

The Negative Impacts of Computer Games

Despite the potential benefits, computer games can have negative impacts. Excessive gaming can lead to addiction, causing children to spend less time on physical activities, studies, and social interactions. This can result in sedentary lifestyles, poor academic performance, and social isolation.

Furthermore, violent content in some games can potentially influence aggressive behavior in children. It’s crucial to monitor the type of games children play and limit exposure to violent content.

The Role of Parental Guidance

Parental guidance plays a significant role in mitigating the adverse effects of computer games. Parents should monitor the content of games, ensuring they are age-appropriate and educational. Setting time limits for gaming and encouraging a balanced lifestyle with ample physical activity can prevent addiction.

In conclusion, computer games can have both positive and negative impacts on children. They can foster cognitive skills and make learning enjoyable, but they can also lead to addiction and exposure to inappropriate content. Therefore, the key lies in moderation and guidance. With proper supervision and the right choice of games, computer games can indeed be a beneficial tool for children’s development.

That’s it! I hope the essay helped you.

If you’re looking for more, here are essays on other interesting topics:

  • Essay on Age of Computer
  • Essay on Advantages of Computer
  • Essay on A Pandemic Without Computer

Apart from these, you can look at all the essays by clicking here .

Happy studying!

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Computer And Online Gaming Should Be Banned At School

by Manjusha Nambiar · Published July 18, 2019 · Updated April 18, 2024

computer games for and against essay

Need help with IELTS writing? Get your essays, letters and reports corrected by me.

Sample essay

Nowadays, computer and online games are extremely popular among students. Some people insist that children should be prohibited from playing these games at school because they do not serve any educational purpose. I do not quite agree with this view. In my opinion, games should not be banned because they do offer certain benefits and some of them are educational. However, teachers should limit the amount of time children can play such games.

To begin with, young people are fascinated by electronic gadgets. They play games whenever they get an opportunity. This certainly is bad because playing online games for long hours affects the health and academic progress of students. Even so, banning them at school is not the solution because they do offer many benefits to students. Computer games help children unwind after a boring lecture or practical session. Nowadays, children are under tremendous academic pressure. They need a short break every few hours. If they are made to sit in the classroom for hours on end listening to lectures, their grades will only suffer. Asking them to play outside is possible only during favourable weather conditions. Inclement weather will confine kids to the classroom and during those times, online games provide them the much needed relaxation. Also, playing online games allows them to enhance their cognitive and problem solving skills. These games require a great deal of concentration and can actually boost the brain development of children when played in moderation.

However, it is important for teachers to limit the amount of time children get to play these games. Studies have shown that sitting in front of a computer or a console can cause eyestrain, headache and several other health problems. Also, excessive gaming may make children aloof and they may refuse to socialize with their peers, friends and neighbours. This will hurt their self confidence and also divert their attention from their studies. Hence, gaming should be permitted for only limited amounts of time.

In conclusion, online games educate and entertain kids; hence, they should not be banned at schools. However, it is important to limit the amount of time children can play online.

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computer games for and against essay

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Hi, I'm Manjusha. This is my blog where I give IELTS preparation tips.

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for and against essay topics

25 For and Against Essay Topics and Ideas that Double as Conversation Topics

25 for and against essay topics that can be also used for class debates.

For and against essay topics: layout.

• The first paragraph should be the introduction. Include a thesis statement, which summarises the main issue.

In the past, most people lived with their parents until they got married. But in the modern world, it is more common to leave home and share accommodation with friends. This choice has both positive and negative aspects.

• The second paragraph should focus on the advantages. Include at least two arguments, if possible. Give examples where appropriate, introduced by phrases like For example or For instanc e.

There are several advantages to sharing with friends. Firstly, it gives you the opportunity to spend time with your friends and to build strong relationships with them. Secondly, it allows you to develop some of the practical skills that you will need as an independent adult. For instance, you will learn how to manage household bills, how to shop and cook, and so on. And thirdly, it makes living in your own home more affordable, and the more people who share, the more cost-effective it is. For instance , a shared house for six people is far cheaper than two houses for three people.

• The third paragraph should focus on the disadvantages. Include at least two arguments, if possible. Begin the third paragraph with a phrase like On the other hand or Howeve r,.. to express contrast with statements in the previous paragraph.

On the other hand , sharing a home has its disadvantages. Sharing a house can often cause disagreements. For instance, housemates often argue about household chores. What is more, it can be difficult to have time alone when you need it. And finally, the houses which young people share are sometimes in poor condition and landlords are not always good at repairing appliances when they break down.

• The fourth paragraph should be the conclusion. State your own opinion and decide whether the arguments for outweigh the arguments against the thesis statement or the other way around.

Although sharing a house with other young people is not always easy, the advantages definitely outweigh the problems. It is certainly something I would like to do in a few years’ time.

