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1 . A recent announcement in China limits teenagers to playing video games for up to one hour a day on weekends and holidays. To make sure the restriction (规定) is followed, video platforms will need real-name recognition and facial recognition.

As is reported, these measures have been welcomed by Chinese parents. The restrictions are aimed at the gaming companies, which have profited greatly at the cost of young people’s health and growth.

A report compared video games to “spiritual opium” (精神鸦片) for China’s youth. They are influencing teenagers’ behavior in daily life, especially those who have not developed the proper time management skills. The way of restrictions may not be perfect, but it can send the right message to teenagers, as well as gaming companies who are using technology to drag users deeper and deeper into using their products.

The gamming companies should consider developing more learning games or serious games, instead of games that serve no particular purpose other than making money. There is much we can learn from the gaming world. Learning can be a game in a way to guide students toward success if we design education programs to lead students through levels, from easy to challenging. Students should be provided opportunities to fail in a safe environment and gain valuable experience for growth. And when they have mastered a skill, they can celebrate it to feel a deep sense of satisfaction.

Working in an education organization, I have noticed teachers who successfully use gaming in their courses. And I have also seen gamming companies working hard to produce valuable educational gaming tools or platforms. These tools help schools and teachers encourage students to achieve various learning goals.

Education in many parts of the world is filled with ills, including the lack of purpose and efficiency. Perhaps gaming can teach us something.

1. What does the underlined word “They” in paragraph 3 refer to?
A.Video platforms.B.Gaming companies.C.Gaming restrictions.D.Video games.
2. What is the author’s attitude towards China’s gaming restrictions?
A.Doubtful.B.Critical.C.Supportive.D.Unconcerned.
3. What can we learn from the last two paragraphs?
A.Video games can be turned into teaching tools.
B.All games harmful to teenagers should be forbidden.
C.Teenagers should learn from online games.
D.New technology is needed to help develop serious games.
4. What is the author’s aim in writing the text?
A.To call on teenagers to give up playing online games.
B.To put forward a new way of making good use of video games.
C.To inform people of the newly announced gaming restrictions.
D.To draw the public attention to the bad effects of video games.
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