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[国内外] 2019年8月17日中国大陆考区雅思A类笔试真题回忆+答案汇总

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发表于 2019-8-12 17:30:00 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
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2019年8月17日中国大陆考区雅思A类笔试真题回忆+答案汇总
回忆1:
听力
S1 weather forest flowers THORHAY lake food Friday   27th February  数字
s4 present new facts 21 plants ocean traffic camera efficient compute toys animals small
阅读 Passage3 语言的多样性
小作文饼图 大作文是玩电脑好处和坏处
回忆2:
柱状图,tourist attractions。      
大作文parents allowing children to play computer to handle technology skills,advantages&disadvantages
回忆3:
阅读
一篇讲关于任天堂DS游戏机的研究
Computer Games for Preschoolers:Arintend09s Research and Design Process
原文:
A
Designing computer games for young children is a daunting task for game producers, who, for a long time, have concentrated on more "'hard core" game fans. This article chronicles the design process and research involved in creating Nintendo  DS for preschool gamers.
B
After speaking with our producers who have a keen interest in designing for the DS, we finally agreed on three key goals for our project. First, to understand the range of physical and cognitive abilities of preschoolers in the context of handheld system game play; second, to understand how preschool gamers interact with the DS, specifically how they control the different forms of play and game mechanics offered by the games presently on the market for this platform: third, to understand the expectations of preschoolers' parents concerning the handheld systems as well as the purchase and play contexts within which game play occurs. The team of the research decided that in-home ethnographies with preschoolers and their families would yield comprehensive database with which to give our producers more information and insights. so we start by conducting 26 in-home ethnographies in three markets across the United States: an East coast urban/suburban area, a West coast urban/suburban area, and a Midwest suburban/rural area.
C
The subjects in this study included 15 girls and 11 boys ranging from 3 years and 3 months old to 5 years and 11 months old. Also, because previous research had shown the effects of older siblings on game play (demonstrated, for example, by more advanced motor coordination when using a computer mouse), households were employed to have a combination of preschoolers with and without elder peers. In order to understand both "'experienced" and "new" preschool users of the platform, we divided the sample so that 13 families owned at least one Nimendo  DS and the others did not. For those households that did not own a DS, one was brought to the interview tor the kid to play. This allowed us to see both the instinctive and intuitive movements of the new players (and of the more experienced players when playing new games), as well as the learned movements of the more experienced players. Each of those interviews took about 60 to 120 minutes and included the preschooler, at least one parent, and often siblings and another caregiver.
D
Three kinds of information were collected after each interview. From any older siblings and the parents that were available, we gathered data about: the buying decisions surrounding game systems in the household, the family's typical game play patterns, levels of parental moderation with regard to computer gaming, and the most favorite games played by family members. We could also understand the ideology of gaming in these homes because of these in-home interviews: what types of spaces were used for game play, how the systems were installed, where the handheld play occurred in the house (as well as on-the-go play), and the number and type of games and game systems owned. The most important is. we gathered the game-playing information for every single kid.
E
Before carrying out the interviews, the research team had closely discussed with the in-house game producers to create a list of game mechanics and problems tied to preschoolers' motor and cognitive capabilities that were critical for them to understand prior to writing the games. These ranged from general dexterity issues related to game controllers to the effectiveness of in-game instructions to specific mechanics in current games that the producers were interested in implementing for future pre- school titles. During the interviews, the moderator gave specific guidance to the preschooler through a series of games, so that he or she could observe the interaction and probe both the preschooler and his or her parents on feelings, attitudes, and frustrations that arose in the different circumstances.
F
If the subject in the experiment had previous exposure to the DS system, he or she was first asked to play his or her favorite game on that machine. This gave the researchers information about current level of gaming skill related to the complexity of 'the chosen one, allowing them to see the child playing a game with mechanics he or she was already familiar with. Across the 26 preschoolers, the Nintendo DS selections scope were very broad, including New Super Mario Bros , Sonic Rush, Nintendogs, and Tonv Hawk’s Proving Ground. The interviewer observed the child play, noting preferences for game mechanics and Jnotor interactions with the device as well as the complexity level each game mechanic was for the tested subject. The researchers asked all of the preschoolers to play with a specific game in consultation with our producers, The Little Mermaid: Ariel s UnclerseaAciventure. The game was chosen for two major reasons. First, it was one of the few games on the  market with characters that appeal to this young age group. Second, it incorporated a large variety of mechanics that highlighted the uniqueness of the DS platform. including using the microphone for blowing or singing.
G
The findings from this initial experiment were extensive. After reviewing the outcomes and discussing the implications for the game design with our internal game production team. we then outlined the designing needs and presented the findings to a firm specialising in game design. We worked closely with those experts to set the game design for the two preschool targeted DS games under development on what we had gathered.
H
As the two DS games went into the development process, a tormative research course oT action was set up. Whenever we dcveloped new game mechanics. we brought preschoolers into our in-house utility lab to test the mechanics and to evaluate both their simplicity, and whether they were engaging. We tested either alpha or beta versions of different elements of the game, in addition to looking at overarching game structure. Once a full version of the DS game was ready we went back into the
field test with a dozen preschoolers and their parents to make sure that each of the game elements worked for the children, and that the overall objective of the game was understandable and the process was enjoyable for players. We also collected parents' feedback on whether they thought the game is appropriate, engaging, and worth the purchase.

