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6月英語(yǔ)六級(jí)閱讀理解考前模擬題(3)

時(shí)間:2024-08-22 17:02:25 學(xué)人智庫(kù) 我要投稿
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6月英語(yǔ)六級(jí)閱讀理解考前模擬題(3)

  Passage Three

6月英語(yǔ)六級(jí)閱讀理解考前模擬題(3)

  A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres. The two genres most popular with the children I interviewed were ‘Platformers’ and ‘Beat-them-ups.’ Platform games such as Sonic and Super Mario involve leaping from platform to platform, avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children’s cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.

  Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children’s everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive ‘yells’ at the screen. It is not only the ‘Beat-them-up’ games which produce this aggression; platform games are just as frustrating when the characters lose all their ‘lives’ and ‘die’ just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words ‘Game over’ appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming ‘a(chǎn)ddictive’: the player is determined not to make the same mistake again and to have ‘one last go’ in the hope of doing better next time.

  Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve(轉(zhuǎn)載自中國(guó)教育文摘http://www.edUzhai.net,請(qǐng)保留此標(biāo)記。) children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.

  11. What is the topic of this article?

  [A] How does playing computer games affect the level of violence in children

  [B] There is no difference between Platform games and ‘Beat-Them-Ups’.

  [C] How to control anger while playing computer games

  [D] How to make children spend less time on computer games

  12. Which of the following games is supposed to contain violent content?

  [A] Sonic

  [B] Super Mario

  [C] Platformer

  [D] Beat-Them-Up

  13. What does unscathed (Paragraph 1, Last line) probably mean?

  [A] unsettled

  [B] unbeaten

  [C] unharmed

  [D] unhappy

  14. According to the second paragraph, how does violence relate to playing computer games?

  [A] When losing computer games children tend to experience frustration and anger.

  [B] Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior.

  [C] People who have good hand-eye-coordination tend to be more violent than others.

  [D] The violent content in the games gets children addicted to the games.

  15. According to the author, why do video games lead to violence more than TV or movies?

  [A] Because children cannot tell fiction from reality.

  [B] Because children like to act out the scenes in the games on the playground.

  [C] Because computer games involve children more than TV or films.

  [D] Because computer games can produce more anti-social behavior.

  答案及解析

  11. 答案是[A] How does playing computer games affect the level of violence in children

  解析:文章的主題,可以從第一段中看出。作者開頭就說(shuō),A big focus of the criticism of computer games has concerned the content of the games being played(計(jì)算機(jī)游戲的內(nèi)容遭到很多非議)。第二段開頭,作者又用這樣的話引出下文:Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children’s everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games.(計(jì)算機(jī)游戲引起爭(zhēng)議,有部分原因是因?yàn),小孩打游戲總是過(guò)了頭,游戲已經(jīng)滲透到他們生活中去。人們擔(dān)心,孩子們因?yàn)榇蛴螒驎r(shí)間過(guò)長(zhǎng),漸漸變的有暴力傾向。)第三段開頭,作者說(shuō),Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality對(duì)計(jì)算機(jī)游戲的一些擔(dān)心,來(lái)自于孩子無(wú)法辨別虛構(gòu)世界和現(xiàn)實(shí)世界?梢姡髡弑疚闹饕懻摰膯(wèn)題,是計(jì)算機(jī)游戲中的暴力給孩子們帶來(lái)的影響。

  12. 答案是[D] Beat-Them-Up

  解析:該細(xì)節(jié)可以在文章第一段找到。文章第一段介紹了主要的兩類電子游戲:Platformers和Beat-Them-Ups。前者包括Sonic和超級(jí)瑪麗。后者是打游戲者作為游戲中的卡通人物的單人獨(dú)斗類游戲,后者一般被認(rèn)為有暴力內(nèi)容。關(guān)鍵語(yǔ)句為Beat-them-ups are the games which have caused concern over their violent content.

