1. 说明网瘾的危害;
2. 提出建议。
网瘾 network addiction
注意:
1. 写作词数应为80左右;
2. 请在答题卡的相应位置作答。
Dear Jack,
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Yours sincerely,
Li Hua
2 . While screen time is known to affect sleep, new research suggests that interactive (互动的) activities, such as texting friends or playing video games, put off and reduce the time spent asleep to a greater degree than passive (被动的) screen time like watching television, especially for teens.
The team studied the daytime screen-based activities of 475 teenagers using daily surveys. They asked the teens how many hours they had spent that day communicating with friends through social media and how many hours they spent playing video games, surfing the internet and watching television or videos. Finally, the researchers asked if they had joined in any of these activities in the hour before bed.
Next, the team measured their sleep time for one week. The researchers found that the teens spent an average of two hours per day communicating with friends via social media, about 1.3 hours playing video games, less than an hour surfing the internet and about 1.7 hours watching television or videos. For every hour throughout the day that they used screens to communicate with friends, they fell asleep about 11 minutes later averagely. For every hour to play video games, they fell asleep about 9 minutes later. Those who talked, texted or played games in the hour before bed lost the most sleep: about 30 minutes later.
Interestingly, David, lead author of the study, said the team found no obvious relations between passive screen-based activities and sleep. “It could be that passive activities are less mentally exciting than interactive activities,” said Anne, co-author of the study. “It’s a tricky situation,” she said. “These screen tools are really important to everyone nowadays, so it’s hard to put a limit on them, but if you’re really looking out for a teenager’s health and well-being, you might consider limiting the more interactive activities, especially in the hour before bed.”
1. Which of the following belongs to interactive screen activities?A.Seeing movies. | B.Watching videos. |
C.Texting friends. | D.Surfing the internet. |
A.Lucy who watched a three-hour movie before going to bed. |
B.Jack who had a 30-minute video chat with his brother before bed. |
C.Sam who played computer games for two hours throughout the day. |
D.Amy who chatted with her friends on WeChat for one hour in the morning. |
A.Frightening. | B.Awkward. | C.Hopeless. | D.Encouraging. |
A.Screen time activities cut down our sleep hours |
B.Interactive screen use reduces sleep time in teenagers |
C.Passive screen use is better than interactive screen use |
D.Parents should prevent children from using social media |
3 . You see a shopper trip over in a busy street. Someone else can help. That’s what you tell yourself. This is the bystander effect in action — the dilution (淡化) of responsibility in the presence of others — and it has been demonstrated in many past studies.
But life is complicated and psychologists have seen exceptional circumstances. Two experiments were conducted by Marco van Bommel and his team using an online chat room for people with extreme emotional problems. Eighty-six students were logged into the forum (论坛) and shown five messages from troubled users. They were told to write a reply if they wanted, but it was entirely up to them.
Basically, participants could see their names on the screen alongside others’ names. A counter also told them if the forum was quiet, with just one other person logged in, or busy, with 30 others online. This arrangement reproduced the classic Bystander Effect-participants were less likely to post replies with more people logged in. However, when the researchers cued (提示) self-awareness by highlighting participants’ names in red on the screen, they posted more replies on a busy forum.
A second study was built on these findings, but this time self-awareness was raised by the presence, or not, of a computer web-camera. Over 100 participants took part. Although told the camera wouldn’t be used until later, those with cameras were asked to check the camera’s indicator-light during the study. The Bystander Effect was reproduced when web-cameras were absent-on busy forums participants posted fewer replies to needy users. By contrast, those cued to be self-aware by the web-cam actually wrote more replies.
Nearly any online community can benefit from the research. The ability to turn hesitant bystanders into eager helpers is a recipe for engagement and collective benefit. As in the research, simple design cues could be integrated to help online users remember they are visible to the community. For example, the size of profile images and specific on-site reminders can be used to highlight how users see themselves within the community.