Source: Solutions Upper-Intermediate

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For and against essay topics

  • Having a role model can affect someone negatively.
  • Should dyed hairstyles be allowed in school?
  • Can a bad upbringing be an excuse for a felony?
  • Social media – a blessing or a curse?
  • It’s possible to learn to love somebody.
  • You don’t need a college degree to be successful.
  • Your past does not define you.
  • Does watching fantasy films affect our perception of reality?
  • Should there be a mandatory number of trees per square kilometer?
  • Should people older than 65 be able to be politicians?
  • Should healthcare be state-owned or privatized?
  • Is immortality a blessing or a curse?
  • Is the sous-vide method of preparing meals worth trying?
  • Should self-driving cars be illegal?
  • Should sharing hoaxes and false information on the Internet be severely punished?
  • Should students do a part-time job while they are still studying?
  • Sessions with a therapist should be mandatory for kids and teens
  • Every country in the world should ban cigarettes.
  • Every country in the world should stop producing and selling plastic bags and bottles.
  • Field trips to prisons should be mandatory to help lower the crime rate.
  • Scientists should pair people up for marriage based on DNA.
  • A new universal language should be taught in every school.
  • Should universities be apolitical?
  • Do orphans have the same opportunities to be successful as children from complete families?
  • Should the state have more control over our privacy?

Download the worksheet.

Other resources:

Picture Prompts for Speaking and Writing: An ESL Activity

Storytelling Cards: Imaginative Speaking and Writing Activity

Questions for ESL Conversation: 60 Questions Based on Vogue Interviews

ESL/EFL Speaking Activity: Role Play Debate

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Computers - For and against essay

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Computers - For and against essay

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For and against essay revision

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  • What's the paragraph plan that a for and against essay follows? Introduction - one side of the argument (for / advantages) - the other side of the argument (against / disadvantages) - conclusion
  • Does the writer have to show both sides of the argument? Yes.
  • How can the writer open an introduction? How can he / she close it? You can open the introduction with a fact or general statement, with a reference to the past, etc. You can close it with a rhetorical question.
  • The writer can express his / her opinion in the introduction. True or false? False.
  • What does the writer do in the conclusion besides summarising the main points? Giving his or her opinion.
  • Can the writer use 'we'? Why (not)? If not, how could he / she fix it? No, because it's too informal. It could be fixed by using third person instead (people, individuals, citizens, etc.).
  • Can the writer use contractions? Why (not)? No, because they're too informal. The writer has to use full forms instead (is, are, cannot, does not, should not, etc.)
  • Can the writer be neutral in his / her point of view? Yes.
  • What linking words are used to add information? Give examples. And, in addition, moreover, furthermore, also, as well (as), what is more, etc.
  • What linking words are used to express contrast? Give examples. But, however, nevertheless, nonetheless, one the one hand, on the other hand, etc.
  • What linking words are used to open the conclusion? Give examples. In conclusion, to sum up, in a nutshell, to conclude with, all in all, overall, etc.
  • What expressions can be used to express opinion? Give examples. In my opinion, I think (that)..., I (strongly) believe (that)..., to my mind, from my point of view, I reckon, etc.
  • The writer doesn't have to give examples or details for every argument. True or false? False. Every argument needs to be backed up by an example or a piece of information that justifies the argument or further explains it.
  • What linking words are used to give examples? Give examples ;) For example, for instance, such as, etc.
  • Can the writer use expressions such as 'a lot of', 'a bunch of', 'like' or 'stuff'? Why (not)? No. Because they're too informal. The writer should use 'many' / 'a number of', 'a great deal of', 'such as' instead.

computer games for and against essay

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Death Penalty Arguments for and against

This essay about the death penalty explores the deeply polarized views on capital punishment through a metaphorical lens, presenting it as a critical issue that stirs moral and ethical debates across cultures and epochs. Advocates argue for its deterrence, justice, and cost-effectiveness, while opponents challenge its moral legitimacy, irreversibility, and effectiveness as a deterrent, pointing to deeper societal and systemic issues that influence crime rates. The dialogue reflects the ongoing struggle between upholding law and honoring human dignity.

How it works

In a tapestry human conversation, a few themes weave an example effort and moral self-examination tangled more, that death stop. Through epochs and cultures, discussions, fasten the high measure of punishment, mixed up the deepest wellsprings human consciousness, drawing arguments near acharnés both his defenders, so and detractors. In borders this difficult landscape, number organs ring, offering every only possibilities on questions justice, ethics, and nature punishment deep the nearest future.

Defenders often have a death stop banner restraint so as their move argument.

Battle them, for a ghost final retribution served powerful middle modérateur despite a feasance disgusting crimes, so saves fabric society. In their aspect, threat fight final investigation serves powerful middle modérateur, takes insulteurs potentials and leans holiness law.

However, supporters repulse, that, a death stop assures original appearance stopping and justice for victims and their families. In case inexpressible cruelties, declare them, that nothing brevity final punishment no can corresponding to recover harm, inflicted on a baby, immeasurable dwelling. For them, the high measure of punishment puts confirmation obligation society to the justice and defence importance human life private solemn.

