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At some point in our lives, most of us have attended a school or university lecture. These learning sessions give us some insightful and valuable knowledge or can be something we yawn through, trying to keep awake. Whatever our experience, lectures have been and still are the most common teaching method in education. But will they exist in the future?

With the growth of the Internet and so much information at our fingertips, you may think there is no need to gather together at a fixed location holding a handful of textbooks. BBC journalist Matt Pickles says, “Research has shown that students remember as little as 10 percent of their lectures just days afterwards.”

Professor Carl Wieman, who campaigns against the traditional lecture, felt talking at students and expecting them to absorb knowledge was not that effective so he introduced “active learning” that encourages problem solving in small groups. He listens to them and guides their discussions. The result has improved exam results. Other new alternatives to the lecture have included peer-to-peer learning and project-based learning that enable students to link up and work cooperatively on projects such as building a computer game.

But new learning methods can come at a high financial cost compared to the relatively cheap way of being taught face to face by an academic. The real issue according to Professor Dan Butin, founding dean of the school of education and social policy at Merrimack College in Massachusetts, is that “Academics put thousands of hours of work into their books and much less time into thinking about the effectiveness of their teaching style.” But he says, “The lecture has survived because research, not teaching, determines the success of a university and its academics.”

So if research quality is a measure of a university’s success and money is tight, then the lecture could be here for a little longer.

【小题1】What may Matt Pickles agree with?
A.Students have a poor memory.
B.Students don’t work hard enough.
C.Lectures are not so effective as expected.
D.The Internet offers far more information than lectures.
【小题2】What does paragraph 3 mainly talk about?
A.Teaching projects.B.Learning strategies.
C.Alternatives to lectures.D.Ways of communication.
【小题3】Why will lectures still exist in the future according to Professor Dan Butin?
A.They promote active learning.B.They call for the least memory work.
C.They determine the success of a university.D.They contribute to academic achievements.
【小题4】How does the author develop the passage?
A.By analyzing data.B.By listing opinions.
C.By making comparison.D.By concluding general rules.
2021·广东惠州·一模
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Physical activity calorie equivalent(相等的)( PACE) labels could improve on labels that identify only calories and nutrient content, according to a new scientific review.

Under the proposed system, a small bar of chocolate would carry a label informing consumers that it would take 23 minutes of running or 46 minutes of walking to bum off the 230 calories it contains. The large-scale application of PACE labels could, on average, cut calorie consumption by up to 200 calories per person per day, according to researchers.

Amanda Daley, lead researcher from the University of Loughborough, said that PACE labels would present the information in a more accessible way to consumers than the existing calorie and nutrient content labels. She told CNN that the current labeling system “hasn't made a huge difference to obesity in the UK.”

She and her team looked at data from 14 studies that examined the effectiveness of PACE labeling in reducing calorie consumption. Researchers caution that the number of studies included in the review was small, and most took place in controlled environments rather than real-world settings, but still conclude that PACE labeling is worth trying. A reduction of about 100 calories per day, combined with a sustained increase in physical activity, could reduce obesity rates, according to Daley. She called PACE a “really simple and really straightforward” strategy, and suggested it could be used on food and drink packaging, supermarket labels and restaurant menus.

However, Nichola Ludlam-Raine, a registered dietitian and spokesperson for the British Dietetic Association, flagged some issues with PACE labels. Ludlam-Raine said PACE “ could be extremely problematic” for those with eating disorders as it suggests that food needs to be “burnt off”. It also promotes the idea that calories, rather than nutrients, are the main consideration when it comes to food, she added. “Remember, you cannot out-run a bad diet,” said Ludlam-Raine, explaining that exercising doesn't mean you can live off chocolate and fizzy drinks.

【小题1】What does Daley think of the existing labeling system?
A.It contains physical activity calories.
B.It affects calorie consumption greatly.
C.It's not effective enough against obesity.
D.It can be applied to other fields widely.
【小题2】What does the underlined word “flagged” in paragraph 5 mean?
A.Pointed out.B.Left out.
C.Objected to.D.Jumped at.
【小题3】What can be inferred from Ludlam-Raine's words?
A.PACE labeling causes eating disorders.
B.Calories matter more than nutrients.
C.Having a good diet is more important.
D.Taking exercise is not necessary at all.
【小题4】Which section of a magazine is the text likely from?
A.Fashion.B.Health.
C.Sports.D.Technology.

On January 1st, 2018, “gaming disorder” — in which games are played uncontrollably, despite causing harm — gained recognition from the World Health Organization (WHO). Last year, China, the world’s biggest gaming market, announced new rules limiting children to just a single hour of play a day. Clinics are appearing around the world, promising to cure patients of their habit.

