[单选题]PartIIReadingComprehension(30分)Directions:Thereare3passagesinthissection.Eachpassageisfollowedbysomequestionsorunfinishedstatements.ForeachofthemtherearefourchoicesmarkedA,B,C,andD.YoushoulddecideonthebestchoiceandmarkthecorrespondingletterontheAnswerSheet.PassageoneInarecentstudy,neuroscientistsfoundthatplayingfast-pacedvideogamescouldhelpimprovedyslexic(诵读困难的)children’sreadingspeed,andtheimprovementsdidnotfadewithtime.Researcherstestedthereadingabilityoftwogroupsof10-year-olddyslexicchildrenafteronegrouphadplayedactionvideogamesandtheotherplayednon-actionvideogames.Eachgroupwascomposedof10childrenwhoplayed80minutesofvideogamesadayforninedays,equaling12hoursofplayperchild.Theirreadingskillsweremeasuredonanumberoffactors,includinghowfasttheyreadwordsandhowaccuratelytheyreadthem.Resultsshowedthatimprovementsinreadingspeedachievedfromplayingfast-pacedvideogamescouldevenexceedimprovementsgainedfromayear’sintense,traditionaltherapies.Scientistsaimedtoprovethatthere’sacorrelationbetweenadyslexicchild’svisualattentionspanandtheirabilitytoread.Actionvideogamesaredistinguishedfromnon-actionvideogamesbysuchcharacteristicsasgamespeed,ahighsensory-motorload,andpresentationofmultiple,peripheral(外围的)stimuli.Actionvideogameplayersconstantlyreceivebothexternalandinternalfeedbackontheirperformance,producinglearning.Itturnedoutthattheassumptionsofresearcherswerecorrect.Actionvideogameplayersdefeatedtheirnon-actionpeersinimprovements.Onlyactiongamekidsshowedgeneralreadingimprovements,upto40percent,whilenon-actionreadersshowednoimprovement.Theactiongamersalsoimprovedtheirbasictextreadingbyasmuchas60percent,whilenon-actiongamersshowedamoremodest5percent-10percentgain.Thoughmoreresearchisneededtonaildownthespecificrolethatactiongamesplayintheimprovements,theresearchersclaimedtheirdataisthestart.Theybelievetheirfindingsshowthatattentioncanbestudiedandefficientlytrainedduringinfancy.Thiscanpavethewayforlow-resource-demandingearlypreventionprogramsthatcoulddrasticallyreducetheincidentofreadingdisorders.21.Whatdoestherecentstudydiscussedinthepassageshow?
[单选题]PassageoneInarecentstudy,neuroscientistsfoundthatplayingfast-pacedvideogamescouldhelpimprovedyslexic(诵读困难的)children’sreadingspeed,andtheimprovementsdidnotfadewithtime.Researcherstestedthereadingabilityoftwogroupsof10-year-olddyslexicchildrenafteronegrouphadplayedactionvideogamesandtheotherplayednon-actionvideogames.Eachgroupwascomposedof10childrenwhoplayed80minutesofvideogamesadayforninedays,equaling12hoursofplayperchild.Theirreadingskillsweremeasuredonanumberoffactors,includinghowfasttheyreadwordsandhowaccuratelytheyreadthem.Resultsshowedthatimprovementsinreadingspeedachievedfromplayingfast-pacedvideogamescouldevenexceedimprovementsgainedfromayear’sintense,traditionaltherapies.Scientistsaimedtoprovethatthere’sacorrelationbetweenadyslexicchild’svisualattentionspanandtheirabilitytoread.Actionvideogamesaredistinguishedfromnon-actionvideogamesbysuchcharacteristicsasgamespeed,ahighsensory-motorload,andpresentationofmultiple,peripheral(外围的)stimuli.Actionvideogameplayersconstantlyreceivebothexternalandinternalfeedbackontheirperformance,producinglearning.Itturnedoutthattheassumptionsofresearcherswerecorrect.Actionvideogameplayersdefeatedtheirnon-actionpeersinimprovements.Onlyactiongamekidsshowedgeneralreadingimprovements,upto40percent,whilenon-actionreadersshowednoimprovement.Theactiongamersalsoimprovedtheirbasictextreadingbyasmuchas60percent,whilenon-actiongamersshowedamoremodest5percent-10percentgain.Thoughmoreresearchisneededtonaildownthespecificrolethatactiongamesplayintheimprovements,theresearchersclaimedtheirdataisthestart.Theybelievetheirfindingsshowthatattentioncanbestudiedandefficientlytrainedduringinfancy.Thiscanpavethewayforlow-resource-demandingearlypreventionprogramsthatcoulddrasticallyreducetheincidentofreadingdisorders.22.Researchersofthestudyconductedtheirtestby___________.
