IELTS Speaking Practice Test 2026: Fast Food, Digital Detox & Classroom Technology (Band 9 Answers)
Achieving a Band 9 in the IELTS Speaking test requires candidates to demonstrate absolute fluency, a sophisticated command of vocabulary, and the ability to seamlessly transition from discussing everyday habits to analyzing complex technological and educational trends.
In this comprehensive 2026 practice / mock test, we will cover Part 1 questions about fast food consumption, tackle a highly relevant Part 2 cue card about discarding intrusive technology, and dive into high-level Part 3 discussions on the psychology of gaming and the future of digital classrooms. Study these Band 9 model answers to elevate your own speaking strategies!

Part 1: Fast Food
1. What kinds of fast food have you tried? [Why/Why not?]
I’ve tried a fairly wide spectrum over the years. Of course, I’m familiar with the ubiquitous global chains serving burgers and fries. However, living in an area with a rich culinary heritage, I much prefer local street food equivalents. For instance, grabbing a quick tantuni wrap or a slice of lahmacun is incredibly popular here; they are prepared in minutes but utilize much fresher, higher-quality ingredients than traditional Western fast food.
2. Do you ever use a microwave to cook food quickly? [Why/Why not?]
I use a microwave almost daily, but strictly for reheating rather than cooking from scratch. I usually prepare large batches of meals over the weekend to save time during busy workdays, so the microwave is an indispensable tool for quickly warming up those leftovers. However, I find that cooking raw ingredients in a microwave completely ruins their texture and nutritional profile.
3. How popular are fast food restaurants where you live? [Why/Why not?]
They are exceedingly popular, particularly among the younger demographic and busy professionals. Our modern, fast-paced lifestyles leave very little room for traditional, sit-down dining during the workweek. Fast food restaurants offer absolute convenience, aggressive pricing, and immediate gratification, which makes them a highly attractive option for people constantly on the go.
4. When would you go to a fast-food restaurant? [Why/Why not?]
I generally try to avoid them to maintain a healthy diet, but I do make exceptions out of sheer necessity. I usually only resort to fast food when I am on a long road trip and need a quick pit stop, or during exceptionally tight project deadlines when I am working late into the night and simply do not have the time or energy to cook a proper meal.
Part 2: Cue Card (Technology You Stopped Using)
The Cue Card:
Describe some technology (e.g. an app, phone, software program) that you decided to stop using.
You should say:
- when and where you got this technology
- why you started using this technology
- why you decided to stop using it
- and explain how you feel about the decision you made.
Band 9 Model Answer:
I’d like to talk about a highly invasive time-tracking and productivity software program that I completely abandoned a few months ago.
I originally downloaded this software onto my main workstation about a year ago. At the time, I was juggling the management of several complex web development projects simultaneously. I started using it because I wanted to rigorously optimize my daily workflow. The software promised to analyze exactly how much time I was spending on different applications, aiming to eliminate procrastination and boost my overall efficiency.
However, I decided to uninstall it after just three weeks because it became incredibly counterproductive. The software was draconian; it tracked every single mouse movement, took random screenshots of my desktop, and sent me constant, nagging notifications if I remained idle for more than a few minutes. Instead of making me more productive, it created an environment of intense, underlying anxiety. I felt like I was being constantly surveilled by a machine, which completely stifled my creativity and problem-solving abilities.
Looking back, I feel a profound sense of relief about my decision to stop using it. Deleting that software felt incredibly liberating. It taught me a valuable lesson: true productivity isn’t about frantically accounting for every single second of the day, but rather about managing one’s energy and working in a trust-based, flexible manner. Abandoning that app actually improved my focus and overall well-being.
Part 3: Computer Games & Technology in the Classroom
Topic 1: Computer games
1. What kinds of computer games do people play in your country?
The gaming landscape is incredibly diverse. The younger generation is heavily invested in highly competitive, multiplayer online battle arenas (MOBAs) and battle royale games, which dominate the e-sports scene. Conversely, many adults tend to gravitate toward massive, open-world role-playing games that offer deep, narrative-driven single-player experiences, or simply play hyper-casual puzzle games on their smartphones during their daily commute.
2. Why do people enjoy playing computer games?
At its core, gaming provides a highly interactive form of escapism. Unlike passively watching a film, games offer the player agency to explore fantastical worlds and overcome complex challenges, which triggers a highly rewarding dopamine release. Furthermore, modern gaming is a profoundly social activity; it allows people to collaborate, communicate, and build enduring digital communities with friends or strangers across the globe.
3. Do you think that all computer games should have a minimum age for players?
Absolutely, I am a staunch advocate for strict age-rating systems. Many modern games contain highly graphic violence, mature themes, or toxic voice-chat environments that are entirely inappropriate for the psychological development of a child. Furthermore, the inclusion of predatory monetization tactics—like ‘loot boxes’—closely mirrors gambling and can easily exploit minors who lack financial maturity and impulse control.
Topic 2: Technology in the classroom
4. In what ways can technology in the classroom be helpful?
When integrated thoughtfully, technology completely democratizes education. Interactive smartboards and multimedia presentations cater to various learning styles, bringing abstract concepts to life visually. Additionally, educational software can provide highly personalized learning algorithms, allowing students to progress at their own individual pace rather than being forced to adhere to a rigid, one-size-fits-all curriculum.
5. Do you agree that students are often better at using technology than their teachers?
In many cases, yes. The current generation of students are ‘digital natives’; they have grown up completely immersed in a world of touchscreens, apps, and instantaneous connectivity, so navigating new software is entirely intuitive for them. Conversely, many older educators are ‘digital immigrants’ who had to adapt to these technologies later in life. While teachers possess the pedagogical expertise, students often have the upper hand regarding raw technical fluency.
6. Do you believe that computers will ever replace human teachers?
I fundamentally reject that notion. While computers and Artificial Intelligence are phenomenal tools for disseminating information and grading standardized tests, education is inherently a human endeavor. A machine entirely lacks emotional intelligence, empathy, and the ability to act as a mentor. A computer cannot recognize when a student is struggling with personal issues, nor can it inspire a lifelong passion for a subject the way a deeply charismatic and dedicated human teacher can.
📚 Essential Band 9 Vocabulary (Part 2 & 3)
To help you achieve a high lexical resource score, below are the key advanced vocabulary words and phrases used in the model answers above:
| Word / Phrase | Meaning | Example Sentence |
| Draconian (adj.) | Excessively harsh and severe. | The company imposed draconian measures to monitor employee attendance. |
| Surveilled (v.) | Kept under close observation. | The new software made the remote workers feel like they were constantly being surveilled. |
| Escapism (n.) | The tendency to seek distraction and relief from unpleasant realities, especially by seeking entertainment or engaging in fantasy. | Virtual reality gaming offers the ultimate form of escapism for many teenagers. |
| Agency (n.) | The capacity, condition, or state of acting or of exerting power; having control over one’s actions. | Open-world games give the player complete agency to decide how the story unfolds. |
| Predatory (adj.) | Seeking to exploit or oppress others. | The app was banned for using predatory advertising tactics targeted at young children. |
| Democratizes (v.) | Makes (something) accessible to everyone. | The availability of free online courses completely democratizes higher education. |
| Digital natives (n.) | A person born or brought up during the age of digital technology and therefore familiar with computers and the internet from an early age. | Because they are digital natives, toddlers often know how to use tablets before they can speak. |
| Pedagogical (adj.) | Relating to teaching or education. | The school implemented a new pedagogical approach focusing on interactive learning. |
