第1题
第2题
Those ages 8 to 18 spend seven and a half hours a day with such devices, compared with less than six and a half hours five years ago. And that does not count the hour and a half that youths spend texting,or the half hour they talk on their cellphones. And because so many of them are multitasking—say, surfing the Internet while listening to music—they pack on average nearly 11 hours of media content into that seven and a half hours.
The study's findings shocked its authors, who had concluded in 2005 that use could not possibly grow further, and confirmed the fears of many parents whose children are constantly tethered to media devices. ① It found, moreover, that heavy media use is associated with several negatives, including behavior. problems and lower grades.
Dr. Michael Rich, a pediatrician at Children's Hospital Boston who directs the Center on Media and Child Health, said that with media use so ubiquitous, it was time to stop arguing over whether it was good or bad and accept it as part of children's environment, “like the air they breathe, the water they drink and the food they
eat.”
Contrary to popular wisdom, the heaviest media users reported spending a similar amount of time exercising as the light media users. Nonetheless, other studies have established a link between screen time and obesity.
While most of the young people in the study got good grades, 47 percent of the heaviest media users—those who consumed at least 16 hours a day—had mostly C's or lower, compared with 23 percent of those who typically consumed media three hours a day or less. The heaviest media users were also more likely than the lightest users to report that they were bored or sad, or that they got into trouble, did not get along well with their parents and were not happy at school. The study could not say whether the media use causes problems, or, rather, whether troubled youths turn to heavy media use.
“This is a stunner,”said Donald F. Roberts, one of the authors of the study. “In the second report, I remember writing a paragraph saying we've hit a ceiling on media use, since there just aren't enough hours in the day to increase the time children spend on media. ② But now it's up an hour. ”
阅读以上文章,回答 87~92 题
第 87 题 It can be inferred that young Americans probably __________.
[A]are not allowed to use electronic devices in school.
[B] prefer a smart phone to a computer or television.
[C] want to buy the newest electronic devices.
[D] are all very good at sending texting.
第3题
A.At the age of 18.
B.At the age of 25.
C.At the age of 50.
D.At the age of 85.
第4题
Fresh air is 【B11】 to sound sleep. It is not 【B12】 reason for some people to 【B13】 that it is practical to sleep in the open air. 【B14】 a person can keep himself warm, 【B15】 sleeping probably gives the body 【B16】 complete relaxation.
Ability to sleep is largely a 【B17】 . Out—of—door 【B18】 , a good habit of regular 【B19】 and the avoidance (避免) of late eating and 【B20】 are all helpful to sound sleep.
【B1】
A.wanted
B.expected
C.wished
D.needed
第5题
Fresh air is 【C11】______ to sound sleep. It is not 【C12】______ reason for some people to 【C13】______ that it is practical to sleep in the open air. 【C14】______ a person can keep himself warm, 【C15】______ sleeping probably gives the body 【C16】______ complete relaxation.
Ability to sleep is largely a 【C17】______ . Out-of-door 【C18】______ , a good habit of regular 【C19】______ , the avoidance(避免)of late eating, and 【C20】______ are all helpful to sound sleep.
【C1】______
A.wanted
B.expected
C.wished
D.needed
第6题
Imagine, if you will, the average games player. What do you see? A guy who never grew
up? Or a nervous 18 -year-old pushing buttons on his controller, lost and alone in a violent onscreen world? Sorry, you lose. The average gamer is starting to look pretty much like the average person .For the first time, according to a U. S. poll commissioned by AOL Games, roughly half of those surveyed, ages 12 t0 55, are tapping away at some kind of electronic game-whether on a PC, a cell phone or another handheld device-for an average of three hours every week.
The games people play say a lot about who they are. Machines like the Xbox and PlayStation 2 are largely the territory of twenty-something men, who prefer to picture themselves as sports stars and racing drivers. Men 50 and older prefer military games. Teenage girls are much more likely than boys to play games on their phone, while older women make up the majority of people playing card games such as Hearts online.
Is it a good thing, all this time spent on games? Or is it as harmful as television, pulling people ever further from reality? The AOL survey suggests some players are in denial about the ex- tent of their habit. One in 10 gamers finds it impossible to resist games; 1 in 4 admits to losing a night's sleep to play games; and another quarter has been too absorbed to have meals.
But don' t think we' re all heading into a world with everyone plugged into, if not totally controlled by, his own game. Quite the contrary: gamers appear to be more engaged with reality than other kinds of couch potatoes. According to a comprehensive survey by the Entertainment Software Association ( ESA-whose members, of course, want you to think video games are healthy), gamers spend an average of 23 hours a week volunteering and going to church, concerts, museums and other cultural events. More enthusiastic gamers who play 11 hours a week or more spend even more time out in the cultural world(34 hours).