[单选题]PassageoneInarecentstudy,neuroscientistsfoundthatplayingfast-pacedvideogamescouldhelpimprovedyslexic(诵读困难的)children’sreadingspeed,andtheimprovementsdidnotfadewithtime.Researcherstestedthereadingabilityoftwogroupsof10-year-olddyslexicchildrenafteronegrouphadplayedactionvideogamesandtheotherplayednon-actionvideogames.Eachgroupwascomposedof10childrenwhoplayed80minutesofvideogamesadayforninedays,equaling12hoursofplayperchild.Theirreadingskillsweremeasuredonanumberoffactors,includinghowfasttheyreadwordsandhowaccuratelytheyreadthem.Resultsshowedthatimprovementsinreadingspeedachievedfromplayingfast-pacedvideogamescouldevenexceedimprovementsgainedfromayear’sintense,traditionaltherapies.Scientistsaimedtoprovethatthere’sacorrelationbetweenadyslexicchild’svisualattentionspanandtheirabilitytoread.Actionvideogamesaredistinguishedfromnon-actionvideogamesbysuchcharacteristicsasgamespeed,ahighsensory-motorload,andpresentationofmultiple,peripheral(外围的)stimuli.Actionvideogameplayersconstantlyreceivebothexternalandinternalfeedbackontheirperformance,producinglearning.Itturnedoutthattheassumptionsofresearcherswerecorrect.Actionvideogameplayersdefeatedtheirnon-actionpeersinimprovements.Onlyactiongamekidsshowedgeneralreadingimprovements,upto40percent,whilenon-actionreadersshowednoimprovement.Theactiongamersalsoimprovedtheirbasictextreadingbyasmuchas60percent,whilenon-actiongamersshowedamoremodest5percent-10percentgain.Thoughmoreresearchisneededtonaildownthespecificrolethatactiongamesplayintheimprovements,theresearchersclaimedtheirdataisthestart.Theybelievetheirfindingsshowthatattentioncanbestudiedandefficientlytrainedduringinfancy.Thiscanpavethewayforlow-resource-demandingearlypreventionprogramsthatcoulddrasticallyreducetheincidentofreadingdisorders.23.Whichofthefollowingismentionedinthepassageasadifferencebetweenactionvideogamesandnon-actionones?
