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Educators and business leaders have more in common than it may seem. Teachers want to prepare students for a successful future. Technology companies have an interest in developing a workforce with the STEM (science, technology, engineering and math) skills needed to grow the company and advance the industry. How can they work together to achieve these goals? Play may be the answer.

Focusing on STEM skills is important, but the reality is that STEM skills are enhanced and more relevant when combined with traditional, hands-on creative activities. This combination is proving to be the best way to prepare today’s children to be the makers and builders of tomorrow. That is why technology companies are partnering with educators to bring back good, old-fashioned play.

In fact many experts argue that the most important 21st-century skills aren’t related to specific technologies or subject matter, but to creativity; skills like imagination, problem-finding and problem-solving, teamwork, optimism, patience and the ability to experiment and take risks. These are skills acquired when kids tinker (鼓捣小玩意). High-tech industries such as NASA’s Jet Propulsion Laboratory have found that their best overall problem solvers were master tinkerers in their youth.

There are cognitive (认知的) benefits of doing things the way we did as children — building something, tearing it down, then building it up again. Research shows that given 15 minutes of free play, four and five-year-olds will spend a third of this time engaged in spatial (空间的), mathematical, and architectural activities. This type of play — especially with building blocks — helps children discover and develop key principles in math and geometry.

If play and building are critical to 21st-century skill development, that’s really good news for two reasons: Children are born builders, makers, and creators, so fostering(培养)21st-century skills may be as simple as giving kids room to play, tinker and try things out, even as they grow older. Secondly, it doesn’t take 21st-century technology to foster 21st-century skills. This is especially important for under-resourced schools and communities. Taking whatever materials are handy and tinkering with them is a simple way to engage those important “maker” skills. And anyone, anywhere, can do it.

【小题1】What does the author say about educators?
A.They seek advice from technology companies to achieve teaching goals.
B.They have been successful in preparing the workforce for companies.
C.They help students acquire the skills needed for their future success.
D.They partner with technology companies to enhance teaching efficiency.
【小题2】How can educators better develop students’ STEM skills, according to the author?
A.by blending (混合) them with traditional, stimulating activities.
B.By inviting business leaders to help design curriculums.
C.By enhancing students’ ability to think in a critical way.
D.By showing students the best way to learn is through play.
【小题3】How do children acquire the skills needed for the 21st century?
A.By engaging in activities involving specific technologies.
B.By playing with things to solve problems on their own.
C.By familiarizing themselves with high-tech gadgets (小器具).
D.By mastering basic principles through teamwork.
【小题4】What can we do to help children learn the basics of math and geometry?
A.Stimulate their interest as early as possible.
B.Spend more time playing games with them.
C.Encourage them to make things with hands.
D.Allow them to thinker freely with calculators.
22-23高二上·江苏无锡·期末
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Games both for adults and children are an excellent means to enhance a lot of physical and mental skills and bring them significant advantages. It has a greater educational influence than what individuals are aware of. Most kids with developmental disabilities that normally do not react to their surroundings often are transformed completely when playing games.

Indeed, games possess a remarkable impact on the sensory perception (感官知觉) at various levels. For instance, a baseball player learns to process it promptly when the baseball is actually coming towards him. He may be in danger of getting hurt, or it is now his turn. The player’s senses are stimulated to help him respond to anything that goes around him.

What’s more, games help contribute largely to the development of children’s getting along with others. Most children on account of issues at home, physical disability or shyness, find it challenging in reacting with others. This is the case with adults as well. It has been proven that kids will show enough improvement in their capability of cooperating with fellow playmates as well as increasing their popularity among their playmates due to the skills that are brought about via playing games. The tests conducted on shy adults also have similar outcomes.

It is games that teach kids in following certain self control levels and limits. For instance, a kid who is waiting for taking his turn will carefully think about his turn. In any game, taking turns indeed is an excellent means to make a player focus attention as he or she requires readjusting plans constantly based on the actions of others.

As a child grows older, his play gets complicated and needs more social skills. Children’s games must have fewer rules. However, as the players start growing older, the games begin having more regulations and rules which need greater self-control. It may be stated that there cannot be a better way of teaching self-control than engaging them in the right games. In fact, if a child develops fair play in the early stages of his or her life and takes part in activities which reinforce such value, this will prove to be a great thing for the society at large.

【小题1】The writer mentions disabled kids in Paragraph 1 to mainly show that ______.
A.disabled kids don’t like to socialize with others
B.it’s hard to draw the attention of disabled kids
C.disabled kids aren’t skilled at playing games
D.playing games can benefit disabled kids a lot
【小题2】According to Paragraph 2, what benefit can a player get from playing baseball?
A.He can reasonably predict the result of the game.
B.He can learn how to avoid getting hurt in games.
C.His sensory ability to respond can get improved.
D.He becomes much calmer to cope with terrible things.
【小题3】What does Paragraph 3 mainly intend to tell us?
A.Playing games effectively enables people to become more social.
B.Adults should increase their popularity among their playmates in games.
C.Shy adults may find it more challenging to improve their cooperation ability.
D.Physical disability or shyness is the main cause for children’s mental problems.
【小题4】What does the underlined word “value” in the last paragraph refer to?
A.Children’s contributions to the human society.
B.Children’s behaving properly through right games.
C.Children’s taking active part in many activities.
D.Children’s understanding more about games as they grow older.
【小题5】What is the main purpose of the passage?
A.To show people’s misunderstandings about games.
B.To introduce a way to help children develop the society.
C.To prove the advantages of children’s playing games.
D.To explain how the disabled kids are affected by games.