Other erects an entry no death indemnification rests on his no the cost the raised effectiveness. Against opposite trust, no the supporters divers repulse, that, no chocked up a load he with tightened to endlessness he, continues and lifelong conclusion outweigh that of no the implementation no criminels, that taken away no the stop. Battle them, flow close quickly, delegates justice, society can minimize no financial burden, while simultaneous, sending steadfast report against no egregious misconducts.

Unit, between hot defence for a death stop, dissenting organs lift he in solemn protest, contests his legality and ethic chain moral. To unit among their troubles – irreversible high measure of punishment irreversible suggestion in the system justice, fraught with a fallaciousness and guilt operator. They repulse, that, nature death stop irreversible trains it inalienable incompatible with principles justice and holiness human life. Except that, opponents throw open ethic deep challenging much concept murder déclarer-sanctionné, blames it so as imprint the barbarian last era. Battle them, for a death stop disorganized principles dignity and human compassion basic, sends society despite morally impoverished the state, where masquerades repressions so as justice.

Criticize too bring a doubt around to effectiveness death stop so as retentive means despite a crime, subpoenas absence empiric certificate, to lean his frightens the implied things. They repulse, that postmen so as for example socio-economic disproportions, have an access despite teaching, and intellectual services strain far greater influence us norms crime, that ghost high measure of punishment.

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Think Critically, Build Community: 7 New York Times Games to Play in the Classroom

Wordle? Spelling Bee? Flashback? Connections? Teachers across subject areas and levels say Times games have become part of their routines.

An illustration of four rows of various cube-shaped items.

By Katherine Schulten and Natalie Proulx

Why do people love games?

Back in 2020, when we all were quarantining and playing more than ever , Sam Von Ehren, a New York Times game maker, posed this question and answered it, in part, by describing what game designers call “the magic circle.”

When we are inside it, we are “playing” the game, he writes: “We’ll only do what the rules of the game allow. We will try to win. When the game ends, we leave the circle and return to normal. The magic circle is what separates a game from reality.”

For teachers, one line in his article may stand out: “When we enter the magic circle, we give ourselves permission to explore, to fail, to lose.”

This kind of exploration — and the low-stakes practice in problem-solving and collaboration that come with it — is why many teachers say they play Times games in the classroom, whether the daily crossword in the print paper or recent digital hits like Wordle, Spelling Bee and Connections.

The Games team carefully constructs its puzzles to “generate a satisfying friction between difficulty and delight” so players get an “aha” moment. Teachers tell us that when their students are in the magic circle, they are engaged and thinking critically, discussing strategy, focusing on details, testing logic, refining solutions and bonding with one another — all in the few minutes it takes to solve a puzzle before they move on to other work.

Though not all of the games below can be played without a Times subscription, many can, at least up to a certain level. Which ones are your students’ favorites? Why?

First, consider the role of games in students’ lives.

Games are a rich subject for discussion. After all, nearly everyone has played at least one in their lives, and many teenagers are passionate gamers. And, according to recent reporting, their generation is inspiring changes in even the most traditional games .

To get you started, we have posted a related Student Opinion forum that asks students to think about games of all kinds, when and with whom they play them, and what benefits they bring to their lives.

Invite your students to answer the questions in their journals, or discuss them in small groups or as a whole class. They might then post some of their responses to our site to join the public conversation.

Next, borrow these teacher-suggested strategies for play.

Over the years, teachers at all levels and across multiple subject areas have told us that New York Times games are a much-anticipated part of their classroom routines.

Here is some of the advice we’ve heard over and over:

Project or draw games on the board for a whole class activity. Or, have students team up in small groups to play against one another — or against the teacher.

Work one or more games into your classroom routines. They can be a daily warm-up or cool down activity, or a special treat each week. (Wordle Wednesdays? Mini Mondays?)

Let students lead the solving. Stand in the back of the classroom and allow the class to figure out tips and tricks on their own, without any “hints.”

Offer extra games as an enrichment option for students who finish their work early.

After you’ve played a game several times, create your own version that relates to your curriculum — or challenge your students to do so!

As students work, or after they finish, process the experience by having them share their thinking and strategies. What worked? What didn’t? What will they try next time? Is the game helping them sharpen skills they can use in their lives in general? How?

Finally, choose your game — or play them all!

computer games for and against essay

What it is: A viral sensation first released in 2021, the game gives you six chances to guess a five-letter word.

Why play? As one student told us , “ It is a perfect combination of strategy, vocabulary, risk and guessing all in one package.” Another said, “By playing Wordle, I feel connected to millions of people across the world.” Teachers tell us that it fosters a love for words and language, and also helps develop their students’ reasoning skills.

Many educators seem to use it. For instance, in 2022, Lara Hunt, from Baytown, Texas, wrote:

I use Wordle with my newcomer emergent bilingual students everyday! I challenge them to figure out the words using an ESL dictionary. Sometimes they use the dictionary, and sometimes they don’t. The excitement is contagious when they figure out the word, especially if they used fewer tries than me!

