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Senin, 06 Oktober 2014

Active and Passive Voice

ACTIVE VOICE
In Active Voice, things that do the actions (verb) are considered as Subject, whereas the thing receiving the action is called Object. It is the natural form of a sentence since we can find it on every writing forms.
[Thing doing action/Subject] + [verb] + [Thing receiving action/Object]
Examples         :
·         German researchers conducted a study Video games aren't bad for you
·         They're actually making your life better.
·         The team separated children age 7 to 13 into two groups, one of which played an action game called "Rayman Raving Rabids" while the other played a lower tempo game. 
·         The study's authors believe that the process of locating and aiming at enemies exercised gamers' eyes.

PASSIVE VOICE
Passive Voice is an exact opposite of Active Voice, the subject is one who received actions and things that do the actions is placed as the object. Passive voice is used if the object is more important to be emphasized in the sentence rather than the subject, it can be used if there are no subject to be mentioned or the subject is unknown.
[Thing receiving action/Object] + [be] + [past participle of verb/verb3] + [by] + [Thing doing action/Subject]
Examples         :
·         This proves that specific brain regions can be trained by means of video games.
·         A study of 681 healthy individuals ages 50 and older revealed that playing 10 hours of a specially designed video game was able to stall the natural decline of different cognitive skills by up to seven years, in some cases.
·         In 2010, researchers presented evidence at the American Pain Society's annual scientific meeting that video games, specifically ones with an emphasis on virtual reality, have proven effective in reducing anxiety or pain caused by medical procedures or chronic illness.
·         In addition, those being treated for burn wounds found a decline in their pain ratings by rates of 30 to 50 percent.
·         “The present results advance the idea that the link between electronic gameplay and psychosocial functioning is nuanced and suggests that the limits focused guidelines advanced by the American Academy of Pediatrics, American Medical Association, and Royal College of Pediatrics may need further evaluation.”

All the examples are taken from  : http://www.huffingtonpost.com/2013/11/07/video-games-good-for-us_n_4164723.html

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