- 相關(guān)推薦
2022年12月英語(yǔ)六級(jí)考試閱讀備考練習(xí)題
在學(xué)習(xí)、工作中,許多人都需要跟練習(xí)題打交道,只有認(rèn)真完成作業(yè),積極地發(fā)揮每一道習(xí)題特殊的功能和作用,才能有效地提高我們的思維能力,深化我們對(duì)知識(shí)的理解。那么你知道什么樣的習(xí)題才能有效幫助到我們嗎?下面是小編整理的2022年12月英語(yǔ)六級(jí)考試閱讀備考練習(xí)題,歡迎閱讀與收藏。
12月英語(yǔ)六級(jí)考試閱讀備考練習(xí)題 篇1
We can begin our discussion of “population as global issue” with what most persons mean when they discuss “the population problem”: too many people on earth and a too rapid increase in the number added each year. The facts are not in dispute, It was quite right to employ the analogy that likened demographic growth to “a long, thin powder fuse that burns steadily and haltingly until it finally reaches the charge and explodes.”
To understand the current situation, which is characterized by rapid increases in population, it is necessary to understand the history of population trends. Rapid growth is a comparatively recent phenomenon. Looking back at the 8,000 years of demographic history, we find that populations have been virtually stable or growing very slightly for most of human history. For most of our ancestors, life was hard, often nasty, and very short. There was high fertility in most places, but this was usually balanced by high mortality. For most of human history, it was seldom the case that one in ten persons would live past forty, while infancy and childhood were especially risky periods. Often, societies were in clear danger of extinction because death rates could exceed their birthrates. Thus, the population problem throughout most of history was how to prevent extinction of the human race.
This pattern is important to notice. Not only does it put the current problems of demographic growth into a historical perspective, but it suggests that the cause of rapid increase in population in recent years is not a sudden enthusiasm for more children, but an improvement in the conditions that traditionally have caused high mortality.
Demographic history can be divided into two major periods: a time of long, slow growth which extended from about 8,000 BC.till approximately AD. 1650. In the first period of some 9600 years, the population increased from some 8 million to 500 million in 1650. Between 1650 and the present, the population has increased from 500 million to more than 4 billion. And it is estimated that by the year 2000 there will be 6.2 billion people throughout the world. One way to appreciate this dramatic difference in such abstract numbers is to reduce the time frame to something that is more manageable. Between 8000BC and 1650, an average of only 50,000 persons was being added annually to the world’s population each year. At present, this number is added every six hours. The increase is about 80,000,000 persons annually.
1.Which of the following demographic growth pattern is most suitable for the long thin powder fuse analogy?
A.A virtually stable or slightly decreasing period and then a sudden explosion of population.
B.A slow growth for a long time and then a period of rapid, dramatic increase.
C.Too many people on earth and a few rapid increase in the number added each year.
D.A long period when death rates exceeds birthrates and then a short period with higher fertility and lower mortality.
2.During the first period of demographic history, societies were often in danger of extinction because___.
A.only one in ten persons could live past 40.
B.there was higher mortality than fertility in most places.
C.it was too dangerous to have babies due to the poor conditions.
D.our ancestors had little enthusiasm for more children.
3.Which statement is true about population increase?
A.There might be an increase of 2.2 billion persons from now to the year 2000.
B.About 50,000 babies are born every six hours at present.
C.Between 8000 BC and the present, the population increase is about 80,000,000 persons each year.
D.The population increased faster between 8000BC and 1650 than between 1650 and the present.
4.The author of the passage intends to___.
A.warn people against the population explosion in the near future.
B.compare the demographic growth pattern in the past with that after 1650.
C.find out the cause for rapid increase in population in recent years.
D.present us a clear and complete picture of the demographic growth.
5.The word “demographic” in the first paragraph means___.
A.statistics of human.
B.surroundings study.
C.accumulation of human.
D.development of human.
答案:ABADA
12月英語(yǔ)六級(jí)考試閱讀備考練習(xí)題 篇2
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 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.
1. 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
2. Which of the following games is supposed to contain violent content?
[A] Sonic
[B] Super Mario
[C] Platformer
[D] Beat-Them-Up
3. What does unscathed (Paragraph 1, Last line) probably mean?
[A] unsettled
[B] unbeaten
[C] unharmed
[D] unhappy
4. 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.
5. 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
1. 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(kāi)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(kāi)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(kāi)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。可見(jiàn),作者本文主要討論的問(wèn)題,是計(jì)算機(jī)游戲中的暴力給孩子們帶來(lái)的影響。
2. 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(lèi)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(lèi)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.
3. 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(kāi)。)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)。
4. 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(kāi)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(jué)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(jué)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(méi)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(méi)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。
5. 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。
【12月英語(yǔ)六級(jí)考試閱讀備考練習(xí)題】相關(guān)文章:
英語(yǔ)六級(jí)閱讀理解備考練習(xí)題08-19
英語(yǔ)專(zhuān)四考試閱讀備考練習(xí)題06-28
英語(yǔ)六級(jí)聽(tīng)力考試備考練習(xí)題08-01
大學(xué)英語(yǔ)六級(jí)考試備考練習(xí)題09-07
2015年英語(yǔ)六級(jí)考試備考閱讀大全09-18
大學(xué)英語(yǔ)六級(jí)考試閱讀備考試題及答案10-19
2017年英語(yǔ)六級(jí)閱讀考試樣題備考09-27