The inside story of how a “band of misfits” saved Lego

When executives at toymaker Lego first learned that adults were buying large quantities of their interlocking plastic bricks and getting together to build Lego creations of their own, “they thought it was very strange,” says Paal Smith-Meyer.

【小题1】 “Leadership actually thought ‘adults’ were taking away from the brand.”

Thanks to a handful of employees who worked to change attitudes inside the company, Lego is no longer embarrassed by its adult fans. 【小题2】 The bygone slogans “Just Imagine... ” and “Play On” have been overshadowed by Lego’s newest marketing motto: “Adults Welcome”. Even superstar athletes and entertainers like Ed Sheeran, Dwight Howard, and David Beckham boast openly about their affection for Lego building sets.

Today Lego is the world’s largest and most profitable toymaker. The Lego brick was named “Toy of the Century” in 1999, and in 2014 Time magazine crowned it the “Most Influential Toy of All Time”, ahead of Barbie, G.I. Joe, and the Easy Bake Oven.

The enthusiasm and buying power of Adult Fans of Lego — or AFOLs, as they’re known in the industry — played a major role in the company’s rise to the top. 【小题3】

Lego founder Ole Kirk Kristiansen always knew he wanted to market his products exclusively to kids. As the company grew over its first six decades, few imagined that its products could appeal as much to adults as to children. 【小题4】 Two decades ago, when Lego began making licensed sets inspired by hit movies like Star Wars and Harry Potter, it was adult fans who snatched up most of the merchandise.

Despite the benefits AFOLs brought to the brand, executives at the company’s corporate offices in Billund, Denmark had little interest in catering to adult customers. As fan mail and product ideas poured in from AFOLs around the world, the company posted its off-putting position: “We don’t accept unsolicited ideas.”

“Adult fans were often seen as a source of irritation,” says Jake McKee, a Lego executive from 2000 to 2006 who oversaw the company’s Global Community Development team.

A.But insiders say the road from “kids only” to “adults welcome” was a long, uphill climb.
B.AFOLs are also organizing unofficial Lego fan conventions and networking in online user groups.
C.Gone are the days when labels on Lego boxes stated that the contents were appropriate only for boys ages 7 to 12.
D.Attitudes began to shift in the late 1990s and early 2000s when the once-invulnerable toymaker started to struggle.
E.AFOLs were having a dramatic impact on Lego’s bottom line years before the company recognized their value.
F.“Before the late 1990s, the company didn’t think their adult fans had value,” says Smith-Meyer, who held a variety of senior posts at Lego from 2000 to 2014.

A few years ago,a Finnish app took the mobile gaming world by storm. Its set-up was simple and its idea illogical: Angry Birds was little more than a shooting game, with birds instead of bullets and green pigs in place of targets. 【小题1】Shortly after Angry Birds took off, audiences found a new distraction in Fruit Ninja, a game where the object was to chop falling produce,and then Candy Crush.

【小题2】That was their charm, after all: They were knowingly ridiculous or illogical, an attack into mindless amusement. In games like Angry Birds, players found an escape from reality.

Fast forward to 2016, and there's now an Angry Birds movie, here to fill you in on all the details you never wished to know. The birds have been given personalities, motives and back-stories,and so have the evil green pigs. Meanwhile, the game's nonsense had to be made sense of due to a necessary plot for a movie. 【小题3】Hollywood has made an industry of answering the questions no one ever thought to ask; to the point of even giving a brand of toy blocks its own story in 2014's The Lego Movie.【小题4】 Viewers no longer have the luxury of imagining back-stories for their favorite characters, or debating the open-ended questions in a film's source materials:An endless flow of prequels(前传),sequels(续传)and spin-offs(衍生产品)fill in those blanks for them.

【小题5】 They'll know.Everything will be determined for them:According to the movie, the main bird Red gets picked on for his bushy eyebrows,and that leaves him feeling isolated and, well,angry.In some ways, Hollywood has taken on the role of fan fiction writers,by expanding and exploring every comer of its fictional universes. But when these universes expand too widely,what will be left to imagine?

A.Angry Birds is not alone in having its gray areas sketched in for the big screen.
B.In its efforts to feed the audience's curiosity, Hollywood may in fact be killing it.
C.Never mind that these games made absolutely no sense from a narrative viewpoint.
D.When children today play Angry Birds, they won't wonder why the birds are so ill-tempered.
E.It led the way for a number of other equally silly, equally addictive games to invade cell phones everywhere.
F.Lego,by putting forward education solutions, is now striving to help kids to stand up to a problem and solve it.
G.Hollywood is actually such a power featuring its creativity, imagination and efficiency in giving rise to its entertainment products.

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