[单选题]PassageoneInarecentstudy,neuroscientistsfoundthatplayingfast-pacedvideogamescouldhelpimprovedyslexic(诵读困难的)children’sreadingspeed,andtheimprovementsdidnotfadewithtime.Researcherstestedthereadingabilityoftwogroupsof10-year-olddyslexicchildrenafteronegrouphadplayedactionvideogamesandtheotherplayednon-actionvideogames.Eachgroupwascomposedof10childrenwhoplayed80minutesofvideogamesadayforninedays,equaling12hoursofplayperchild.Theirreadingskillsweremeasuredonanumberoffactors,includinghowfasttheyreadwordsandhowaccuratelytheyreadthem.Resultsshowedthatimprovementsinreadingspeedachievedfromplayingfast-pacedvideogamescouldevenexceedimprovementsgainedfromayear’sintense,traditionaltherapies.Scientistsaimedtoprovethatthere’sacorrelationbetweenadyslexicchild’svisualattentionspanandtheirabilitytoread.Actionvideogamesaredistinguishedfromnon-actionvideogamesbysuchcharacteristicsasgamespeed,ahighsensory-motorload,andpresentationofmultiple,peripheral(外围的)stimuli.Actionvideogameplayersconstantlyreceivebothexternalandinternalfeedbackontheirperformance,producinglearning.Itturnedoutthattheassumptionsofresearcherswerecorrect.Actionvideogameplayersdefeatedtheirnon-actionpeersinimprovements.Onlyactiongamekidsshowedgeneralreadingimprovements,upto40percent,whilenon-actionreadersshowednoimprovement.Theactiongamersalsoimprovedtheirbasictextreadingbyasmuchas60percent,whilenon-actiongamersshowedamoremodest5percent-10percentgain.Thoughmoreresearchisneededtonaildownthespecificrolethatactiongamesplayintheimprovements,theresearchersclaimedtheirdataisthestart.Theybelievetheirfindingsshowthatattentioncanbestudiedandefficientlytrainedduringinfancy.Thiscanpavethewayforlow-resource-demandingearlypreventionprogramsthatcoulddrasticallyreducetheincidentofreadingdisorders.24.Resultsofthestudyconfirmedscientists’assumptionthat___________.A.Actionvideogamesprovideplayerswithfeedbackthatfacilitatelearning.B.Actionvideogameshavehighergamespeedsthannon-actionvideogames.C.Readingdifficultiesarerelatedtoexcessiveplayingofvideogames.D.Readingdifficultiesarecausedbybothexternalandinternalfactors.
[单选题]PassageoneInarecentstudy,neuroscientistsfoundthatplayingfast-pacedvideogamescouldhelpimprovedyslexic(诵读困难的)children’sreadingspeed,andtheimprovementsdidnotfadewithtime.Researcherstestedthereadingabilityoftwogroupsof10-year-olddyslexicchildrenafteronegrouphadplayedactionvideogamesandtheotherplayednon-actionvideogames.Eachgroupwascomposedof10childrenwhoplayed80minutesofvideogamesadayforninedays,equaling12hoursofplayperchild.Theirreadingskillsweremeasuredonanumberoffactors,includinghowfasttheyreadwordsandhowaccuratelytheyreadthem.Resultsshowedthatimprovementsinreadingspeedachievedfromplayingfast-pacedvideogamescouldevenexceedimprovementsgainedfromayear’sintense,traditionaltherapies.Scientistsaimedtoprovethatthere’sacorrelationbetweenadyslexicchild’svisualattentionspanandtheirabilitytoread.Actionvideogamesaredistinguishedfromnon-actionvideogamesbysuchcharacteristicsasgamespeed,ahighsensory-motorload,andpresentationofmultiple,peripheral(外围的)stimuli.Actionvideogameplayersconstantlyreceivebothexternalandinternalfeedbackontheirperformance,producinglearning.Itturnedoutthattheassumptionsofresearcherswerecorrect.Actionvideogameplayersdefeatedtheirnon-actionpeersinimprovements.Onlyactiongamekidsshowedgeneralreadingimprovements,upto40percent,whilenon-actionreadersshowednoimprovement.Theactiongamersalsoimprovedtheirbasictextreadingbyasmuchas60percent,whilenon-actiongamersshowedamoremodest5percent-10percentgain.Thoughmoreresearchisneededtonaildownthespecificrolethatactiongamesplayintheimprovements,theresearchersclaimedtheirdataisthestart.Theybelievetheirfindingsshowthatattentioncanbestudiedandefficientlytrainedduringinfancy.Thiscanpavethewayforlow-resource-demandingearlypreventionprogramsthatcoulddrasticallyreducetheincidentofreadingdisorders.25.Whatcanbeinferredfromthelastparagraph?