Questions l-5
Complete the sentences below.
Choose ONE WORD ONL Y from the passage.for each answer. Write vour answers in boxes 1-5 on your answer sheet.
Exploratory Research Project
Main Objectives:
Determine the relevant l______________________in the context Observe how preschoolers manage playing.
Investigate attitudes of 2______________________towards games
Subjects:
26 children from different US 3______________________ Age range: 3 years and 3 months t0 5 years and 11 months Some children have older 4______________________
Equal number of new and 5______________________ players Some households have Nintendo DS and some don't.
Length of Interview: 1-2 hours Questions 6-9
Do the following statements agree with the information given in Reading Passage
1. In boxes 6-9 0n your answer sheet, write
TRUE  if the statements agrees with the information
FALSE  if the statements contradicts with the information
NOT GIVEN if there is no information on this
6 One area of research is how far mothers and fathers controlled children's playing after school.
7 The researchers are allowed a free access to the subjects' houses.
8 The researchers regarded The Little Mermaid: Ariels Undersea Adventure as likely appeal to preschoolers.
9 The Little Mermaid: Ariel s Undersea Adventure is operated entirely by hand controls.

答案解析:
1.利用细节信息“Main Objectives”定位到文中第2段,文中明确提到“we finally agreed on three key goals for our project”,其中 “goals” 和 “objectives” 为同义替换词。其中题前的定语“relevant”是对文中“physical
and cognitive”的概括,所以答案就是 abilities。
2. 本题定位方法与上题相同,属于三个目标中的第三个目标。即“understand the expectations of preschoolers’ parents concerning the handheld systems as well as... ’,根据题中关键词“attitudes”和“towards games”寻找“态度”的发出者即可。不难得到第2题的答案为parents。
3. 此题题干中的“26”是个极好的定位词,在第2段中,我们找到“so we start by conducting 26 in-home ethnographies in three markets across the United States: an East coast urban/suburban area,...”。题干中的US和文章中“the United States”也非常容易对应上, 那么markets即为此题答案。
4. 此题相对较难定位,但是根据“顺序原则”,我们比较容易发现,在上一题的后面, 即第3段中谈论到了实验对象的年龄问题。并且,第4题空格之前的older是很好的判断依据,在这段中 “Also, because previous research had shown the effects of older siblings on game play...”我们可以发现,siblings是此题的答案。
5. 读题可预先判断出空格中应该填一个描述players的形容词,根据顺序原则继续看后面的文字。“new”也可以帮助我们定位,文章第3段提到“In order to understand both ‘experienced' and ‘new’ preschool users of the platform, we divided the sample so that 13 families owned at least one...”,可以看见与 “new” 并列的相同词性的 “experienced”, 它也的确是描述 players 的形容词,所以正确答案为 experienced。
6. 第四段中虽然提到 “levels of parental moderation with regard to computer gaming”,但并没有给出明确的时间范围,题目中“after school”在原文的基础上无法判断,所以 此题答案为NOT GIVEN。
7. 此题为第2到第6段的推论。虽没有明确对应原句,但是第2到6段的整个实验釕 是在实验对象家里进行,如果无法进人,则不可能很好地展开后续实验内容。此外, in-home interviews 一词也说明是家访。所以,“free access to the subjects’ houses” 是 可以推得的,所以此题答案为TRUE。
8. 根据题目信息中的游戏名称可以定位到原文第6段,对应原句为“The little Mermaid Ariel’s Undersea Adventure…first, it was one of the few games on the market with characters that appeal to this young age group”。文中的 “this young age group” 指代的即是题中的“preschoolers”,所以此题答案是TRUE。
9 根据顺序原则和细节信息“operated”在第6段结尾找到与该游戏操作相对应的内容。文章提到“Second, it incorporated a large variety of mechanics that highlighted the uniqueness of the DS platform, including using the microphone for blowing or singing", 由此可以判断,此游戏除了用手操作外,也需要“sing”(唱)和“blow”(吹)来完成。 题干却说完全用手操作,这与原文不符,所以此题答案是FALSE。
Questions 10-13
10. 根据顺序原则和细节信息“Using the Results”定位到文章第7段及后面的部分。空 格前的“design requirements”和“specialist”可以帮助进一步定位,在原文第7段, 发现题目与原文中的 “we then outlined the designing needs and presented the findings to a firm specialising in game design” 有同义替换。例如•• “design requirements” 和 “designing needs” ; “specialist” 和 “specialising” ; “presentation” 和 “present”,由此 可轻松判断此题答案为firm。
11. 根据顺序原则和细节信息“new games”和“lab”定位到文章第8段。空格前的 assess (评估)和后面的并列词interest (兴趣,爱好)可帮助判断出该题答案应为名 词,而空格前的mechanics也给了我们提示。在第8段中,我们找到题B的对应句“we brought preschoolers into our in-house utility lab to test the mechanics and to evaluate both their simplicity, and whether they were engaging”。其中“evaluate”对应空格前的“assess”, 而 “engaging” 对应 “interest”,因此本题答案为 simplicity。
12根据顺序原则和细节信息“twelve”定位到第8段倒数第2句“Once a full version of the DS game was ready, we went back into the field test with a dozen preschoolers and...’’, 其中“dozen”对应“twelve”,那么修饰game的“full version”就是空格需填写的内 容,所以本题答案为full version。
13.根据顺序原则和细节信息“Collection”定位到第8段末句。可预先判断此题空格要填的是名词,即“来自父母的 ”。从原文“We also collected parents’feedback on whether they thought the game is appropriate,engaging,and worth the purchase”可以发现, 题干把文中的collected变成了 collection,需要收集的东西就是“feedback”,所以本题答案为feedback。

