IELTS Academic Writing Task 1 SAMPLE TASKS and ANSWERS for Bar Charts – Model Answers for a High Band Score

In the IELTS Writing Task 1 for the Academic module, candidates can expect a variety of visual data presentations. The most common types include bar charts, line graphs, pie charts, tables, and diagrams illustrating processes or objects. Among these, there isn’t a single type that is guaranteed to be the most common; the selection varies with each test. However, bar charts and line graphs are often considered some of the more frequently encountered types because they are widely used to represent data in numerous contexts, making them relevant and practical for test purposes.

Candidates should be prepared to encounter any of these types and practice writing about each kind to ensure they can effectively summarize and compare data, describe trends, and present a clear and coherent analysis within the word count and time constraints of the test.

I’m confident that these practice tasks, complemented by the provided model answers, will assist you in gearing up for the exam. Certainly, they will be helpful! Wishing you all the best!

Model Answer:

4 More sample answers:

The bar chart illustrates the global sales of various types of digital games, categorized into mobile phone games, online games, console games, and handheld games, from the year 2000 to 2006. The sales figures are presented in billions of dollars.

Overall, it is apparent from the data that console games were consistently the top seller among the four categories throughout the seven-year span, with sales showing a steep upward trend. In contrast, mobile phone games generated the lowest revenue, albeit with a gradual increase over the years.

In 2000, console games led the market with sales just above $6 billion, followed by handheld games at around $2.5 billion. Online games and mobile phone games started with much lower sales, at approximately $0.5 billion and $0.1 billion, respectively. By 2006, console games had experienced significant growth, tripling their sales to approximately $18 billion. Meanwhile, online games sales also surged, ending at slightly below $6 billion, which represents a twelvefold increase from their starting point.

Handheld games displayed a moderate but steady increase in sales, reaching just above $3 billion in 2006. Mobile phone games, while still the least profitable category by 2006, saw their sales rise to approximately $1 billion, indicating a tenfold increase from the year 2000.

It is noteworthy that while console games maintained a dominant position, the growth rate of online games was substantial, suggesting a rapidly expanding market. The sales of handheld games, although smaller in comparison to console games, remained relatively stable, showing a consistent consumer base. The steady yet modest rise in mobile phone games’ sales could reflect the nascent state of the mobile gaming industry during these years. (274 words)


The provided bar chart details the annual global sales figures for different categories of digital games from 2000 to 2006, measured in billions of US dollars. The categories include mobile phone games, online games, console games, and handheld games.

Overall, the sales of console games not only far exceeded those of other game types each year but also demonstrated a significant increasing trend over the period. Conversely, sales of mobile phone games, while showing an upward trend, remained the lowest throughout the years.

In 2000, console games sales were the highest, starting at around $6 billion, and surged to nearly $18 billion by 2006, showing a threefold increase. Online games started at the lower end with sales of about $0.5 billion but grew dramatically to just under $6 billion in 2006, marking the most substantial growth in percentage terms among all categories.

Handheld game sales also grew steadily from just under $3 billion in 2000 to slightly over $3 billion in 2006. In comparison, mobile phone games, which had sales of less than $0.5 billion in 2000, displayed a slow but steady growth, reaching approximately $1 billion by the end of the period.

Interestingly, while console games maintained a clear lead throughout the seven years, the sales for online games began to close the gap, particularly in the last three years, indicating a surge in popularity for online gaming. Handheld games showed modest growth, maintaining a relatively stable market presence. Despite their significant percentage increase, mobile phone games sales remained relatively small compared to other digital game types. (258 words)


The bar chart delineates the global sales trends of four digital game types: mobile phone games, online games, console games, and handheld games from the year 2000 to 2006, with the financial figures expressed in billions of US dollars.

Overall, the most striking trend is the dominance of console games in the market, which showed a marked and consistent increase in sales over the seven-year period. In contrast, while mobile phone games experienced growth, they did so from a much smaller base and maintained the least sales among the categories throughout the years.

