2022年12月英语六级考试阅读备考练习题
在学习、工作中,许多人都需要跟练习题打交道,只有认真完成作业,积极地发挥每一道习题特殊的功能和作用,才能有效地提高我们的思维能力,深化我们对知识的理解。那么你知道什么样的习题才能有效帮助到我们吗?下面是小编整理的2022年12月英语六级考试阅读备考练习题,欢迎阅读与收藏。
12月英语六级考试阅读备考练习题 篇1
We can begin our discussion of “population as global issue” with what most persons mean when they discuss “the population problem”: too many people on earth and a too rapid increase in the number added each year. The facts are not in dispute, It was quite right to employ the analogy that likened demographic growth to “a long, thin powder fuse that burns steadily and haltingly until it finally reaches the charge and explodes.”
To understand the current situation, which is characterized by rapid increases in population, it is necessary to understand the history of population trends. Rapid growth is a comparatively recent phenomenon. Looking back at the 8,000 years of demographic history, we find that populations have been virtually stable or growing very slightly for most of human history. For most of our ancestors, life was hard, often nasty, and very short. There was high fertility in most places, but this was usually balanced by high mortality. For most of human history, it was seldom the case that one in ten persons would live past forty, while infancy and childhood were especially risky periods. Often, societies were in clear danger of extinction because death rates could exceed their birthrates. Thus, the population problem throughout most of history was how to prevent extinction of the human race.
This pattern is important to notice. Not only does it put the current problems of demographic growth into a historical perspective, but it suggests that the cause of rapid increase in population in recent years is not a sudden enthusiasm for more children, but an improvement in the conditions that traditionally have caused high mortality.
Demographic history can be divided into two major periods: a time of long, slow growth which extended from about 8,000 BC.till approximately AD. 1650. In the first period of some 9600 years, the population increased from some 8 million to 500 million in 1650. Between 1650 and the present, the population has increased from 500 million to more than 4 billion. And it is estimated that by the year 2000 there will be 6.2 billion people throughout the world. One way to appreciate this dramatic difference in such abstract numbers is to reduce the time frame to something that is more manageable. Between 8000BC and 1650, an average of only 50,000 persons was being added annually to the world’s population each year. At present, this number is added every six hours. The increase is about 80,000,000 persons annually.
1.Which of the following demographic growth pattern is most suitable for the long thin powder fuse analogy?
A.A virtually stable or slightly decreasing period and then a sudden explosion of population.
B.A slow growth for a long time and then a period of rapid, dramatic increase.
C.Too many people on earth and a few rapid increase in the number added each year.
D.A long period when death rates exceeds birthrates and then a short period with higher fertility and lower mortality.
2.During the first period of demographic history, societies were often in danger of extinction because___.
A.only one in ten persons could live past 40.
B.there was higher mortality than fertility in most places.
C.it was too dangerous to have babies due to the poor conditions.
D.our ancestors had little enthusiasm for more children.
3.Which statement is true about population increase?
A.There might be an increase of 2.2 billion persons from now to the year 2000.
B.About 50,000 babies are born every six hours at present.
C.Between 8000 BC and the present, the population increase is about 80,000,000 persons each year.
D.The population increased faster between 8000BC and 1650 than between 1650 and the present.
4.The author of the passage intends to___.
A.warn people against the population explosion in the near future.
B.compare the demographic growth pattern in the past with that after 1650.
C.find out the cause for rapid increase in population in recent years.
D.present us a clear and complete picture of the demographic growth.
5.The word “demographic” in the first paragraph means___.
A.statistics of human.
B.surroundings study.
C.accumulation of human.
D.development of human.
答案:ABADA
12月英语六级考试阅读备考练习题 篇2
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres. The two genres most popular with the children I interviewed were ‘Platformers’ and ‘Beat-them-ups.’ Platform games such as Sonic and Super Mario involve leaping from platform to platform, avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children’s cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children’s everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive ‘yells’ at the screen. It is not only the ‘Beat-them-up’ games which produce this aggression; platform games are just as frustrating when the characters lose all their ‘lives’ and ‘die’ just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words ‘Game over’ appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming ‘addictive’: the player is determined not to make the same mistake again and to have ‘one last go’ in the hope of doing better next time.
Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.
1. What is the topic of this article?
[A] How does playing computer games affect the level of violence in children
[B] There is no difference between Platform games and ‘Beat-Them-Ups’.