  13. 答案是[C] unharmed

  解析:可以根據(jù)上下文判斷:文章第一段結(jié)尾,unscathed出現(xiàn)的語(yǔ)句為,In many ways this violence can be compared to violence within children’s cartoons where a character is hit over the head or falls of a cliff but walks away unscathed. (從很多方面來(lái)說(shuō),可以把電子游戲里的暴力和卡通片里的暴力比較:卡通片中的人物被擊中腦袋,或者從懸崖上掉下去,也可以毫發(fā)無(wú)損地走開。)只有[C]正確。其他選項(xiàng),[A] unsettled:紊亂的,無(wú)人居住的,東飄西蕩的,不安定的。[B] unbeaten:未搗碎的,未被擊敗的;未被超越的;[D] unhappy:不快樂(lè)的,不幸福的,都是錯(cuò)誤選項(xiàng)。

  14. 答案是[A] When losing computer games children tend to experience frustration and anger.

  解析:文章第二段介紹為什么沉迷于電子游戲中會(huì)使孩子們產(chǎn)生暴力傾向。作者先將本段內(nèi)容在開頭進(jìn)行綜述,小孩打游戲總是過(guò)了頭,游戲已經(jīng)滲透到他們生活中去。人們擔(dān)心,孩子們因?yàn)榇蛴螒驎r(shí)間過(guò)長(zhǎng),漸漸變的有暴力傾向。尤其是游戲即將失利的時(shí)候,玩家就會(huì)覺得沮喪,為自己曾經(jīng)的失誤氣惱, 總想再來(lái)一次(have ‘one last go’)。作者說(shuō),Platforms和Beat-Them-Ups同樣會(huì)使孩子們覺得失利后的沮喪,因此[B] 的說(shuō)法,Beat-Them-Ups更受歡迎,因此更容易激發(fā)暴力行為,是錯(cuò)誤的。[C] ,手眼協(xié)調(diào)出色的人更容易有暴力傾向,文章并沒有相關(guān)內(nèi)容。[D],游戲中的暴力使得孩子們沉迷于游戲中,文章也沒有這樣的說(shuō)法。作者認(rèn)為,容易使孩子們沉迷于其中的,是他們自己玩游戲時(shí)候的失利,游戲結(jié)束時(shí),看到GAME OVER,他們對(duì)自己在打那一局時(shí)所犯錯(cuò)誤的懊惱。

  15. 答案是[C] Because computer games involve children more than TV or films.

  解析:?jiǎn)柕氖菫槭裁措娮佑螒虮入娪昂碗娨暩菀准ぐl(fā)孩子們的暴力行為。解題的關(guān)鍵語(yǔ)句是The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior.電子游戲比電影或電視都更容易讓孩子們有身臨其境的參與感,從而對(duì)他們的社會(huì)行為影響更大。容易錯(cuò)選成[A],孩子們分不清虛構(gòu)和現(xiàn)實(shí)世界,這雖然是文章原句,但這并不是作者想引出的游戲和影視的根本區(qū)別。[D]是打游戲的結(jié)果,并不是作者想探究的,為什么游戲比影視更容易讓孩子產(chǎn)生暴力行為的原因。

  注釋 Notes

  narrative n. (本文中作名詞)敘述,故事

  genre n. 類型,流派

  obstacle n. 障礙物

  animated adj. 動(dòng)畫的

  cliff n. 懸崖

  unscathed adj. 毫發(fā)無(wú)損的

  controversy n. 爭(zhēng)議

  spill over into 深入到,滲透到

  prolonged adj. 長(zhǎng)時(shí)間的

  frustration n. 挫折

  coordination n. 協(xié)調(diào),協(xié)調(diào)性

  annoyance n. 煩惱,煩擾,惱怒,惱火

  addictive adj. 讓人上癮的

  implication n. 含義,內(nèi)涵

  stability n. 穩(wěn)定性,穩(wěn)定

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