Полное понимание информации в тексте: выбор одного правильного ответа из четырёх предложенных · 53 задания
- Задание №16№16Лёгкое
It is implied in the text that when things go wrong optimists... 1) avoid finding fault with themselves. 2) focus on short-term solutions. 3) analyze…
Чтение: полное понимание
- Задание №16№16Среднее
What is the danger of taking a gap year, according to the text? 1) Risk of losing important skills. 2) Having a career in the field you dislike. 3) Mi…
Чтение: полное понимание
- Задание №16№16Среднее
Which statement summarising the advice given in the text is FALSE? 1) Avoid jobs that take up most of your time. 2) Inform your boss of your timetable…
Чтение: полное понимание
- Задание №16№16Сложное
The author thinks that New Year decorations in Russia are … 1) suitable. 2) strange. 3) stylish. 4) cheap.
Чтение: полное понимание
- Задание №16№16Сложное
“It” in “… Russians make up for it by hosting …” (paragraph 7) refers to the … 1) variety of student clubs. 2) social networking. 3) student activitie…
Чтение: полное понимание
- Задание №16№16Лёгкое
The phrase take heed in “Therefore, take heed, colleges and universities” (Paragraph 6) is closest in meaning to … 1) pay attention. 2) stay back. 3)…
Чтение: полное понимание
- Задание №16№16Лёгкое
Hikers behaved strangely because they were … 1) attacked by insects. 2) performing a ritual. 3) impressed by the Highlands. 4) having an argument.
Чтение: полное понимание
- Задание №16№16Среднее
Which statement about skills acquired while playing video games is FALSE, according to the text? 1) They can be used in other situations. 2) They impr…
Чтение: полное понимание
- Задание №16№16Лёгкое
The word “ relish ” in paragraph 8 “… younger pupils relish the chance …” means... 1) enjoy. 2) ignore. 3) envy. 4) inspire.
Чтение: полное понимание
- Задание №16№16Среднее
How did Martin’s family react to the idea of his project? 1) They fully supported it. 2) They didn’t believe in its success. 3) They thought it would…
Чтение: полное понимание
- Задание №16№16Лёгкое
The pronoun “its” in “… its liquid properties ” (paragraph 6) refers to … 1) caffeine. 2) carbon dioxide. 3) coffee. 4) coffee bean.
Чтение: полное понимание
- Задание №16№16Сложное
It is implied that the new auditorium supports an education program in … 1) programming. 2) architecture. 3) arts. 4) technology.
Чтение: полное понимание
Which statement about skills acquired while playing video games is FALSE, according to the text?
Прочитайте текст и выполните задания 12–18. В каждом задании запишите в поле ответа цифру 1, 2, 3 или 4, соответствующую выбранному Вами варианту ответа.
Grown-ups and video games
Even now, well into the third decade of the 21st century, we tend to view video games as a guilty pleasure. For anyone over the age of 25, they’re often something you sneak off to do when no one is at home. They’re a furtive treat, filled with the cultural equivalent of empty calories.
Partly this is to do with how video games have been marketed for the last 30 years – predominantly at teenage boys. The games industry has taught us to see games as loud, brash and arcane. But the last years have seen a huge renaissance in video game design. The democratisation of the medium has brought in new voices and ideas. Fascinating things are happening. So here are reasons why, if you haven’t played many video games in the past, or still feel a little self-conscious about it, you should try more – and not feel bad about it.
As the global economy shows few signs of drastically improving, getting the most out of our entertainment choices is important. Most titles have replayability features built in. Big adventure games are filled with sub-quests, hidden areas and collectible items that encourage and reward replay and exploration. Competitive multiplayer titles effectively function like sports – you play and improve over many months, discovering new skill sets and features. And of course, waiting a few weeks before buying a game, or looking out for sales will get you those experiences for even less money.
A lot of the people now making, producing and funding television and movies grew up playing video games – and that influence is becoming ever more obvious. We’re now seeing the very structure, culture and design principles of games being expressed and explored in traditional narrative media. So playing video games is effectively preparing you for the future of broadcast media, and ensuring you understand what’s going on in the next season of your favourite television show.
The popular stereotype of the lone gamer sitting in a bedroom staring at a screen was never particularly accurate, but now it is laughably out of date. Most titles have multiplayer components that let you easily play against other people online. We learn a lot about our friends through play, and how you cooperate on video game tasks is a pretty good indicator on how you will cope with real-life challenges. In short, video games will save your relationships. I’m only half joking.
With the arrival of smartphones and tablets, games are more pervasive than ever. Children are now growing up expecting all screens to be interactive – a phenomenon that’s being referred to as “generation swipe.” They are using tablets in school, they’re being taught to code, and they’re creating apps. Playing together with kids is a way of meeting with your children in a domain they enjoy and feel comfortable with. It lets them take the lead; it lets them show you stuff. The skills are also transferable and can expand into the real world.
Did I mention this? Games are fun. They provide fascinating worlds to explore and take part in, they let us do incredible, sometimes ugly things – without recourse or any external help. They test out intelligence and reaction; they posit weird futures and possibilities; they let us take control of lives and bodies that we could never own or experience. They are made by artists and visionaries, and they provide moments of utter transfixing beauty and resonance. These are valid forms of escape and experience; they tell us things.
In the years of uncertainty and vast technological change, it is time to see video games alongside – and equal to – books, television and cinema as a popular imaginative medium. It is OK to play.
Правильный ответ
3
Пояснение
Разбор. Для поиска ответа необходимо проанализировать информацию о навыках (skills) и способностях, которые развиваются в процессе игры, и найти утверждение, которое противоречит тексту.
- Вариант 1 является верным по тексту (и, следовательно, не подходит как ответ на вопрос о ложном утверждении). В шестом абзаце автор прямо говорит: «The skills are also transferable and can expand into the real world» (Навыки также являются переносимыми и могут распространяться на реальный мир).
- Вариант 2 также подтверждается текстом. В третьем абзаце, описывающем многопользовательские игры, сказано: «you play and improve over many months, discovering new skill sets and features» (вы играете и совершенствуетесь в течение многих месяцев, открывая новые наборы навыков и возможностей). Это доказывает, что навыки растут благодаря практике.
- Вариант 4 соответствует содержанию текста. В седьмом абзаце упоминается, что игры «test out intelligence and reaction» (проверяют интеллект и реакцию). Интеллект (intelligence) относится к нефизическим (когнитивным) способностям.
- Вариант 3 является ложным (FALSE) согласно тексту. Автор неоднократно подчеркивает развитие игрока: «improve over many months» (совершенствоваться в течение многих месяцев) и «discovering new skill sets» (открывать новые наборы навыков). Утверждение о том, что навыки «на самом деле не продвигаются/не развиваются» (don’t really advance), прямо противоречит словам автора о прогрессе и обучении.
Ответ: 3
Источник: ФИПИ