[C] How to control anger while playing computer games
[D] How to make children spend less time on computer games
2. Which of the following games is supposed to contain violent content?
[A] Sonic
[B] Super Mario
[C] Platformer
[D] Beat-Them-Up
3. What does unscathed (Paragraph 1, Last line) probably mean?
[A] unsettled
[B] unbeaten
[C] unharmed
[D] unhappy
4. According to the second paragraph, how does violence relate to playing computer games?
[A] When losing computer games children tend to experience frustration and anger.
[B] Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior.
[C] People who have good hand-eye-coordination tend to be more violent than others.
[D] The violent content in the games gets children addicted to the games.
5. According to the author, why do video games lead to violence more than TV or movies?
[A] Because children cannot tell fiction from reality.
[B] Because children like to act out the scenes in the games on the playground.
[C] Because computer games involve children more than TV or films.
[D] Because computer games can produce more anti-social behavior.
答案及解析
1. 答案是[A] How does playing computer games affect the level of violence in children
解析:文章的主题,可以从第一段中看出。作者开头就说,A big focus of the criticism of computer games has concerned the content of the games being played(计算机游戏的内容遭到很多非议)。第二段开头,作者又用这样的话引出下文:Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children’s everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games.(计算机游戏引起争议,有部分原因是因为,小孩打游戏总是过了头,游戏已经渗透到他们生活中去。人们担心,孩子们因为打游戏时间过长,渐渐变的有暴力倾向。)第三段开头,作者说,Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality对计算机游戏的一些担心,来自于孩子无法辨别虚构世界和现实世界。可见,作者本文主要讨论的问题,是计算机游戏中的暴力给孩子们带来的影响。
2. 答案是[D] Beat-Them-Up
解析:该细节可以在文章第一段找到。文章第一段介绍了主要的两类电子游戏:Platformers和Beat-Them-Ups。前者包括Sonic和超级玛丽。后者是打游戏者作为游戏中的卡通人物的单人独斗类游戏,后者一般被认为有暴力内容。关键语句为Beat-them-ups are the games which have caused concern over their violent content.
3. 答案是[C] unharmed
解析:可以根据上下文判断:文章第一段结尾,unscathed出现的语句为,In many ways this violence can be compared to violence within children’s cartoons where a character is hit over the head or falls of a cliff but walks away unscathed. (从很多方面来说,可以把电子游戏里的暴力和卡通片里的暴力比较:卡通片中的人物被击中脑袋,或者从悬崖上掉下去,也可以毫发无损地走开。)只有[C]正确。其他选项,[A] unsettled:紊乱的,无人居住的,东飘西荡的,不安定的。[B] unbeaten:未捣碎的,未被击败的;未被超越的;[D] unhappy:不快乐的,不幸福的,都是错误选项。
4. 答案是[A] When losing computer games children tend to experience frustration and anger.
解析:文章第二段介绍为什么沉迷于电子游戏中会使孩子们产生暴力倾向。作者先将本段内容在开头进行综述,小孩打游戏总是过了头,游戏已经渗透到他们生活中去。人们担心,孩子们因为打游戏时间过长,渐渐变的.有暴力倾向。尤其是游戏即将失利的时候,玩家就会觉得沮丧,为自己曾经的失误气恼, 总想再来一次(have ‘one last go’)。作者说,Platforms和Beat-Them-Ups同样会使孩子们觉得失利后的沮丧,因此[B] 的说法,Beat-Them-Ups更受欢迎,因此更容易激发暴力行为,是错误的。[C] ,手眼协调出色的人更容易有暴力倾向,文章并没有相关内容。[D],游戏中的暴力使得孩子们沉迷于游戏中,文章也没有这样的说法。作者认为,容易使孩子们沉迷于其中的,是他们自己玩游戏时候的失利,游戏结束时,看到GAME OVER,他们对自己在打那一局时所犯错误的懊恼。
5. 答案是[C] Because computer games involve children more than TV or films.
解析:问的是为什么电子游戏比电影和电视更容易激发孩子们的暴力行为。解题的关键语句是The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior.电子游戏比电影或电视都更容易让孩子们有身临其境的参与感,从而对他们的社会行为影响更大。容易错选成[A],孩子们分不清虚构和现实世界,这虽然是文章原句,但这并不是作者想引出的游戏和影视的根本区别。[D]是打游戏的结果,并不是作者想探究的,为什么游戏比影视更容易让孩子产生暴力行为的原因。
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