1 . Would you take a trip if you couldn’t use your cellphone? A new tour company called Off the Grid is asking travellers to put their cellphones away and not even use them for photos. The company founder, Zach Beattie, is developing his business, using money he saved from a tech job at a mapping company. He’s hired guides for every trip but will help lead the first few himself.
The first trip is to Lisbon, Portugal, in July. It takes 7 to 10 days, with small groups of up to 16 people. Prices range from $1,500 to $1,650, including accommodations, meals and ground transportation. The plan includes at least three excursions (远足) and two social events, with an emphasis on unique experiences over bucket-list sightseeing. The tour also includes surfing lessons, yoga on the beach, a day of sailing and dinner with a local family.
“When you’re somewhere new, there’s a lot to see and a lot of cool and interesting people to meet,” Beattie said. “Your phone can distract (使分心) you.” The phone ban won’t be enforced quite as strictly as it seems at first glance. “We want it to be voluntary,” he said. “We’re not collecting phones and throwing them in a locked trunk. It’s held by you, but put in your pocket, and you state your intentions for the week, whether that’s checking your social media once or twice a day or a total blackout.”
Tour-goers also get a “dumbphone” without Internet access that’s loaded with numbers for group leaders and other participants, both for emergencies and to promote socializing. Participants may bring regular cameras, but Beattie is hiring a photographer for each tour so there will be plenty of photos to remember the trip. Once the trip is over, participants will have access to those photos for use in social media posts.
1. What can be learned about Zach Beattie?A.He set up his business at his own expense. |
B.He is always guiding every trip personally. |
C.He forbids tourists to take along cellphones. |
D.He used to earn his living in a tour company. |
A.The trip features sightseeing. |
B.Participants live in homestays. |
C.Air ticket is covered in the cost. |
D.Tourists experience water sports. |
A.Lock their phones in a trunk. |
B.Post their photos on social media. |
C.Free themselves from their phones. |
D.Shift their focus onto dumbphones. |
A.Take photos. | B.Access the Internet. |
C.Record the trip. | D.Contact group members. |
2 . China has set new rules limiting the amount of time children can play online games. The rules limit children to just three hours of online game playing a week. That is one hour between 8 p. m. and 9 p. m. on Friday, Saturday and Sunday most weeks.
Li Zhanguo has two children aged 4 and 8. Even though they do not have smartphones, they enjoy playing online games. Like many other parents. Li is happy with new government rules. But experts say it is unclear if such policies can help prevent addiction to online games. Children might just get addicted to social media instead. In the end, experts say, parents should be the ones to set limits and support good practice.
There has been a growing concern in China about gaming addiction among children. Government reports in 2018 found that about one in ten Chinese children were addicted to the Internet. The new rules are part of an effort to prevent young people from spending too much time on unhealthy entertainment. That includes what officials call the “irrational fan culture”
Under the new rules, the responsibility for making sure children play only three hours a day as largely on Chinese gaming companies like Net Ease and Ten cent. Companies have set up real-name registration systems to prevent young users from going past game time limits. They have used facial recognition technology to check their identities. And they have also set up a program that permits people to report what is against the law. It is unclear what punishments gaming companies may face if they do not carry out the policies. And even if such policies are performed, it is also unclear whether they can prevent online addiction.
A specialist treating Internet addiction expects about 20 percent of children will find ways to break the rules by borrowing accounts of their older relatives and find a way around facial recognition. In his opinion, short-video alps such as Douyin and Kuaishou are also very popular in China. They are not under the same restrictions as games.
1. When can children play games according to the new rules?A.Between 8 p. m. and 9 p. m. On Friday. | B.Between 8 p. m. and 9 p. m. On Tuesday. |
C.Between 10 p. m. and 11 p. m. On Saturday. | D.Between 10 p. m. and all p. m. On Thursday. |
A.the new rules can stop children’s addiction to social media |
B.companies are more responsible for kids ‘ obeying the rules |
C.the new rules will help prevent children playing online games |
D.parents play a greater part in limiting the time of online games |
A.Design an advanced program. | B.Use facial recognition systems. |
C.Set up real-name registration systems. | D.Borrow accounts of their older relatives. |
A.Rules Limiting Short-video alps | B.Rules Limiting Video Game Time |
C.Rules Banning Irrational Fan Culture | D.Rules Breaking Addition to Social Media |
A.Through the Internet. |
B.Through phone calls. |
C.Through text messages. |
A.It’s safe to use. | B.Facebook friends are reliable. | C.It can waste your time. |
A.Online videos. | B.Virtual reality. | C.Phone applications. |
Following the barbecue-induced travel craze to the city of Zibo in East China, Chinese social media has once again highlighted the next internet-famous city worthy of
This time it’s Tianshui, a low-key city in China’s Gansu province that
Known as Tianshui Malatang, which
Two food bloggers, with over 3 million followers in their account on the popular Chinese Weibo,
Dong Liangyan, 29, from Daqing in Heilongjiang province,
7 . This question has fascinated behavioural scientists for decades: why do we give money to charity?
