题目
There are two passages in this section. Each passage is followed by some questions or unfinished statements. Read the passages carefully and choose the best answer from the four choices marked A, B, C and D.Passage 1Video games have a bad reputation among many parents and teachers, who worry too much screen time is bad for children. There's no doubt that some kids go overboard and face troubling health risks. But a body of research suggests that playing digital games can have psychological and even physical benefits. And new offerings from game makers like Leapfrog, National Geographic and Galxyz may further assuage parents and teachers' fears."There is a developing notion of good screen time versus bad screen time," said Osman Rashid, founder of Galxyz. "Good screen time" can include using games that make players strategize, analyze and think quickly, while bad screen time generally involves doing something more passive, like watching a video.Rashid, who has two daughters, was disappointed there weren't more games both entertaining and challenging. "Most learning games had shoddy graphics, poorly developed interfaces and fake gaming," he said. So he set out to create one that would teach players about science — and actually appeal to kids. Galxyz games help kids learn a variety of disciplines, from physical and life science to Earth and space science, and the company recently partnered with the New York Academy of Sciences to help deliver a new educational product.Kids can play these games at home, or the programs can be incorporated into a teacher's syllabus. Fifty-five percent of educators surveyed said their students played games in their classrooms at least once a week. Rashid noted he appreciates seeing teachers realizing educational games won't necessarily replace them and that certain programs can actually enhance lesson plans.But since educational gaming is a relatively new concept, scientists still lack a solid understanding of how educational screen time affects children and learning outcomes. There's little data on the long-term effects of using educational games.However, finding new ways to engage students is generally beneficial. If you're going to stand up in front of a class and give a lecture for 40 minutes, you're going to be like a stand-up comedian who dies on stage. Teachers need to use new technology to amuse, entertain and educate their students.(1) (单选题)Which of the following best expresses the main idea of the passage?A.There are many ways to protect kids from bad video games.B.Game makers are creating more educational games.C.Educators are starting to embrace the good screen time.Video games bring psychological and physical benefits.D.Video games bring psychological and physical benefits.(2) (单选题)The meaning of the underlined word "assuage" (Para. 1) is closest to ________.A.worsenB.assureC.stimulateD.ease(3) (单选题)What does founder of Galxyz say about bad screen time?A.Too much bad screen time does harm to the eyesight.B.Kids watch and play these games without much thinking.C.A lot of these games involve much fight and blood.D.The picture and the sound of these games are of low quality.(4) (单选题)What is the result of using educational games in the classroom?A.They will eventually replace the teachers.B.They improve the effect of classroom teaching.C.Students can achieve better grades.D.Students find the traditional lecture boring.(5) (单选题)What does the author think of the future of education?A.Teachers will act like comedians to entertain students.B.Every student will be actively engaged in class activities.C.Outdoor education will play an important role in school syllabus.D.Technology will make the class more amusing and enlightening.
There are two passages in this section. Each passage is followed by some questions or unfinished statements. Read the passages carefully and choose the best answer from the four choices marked A, B, C and D.Passage 1Video games have a bad reputation among many parents and teachers, who worry too much screen time is bad for children. There's no doubt that some kids go overboard and face troubling health risks. But a body of research suggests that playing digital games can have psychological and even physical benefits. And new offerings from game makers like Leapfrog, National Geographic and Galxyz may further assuage parents and teachers' fears."There is a developing notion of good screen time versus bad screen time," said Osman Rashid, founder of Galxyz. "Good screen time" can include using games that make players strategize, analyze and think quickly, while bad screen time generally involves doing something more passive, like watching a video.Rashid, who has two daughters, was disappointed there weren't more games both entertaining and challenging. "Most learning games had shoddy graphics, poorly developed interfaces and fake gaming," he said. So he set out to create one that would teach players about science — and actually appeal to kids. Galxyz games help kids learn a variety of disciplines, from physical and life science to Earth and space science, and the company recently partnered with the New York Academy of Sciences to help deliver a new educational product.Kids can play these games at home, or the programs can be incorporated into a teacher's syllabus. Fifty-five percent of educators surveyed said their students played games in their classrooms at least once a week. Rashid noted he appreciates seeing teachers realizing educational games won't necessarily replace them and that certain programs can actually enhance lesson plans.But since educational gaming is a relatively new concept, scientists still lack a solid understanding of how educational screen time affects children and learning outcomes. There's little data on the long-term effects of using educational games.However, finding new ways to engage students is generally beneficial. If you're going to stand up in front of a class and give a lecture for 40 minutes, you're going to be like a stand-up comedian who dies on stage. Teachers need to use new technology to amuse, entertain and educate their students.(1) (单选题)Which of the following best expresses the main idea of the passage?A.There are many ways to protect kids from bad video games.B.Game makers are creating more educational games.C.Educators are starting to embrace the good screen time.Video games bring psychological and physical benefits.D.Video games bring psychological and physical benefits.(2) (单选题)The meaning of the underlined word "assuage" (Para. 1) is closest to ________.A.worsenB.assureC.stimulateD.ease(3) (单选题)What does founder of Galxyz say about bad screen time?A.Too much bad screen time does harm to the eyesight.B.Kids watch and play these games without much thinking.C.A lot of these games involve much fight and blood.D.The picture and the sound of these games are of low quality.(4) (单选题)What is the result of using educational games in the classroom?A.They will eventually replace the teachers.B.They improve the effect of classroom teaching.C.Students can achieve better grades.D.Students find the traditional lecture boring.(5) (单选题)What does the author think of the future of education?A.Teachers will act like comedians to entertain students.B.Every student will be actively engaged in class activities.C.Outdoor education will play an important role in school syllabus.D.Technology will make the class more amusing and enlightening.
题目解答
答案
(1)C
(2)D
(3)B
(4)B
(5)D