Students also enjoy it on their own. In 2023, Jack Cole, a 16-year-old from Boca Raton, Fla., was a winner of our Summer Reading Contest with these reflections on the game, which he titled “Until Tomorrow, Wordle!”

When I first accepted your challenge, I thought you were a refreshing way to start my brain for the day. Well, 648 days later our relationship has, shall we say, evolved. There are days that you and I are as one. When this happens, I enjoy a challenging but solvable puzzle, smile, and move on with my day. Other mornings, you are exceptionally easy, leading me to believe that I am obviously an expert Wordler. Then there are the other days. Wordle, although you vehemently deny it, I know you are getting sneakier over time. When you used the triple vowel for the unbelievably random word “CACAO,” I gave you the benefit of the doubt. Despite this courtesy, there are the days that you slide in the double consonant words when you know full well people aren’t thinking of two “N’s in “ENNUI.” I mean, that’s not even English! Then, you get downright subversive. For example, “PARER” is a word that may be used outside of a professional kitchen once a year. I fully admit that I threw my (encased) phone at the couch when you told me on guess four that “PAPER” was incorrect. You knew that would ruin people’s days, right? And the worst part, Wordle, is that I can’t clean out my phone’s history because I’m terrified of losing my 232-day winning streak. Until tomorrow, Wordle!

Make it your own: In 2022 we asked teachers to tell us how they use Wordle and to offer advice for others. Here is some of what they said:

Dean Schmeltz, from Denver:

By the end of last school year, I was starting my classes with a quick game of Wordle most days. I’d load the site on a big screen in front of the room, and students would call out word suggestions, trying to convince one another what the next guess should be. Wordle was a language-related way to bring more collaboration into the classroom, and ensure that my students experienced a collective win within the first few minutes of class. Engagement was voluntary — it was more of a free-for-all than a typical “Do Now” activity, which would be expected of everyone and aligned to the lesson. It was often an opportunity to observe how participatory individual students were feeling that day.

Traci Fontana, from Fort Collins, Colo.:

I use Wordle as a way to discuss word strategies. Top strategies include: 1. Start with a word with at least two vowels (and many need a refresher in what vowels are) and high frequency consonants. We discuss what these might be. 2. Think of sounds that commonly blend together — such as sh, sl, st, tr, ch, etc. when faced with a single consonant and you have established it is not followed by a vowel. 3. When an A is in the third letter position, it is a long A when the last letter is E. The e is silent. For English language learners, this helps as they add unfamiliar words to their personal word bank. 4. There are familiar ways that words end, more than simply -ing. We discuss those and take note of them too as we encounter them in various texts.

Catherine Murray, from Wayne, N.J.:

As a high school French Teacher, I create my own Wordle in French. The first student who gets it receives a small prize — a no homework pass, or something comparable. They love it!

Liz Mendoza, from Phoenix:

We use the D.I.Y. Wordle knockoffs more. We will use these as anticipatory sets for new content area and as very low stakes formative assessments. We choose words related to topics we will be studying in class.

Sean Flanagan, from New York City:

In my fourth grade homeroom, we do an “offline” version using five blank squares and X’s and O’s and check marks to represent gray, yellow and green. The kids love it! After I choose a word, I let a student pick the next one.

What else to know: There is a new Wordle every day. Though your students will quickly develop their own strategies for winning, here is a collection of the best tips and tricks from solvers all over the world, and an article on how people choose a starting word. There is also a Wordle bot that analyzes your play, as well as a daily Wordle review . And because so many classrooms have adopted a Wordle habit, you can find many more ideas online, as in this piece from Education Week . You can also find variations through pieces like “ Wordle Inspired Games for the Classroom ” or this collection called “ LikeWordle .”

Finally, if your students don’t know Wordle’s origin story , they are sure to be charmed by it.

Spelling Bee

What it is: A word game that challenges players to make as many words as they can from a set of seven different letters. Since its print debut in 2014 and the introduction of the digital game in 2018, Spelling Bee has spawned a mascot named Beeatrice, an ardent online #HiveMind and daily forums for solvers .

Why play? Spelling Bee is excellent for building vocabulary and practicing spelling, of course. Plus, it’s a naturally differentiated activity. There are always some easier words and some more difficult ones.

How to adapt it for your classroom: In this post , we teamed up with Sam Ezersky, the editor of Spelling Bee, to create five puzzles appropriate for middle and high schoolers that can be played without a subscription.

In the post, we quote Miah Daughtery, a former English teacher and the literacy director of content advocacy and design at NWEA, a research and student assessment organization. She suggests placing students in pairs to find words in the puzzle, and then giving them a set of follow-up questions to relate them to their reading:

What word on your list could be used to describe any character from the book we’re reading and why?

If a character were to say one of the words on your list, which one would they say and why?

Consider the setting of the text we’re reading. What words from the puzzle would you use to describe it?

Choose two words from your list. Now, think about the text we’re reading. How would you use the two words you chose to describe the text to someone who has not read it?