51. The AOL survey finds that electronic games _________ .
[A] do not present a violent onscreen world
[B ] no longer keep gamers from growing up
[C] are no longer exclusive to young people
[D] are not as popular with teenagers as before
第7题
A.They should be at the age of 18 to 23.
B.They should have the bachelor degree.
C.They should speak fluent mother tongue and English.
D.They should be single.
第8题
The games people play say a lot about who they are. Machines like the Xbox and PlayStation 2 are largely the territory of twenty-something men, who prefer to picture themselves as sports ‘stars and racing drivers. Men 50 and older prefer military games. Teenage girls are much more likely than boys to play games on their phone, while older women make up the majority of people playing card games such as Hearts on line.
Is it a good thing, all this time spent on games? Or is it as harmful as television, pulling people ever further from reality? The AOL survey suggests some players are in denial about the extent of their habit. One in 10 gamers find it impossible to resist games; 1 in 4 admits to losing a night’s sleep to play games; and another quarter has been too absorbed to have meals.
But don’t think we’re all heading into a world with everyone plugged into, if not totally controlled by, his own game. Quite the contrary: gamers appear to be more engaged with reality than other kinds of couch potatoes. According to a comprehensive survey by the Entertainment Software Association (ESA-whose members, of course, want you to think video games are healthy), gamers spend an average of 23 hours a week volunteering and going to church, concerts, museums and other cultural events. More enthusiastic gamers who play 11 hours a week or more spend ever more time out in the cultural world (34 hours).
The AOL survey finds that electronic games ______.
A.do not present a violent onscreen world
B.no longer keep gamers from growing up
C.are no longer exclusive to young people
D.are not as popular with teenagers as before
第9题
The games people play say a lot about who they are. Machines like the Xbox and PlayStation 2 are largely the territory of twenty-something men, who prefer to picture themselves as sports ‘stars and racing drivers. Men 50 and older prefer military games. Teenage girls are much more likely than boys to play games on their phone, while older women make up the majority of people playing card games such as Hearts on line.
Is it a good thing, all this time spent on games? Or is it as harmful as television, pulling people ever further from reality? The AOL survey suggests some players are in denial about the extent of their habit. One in 10 gamers find it impossible to resist games; 1 in 4 admits to losing a night’s sleep to play games; and another quarter has been too absorbed to have meals.
But don’t think we’re all heading into a world with everyone plugged into, if not totally controlled by, his own game. Quite the contrary: gamers appear to be more engaged with reality than other kinds of couch potatoes. According to a comprehensive survey by the Entertainment Software Association (ESA-whose members, of course, want you to think video games are healthy), gamers spend an average of 23 hours a week volunteering and going to church, concerts, museums and other cultural events. More enthusiastic gamers who play 11 hours a week or more spend ever more time out in the cultural world (34 hours).
The AOL survey finds that electronic games ______.
A.do not present a violent onscreen world
B.no longer keep gamers from growing up
C.are no longer exclusive to young people
D.are not as popular with teenagers as before
第10题
Directions: In this section, you will hear 3 short passages. At the end of each passage, you will hear some questions. Both the passage and the questions will be spoken only once. After you hear a question, you must choose the best answer from the four choices marked A, B, C and D.
听力原文: Most Americans believe someone isn't grown up until age 26, probably with a complete education, a full-time job, a family to support and financial independence, a survey said. (26)But they also believe that becoming an official grown-up is a process that, takes five years from about the age of 20, concluded the report from the University of Chicago's National Opinion Research Center. The findings were based on a representative sample of 1 398 people over age 18 surveyed in person in 2002. (27)The poll found the following ages at which people expect the transitions to grow up status to be completed: Age 20.9 self supporting; 21.1 no longer living with parents; 21.2 full-time job; 22.3 education complete; 24.5 being able to support a family financially; 25.7 married; and 26.2 having a child. "There is a large degree of consensus across social groups on the relative importance of the seven transitions, "said Tom Smith, director of the survey. The only notable pattern of differences is on views about supporting a family, having a child and getting married. "Older adults and the widowed and the never-married do, " he added. "This probably reflects in large part a shift in values across generations away from traditional family values." (28)The most valued step toward reaching adulthood, the survey found, was completing an education, followed by fall-time employment, supporting a family, financial independence, living independently of parents, marriage and parenthood.
(27)
A.26 years.
B.5 years.
C.20 years.
D.6 years.
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