第二篇卫星
第三篇是消失的语言
大作文是家长现在更加允许孩子玩电脑或平板 有些人觉得这样可以develop technological skills 说你自己的观点
小作文 柱状图
回忆4:
阅读
1.关于小孩玩电脑游戏的研究
2.从外太空观测地球夜间开灯情况来看经济发展
3.濒危语言
回忆5:
听力
S1  
参考答案:
weather
forest
flowers
THORHAY
lake
food
Friday   
27th February

S2  昆士兰节日

S3  老师对学生的presentation的课业讨论
21-24单选题
21. What did the student Ron learn?
A. The originator of JUST-IN-TIME
22. In the student’s essay, which part wasomitted?
B. The definition of JUST-IN-TIME
23. Where were the materials forpresentation found?
C. textbook
24. The tutor thinks JUST-IN-TIME systemdoesn’t suit service industry because
A. service product are not accountable
25-30 搭配题
25. speed of speech delivery: B-tooirregular
26. purpose: A-too formal
27. vocabulary: D-too technical
28. transit: C-too sudden
29. visual aid: G loosely related
30.body language: E-too unenthusiastic

S4 机器人
31.present
32.exploring new facts
33.other planets
34.future medicine
35.control of traffic
36.highest sales is toys
37.look like animals
38.tiny camera
39.surgery could be much faster and efficient
40.orgnise competitions
回忆6:
小作文:静态柱图
The chart below shows the number of visions for five kinds of tourism attractions in a European city in 1981,1991 and 2001.

大作文:More and more parents allow their young children to play a computer or laptop (e.g. iPad),because they think that children need a good technology skills. Do the advantages outweigh the disadvantages?

回忆7:
听力
Section 1 indoor outdoor活动
答案不完整,欢迎大家补充
1. weather
2. forest
3. flowers
4. Thorhay
5. lake
6. food
7. Friday
8. 27th February




回忆8:
回忆9:
回忆10:

为更好地促进做好Edward艾华师最新预测,请烤鸭们积极回忆在本文下面评论栏目里面,请尽量详细,并标明城市考点,A/G类,听力,阅读,大小作文,谢谢!特请亚太其他国家,欧洲,北美,南美,非洲等其他考区的烤鸭们也积极回忆吧


2019年8月10日雅思考试总体反馈:重磅!2019年8月10日雅思命中大小作文题目!命中一半到全部4个sections雅思听力!命中至少两篇阅读、命中口语绝大部分真题原题! 8月10日雅思听说读写全面大中,全面开花!(不同考区时差、A类、G类考生回忆不够齐全,待补充,还在不断更新中…)祝贺IRP会员将出现不少雅思高分人才!总体反馈请复制链接进入


特别提醒:雅思考试20多年来,有非常严格的规律性和出题思路。全世界有6大考区,而只有一个剑桥考试中心几个人在出题,每个考区一周平均要出一份考卷,一个月很多考区平均出24份考卷。(尤其是2018-2019年以来,中国大陆的广州、北京、上海、重庆,还有北美、澳洲、亚太考区开始增加雅思机考的选择,机考的城市几乎每天都有雅思考试,一个月考官要出20几份雅思机考卷子,机考跟传统纸质考试的区别只是纸质和电脑上考试的区别,考试内容、评分标准、难度等级、考试题型、考试安全设置等方面均与现行的纸笔模式完全一致。)雅思考试如此频繁,如何保证达到难度一样呢,如何保证新题难度、准确度和评价机制公平呢,所以只能是20年来的题库旧题目的有效组合,新题不能超出5%-10%,每份雅思卷子都是90%-99%以上旧题。每一份雅思考试试题其实是大部分旧题原题真题+个别新题目的重新组合,多年雅思考官和专家Edward老师非常熟悉雅思出题规律和听说读写题库出题组合卷子的秘诀,IRP资料因此而诞生!具体请阅读http://bbs.ieltstofelglobal.com/thread-32-1-1.html

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