Are games really addictive? Psychologists have different opinions. The case for the defence is that this is just another moral panic. Similar warnings have been given about television, rock and roll, jazz, comic books, and even novels. As the newest form of mass media, gaming is merely enduring (忍受) its own time before it finally stops being debatable.

However, some argue that unlike rock bands or novelists, games developers have both the motive and the means to engineer their products to make them addictive. For one thing, the business-model has changed. In the old days games were bought once and for all. But these days, games are free and money is earned from purchases of in-game goods, which ties playtime directly to developers’ income. For another, games makers combine psychological theory and data, which helps them maximize the playtime. Smartphones and modern video game machines use their permanent Internet connections to send gameplay data back to developers. That allows products to be constantly adjusted to increase spending on games.

The gaming industry should realize that, in the real world, it has a problem, and that problem is growing. Now that gaming addiction comes with an official WHO recognition, diagnoses (诊断) become more common. Clinics are already reporting booming business, as lockdowns have given games more time to spend with their hobby. And being put together in the public mind, fairly or not, with gambling (赌博) will not do the industry any favours.

【小题1】What is the purpose of Paragraph 1?
A.To inform the readers of the harmful effects of games.
B.To arouse the readers’ interest about the topic.
C.To show growing public concern about the problem of games.
D.To discuss whether it is necessary to panic about games.
【小题2】Why is television, together with other media forms, mentioned in Paragraph 2?
A.To show that they are as highly addictive as games.
B.To prove that the panic over games will fade away.
C.To argue that these media forms are not harmful at all.
D.To compare the differences among these media forms.
【小题3】How do games developers make games addictive?
A.They adjust products based on received data.
B.They don’t charge players for in-game goods.
C.They keep players’ video game machines updated.
D.They reward top players with more playtime.
【小题4】What does the author aim to do in the last paragraph?
A.Make a prediction.B.Offer a suggestion.
C.Put forward a solution.D.Give a warning.

I’ve recently found myself wondering if I could do without Google Maps. It is, I think, the only app on my phone I’d really miss were I to swap my smartphone for a “dumb” one that handles only calls and text messages.

Why am I thinking about this? It’s because every time I try to read a book, I end up picking up my phone instead. I keep interrupting my own train of thought in order to do something that I don’t consciously want to do.

This is not accidental. Developers have become even more unashamed in their attempts to keep us hooked on our smartphones. Some of them speak in the language of addiction and behavioural psychology, though most prefer the term “persuasive tech”. In itself, persuasive tech is not a new idea — an academic named BJ Fogg has been running classes from a “persuasive tech lab” at Stanford since the late 1990s. But as smartphone ownership has rocketed and social-media sites have been born, persuasive tech has vastly expanded its reach.

One company, Dopamine Labs — named for the chemical released in the reward center of the brain — offers a service to tech businesses wanting to “keep users engaged”. Founder Ramsay Brown tells me he wants people to understand that “their thoughts and feelings are on the table as things that can be controlled and designed”. He thinks there should be more conversation around the persuasive power of the technologies being used. “We believe everyone has a right to cognitive liberty, and to build the kind of mind they want to live in,” he says.

The poster child of the resistance movement against addictive apps is former Google “design ethicist” Tristan Harris. He thinks the power to change the system lies not with app developers but with the hardware providers. In 2014, Harris founded “Time Well Spent”, a group that campaigns for more moral design practices among developers.

Any tech business that relies on advertising profits is motivated to hold its users online for as long as possible, Harris says. This means apps are specifically designed to keep us in them. Apple, on the other hand, wants to sell phones but doesn’t have a profit stream so tightly connected to the amount of time its customers spend online. Harris hopes that companies like Apple could use their influence to encourage more morally designed apps.

While I wait for Apple to sort this out, I find myself longing for something called a “Light Phone”, a credit-card-sized handset that does absolutely nothing but make and receive calls. Price tag? $150. Seems expensive. But the company’s website is very persuasive.

【小题1】According to the author, what makes us so glued to our smartphones?
A.People's inborn behaviours.B.App developers’ intention.
C.User-friendly apps.D.Hardware providers.
【小题2】Dopamine Labs's founder believes that ________.
A.tech businesses have gone too far in controlling users’ minds
B.persuasive technologies are dangerous to users’ cognitive liberty
C.the persuasive power of the technologies deserves more attention
D.everyone can live the life they desire by using persuasive technologies
【小题3】Which of the following best explains the underlined words “The poster child” in paragraph 5?
A.The advertiser.B.The advocate.
C.The opponent.D.The founder.

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