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题型:阅读理解-阅读单选 难度:0.65 引用次数:154 题号:7787791

Be careful on January 8th —It's officially the most dangerous day of the year. The insurance(保险)company Hyperion has studied accident statistics(统计数字)and has found that there are more accidents on January 8th   than on any other day.

Accidents are certainly more likely to happen at particular times of the year. One general rule is that more accidents happen in winter months, because risk increases in bad weather.

In 2004 and 2005 Hyperion found that the worst day was January 8th , with 298 accidents reported to them. March 3th was the safest day, with only 89 reports. Six of the ten worst days for driving were in January.

It's clear that icy and snowy conditions are dangerous, but some other statistics are puzzling. A British Medical Journal report in 2001, for example, found that hospital admissions were always higher than usual on Friday the 13th .

But it is not only when Friday falls on the 13th   that it is a dangerous day. Four of the top ten worst days for accidents last year were Fridays-perhaps because everyone is rushing home for the weekend-while Thursdays are the safest day of the week.

At what time of the day is an accident most likely to happen? The Health and Safety Authority found that people are most likely to have an accident at 11:00 a. m. , while the safest time of day is between 4: 00 and 5: 00 a. m. —probably because most people are in bed!

Finally, good news for Harry Potter fans. Doctors at the John Radcliffe Hospital in Oxford noted that fewer children were in hospital on the weekend when Harry Potter books were available to the public. Deaths fell by over 50% when the last two books went on sale. So if you want to be really safe, you should read a Harry Potter book in bed. at around 5: 00 on a Thursday morning, in summer.

1. What is special about Janua, 8th according to Hyperion?
A.The weather is often the worst.
B.More accidents happen on the day.
C.More people are rushed to hospital.
D.It's the best day to buy insurance.
2. Why are Fridays considered to be dangerous days?
A.Fridays often fall on the 13th .
B.Busy weekdays tire people out.
C.Everyone is in a hurry to go home.
D.It's easy for people to stay up.
3. What happened when there was a new Harry Potter book?
A.It became the safest day of the year.
B.People were more likely to go out.
C.Fewer children ended up in hospital.
D.The driving conditions turned the worst.
4. What is the purpose of this text?
A.To solve a problem.
B.To give practical advice.
C.To tell an interesting story.
D.To show some study results.

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阅读理解-阅读单选 | 适中 (0.65)
文章大意:本文是说明文。文章讲述了在美国现在的年轻人并不再热衷考驾照。

【推荐1】The legal age to drive a car in the United States is 16. Getting a driver’s license on the day you turn 16 has long been a major life event for many young people in America.

But interest in driving among today’s teenagers has dropped sharply over the past 35 years. In 1983, 80 percent of 18-year-olds in America had a driver’s license — the document that permits a person to drive a motor vehicle. By 2018, that number had dropped to 61 percent. Among 16-year-olds, the number decreased from 46 percent in 1983 to 25 percent in 2018.

Young people say they have many reasons for delaying or avoiding getting a driver’s license. Some choose more environmentally friendly transportation choices. Others find driving to be stressful. And some simply do not care about cars at all.

Carmakers want to make their vehicles more attractive to young people. They seek to make cars more interesting to a generation raised on technology.

Mark Rushbrook is global director of Ford Performance Motorsports. “A big screen” is what today’s teen drivers want, he said. “I think what is important to them is staying connected in a safe way,” Rushbrook said. “The vehicle is an extension (延伸) of their iPhone or their screen device, they want to stay connected and bring their music and everything else with them into the car.”

Mark Reuss is president of General Motors. He said he believes there is still a market for young people who care about more than just their music and connectivity (连接功能). “You still have to deliver connectivity in something people love to look at and be seen in.” he said. “That generation has not been lost. They still want a great looking car...” He added, “There’s lots of different ways to make cars appealing and that doesn’t go away.”

1. How is paragraph 2 developed?
A.By giving examples.B.By following the time line.
C.By giving reasons.D.By making comparisons.
2. Which can be a reason for young people avoiding getting driving licenses?
A.Feeling anxious when driving.B.Lacking a sense of direction.
C.Not caring about the environment.D.Hating public transportation.
3. What can be inferred from Rushbrook’s words?
A.Smarter cars will attract teens more.
B.Cars with iPhones are being expected.
C.Music connectivity is the most important for teens.
D.The car screen will be bigger and bigger.
4. How does Mark Reuss say about young people?
A.They are not the biggest customers.B.They prefer to drive in different ways.
C.They still want good-looking vehicles.D.They will never change their driving taste.
2022-07-14更新 | 70次组卷
阅读理解-阅读单选 | 适中 (0.65)
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文章大意:这是一篇议论文。文章讨论了工作中的责备问题,说明工作中不能一味地指责别人。

【推荐2】Casting blame is natural: it is tempting to fault someone else for a mistake rather than taking responsibility yourself. But blame is also harmful. It makes it less likely that people will own up to mistakes, and thus less likely that organizations can learn from them. Research published in 2015 suggests that firms whose managers pointed to external factors to explain their failings underperformed companies that blamed themselves.