1. What does the underlined word “it” in paragraph 1 refer to?A.The hidden danger of a busy street. |
B.The bystander effect in action. |
C.The dilution of responsibility. |
D.The presence of other people. |
A.there were more emotional problems |
B.the counter indicated the forum was quiet |
C.their presence was reminded on the screen |
D.more individuals were logged in the forum |
A.To encourage more replies. |
B.To reproduce the bystander effect. |
C.To further test participants’ mindset. |
D.To better record participants’ actions. |
A.Working together to attract more users. |
B.Combining designs to boost users’ memory. |
C.Building more platforms for public promotion. |
D.Exploring ways to change bystanders into upstanders. |
1. 描述调查结果;
2. 分析其原因并给出建议。注意:
1. 写作词数应为80左右;
2. 短文的题目和首句已为你写好。
Students’ Time Spent on Physical Exercise Weekly
Nowadays, many students are aware of the significance of physical exercise, although the time they spend on it varies.
_______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________5 . Ask most people which day of the week they fear the most and the answer is likely to be Monday. The first day of the working week can make us experience a sense of tiredness or fatigue.
Some consider the term, pseudo-science, saying that there is no such thing as a 24-hour depression.
Fortunately, we don’t have to suffer that on Monday, not if we remember: we all have our good days and our bad days, and those aren’t for the calendar (日历) to decide.
A.The most depressing day of the year is the third Monday in January. |
B.Actually it’s common to feel a bit depressed for several times in a year. |
C.But most people know that the Monday blues can be very real. |
D.That’s why the feeling is described as the Monday blues. |
E.The term is not even scientifically true, with basically no evidence. |
F.These can have a negative impact on our performance, productivity and the people around. |
G.In fact, it’s actually a good opportunity to check in on our mental health. |
6 . No business would welcome being compared to gambling (赌博). Yet that is what is happening to makers of video games. For years parents have complained that their children are “addicted” to their video games and smartphones. Today, however, even more doctors are using the term. On January 1 this year, “gaming disorder” — in which games are played uncontrollably, despite causing harm — gained recognition from the World Health Organization (WHO).
Are games really addictive? Psychologists have different opinions. Those who don’t think so say that this is just another moral panic. Similar warnings have been given about television, rock’n’roll, jazz, comic books, novels and even crossword puzzles, but it turns out that they are not as harmful as expected.
However, supporters argue that game developers have the motivation and the means to design their products to make them extremely attractive. For one thing, the business- model has changed: In the old days, games were bought once and for all. But these days, games are free and money is earned from buying of in-game goods, which ties playtime directly to profit they make. For another, game-makers combine psychological theory and data, which helps them maximize the playtime. Smart phones and modern video game machines use their permanent Internet connections to send gameplay data back to developers. In this way products are constantly adjusted to encourage players’ spending. The biggest spenders are known as “whales”, a term that originated in casinos (赌场).
The gaming industry should realize that, in the real world, it has a problem, and that problem is growing. Now that gaming addiction comes with an official WHO recognition, diagnoses will become more common. Anyway, being put together with gambling in the public mind, fairly or not, will not do the industry any good.
1. What do we know from Paragraph 1?A.It is not suitable to compare video games to gambling. |
B.Parents complain about their children’s addiction to gambling. |
C.Gaming addiction was officially recognized as a disease. |
D.More doctors are against the use of the term “addicted”. |
A.Unexpected addiction caused by science and technology. |
B.Wrong judgment on how harmful something is. |
C.Trouble caused by someone’s immoral behavior. |
D.A shocking statement of the unexpected panic. |
A.They don’t charge players for in-game goods. |
B.They keep players’ video game machines updated. |
C.They reward big spenders with a unique title. |
D.They adjust products based on received data. |
A.offer a suggestion | B.make a prediction |
C.give a warning | D.put forward a solution |
7 . Germany’s top court (法院) has ruled that parts of the country’s 2019 climate action law must be changed because they don’t do a good job of protecting young people. Nine young people aged 15 to 24 took the government to court over the law. They said that the government’s failure to plan carefully was putting their future lives in danger.
