歡迎來到上海新航道學(xué)校官網(wǎng)!英語高能高分,就上新航道!
2018/5/15 15:14:38來源:新航道作者:新航道
摘要:上海新航道雅思學(xué)校小編為大家?guī)淼氖莿傔^去的2018.5.12的雅思考試回憶,還有答案和解析哦!
上海新航道雅思學(xué)校小編為大家?guī)淼氖莿傔^去的2018.5.12的雅思考試回憶,還有答案和解析哦!
Listening
Section1 |
|
Version |
Topic |
|
Job Application |
1-10)Completion Personal information: Telephone number 1. 2798***(待回憶) Type of job wanted: 2. builder Qualifications: Certificate in 3. English No 4. transport offered Want to work only on 5. bus route Can work full-time in: 6. evenings Working history: - 7. gardening and can bring his own 8. tools - and have 9.back injures Date for starting work: 10. 15 October month |
Section2 |
|
Version |
Topic |
|
Fitness center |
11-15) map
11. Locker room - G 12. Woman’s fitting room - J 13. Gym room - H 14. Man’s fitting room - F 15. Squash court – B
16-20) matching 16. Fitness machines - build up overall strength 17. Mats exercises - help body flexibility 18. Cycling class - good for lower limbs 19. Aerobic class - increase heart health beat 20. Weight training - keep concentration |
Section3 |
|
Version |
Topic |
|
music courses in seventeenth Century (17世紀(jì)的音樂課程)人物:學(xué)生T and C 和 Dr. |
21-26) Multiple choices
21. what the girl like most about the music performed? (A) A. structure B. rhythm C. melody
22. Students opinion about the professor? (B) A. care students B. focus on his subject C. only concern personal achievement
23. Why lecturer did not mention the content of “l(fā)eak out”? (C) A. he thinks those are not important B. focus more on subjects/too much included in one topic C. teacher has a bad memory
24. Why the boy chose to learn music in seventeenth Century? (A) A. he uses the knowledge already learned/feel confident with these ideas B. discuss interesting things with others C. useful to future career
25. What’s the girl’s opinions about the facilities? (B) A. impressive/satisfied B. disappointed C. unacceptable
26. Why the content of the music courses in seventeenth Century like this? (C) A. past staff’s interest B. demand by present students C. influenced by a previous staff’s research
27-30) matching
List of qualifications A. Help to be a musician B. Self-assessment C. Individual ability D. Historical reason E. Help to be a leader F. Improve relationship G. Shared interpretation
Qualifications for being
27. materials used C (looking for materials by themselves) 28. concert group G (do research together) 29. reviewing system A 30. understanding directions D (sixteenth century music scores) |
Section4 |
|
Version |
Topic |
|
關(guān)于埃及的醫(yī)藥 |
31-40) completion 31. Recordings only organized into lists. 32. Imported 33. Sculptures 34. Flavor 35. Minerals 36. Fish just as symbols of power. 37. Sugar 38. Clean 39. Materials such as resin and metal wrapped the mummy. 40. Honey can be used to heal wounds. |
Reading
Passage 1 |
|
Topic |
Computer Games 電子游戲 |
Content Review
題型:7填空題+6判斷題 題號(hào):舊題 文章大意: 第一部分:電子游戲的社會(huì)化影響以及在全球普遍受到歡迎。 第二部分:早期電子游戲投幣游戲PONG收到的各種歡迎。 第三部分:雅達(dá)利公司承接電子游戲的市場,發(fā)展出早期各種新游戲 第四部分:第一個(gè)電子游戲角色以及電子游戲行業(yè)的代表作。 第五部分:任天堂PlayStation占據(jù)主體游戲市場。
參考答案: 1-6) 填空題 1. electronics 2. Pong 3. share 4. graphics 5. PlayStation 6. Females
7-13) 判斷題 7. FALSE 8. TRUE 9. FALSE 10. TRUE 11. FALSE 12. NOT GIVEN 13. TRUE (答案僅供參考)
參考文章:
Electronic games have had a global impact on society and culture, changing how people play, learn and connect with each other. They’ve become a ubiquitous presence, played by young and old alike, at home, at work or in arcades. But it wasn’t that way in the beginning.
The first computer-based video game, Spacewar!, was invented by MIT student Steve Russell in 1961. Unfortunately, you couldn’t play it unless you had access to a mainframe computer. How did electronic games make the leap from mainframe to mainstream?
Pong The first shot in the electronic game revolution was fired by Magnavox in 1972, Dyson said. “The first home video-game system was the Magnavox Odyssey,” Dyson said. This interactive television game let players play tennis and other games. Though it broke new ground and moved electronic games out of the lab, it wasn’t a big seller. But it did provide the inspiration for what became the fledging genre’s first homerun, Atari’s Pong, an electronic table tennis game.
