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2024年1月5日发(作者:二维数组用scanf输入)

(十四) 完形填空 +阅读D +回答问题

Ⅰ.完形填空(8分)

If I could go back in time

One of the most popular topics in the history of science fiction has been the idea of time travel.

When I was a child, I often dreamed about a time machine that would allow me to “save” certain moments of

my life, so that in case I failed to do something, I could always “load” my life from a checkpoint. As I grew 1 ,

my life experiences gradually became more diverse(多样的). In many situations, I had no idea how to act properly,

what decisions to make, what path to follow; 2 , I made mistakes. While many of my actions back then turned

out for the good in the future, some mistakes provided many painful moments for me and people around me.

Mistakes are certain to happen, but they allow us to learn, 3 ourselves, and drive us to change for the

better—and still sometimes I would like to jump into a time machine, go back a couple of years ago, and make

4 .

Would I try to make other people act in a different way? I think no. I would rather 5 myself about the

awaiting consequences(后果) of my most careless decisions. I would talk to a long-haired teen holding his first

cigarette and tell him: “Don’t do that.” So many warnings I would give to myself that sometimes I think: was it really

me who did this and that?

Having a time machine would make life easier. Perhaps, it is true. But what I think more often now is that living

without this teaches us responsibility, about oneself, about important people to us, about one’s own life. And besides,

our 6 make us what we are today. Today I am a person leading a healthy, active lifestyle; I try to live each day

to fullness in order to 7 nothing.

If I could go back in time, I would try to make my 8 better. This is what our parents always try to do when

we are children. But you know what? I am glad that no time machine has been invented.

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Ⅱ.阅读理解(8分)

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If you know a teenager or gamer, you have probably heard about the latest video game: Fortnite. In the game, up

to 100 players land into a small island with guns, and then kill or hide from other players in an attempt to be the lone

survivor. The main goal is to kill other players. The popularity of these types of games raises clear questions about the

effects of violent(暴力的) gaming. Do violent video games lead to real life violence?

The research on this question is mixed. Over the years, researchers have performed studies to find out whether

violent video games lead to problems such as aggression(攻击性)and poor performance in school. Many studies have

found that people who play violent video games are more likely to be involved in aggressive behavior. In fact, there

was enough research leading to this conclusion(结论)that the American Psychological Association published a policy

statement in 2015 concluding that playing violent video games leads to more aggressive behaviors.

But many other researchers disagree. Many studies about violent crime and the use of violent video games find

no evidence that increased sales of violent video games lead to an obvious growth in violent crimes. Researchers state

that if violent games directly led to violent behavior, the data(数据) would show increases in violent crime on a

large-scale as more people played violent games. In fact, there is some evidence that as more youth play video games,

rates of youth violence have decreased.

A recent analysis finds that much of the research on violence and video games is affected by publication bias.

Studies which drew the conclusions that video games lead to aggression and violence are more likely to be published.

However, studies which find violent video games don’t have an effect on violence are seldom to be published. As a

result, large reviews of the data conclude violent video games lead to aggression without considering research to the

contrary.

So what’s the take-home message here? There is not enough evidence that violent video games lead to

aggressive behavior. That does not mean that every game is for every child. Certainly, many violent video games are

scary and unfit for some kids. Understanding each child’s needs and creating a plan that sets out rules for media use

and monitors kids’ activities on screens are proper solutions.

writer mentions the game Fortnite to .

uce the latest video game

in the topic of violent gaming

is Paragraph 2 mainly about?

l effects of violent video games.

s of playing violent video games.

aggressive behaviors in violent games.

research process of the violent games.

word “bias” in Paragraph 4 probably means “ ”.

practice

preference

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the popularity of the game

the skills of winning the game

s misunderstanding

writer probably agrees that .

en should stay away from video games

t video games lead to aggressive behaviors

increase with the popularity of violent gaming

en need to be guided when playing video games

Ⅲ.[2020·西城二模]回答问题(10分)

If you live in Europe or the Americas, you likely pick up a fork every day and give no thought to it. Using it

probably seems as natural as breathing. Yet compared with the knife and the spoon, which appeared very early, the

fork is a latecomer to the table.

Researches show that the fork was first used in Ancient Egypt, China and Greece. Since the 4th century BC, the

fork managed to become common on the tables of upper society in Eastern Europe and by the 9th century, it traveled

to the Middle East and started being used by the upper class under the name “barjyn”. This enabled the fork to slowly

become popular in these areas.