The judges (法官) of Germany’s highest court said climate change will influence young people far more than adults. That’s because climate change will become more serious over time. As young people become adults, they’ll be left to deal with any problems that today’s adults don’t deal with.
In 2019, Germany passed a new law, promising that the country would be producing no more CO2 than the forest can take in by 2050. The law made a plan of action until 2030. But the law didn’t have any plans for climate actions that would be taken between 2031 and 2050.
The court has asked the German government to fix the law by the end of 2022. The climate law will now need to have a plan for the actions that will be taken after 2030.
The German government has said that it will quickly begin working to make the needed changes. One important part of high court decisions like this is that they act as guides or examples for future decisions. This means that in the future, Germany’s lawmakers will be more likely to think about the climate future of young people as they create their laws.
1. Why did the judges make such a decision?A.They decided the new law made no sense. |
B.They wanted to give the young more rights. |
C.They focused more on the future of the young. |
D.They thought it’s hard to solve climate change. |
A.It failed to take action before 2030. |
B.It was producing more and more CO2. |
C.It refused to consider the young’s rights. |
D.It didn’t plan the climate actions after 2030. |
A.It will make more decisions on climate change. |
B.It will ask the young to help make climate laws. |
C.It will consider the young when making climate laws. |
D.It will encourage the young to protect the environment. |
A.They were brave and forward-looking enough. |
B.They couldn’t bear the present climate change. |
C.They wanted to take part in law-making. |
D.They planned to work in the government. |
Have you ever noticed when ordering takeaway food
This fee is uneasy
Now,
The Shanghai Consumer Protection Commission in Tune
9 . When Lenore Skenazy let her 9-year-old son take the New York subway home by himself 10 years ago, you would have thought that she’d carried out a crime. Now Skenazy started the movement Free Range (放养的) Kids to bring up safe and independent children. Just this month, Utah became a free range state, changing its law to protect parents from being charged with neglect (疏忽)for letting their kids walk alone, or wait in a car for an adult.
Skenazy argues that the risks of giving children some freedom are exaggerated (夸大). Skenazy’s mother used to send her outside at 5 to walk to school. That was just normal back then. And suddenly we hear stories about parents getting punished for letting their 10-year-old son play outside.
We get so used to not knowing our neighbors, not letting our kids walk to school, or play outside, that nowadays, the kids are either in a car or in the backyard, and they don’t get to know the neighborhood. In fact, the world has become safer. We have the technologies to keep track of almost everything our kids do. And so you think you must control them, and you think your child is something that has to be tracked like a package.
The famous case for many parents was the Etan Patz case in New York in 1979. Patz’s parents gave him permission for the first time to walk to the bus stop nearby. He was killed. The story is so terrible that we remember it two generations later. And we don’t allow our kids to walk alone because of one terrible thing that happened 39 years ago. But we don’t say, “I want to drive you to the dentist, but what if we get in a car accident? Think of those people who died in a car accident 39 years ago. I don’t want to be like them. No, we’re not going.” And we recognize that it would be funny to think that way.
1. What do we know about Lenore Skenazy?A.She used to have full control of her son. |
B.She was in favor of Utah’s previous law. |
C.She suggests kids be allowed more freedom. |
D.She was once punished for neglecting her son. |
A.People remain distant. |
B.Kids dislike outdoor activities. |
C.Parents know little about accidents. |
D.The crime rate is slightly increasing. |
A.Unclear | B.Supportive. | C.Indifferent. | D.Unfavorable. |
A.To prove accidents are like crimes. |
B.To warn parents of a terrible crime. |
C.To argue against some parents’ worry. |
D.To point out the real danger to children. |
1. How did Katrina have an accident?
A.She sped through a light. |
B.She drank a lot and hit a car. |
C.Her car was hit by a drunk driver. |
A.She was seriously hurt. | B.She is asked to do so. | C.She needs an operation. |
A.A card. | B.Flowers. | C.A cake. |
A.Policeman and driver. | B.Doctor and patient. | C.Workmates. |