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大学英语四级第一套真题Some progress has been made in the prosecution(起诉) of animal fighters. But federal judges often rely heavily on the . Sentencing Guidelines when they________penalties, and in the case of animal fighting, those guidelines are outdated and extremely________.The . Sentencing Commission, which________these sentencing guidelines, is revisiting them, proposing to raise the minimum sentence from 6-12 to 21-27 months. This is a step in the right________, but we’d like to see the . Sentencing Commission make further guidelines.Simultaneous to this effort, we’re working with animal advocates and state and federal lawmakers to________anti-cruelty laws across the country, as well as supporting laws and policies that assistoverburdened animal________that care for animal fighting victims. This help is________important because the high cost of caring for animal victims is a major deterrent to intervening in cruelty cases in the first place.Section BDirections:In this section, you are gonging to read a passage with ten statements attached to it.Each statement contains information given in one of the paragraphs.Identify theparagraph from which the information is derived.You may choose a paragraphmore than once.Each paragraph is marked with a letter.Answer the questions by marking the corresponding letter onAnswer sheet 2.When Work Becomes a Game[A]What motivates employees to do their jobs well Competition with coworkers, for some. The promise of rewards, for others. Pure enjoyment of problem-solving, for a lucky few.[B]Increasingly, companies are tapping into these desires directly through what’s come to be known as “gamification:” essentially, turning work into a game. “Gamification is about understanding what it is that makes games engaging and what game designers do to create a great experience in games, and taking those learnings and applying them to other contexts such as the workplace and education,” explains Kevin Werbach, a gamification expert who teaches at the Wharton School of Business at the University of Pennsylvania in the United States..[C]It might mean monitoring employee productivity on a digital leaderboard and offering prizes to the winners, or giving employees digital badges or stars for completing certain activities. It could also mean training employees how to do their jobs through video game platforms. Companies from Google toIBM to Wells Fargo are known to use some degree of gamification in their workplaces. And more and more companies are joining them. A recent report suggests that the global gamification market will grow from billion in 2015 to billion by 2020.[D]The concept of gamification is not entirely new, Werbach says. Companies, marketers and teachers have long looked for fun ways to engage people’s reward-seeking or competitive spirits. Cracker Jacks has been “gamifying” its snack food by putting a small prize inside for more than 100 years, he adds, and the turn-of-the-century steel magnate Charles Schwab is said to have often come into his factory and written the number of tons of steel produced on the past shift on the factory floor, thus motivating the next shift of workers to beat the previous one.[E]But the word “gamification” and the widespread, conscious application of the concept only began in earnest about five years ago, Werbach says. Thanks in part to video games, the generation now entering the workforce is especially open to the idea of having their work gamified. “We’re at a point where in much of the developed world the vast majority of young people grew up playing [video] games, and an increasingly high percentage of adults play these video games too,” Werbach says.[F]A number of companies have sprung up—GamEffective, Bunchball and Badgeville, to name a few—in recent years offering gamification platforms for businesses. The platforms that are most effective turn employees’ ordinary job tasks into part of a rich adventurenarrative. “What makes a game game-like is that the player actually cares about the outcome,” Werbach says. “The principle is understanding what is motivating to this group of players, which requires some understanding of psychology.”[G]Some people, Werbach says, are motivated by competition. Sales people often fall into this category. For them, the right kind of gamification might be turning their sales pitches into a competition with other team members, complete with a digital leaderboard showing who’s winning at all are more motivated by collaboration and social experiences. One company Werbach has studied uses gamification to create a sense of community and boost employee morale. When employees log in to their computers, they’re shown a picture of one of their coworkers and asked to guess that person’s name.[H]Gamification does not have to be digital. Monica Cornetti runs a company that gamifies employee trainings. Sometimes this involves technology, but often it does not. She recently designed a gamification strategy for a sales training company with a storm-chasing theme. Employees formed “storm chaser teams” and competed in storm-themed educational exercises to earn various rewards.“Rewards don’t have to be stuff,” Cornetti says. “Rewards can be flextime. Rewards can be extension time.”Another training,this one for pay roll law, used a Snow White and the Seven Dwarfs theme. Snow White is public domain, but the dwarfs are still under copyright, so Cornetti invented sound-alike characters (Grumpy Gus, Dopey Dan) to illustrate specific pay roll law principles.