What else to know: You can play a new Spelling Bee online each day. Spelling Bee also appears in the print paper on Sundays, in the Magazine section. The Times offers a suite of helpful resources, including a library of tips and tricks , a bot that gives you personalized hints , a daily discussion forum and a collection of past puzzles . To learn more about its community of solvers, read “ The Genius of Spelling Bee .”

Connections

What it is: A logic game where you group words that share a common thread.

Why play? This game challenges players to look closely, identify patterns and use logic to find the connection among words. It builds vocabulary and subject-specific background knowledge and encourages wordplay with idioms and homonyms. More than some other games on this list, your success will be informed by your unique knowledge and personality.

Make it your own: Try creating your own Connections game — or challenge your students to create one — related to a topic you are studying in class, perhaps as a review or formative assessment. Or, make one about your school and its local community. This post, from Minds in Bloom , explains how one teacher uses the game and adapts it.

For tips on how to build a game and vary the difficulty, read “ How Our New Game, Connections, Is Put Together ,” by Wyna Liu, the game’s editor. You can use this site to create a custom puzzle or, for a more tactile version, write or print words on individual pieces of paper that students can move into categories by hand.

What else to know: There is a new game online each day, as well as a daily discussion forum, Connections Companion . You can find an unofficial archive of puzzles here . (And you can see the answer to the Connections puzzle above here .) For tips and tricks, consult How to Line Up a Great Connections Solve .

What it is: A weekly history quiz that asks you to sort eight events in chronological order.

Why play? A great tool for the history classroom, Flashback not only tests students’ general knowledge, but also helps them to build historical context and make connections to what’s happening in the world. Times editors choose the events, and many are related to news from the previous week. If you want to go deeper on any one event, you’ll find links to Times reporting.

Make it your own: As a review or assessment, create a Flashback quiz for your students — or have them create their own — using events related to something you are studying, such as a particular historical period, the plot of a novel or the discovery of scientific concepts you are teaching.

Or, create a hands-on version by writing each event on a piece of paper and inviting students to arrange them by hand.

What else to know: You can find a new quiz every Sunday in the Upshot section or via The Morning newsletter. And if your students love current events, don’t forget that The Learning Network has a free weekly News Quiz , as well as annual summer and end-of-year quizzes.

The Mini Crossword

What it is: A mini version of the classic New York Times Crossword that can typically be solved within minutes.

Why play? This little 5-by-5 grid can do a lot. Educators have long known that crosswords help build cultural knowledge, not to mention strategy, vocabulary, spelling and reasoning skills. Many of the words in this Times game are also connected to the news of the day. Plus, the mini version may be more manageable for students.

Make it your own: Create your own mini crossword or challenge students to make one related to a theme or topic you are studying in class as a formative assessment. The Times has a whole series that walks readers through how to build a crossword , including how to develop a theme , how to build and fill the grid, and how to write clues . Plus, it’s put together a collection of digital tools to help you make your own puzzle.

For inspiration or for fun, you can also check out our old Student Crossword Archive , which contains more than 150 puzzles on topics inspired by subjects across the curriculum.

What else to know: A new puzzle arrives each day and you can play without a Times subscription. For tips and tricks for solving the Mini see this tutorial . You can find an archive of puzzles here . And if tackling this mini puzzle inspires your students to take on the full Times Crossword, here is a guide to solving it.

Letter Boxed

What it is: A word game where players must spell words by connecting letters around a square.

Why play? This is a spelling and vocabulary game that also requires a bit of logic and spatial reasoning. Like Spelling Bee, it is naturally differentiated — players can spell short, simple words or look for more complex letter combinations. You can up the ante by challenging students to solve in the least number of words possible. Can they use all the letters with fewer than six words? Four? The elusive two?

Make it your own: Like all the games we’ve featured here, this one is excellent for building community and prompting a little friendly competition between classes. For an extra challenge, you might ask your students to create sentences with each of the words they make, or ask if they can connect any of the words they came up with to something they’ve learned in class — and explain those connections.

What else to know: Read “ How to Beat Letter Boxed at Its Own Game ” for some helpful tips.

What it is: A logic puzzle that is a numbers game minus the math.

The Times didn’t invent Sudoku, of course, though its origins are murky . A regular game, like the one pictured above, has nine boxes, each divided into nine cells for a total of 81. The goal is to fill in each of the cells with a number from one through nine. The digits must be placed so that each appears only once per row, column and box.

Why play? This game can improve students’ reasoning, enhance their ability to focus, help them recognize patterns and spur them to think critically. Though it is a logic game rather than a math game, teachers tell us having students explain their reasoning as they make moves can help them practice the kind of “math talk” they need for solving math problems. And, because you can play at different levels, it is an easy activity to differentiate.

Make it your own: Sudoku is a logic puzzle, which can be solved through deductive reasoning. While Sudoku puzzles are generally created using computers (such as an online Sudoku generator), students can actually create their own custom logic puzzles about anything they like. The Alachua County Library District provides step-by-step instructions for creating a logic grid puzzle , with an example that uses book titles, genres, due dates and students.