Pong first appeared as a coin-operated arcade game in 1972. The first game was tested in a bar in Sunnyvale, Calif., called Andy Capp’s Tavern. Shortly after taking delivery, the owner called Atari and said the machine was broken. That wasn’t the case. The game had been so popular that the coin box had become clogged with quarters. “That’s when they knew they had a hit on their hands,” Dyson said. The home version of the game was released in 1975.
Atari authored the next breakthrough as well, the Atari 2600 Video Computer System (VCS), introduced in 1977. It featured the soon-to-be-ubiquitous joystick game controller, games in color and, most importantly, interchangeable cartridges.
It jump-started the console game category and became the industry leader, converting millions of Americans into home video-game players. But being first wasn't the only advantage of the VCS. “It’s a combination of technical proficiency with marketing savvy and execution that really makes it happen,” he said. “The VCS had that combination of all three.”
First video game character The electronic gaming world got a case of the munchies when Pac-Manwas launched for the home market in 1980. The Atari 2600 version became the first arcade hit to appear on a home console.
“Pac-Man was the first real character video game,” Dyson said. “It was the first one you really identified with.” Two years later its politically correct sibling, Ms. Pac-Man, became the best-selling arcade game of all time.
The next few years were a fallow time for the electronic gaming industryas wave after wave of lackluster me-too console games flooded the market and drove sales south. The one bright spot was the rapidly growing popularity — and availability — of home computers, which began forming a parallel ecosystem. One standout in this early era of computer-based games was Tetris, a 1987 Russian export.
Tetris marked a milestone, Dyson says, because it was the first really successful “casual” game that a player could easily and intuitively understand and begin playing without guidance.
Nintendo The video-game industry was lifted from its doldrums in 1985 when Nintendo launched the Nintendo Entertainment System (NES). “The NES really helped revive the industry and made Nintendo the major player it is today,” Dyson said.
It also provided a star turn for a jumping plumber named Mario in Super Mario Bros, which became the best-selling video game of all time until 2009, when it was dethroned by Wii Sports. The game was the creation of Japanese gaming legend Shigeru Miyamoto. “He’s probably the most revered figure in video game design,” Dyson said. “He’s one of the half-dozen most important people in this industry.”
Mario hasn’t shown any signs of age, Dyson says; the game is still fun to play today. The next seismic event in the electronic gaming, says Dyson, came in 1990 when Microsoft bundled the classic card game Solitaire with Windows 3.0. The story of growth in video computer games is not just about technology but also about broadening the audience as well.
“Solitaire really opened the door,” Dyson said.
Newcomers to computers saw that they could be used to play games as well as work on Excel spreadsheets. Solitaire also helped users become comfortable using a mouse. “It’s not often given the credit it’s due, but it’s very important,” he said. Not everyone's a fan of the game, however: New York City Mayor Michael Bloomberg summarily dismissed a city worker in 2006 when he observed an open solitaire game on his computer screen in the city’s Albany lobbying office.
Video game violence In 1993, the gaming industry found itself embroiled in controversy because the level of violence in games such as Mortal Kombat and Doom, which offered victory celebration scenarios such as ripping out the heart or spine of a vanquished foe.
There was much breast beating in Washington and the United States Senate held hearings on video-game violence. The video game industry responded, Dyson says, and in a preemptive move created the Entertainment Software Rating Board, which generates game ratings such as “E for Everyone.”
“Now, every game has explicit ratings,” he said. “It’s a fairly robust system.”
The audience for electronic games was considerably broadened when Will Wright’s simulation game The Sims was released in 2000. Wright, another legendary gaming designer, credits seeing his daughter play with her dolls for providing the inspiration behind his iconic game. The game, which let users control the activities of virtual people, was a sequel to Wright’s earlier game, Sim City. “The Sims was one of the first games to bring women into the tent,” Dyson said. It soon became the most popular game with female players.
That broadening of the audience continued with the introduction of Nintendo’s Wii in 2006. "Nintendo started to think differently,” Dyson said. This led them to create a whole new, intuitive kind of experience and game controller. Contrary to the industry practice of continually piling on features and adding power, the Nintendo took a more minimalist approach to rein in price and focus on intuitive functionality. The Wii’s success speaks to the wisdom of that decision; it has outsold Microsoft’s Xbox 360 and Sony’s PlayStation 3 to become the world leader in console sales. The launch of Apple’s iPhone in 2007, Dyson believes, was also a tipping point enabling electronic games to be accessible by a wider audience. It has made games ubiquitous, cheap and easy to develop and distribute. Its multi-touch functionality and built-in accelerometer bring a new dimension to the experience of mobile gaming, an exponentially growing segment of the wireless ecosystem.