The explanations for charitable giving fall into three broad categories, from the purely altruisic (利他的)— I donate because I value the social good done by the charity. The “impurely” altruistic— I donate because I extract value from knowing I contribute to the social good for the charity. And the not-at-all altruistic— I donate because I want to show off to potential mates how rich I am.
But are these motives strong enough to enable people to donate as much as they would want to? Most people support charities in one way or another, but often we struggle to make donations as often as we think we should. Although many people would like to leave a gift to charity in their will, they forget about it when the time comes.
Many people are also aware that they should donate to the causes that have the highest impact, but facts and figures are less attractive than narratives. In a series of experiments, it was found that people are much more responsive to charitable pleas that feature a single, identifiable beneficiary(受益者), than they are to statistical information about the scale of the problem being faced. When it comes to charitable giving, we are often ruled by our hearts and not our heads.
The good news is that charitable giving is contagious—seeing others give makes an individual more likely to give and gentle encouragement from an important person in your life can also make a big difference to your donation decisions— more than quadrupling them in our recent study. Habit also plays a part— in three recent experiments those who volunteered before were more likely to do donate their time than those who had not volunteered before.
In summary, behavioural science identifies a range of factors that influence our donations, and can help us to keep giving in the longer term. This is great news not just for charities, but also for donors.
1. What can we learn about people who do charitable giving?A.Most people support charity as often as they think they should. |
B.Some people don’t want to leave a gift to charity until the time comes. |
C.Those who donate because they can gain an advantage are purely altruistic. |
D.Some people send money to charity simply to tell others they are wealthy. |
A.Not revealing the names of the donors. |
B.Showing figures about the seriousness of the problem. |
C.Telling stories that feature a single, recognizable beneficiary. |
D.Reminding people to write down what to donate in the will in advance. |
A.People will learn from others and follow the suit. |
B.Many people are familiar with charitable giving. |
C.Charitable giving helps the beneficiary in all aspects. |
D.Charitable giving can bring a lot of benefits to donors. |
A.To persuade more people to donate. |
B.To explain the science behind why people donate. |
C.To criticize some false charitable giving behaviours. |
D.To explore approaches to making people donate more. |
A.From TV.. | B.From the newspaper.. | C.From the Internet. |
要求:1. 利用本单元所学知识完成句子;
2. 使用恰当的过渡衔接词连句成篇。
①当我们在街上看到比尔·坎宁安时,我们中的大多数人都认为他没有什么了不起的地方。
②事实上,很多名人仅仅想对他摆姿势,请他拍照。
③比尔·坎宁安之所以伟大,是因为他对摄影的痴迷和奉献,以及他在工作中投入的时间和精力。
④虽然有名,他的生活方式却并不复杂。
⑤他的辛勤工作使他不仅仅是一名时尚摄影师,他还是一名“文化人类学家”。
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10 . In today’s digital era, social media users are increasingly coming across fake news online. This leads to the pressing issue: What causes people to fall for misinformation on the Internet?
According to researchers at the Penn State College of Information Sciences and Technology, users can easily fall into an echo chamber (回声室)—a sort of virtual space where users consume only one-sided news, eventually distrusting any opposing views. “We all tend to agree with the group opinion. Hence, people naturally get together with others who hold the same opinion,” said Dongwon Lee, one of the researchers. “But if you’re not cautious, there is a high risk of falling into an echo chamber.”
To prevent this phenomenon, the researchers have crafted a novel tool, a game named ChamberBreaker, to help players resist echo chambers and reduce the rate of fake news spread. The fundamental approach employed by ChamberBreaker centers around a decision-making procedure that mirrors the creation of echo chambers. In ChamberBreaker, a player is tasked with trying to have community members fall into an echo chamber. To begin, the player is randomly assigned a situation that focuses on a health, political or environmental issue, and is presented with six pieces of news on that topic. Then, the player selects news that could cause the other members to fall into an echo chamber while at the same time maintaining their trust. If successful, the community members will fall into an echo chamber and the player will witness the resulting negative effects on the community.
After developing ChamberBreaker, researchers tested it with over 800 subjects to see if it raised awareness of echo chambers and changed news consumption behaviors. The researchers found that those who played ChamberBreaker were significantly more likely to state their intention to observe online information from more diverse perspectives and showed an increased awareness of the echo chamber phenomenon.
Ultimately, the researchers hope that their methodology can excite a greater interest in the scientific and scholarly study related to information consumption. The application of tools like ChamberBreaker, which focuses on fostering analytical reasoning, may lead us towards a more informed online community.
1. What can be learned about an online echo chamber?A.It encourages well-judged views. |
B.It gathers like-minded individuals. |
C.It functions as a virtual reality platform. |
D.It serves as a tool for identifying fake information. |
A.Assignment of situations. | B.Trust-building exercises. |
C.News selection strategy. | D.Community impact assessment. |
A.The results of scientific testing. |
B.The theoretical framework of the game. |
C.The description of the game procedures. |
D.The common challenges faced during gameplay. |
A.Reducing news inquiry. | B.Encouraging passive reading. |
C.Strengthening prejudiced views. | D.Enhancing critical thinking. |