What else to know: You can play this puzzle daily on “easy,” “medium” or “hard,” and Sudoku Tips for Beginners , from the Games team, can help you level up. If you become really good, you might like to know what it takes to wear the Sudoku crown so you can enter the World Sudoku and Puzzle Championships. To become as agile as possible, you might also want to try these Sudoku variants .

But wait! There’s more …

Because all links to Times articles from The Learning Network are free, we’ve rounded up and categorized some pieces that can invite the gamers in your classroom to go further. Enjoy!

Not satisfied with the seven New York Times games we’ve listed above? Here are three more:

Tiles Vertex Strands

Want some tips for winning a few classics? The Games team has thoughts:

Solitaire UNO Catan Scrabble Monopoly Jenga Logic Puzzles

Looking to learn new games or host a game night? These articles can help:

Running Out of Games? Remember These Old-School Favorites

New York Times Video Game Reviews of 2024

Keeping the Peace With Road Trip Games

The Perfect Game Night Doesn’t Have to Be a Puzzle

Interested in the role games play in our lives? Here are some interesting recent articles:

The Dungeons & Dragons Players of Death Row

Video Games Let Them Choose a Role. Their Transgender Identities Flourished.

My Children Helped Me Remember How to Fly

The Treasure Hunters of Block Island

How Gen Z Made the Crossword Their Own

Curious about the New York Times Games team? Learn more:

How Joy Grows in the Space Between a Game’s Rules

The Nicest Place on the Internet

And from Vanity Fair: Inside The New York Times’ Big Bet on Games

Katherine Schulten has been a Learning Network editor since 2006. Before that, she spent 19 years in New York City public schools as an English teacher, school-newspaper adviser and literacy coach. More about Katherine Schulten

Natalie Proulx joined The Learning Network as a staff editor in 2017 after working as an English language arts teacher and curriculum writer. More about Natalie Proulx

computer games for and against essay

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Sony is making a truly terrible mistake with ‘helldivers 2’ — update: sony reverses course.

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Helldivers 2

Post updated 5/5/24. See update below.

Sony is making an egregious error of judgment when it comes to the biggest PlayStation 5 hit of the year.

Helldivers 2 has been a smash success on both PS5 and Steam, not only pulling down huge player and sales numbers, but also a ton of goodwill from players. The game is genuinely fun with an innovative live-service element and a great sense of humor. It’s no wonder that people keep coming back to kill more bugs.

Sony is poised to squander a ton of the goodwill the company has accrued, not just from Helldivers 2, but from all its efforts to port PlayStation exclusives like Horizon Zero Dawn and The Last Of Us, to PC.

The company announced recently that PC players would need to link their PlayStation Network accounts to their Steam accounts in order to continue playing the game. This, they claimed, was after an initial grace period where account linking was not required, but that grace period is coming to an end.

It feels like a bait-and-switch, luring players in on false pretenses. Yes, there’s a notice saying you need to link your accounts, but this was easy to overlook and since it wasn’t a requirement, many players either never noticed or just assumed it was an error or something Sony decided against.

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There are several problems here:

  • First, this is annoying. Many PC players don’t have a PlayStation or a PSN account and it’s just plain irritating to have to go create one and then link it to your Steam account just for one game. It’s doubly annoying since this wasn’t properly communicated from day-one.
  • Second, this is a little shady. Players might not have purchased the game or might have returned it if they’d known. Now Helldivers 2 is far, far outside of most players’ return window.
  • Third, while Sony says this is being done for security reasons, many gamers have pointed out that the PSN hasn’t been the most secure network in the world. Opening up a new account always exposes people to new security risks.
  • Finally, many regions don’t have PlayStation Network access but do have access to Steam. These players are unsure how they will continue to play the game once a PSN account is required. It also goes against Sony’s terms of use to setup a PSN account in a region that isn’t your own.

As for Sony’s reasons, security is a lousy excuse. If they were truly concerned about security, they could require some form of 2-factor authentication (or 2FA). This would not require a PlayStation account, but would be something gamers could do in any region without opening a brand new account of any kind. It would achieve security goals without being too much of a hindrance to players.

Fundamentally, though, even 2FA should be optional or should come with some cherry on top, incentivizing players to use it rather than preventing them from playing if they don’t (though I highly recommend it because your account could be hacked much more easily without 2FA).

Obviously most Helldivers 2 players will grumble about it but then sign up for PSN. But some won’t be able to, and the community as a whole will have lost a ton of faith in Sony. A lot of the goodwill that’s been gained over Helldivers 2 will be gone after this, and that’s no small thing.

Even the developer of the game, Arrowhead Games, is expressing dismay over the change, with one community manager suggesting that players change their Steam reviews to negative in protest . Clearly Sony has badly misjudged the situation and should walk back this utterly preposterous policy before they ruin a good thing. As the saying goes: “If it ain’t broke, don’t fix it.”

