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四级练习(五)考试时间: 90 分钟 满分: 分
Part 1 Skimming and Scanning (Multiple Choice + Blank Filling)
Directions: Read the following passage and then answer the questions. For questions 1-7, choose the best answer from the four choices marked A, B, C and D. For questions 8-10, complete the sentences with the information given in the passage.
Questions 1 to 10 are based on the same passage or dialog.
Video Gaming
As video gaming spreads, the discussion about its social impact is intensifying. Is it a new medium equivalent to film and music, a valuable educational tool, a form of harmless fun or something terrible that makes children violent and stupid? Video gaming is all these things, depending on whom you ask.
Amid all the arguments, however, three important factors are generally overlooked: that attitudes to gaming are marked by a generational divide; that there is no convincing evidence that games make people violent; and that games have great potential in education.
Attitudes towards gaming
Attitudes towards gaming depend to a great extent on age. In America, for example, half of the population plays computer or video games. However most players are under 40—according to Nielsen, a market-research firm, 76% of them—while most critics of gaming are over 40. An entire generation that began gaming as children has kept playing. The average age of American gamers is 30. Most are computer natives who grew up with technology, argues Marc Prensky of Games2train, a firm that promotes the educational use of games. He describes older people as computer immigrants who, like newcomers anywhere, have had to adapt in various ways to their new technological world. Just getting by in a foreign land without some grasp of the local language is difficult, says Mr. Prensky. Computer immigrants have had to learn to use technologies such as the Internet and mobile phones. But relatively few of them have embraced video games. The word game itself also confuses matters, s
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