Specifically, sales of console games started at approximately $6 billion in 2000 and displayed a dramatic ascent, culminating at roughly $18 billion by 2006. Online game sales, while initially the second-lowest at around $0.5 billion, witnessed a significant rise, ending at nearly $6 billion in 2006, which represents a considerable growth trajectory.

Handheld games held the second position in 2000 with sales just shy of $3 billion and saw a modest increase to just over this figure by 2006. Mobile phone games, despite their sales being the lowest, showed a consistent annual increase from a mere $0.1 billion in 2000 to approximately $1 billion in 2006.

The data also illustrates that online games began to gain substantial market share from 2003 onward, overtaking handheld games and indicating a growing interest in online gaming platforms. While console games sustained their lead by a significant margin, the progressive rise in the sales of online and mobile phone games suggests a diversification of consumer interest in digital gaming platforms.(259 words)


The bar chart illustrates the global sales of four gaming categories: mobile phone games, online games, console games, and handheld games, from 2000 to 2006. Sales are represented in billions of dollars.

Overall, console games led the market with an ascending trend throughout the period, while mobile phone games, despite growth, remained the least sold category. In 2000, console games generated approximately $6 billion, a figure that rose steeply to about $18 billion by 2006. Online games, starting at $0.5 billion, saw a significant increase, finishing at just under $6 billion, which was a notable rise but still a third of console game sales.

Handheld games showed a steady, albeit slight, growth from just under $3 billion to slightly above this mark over the years. Mobile phone games, on the other hand, started at the bottom with sales close to $0.1 billion and exhibited a steady climb to $1 billion by 2006.

This data indicates a robust expansion in the gaming industry, particularly for console and online games, suggesting a shift in consumer preferences towards more interactive and graphically intense gaming experiences. Handheld and mobile phone games, while showing positive trends, had a comparatively modest impact on the market within the given timeframe. (203 words)


Model Answer:

3 More sample answers:

The provided charts illustrate the findings of a survey on adult education, detailing the reasons why adults decide to study and the preferred distribution of educational costs.

Overall, the primary motivation for adults to pursue further education is a strong interest in the subject, mentioned by 40% of respondents. This is followed closely by the goal of gaining additional qualifications, with 38% indicating this as their reason. The least popular reason, with only 9% of the responses, is to meet people.

The survey also indicates practical reasons for continuing education. Specifically, 22% of adults engage in study to aid them in their current jobs, while an equal number of respondents (20%) pursue education to improve their prospects of promotion or simply because they enjoy learning and studying. A smaller percentage, 12%, are motivated by the desire to change their professional roles.

Regarding the financial aspect of adult education, the pie chart reveals that 40% of individuals believe the cost should be primarily covered by the students themselves. Employers are considered the second most responsible entity, with a 35% share in the costs. Taxpayers are deemed the least responsible, with only a quarter of the participants suggesting they should contribute to these expenses.

These findings highlight a spectrum of motivations for adult learning, ranging from personal development to career advancement. Moreover, the data reflects a general consensus on the individual’s primary role in funding their own educational growth, supplemented by employer support. (241 words)


The charts present data on the motivations for adults engaging in further education and their opinions on funding such endeavors.

Overall, the predominant motive for adult education is an interest in the subject, which accounts for 40% of survey participants. Close behind is the aim to gain new qualifications, indicated by 38% of respondents. In contrast, socializing is the least compelling reason, with only 9% studying to meet new people.

The survey also reveals practical motivations, with 22% citing their current job as a reason for study, and 20% are looking to enhance promotion prospects, matching the proportion who study for enjoyment. Additionally, 12% engage in education to facilitate a job change.

When considering the financial aspects of adult education, 40% of respondents believe the individual should contribute the most to course costs. Employers are expected to cover 35%, while taxpayer contribution is deemed least necessary at 25%.

This data illustrates that while personal development is the main driver for adult learners, there is also a significant focus on career-related outcomes. Furthermore, there is a clear expectation that individuals should primarily finance their own education, with supplementary funding from employers. (190 words)


 

 

Hey You! Leave a Comment!

Discover more from Timeless English

Subscribe now to keep reading and get access to the full archive.

Continue reading

Scroll to Top