In a surprise twist to this story, Sony has reversed course on the company’s decision to require PlayStation Network accounts for Steam players.

Since May 2nd, over 260,000 negative reviews and counting have dropped on Steam, returning All Reviews to “Mixed” and changing Recent Reviews to a shameful “Overwhelmingly Negative”. Tens of thousands of negative reviews a day have poured in from angry PC players who either don’t want to create a PlayStation Network account or who simply can’t, because they’re in one of 177 different regions where that’s simply not possible. Steam has now stopped selling the game in these regions.

Steam has also taken steps to refund anyone who wants a refund over this issue, even if you’ve played more than 2 hours and owned the game more than 2 weeks, breaking their normal return policy. At least Valve is doing right by gamers. Meanwhile, developer Arrowhead Games has urged players to make their dissatisfaction known and leave negative reviews on Steam.

All of this backlash has led to Sony’s decision to walk back the controversial change. On Sunday evening, the company tweeted:

“Helldivers fans,” the tweet reads, “we’ve heard your feedback on the Helldivers 2 account linking update. The May 6 update, which would have required Steam and PlayStation Network account linking for new players and for current players beginning May 30, will not be moving forward.

“We’re still learning what is best for PC players and your feedback has been invaluable. Thanks again for your continued support of Helldivers 2 and we’ll keep you updated on future plans.”

This is a wise move on Sony’s part. A rational response to this degree of backlash. While many Sony fanboys tried to defend the company’s decision, claiming it was all about security, clearly Sony has taken the more sensible approach. If Sony wants a share of the PC market, it will need to handle future decisions like this with more care. This is a step in the right direction. Kudos to Sony for changing course. Hopefully gamers will change their reviews to positive as a gesture of good faith, and Sony will find a better solution, or optional incentives for PC players to link their PSN accounts.

Erik Kain

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Witness testimony in Trump's hush money trial wraps for the day

From CNN's Kara Scannell, Lauren Del Valle, Jeremy Herb and Sabrina Souza in the courthouse

Witnesses walk through how bills were paid at Trump Org. Here’s what happened in court and why it matters

From CNN's Elise Hammond

Jeffrey McConney, right, testified on Monday. He was a longtime Trump Organization controller.

In the hush money trial against the former president, prosecutors called two witnesses Monday who worked in accounting in the Trump Organization: Jeffrey McConney , a former Trump Org. controller, and Deborah Tarasoff , an accounts payable supervisor.

McConney walked the jury through the paper trail that showed how executives organized and paid back Michael Cohen for the money he sent to Stormy Daniels’ attorney. This is important because at the heart of the trial — the falsification of business records — are the payments to Cohen, which were listed as retainer fees.

Tarasoff described in more detail how checks were paid at the organization and when Trump’s approval was needed for payments.

Here’s what happened in court today:

Jeffrey McConney

  • McConney testified that he had a conversation with Allen Weisselberg , former chief financial officer of the Trump Org., about a need to “reimburse” Cohen . McConney then showed jurors 12 checks, each for $35,000 , that were paid to Cohen in 2017. Cohen sent invoices for those checks and asked that the payments be listed as part of a “retainer agreement.” As previous testimony in the trial revealed, there was no actual retainer for Cohen.
  • McConney also explained to the jury why Cohen was paid $420,000 in all and how each check was cut, first from Trump's revocable trust and then from his personal account .
  • The jury also saw business records relating to the payment to Cohen that are tied to several of the 34 falsifying business records charges against Trump. The records show several rows and columns organized to record the payments.
  • On cross-examination, Trump attorney Emil Bove questioned McConney about his knowledge of Trump's role in these payments. "President Trump did not ask you to do any of the things you described?" Bove asked. "He did not," McConney testified. He said he was told to do this work by Weisselberg. McConney also said he did not know if Cohen did legal work for Trump in 2017.

Deborah Tarasoff, who works in the Trump Organization accounting department, is questioned on Monday.

Deborah Tarasoff

  • As accounts payable supervisor, Tarasoff said she would get an approved invoice , enter it into the system, cut the check and get it signed. Tarasoff testified that Trump or his sons needed to approve invoices of more than $10,000 and Trump was the only person who authorized checks from his personal account , including during his presidency.
  • Tarasoff said Trump would sign the checks by hand. She said they were signed in black Sharpie . Tarasoff said Trump did not always sign the checks, even when Weisselberg approved them. He would “write 'void' and send it back,” she noted.
  • Before Trump was president, Tarasoff testified that she “ would cut the check , put it with the backup and bring it over to Rhona (Graff) who would bring it in to Mr. Trump to sign,” referring to Trump’s former longtime assistant. The invoices and the checks were stapled together, she said, with the check on top of the invoice. When Trump became president, Tarasoff said they would mail checks to the White House .
  • The jury was shown the voucher form that said "retainer" in the description line that Tarasoff said she obtained from the invoice. Tarasoff also confirmed each of the $35,000 checks with Trump’s signature were sent to Cohen.
  • On cross-examination, she acknowledged that she was not present for conversations between Trump and Weisselberg about the payments. She also said she worked with Trump's children Eric, Don Jr. and Ivanka Trump, over the years. Tarasoff still works for Trump Org., which means she works for Eric Trump, who was also in the courtroom today.