Blame culture can spread like a virus. Just as children fear mom and dad’s punishment if they admit to wrongdoing, in a blaming environment, employees are afraid of criticism and punishment if they acknowledge making a mistake at work. Blame culture asks, “who dropped the ball?” instead of “where did our systems and processes fail?” The focus is on the individuals, not the processes. It’s much easier to point fingers at a person or department instead of doing the harder, but the more beneficial, exercise of fixing the root cause, in which case the problem does not happen again.

The No Blame Culture was introduced to make sure errors and deficiencies (缺陷) were highlighted by employees as early as possible. It originated in organizations where tiny errors can have catastrophic (灾难性的) consequences. These are known as high reliability organizations (HROs) and include hospitals, submarines and airlines. Because errors can be so disastrous in these organizations, it’s dangerous to operate in an environment where employees don’t feel able to report errors that have been made or raise concerns about that deficiencies may turn into future errors. The No Blame Culture maximizes accountability because all contributions to the event occurring are identified and reviewed for possible change and improvement.

The National Transportation Safety Board (NTSB), which supervises air traffic across the United States, makes it clear that its role is not to assign blame or liability but to find out what went wrong and to issue recommendations to avoid a repeat. The proud record of the airline industry in reducing accidents partly reflects no-blame processes for investigating crashes and close calls. The motive to learn from errors also exist when the risks are lower. That is why software engineers and developers routinely investigate what went wrong if a website crashes or a server goes down.

There is an obvious worry about embracing blamelessness. What if the website keeps crashing and the same person is at fault? Sometimes, after all, blame is deserved. The idea of the “just culture”, a framework developed in the 1990s by James Reason, a psychologist, addresses the concern that the incompetent and the malevolent (恶意的) will be let off the hook. The line that Britain’s aviation regulator draws between honest errors and the other sort is a good starting-point. It promises a culture in which people “are not punished for actions or decisions taken by them that match with their experience and training”. That narrows room for blame but does not remove it entirely.

1. According to the research published in 2015, companies that ______ had better performance.
A.blamed external factorsB.admitted their mistakes
C.conducted investigationsD.punished the under performers
2. According to the passage, what do you learn about the No Blame Culture?
A.It encourages the early disclosure of errors.
B.It only exists in high reliability organizations.
C.It enables people to shift the blame onto others.
D.It prevents organizations from making any error.
3. What is the major concern about embracing blamelessness according to the passage?
A.Innocent people might take the blame by admitting their failure.
B.Being blamed for mistakes can destroy trust in employees.
C.The line between honest errors and the other sort is not clear.
D.People won’t learn their lessons if they aren’t blamed for failures.
4. Which of the following is the best title for the passage?
A.Why We Fail to Learn from Our Own Mistakes
B.How to Avoid Disastrous Errors in Organizations
C.Why We Should Stop the Blame Game at Work
D.How to Deal with Workplace Blame Culture
2023-11-16更新 | 132次组卷
阅读理解-阅读单选 | 适中 (0.65)
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【推荐3】The World Health Organization recently announced the addiction of gaming disorder as a new illness. They say it's a potentially serious mental health condition. Gaming disorder means the patient is giving increasing priority to online and offline gaming on any platform—mobile phones, tablets or console games—over other activities.

A video game addiction is like being addicted to drugs. A study in the American Journal of Drugs and Alcohol Abuse on video games found that they impact the release of dopamine levels in ways similar to drugs like Ecstasy. Excessive gaming can also mask mental health issues. "Most people who actually meet the diagnostic criteria for gaming disorder also have other psychiatric disorders, such as anxiety, depression, or attention deficit hyperactivity disorder [ADHD]," says psychiatrist Dr. Scott Krakower, who specializes in treating teens with addiction disorders.

Video games give these users a social outlet so that they don't have to leave their house. "It's also a place to escape from stress, see measurable progress, and get instant contentment," says Dr. Krakower. Often, people become so comfortable playing a game that they don't want to face reality. "Gaming is a safe place to fail," says Krakower. "If you apply for a job and they say no, you hurt from rejection. But if you die in a game, you just press restart and try again."

However, it can be difficult for parents to relate to the gaming world. That's why they need to try and "understand the importance of their children's online relationships," says addiction psychiatry specialist Professor Andrew J. Saxon. "Gamers who spend a lot of time online tend to have few friends outside the virtual world. Moving on from gaming is likely to change their social group."

Be supportive and encouraging as the parents help the kids overcome their addiction. Supporting them to find new group activities will help them to improve their social skills, explains Dr. Saxon. "Be patient; replacing gaming with new habits can take time," he says.

However, Dr. Krakower warns not to be too patient." At the same time, continue to nudge them along," he says.

1. In writing Paragraph 1, the author aims to________.
A.make a comparisonB.draw a conclusion
C.propose an argumentD.present a definition
2. What can we learn from Krakower's words in Paragraphs 2 and 3?
A.Gaming disorder patients must suffer from physical health issues.
B.Users become addicted to the video games because they never lose.
C.Video games help to release pressure and gain satisfaction.
D.Fear of rejection prevents gamers from landing a job.
3. What does the word "nudge" in the last paragraph mean?
A.Wait.B.Concern.C.Push.D.Blame.
4. Which of the following is the best title for the text?
A.When gaming turns to addiction.
B.Reasons for abandoning gaming.
C.Ways to overcome gaming addiction.
D.When gaming serves as a social outlet.
2022-01-09更新 | 131次组卷
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