[I]Some people don’t take as naturally to gamified work environments, Cornetti says. In her experience, people in positions of power or people in finance or engineering don’t tend to like the sound of the word.“If we’re designing for engineers, I’m not talking about a ‘game’ at all,” Cornetti says. “I’m talking about a ‘simulation,’ I’m talking about ‘being able to solve this problem.”[J]Gamification is “not a magic bullet,” Werbach cautions. A gamification strategy that’s not sufficiently thought through or tailored to its players may engage people for a little while, but it won’t motivate in the long term. It can also be exploitative, especially when used with vulnerable populations. For workers, especially low-paid workers, who desperately need their jobs yet know they can be easily replaced, gamification may feel more like the Hunger Games. Werbach gives the example of several Disneyland hotels in Anaheim, California, which used large digital leaderboards to display how efficiently laundry workers were working compared to oneanother. Some employees found the board motivating. To others, it was the opposite of fun. Some began to skip bathroom breaks, worried that if their productivity fell they would be fired. Pregnant employees struggled to keep up. In a Los Angeles Times article, one employee referred to the board as a “digital whip.”“It actually had a very negative effect on morale and performance,” Werbach says.[K]Still, gamification only stands to become more popular, he says, “as more and more people come into the workforce who are intuitively familiar with the structures and expressions of digital games.” “We are way ahead of the tipping point,” Cornetti agrees. “There’s no reason this will go away.”famous companies are already using gamification and more are trying to do the same.is not a miracle cure for all workplaces as it may have negative results.enhance morale, one company asks its employees to identify their fellow works when starting their computers.idea of gamification was practiced by some businesses more than a century ago.is a reason to believe that gamification will be here to stay.games contributed in some ways to the wide application of gamification.turning work into a game, it is necessary to understand what makes games interesting.in employee training does not always need technology.most successful gamification platforms transform daily work assignments into fun experiences.is necessary to use terms other than“gamification”for some professions.Section CDirections:There are 2 passages in this section.Each passage is followed by some questions or unfinished statements.For each of them there are four choices maked A),B),C)and D).You should decide on the best choice and mark the corresponding letter onAnswer Sheet2with a single line through the centre.Passage OneQuestions 46 to 50 are based on the following passage.Recently I attended several meetings where we talked about ways to retain students and keepyoungerfaculty members from going elsewhere.It seems higher education has become an industry of meeting-holders whose task itis to " solve"problems-real orimagined.And in my position as a professor atthree different colleges,the actual problems in educating our young people and older students have deepened, while the number of people hired-notto teach butto hold meetings-has increased significantly.Every new problem creates a new job for an administrative fixer. Take our Centerfor Teaching Excellence. Contrary to its title,thecenteris a clearing house (信息交流中心)for using technology in classrooms and in online courses. It's an administrative sham (欺诈) ofthekind thathas multiplied overthe last 30 years.I offer a simple proposition in response:Many of ourproblems-class attendance, educationalsuccess, student happiness and well-being-might be improved by cutting down the bureaucratic(官僚的)mechanisms and meetings and instead hiring an army of good teachers.lf we replaced half of ouradministrative staff with classroom teachers, we might actually get a majority of our classes back to 20orfewer students perteacherThiswould be an environmentin which teachers and students actually knew each other.The teachers must be free to teach in their own way-the curriculum should be flexible enough sothatthey can use theirindividualtalents to achieve the goals ofthe course. Additionally;they should be allowed to teach, and be rewarded for doing it well. Teachers are not people who are great at and consumed by research andhappen to appearin a classroom. Good teaching and research are notexclusive,butthey are alsonot automatic companions. Teaching is an art and a craft,talent and practice;itis not something thatjust anyone can be good at. Itis utterly confusing to me that peopledo notrecognize this, despite the factthat pretty muchanyone who has been a student can tellthe difference between their best and worstteachers.does the author say about present-day universitiesA)They are effectively tacklingrealorimagined problems.B)They often failto combineteaching with research.C)They are over-burdenedwithadministrative staff.D)They lack talenttofix their deepening problems.to the author, what kind ofpeopledo universitieslack mostA)Good classroom teachers.C) Talented researchers.B)Efficient administrators.D) Motivated students.does the authorimply aboutthe classes at presentA)They facilitate students independentlearning.B)They help students form closerrelationships.C)They have more older studentsthan before.D)They are much biggerthan is desirable.does the authorthink ofteachingabilityA)Itrequires talent and practice.B)Itis closely relatedtoresearch.C)Itis a chieffactoraffecting students'learning.2016年12月大学英语四级试题(第一套)