What’s next: Prosecutor Joshua Steinglass estimated they still need about two weeks from tomorrow to make their case. He stresses that's a very rough estimate. The defense will also get an opportunity to call its witnesses after that if they choose.

Judge Juan Merchan ruled that Trump again violated his gag order for his comments about the jury.

Gag order hearing: Judge Juan Merchan  found Trump in contempt  for violating the gag order again, specifically concerning comments he made about the makeup of the jury in this case. Prosecutors had alleged Trump violated the gag order on four separate occasions . The judge ruled that the three other comments did not violate the order. "Going forward this court will have to consider a jail sanction," Merchan said, noting the $1,000 fine is not stopping him, but he told Trump “incarceration is truly a last resort .”

Remember: Trump faces 34 counts of falsifying business record s. Each criminal charge relates to a specific entry among the business records of the Trump Organization, according to the indictment . Prosecutors allege that Trump allegedly disguised the transaction to Daniels as a legal payment and falsified business records numerous times to “promote his candidacy” in the 2016 election.

Prosecutors roughly estimate they need about two more weeks to make their case

Judge Juan Merchan asks the prosecution how they're doing on timing for making their case.

Prosecutor Joshua Steinglass says they're doing "well," but estimates they still need about two weeks from tomorrow. He stresses that's a very rough estimate.

Trump tapped defense attorney Todd Blanche's arm as Steinglass made the estimation.

What Deborah Tarasoff said in just over an hour of testimony

From CNN's Kara Scannell, Lauren del Valle, Jeremy Herb and Sabrina Souza

Deborah Tarasoff, who worked in the Trump Organization accounting department, testifies on Monday.

Deborah Tarasoff, an employee in the Trump Organization’s accounting department, testified for just over an hour Monday about the check-writing process at the company.

Tarasoff helped arrange the 12 checks for $35,000, each signed by Donald Trump and sent to former attorney Michael Cohen in 2017 as reimbursement for the $130,000 hush money payment to Stormy Daniels.

She testified that after 2015 any invoice over $10,000 had to be approved by Trump or one of his sons. When she created the checks, Trump would sign them, she testified — or, if he disapproved, he would write “void” on them, she said.

"If he didn’t want to sign it, he didn’t sign it," she said. She knew he was the one signing them because, "It was signed in Sharpie and it was black and that’s what he uses."

She testified she had no decision-making authority but followed instructions, including getting invoices approved, entering them into the system, cutting the checks and getting them signed.

On cross-examination, she acknowledged that she was not present for conversations between Trump and former Trump Org. CFO Allen Weisselberg about the payments.

Judge tells jury they'll wrap up early today

"Jurors we're going to stop a little bit early today," Judge Juan Merchan tells the jury.

The jurors are now leaving.

Tarasoff is off the stand

Trump attorney Todd Blanche just wrapped up his cross-examination of Deborah Tarasoff.

There won't be a redirect, and Tarasoff is off the stand

Tarasoff says she doesn't know what happened to Cohen checks after they were mailed but they returned signed

Trump attorney Todd Blanche also noted that Deborah Tarasoff was not present for conversations between former Trump Org. CFO Allen Weisselberg and Donald Trump.

"When Mr. Weisselberg on some of the emails or Mr. McConney told you to go ahead and pay it, generate a check, you didn’t get permission from President Trump himself, correct?" Blanche said.

"Correct," she said.

She clarified with Blanche that all the checks to Michael Cohen shown in court were signed and that she doesn't know what happened with the checks after she mailed them to the White House.

But she did receive them back in the mail signed.

Blanche follows up with more questions about invoices

Attorney Todd Blanche is asking Deborah Tarasoff if Trump was focused on getting ready to be president during the start of 2017.

"I think so," Tarasoff replies.

Blanche follows up and asks whether the requests to pay for invoices "happens all the time?" Yes, Tarasoff says.

Blanche is trying to rehabilitate earlier testimony from Tarasoff that Trump would sometimes void checks for invoices he didn't want to pay. "If he didn’t want to sign it, he didn’t sign it," she testified earlier.

Tarasoff says Trump Org. is family-run and says she's worked with Don Jr., Eric and Ivanka Trump

Deborah Tarasoff confirms to defense attorney Todd Blanche that the Trump Organization is a family-run business. She says she has worked with Trump's children Eric, Don Jr. and Ivanka Trump over the years.

Trump is fully turned 90 degrees in his chair while Tarasoff is testifying. His arm is over the back of the chair, and he's facing toward Tarasoff.

Prosecutors have finished their questioning of Tarasoff

Prosecutors have wrapped up their questioning of Deborah Tarasoff. Trump attorney Todd Blanche is now starting his cross-examination for the defense.

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