In the 11th century, the fork came to Italy in the dowry of a princess(王妃的嫁妆) from the Middle East who

married an Italian official. After seeing the princess use the fork, the church strongly criticized her, saying that the

fork disrespected the practice of using the fingers. Then the fork disappeared from the table for nearly 300 years. It

began to get acceptance in Italy by the late 16th century, because the upper-class Italians expressed renewed interest

in cleanliness. However, most European countries accepted the fork only by the 18th century and the United States

didn’t welcome it until the early 19th century.

During its life, the fork has changed in terms of appearance. In its early use, the fork had only two tines(齿). As

the centuries went on, its design slowly started taking on a modern look. The fork that we know today, which has four

tines, was introduced in the 18th century in Germany. By the early 20th century, the invention of stainless steel(不锈钢) enabled the fork to be made more easily. Since then, the fork hasn’t changed much in design.

is a latecomer to the table, the knife, the spoon or the fork?

______________________________________________________________________________________________

what countries was the fork first used?

______________________________________________________________________________________________

did most European countries accept the fork?

______________________________________________________________________________________________

enabled the fork to be made more easily?

______________________________________________________________________________________________

’s the passage mainly about?

______________________________________________________________________________________________

【参考答案】

Ⅰ.[主旨大意] 本文是一篇说明文。人们总想回到过去对已犯的错误进行修正。本文告诉我们,不必太在意过去的错误,正是过去的错误成就了今天的我们,过好今天让未来不留遗憾。

1.B 考查形容词辨析。根据上句“When I was a child…”及空后的“gradually became more diverse”可推知,随着年龄的增长,作者的生活经历逐渐变得多样化。故选B。

2.A 考查副词辨析。根据语境可知,作者不知道如何正确地表现,做什么决定,走什么样的路;自然而然地,他犯了错误。naturally意为“自然而然地”。故选A。

3.C 考查动词辨析。根据语境及常识可知,错误让我们学习,逐步提升自己,并推动我们更好地改变。develop意为“发展”。故选C。

4.D 考查名词辨析。根据语境可知,作者希望有时光机器,回到过去改正犯过的错误。correction意为“改正;修正”。故选D。

5.A 考查动词辨析。根据下文“So many warnings I would give to myself that sometimes I think: was it really me

who did this and that?”中的“warnings”可推知,作者是要警告自己漫不经心地做决定的后果。故选A。

6.C 考查名词辨析。根据上句“But what I think more often now is that living without this teaches us responsibility,

about oneself, about important people to us, about one’s own life.”可推知,此处指过去犯的错误成就了今天的我们。故选C。

7.D 考查动词辨析。根据语境可知,我们不必在意过去的错误,过好今天让未来不留遗憾。regret意为“感到遗憾”。故选D。

8.B 考查名词辨析。根据上半句“If I could go back in time”及下句“This is what our parents always try to do when

we are children.”可推知,小孩子犯错误后,总想回到过去,让未来的结果更好。故选B。

Ⅱ.[主旨大意] 本文是一篇议论文。文章主要谈论暴力电子游戏的影响。人们对暴力电子游戏褒贬不一。一些研究人员认为玩暴力电子游戏会导致更具攻击性的行为。但许多其他研究人员不同意他们的看法。有证据表明,随着越来越多的年轻人玩电子游戏,年轻人的暴力发生率有所下降。大量的数据回顾表明暴力电子游戏会导致攻击性的行为,而没有考虑相反的研究。作者认为孩子们在玩电子游戏时需要被引导。

9.C 推理判断题。根据第一段第四、五句“The popularity of these types of games raises clear questions about the

effects of violent gaming. Do violent video games lead to real life violence?”可知,作者提到游戏Fortnite是为了引

出暴力游戏的话题。故选C。

10.A 主旨大意题。通读第二段可知,本段主要谈论了暴力电子游戏的有害影响。故选A。

11.B 词义猜测题。根据画线词后的句子“Studies which drew the conclusions that video games lead to aggression

and violence are more likely to be published. However, studies which find violent video games don’t have an effect

on violence are seldom to be published. As a result, large reviews of the data conclude violent video games lead to

aggression without considering research to the contrary.”可知,大部分关于暴力和电子游戏的研究都受到了出版偏见的影响。bias意为“偏见”。故选B。

12.D 推理判断题。根据第五段最后一句“Understanding each child’s needs and creating a plan that sets out rules

for media use and monitors kids’ activities on screens are proper solutions.”可知,作者可能同意孩子们在玩电子游戏时需要被引导的观点。故选D。

Ⅲ. fork.

Ancient Egypt, China and Greece.

the 18th century.

invention of stainless steel.

development/history of the fork.


本文标签: 电子游戏 作者 暴力 可知 辨析