大学英语四级第一套真题

Some progress has been made in the prosecution(起诉) of animal fighters. But federal judges often rely heavily on the . Sentencing Guidelines when they________penalties, and in the case of animal fighting, those guidelines are outdated and extremely________.

The . Sentencing Commission, which________these sentencing guidelines, is revisiting them, proposing to raise the minimum sentence from 6-12 to 21-27 months. This is a step in the right________, but we’d like to see the . Sentencing Commission make further guidelines.

Simultaneous to this effort, we’re working with animal advocates and state and federal lawmakers to________anti-cruelty laws across the country, as well as supporting laws and policies that assistoverburdened animal________that care for animal fighting victims. This help is________important because the high cost of caring for animal victims is a major deterrent to intervening in cruelty cases in the first place.

Section B

Directions:In this section, you are gonging to read a passage with ten statements attached to it.Each statement contains information given in one of the paragraphs.Identify theparagraph from which the information is derived.You may choose a paragraphmore than once.Each paragraph is marked with a letter.Answer the questions by marking the corresponding letter onAnswer sheet 2.

When Work Becomes a Game

[A]What motivates employees to do their jobs well Competition with coworkers, for some. The promise of rewards, for others. Pure enjoyment of problem-solving, for a lucky few.

[B]Increasingly, companies are tapping into these desires directly through what’s come to be known as “gamification:” essentially, turning work into a game. “Gamification is about understanding what it is that makes games engaging and what game designers do to create a great experience in games, and taking those learnings and applying them to other contexts such as the workplace and education,” explains Kevin Werbach, a gamification expert who teaches at the Wharton School of Business at the University of Pennsylvania in the United States..

[C]It might mean monitoring employee productivity on a digital leaderboard and offering prizes to the winners, or giving employees digital badges or stars for completing certain activities. It could also mean training employees how to do their jobs through video game platforms. Companies from Google toIBM to Wells Fargo are known to use some degree of gamification in their workplaces. And more and more companies are joining them. A recent report suggests that the global gamification market will grow from $ billion in 2015 to $ billion by 2020.

[D]The concept of gamification is not entirely new, Werbach says. Companies, marketers and teachers have long looked for fun ways to engage people’s reward-seeking or competitive spirits. Cracker Jacks has been “gamifying” its snack food by putting a small prize inside for more than 100 years, he adds, and the turn-of-the-century steel magnate Charles Schwab is said to have often come into his factory and written the number of tons of steel produced on the past shift on the factory floor, thus motivating the next shift of workers to beat the previous one.

[E]But the word “gamification” and the widespread, conscious application of the concept only began in earnest about five years ago, Werbach says. Thanks in part to video games, the generation now entering the workforce is especially open to the idea of having their work gamified. “We’re at a point where in much of the developed world the vast majority of young people grew up playing [video] games, and an increasingly high percentage of adults play these video games too,” Werbach says.

[F]A number of companies have sprung up—GamEffective, Bunchball and Badgeville, to name a few—in recent years offering gamification platforms for businesses. The platforms that are most effective turn employees’ ordinary job tasks into part of a rich adventurenarrative. “What makes a game game-like is that the player actually cares about the outcome,” Werbach says. “The principle is understanding what is motivating to this group of players, which requires some understanding of psychology.”

[G]Some people, Werbach says, are motivated by competition. Sales people often fall into this category. For them, the right kind of gamification might be turning their sales pitches into a competition with other team members, complete with a digital leaderboard showing who’s winning at all are more motivated by collaboration and social experiences. One company Werbach has studied uses gamification to create a sense of community and boost employee morale. When employees log in to their computers, they’re shown a picture of one of their coworkers and asked to guess that person’s name.

[H]Gamification does not have to be digital. Monica Cornetti runs a company that gamifies employee trainings. Sometimes this involves technology, but often it does not. She recently designed a gamification strategy for a sales training company with a storm-chasing theme. Employees formed “storm chaser teams” and competed in storm-themed educational exercises to earn various rewards.“Rewards don’t have to be stuff,” Cornetti says. “Rewards can be flextime. Rewards can be extension time.”Another training,this one for pay roll law, used a Snow White and the Seven Dwarfs theme. Snow White is public domain, but the dwarfs are still under copyright, so Cornetti invented sound-alike characters (Grumpy Gus, Dopey Dan) to illustrate specific pay roll law principles.

[I]Some people don’t take as naturally to gamified work environments, Cornetti says. In her experience, people in positions of power or people in finance or engineering don’t tend to like the sound of the word.“If we’re designing for engineers, I’m not talking about a ‘game’ at all,” Cornetti says. “I’m talking about a ‘simulation,’ I’m talking about ‘being able to solve this problem.”

[J]Gamification is “not a magic bullet,” Werbach cautions. A gamification strategy that’s not sufficiently thought through or tailored to its players may engage people for a little while, but it won’t motivate in the long term. It can also be exploitative, especially when used with vulnerable populations. For workers, especially low-paid workers, who desperately need their jobs yet know they can be easily replaced, gamification may feel more like the Hunger Games. Werbach gives the example of several Disneyland hotels in Anaheim, California, which used large digital leaderboards to display how efficiently laundry workers were working compared to oneanother. Some employees found the board motivating. To others, it was the opposite of fun. Some began to skip bathroom breaks, worried that if their productivity fell they would be fired. Pregnant employees struggled to keep up. In a Los Angeles Times article, one employee referred to the board as a “digital whip.”“It actually had a very negative effect on morale and performance,” Werbach says.

[K]Still, gamification only stands to become more popular, he says, “as more and more people come into the workforce who are intuitively familiar with the structures and expressions of digital games.” “We are way ahead of the tipping point,” Cornetti agrees. “There’s no reason this will go away.”

famous companies are already using gamification and more are trying to do the same.

is not a miracle cure for all workplaces as it may have negative results.

enhance morale, one company asks its employees to identify their fellow works when starting their computers.

idea of gamification was practiced by some businesses more than a century ago.

is a reason to believe that gamification will be here to stay.

games contributed in some ways to the wide application of gamification.

turning work into a game, it is necessary to understand what makes games interesting.

in employee training does not always need technology.

most successful gamification platforms transform daily work assignments into fun experiences.

is necessary to use terms other than“gamification”for some professions.

Section C

Directions:There are 2 passages in this section.Each passage is followed by some questions or unfinished statements.For each of them there are four choices maked A),B),C)and D).You should decide on the best choice and mark the corresponding letter onAnswer Sheet2with a single line through the centre.

Passage One

Questions 46 to 50 are based on the following passage.

Recently I attended several meetings where we talked about ways to retain students and keepyoungerfaculty members from going elsewhere.

It seems higher education has become an industry of meeting-holders whose task itis to " solve"problems-real orimagined.And in my position as a professor atthree different colleges,the actual problems in educating our young people and older students have deepened, while the number of people hired-notto teach butto hold meetings-has increased significantly.Every new problem creates a new job for an administrative fixer. Take our Centerfor Teaching Excellence. Contrary to its title,thecenteris a clearing house (信息交流中心)for using technology in classrooms and in online courses. It's an administrative sham (欺诈) ofthekind thathas multiplied overthe last 30 years.

I offer a simple proposition in response:Many of ourproblems-class attendance, educational

success, student happiness and well-being-might be improved by cutting down the bureaucratic(官僚的)mechanisms and meetings and instead hiring an army of good teachers.lf we replaced half of ouradministrative staff with classroom teachers, we might actually get a majority of our classes back to 20orfewer students perteacherThiswould be an environmentin which teachers and students actually knew each other.

The teachers must be free to teach in their own way-the curriculum should be flexible enough sothatthey can use theirindividualtalents to achieve the goals ofthe course. Additionally;they should be allowed to teach, and be rewarded for doing it well. Teachers are not people who are great at and consumed by research andhappen to appearin a classroom. Good teaching and research are notexclusive,butthey are alsonot automatic companions. Teaching is an art and a craft,talent and practice;itis not something thatjust anyone can be good at. Itis utterly confusing to me that peopledo notrecognize this, despite the factthat pretty muchanyone who has been a student can tellthe difference between their best and worstteachers.

does the author say about present-day universities

A)They are effectively tacklingrealorimagined problems.

B)They often failto combineteaching with research.

C)They are over-burdenedwithadministrative staff.

D)They lack talenttofix their deepening problems.

to the author, what kind ofpeopledo universitieslack most

A)Good classroom teachers.C) Talented researchers.

B)Efficient administrators.D) Motivated students.

does the authorimply aboutthe classes at present

A)They facilitate students independentlearning.

B)They help students form closerrelationships.

C)They have more older studentsthan before.

D)They are much biggerthan is desirable.

does the authorthink ofteachingability

A)Itrequires talent and practice.

B)Itis closely relatedtoresearch.

C)Itis a chieffactoraffecting students'learning.

2016年12月大学英语四级试题(第一套)

题目解答

答案

29 30 31 32 33 34 35

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