The sleeper game last year, says Dyson, was FarmVille, a game application on Facebook. Deriving its popularity from social networking rather than technology, it has become the category leader on Facebook with more than 82.7 million active users and, as of this February, more than 22 million fans.
“The success of that took the game world by surprise,” said Dyson, who predicts that social games will become one of the fastest-growing branches of the gaming tree. |
Passage 2 |
|
Topic |
Architecture and art 建筑與藝術(shù) |
Content Review
題型:6段落信息配對(duì)題+ 3人物名稱配對(duì)題+ 4總結(jié)填空題 題號(hào):新題 文章大意:建筑給藝術(shù)提供靈感,藝術(shù)和建筑結(jié)合起來
參考答案: 14-17) 段落信息配對(duì)題 14. E 15. A 16. A 17. D 18. B 19. F
20-22) 人物名稱配對(duì)題 20. G 21. F 22.E
23-26) 總結(jié)填空題 23. stone 24. VD 25. River Severn 26. Micheal Rooker (答案僅供參考)
參考文章:暫無 |
Passage 3 |
|
Topic |
The theory of evolution and modern business |
Content Review
題型:5單選+4判斷+5總結(jié)填空題 題號(hào):新題 文章大意:達(dá)爾文進(jìn)化論在商業(yè)中的應(yīng)用
參考答案: 27-31)單選 27. C 28. D 29. C 30. B 31. A
32-35) 判斷題 32. YES 33. NO 34. NOT GIVEN 35. NOT GIVEN
36-40) 總結(jié)填空題 36. business environment 37. MBA graduates 38. magic 39. evolution 40. human nature (答案僅供參考)
參考文章:
The theory of evolution and modern business
A hundred years ago, the British naturalist Charles Darwin rattled the world with his theory of natural selection. Since Darwin’s time, scientists have built on the theory of natural selection with modern discoveries, most notably in the area of genetics. Evolutionary psychologists go further. They use the theory of natural selection to explain the workings of the human brain and the dynamics of the human group. If evolution shaped the human body, they say, it also shaped the human mind.
Evolutionary psychology offers a theory of how the human mind came to be constructed. And that mind, according to evolutionary psychologists, is hardwired in ways that govern most human behavior to this day. In Nigel Nicholson’s book ‘Managing the Human Animal’, he mentioned that evolutionary psychology is useful in the area of management in work place and could accordingly create a more efficient work place. Understanding evolutionary psychology is useful to managers because it provides a new and provocative way to think about human nature. His theory has been cited by many other researches and websites. Many managers deem his opinion instructive.
According to John Tooby and Leda Cosmides, our mind is not a blank slate. Evolutionary psychology holds that although human beings today inhabit a thoroughly modern world of space exploration and virtual realities, they do so with the ingrained mentality of Stone Age hunter-gatherers. In the savannah environment of our ancestors, the food supply and other resources, such as clothing and shelter, were unreliable and varied in quality. Natural life-threatening hazards abounded. Such fears would have kept us alive but for modern day city dwellers these fears can be psychologically harmful. Yet, we haven't been through enough generation to evolve much and we still have the same brain our Stone Age ancestors have.
Evolution shaped the human body, they also shaped the human mind. One key element of the human nature is emotion. In an uncertain world, those who survived always had their emotional radar—call it instinct—turned on. And Stone Age people, at the mercy of wild predators or impending natural disasters, came to trust their instincts above all else. That reliance on instinct undoubtedly saved human lives, allowing those who possessed keen instincts to reproduce. So for human beings, no less than for any other animal, emotions are the first screen to all information received. Nigel Nicholson says modern working place values rational thinking over emotions. Today’s businessmen are often trained to dispense with emotions in favor of rational analysis and urged to make choices using logics. However, emotion can never be fully suppressed. Managers should not assume employees can balance positive and negative messages. They must be sensitive to the emotional minefields that all negative messages must navigate. Therefore, despite of the advancing development of technology, which boost the number of employees choosing to work separately of away from their office, social interaction is still the main element required in work place.
Beside emotion impetus, human nature is vital to increase the efficiency in work place. In the unpredictable and often terrifying conditions of the Stone Age, those who survived surely were those who believed they would survive. Their confidence strengthened and emboldened them, attracted allies, and brought them resources. In addition, people who appeared self-confident were more attractive as mates—they looked as if they were hardy enough to survive and prosper. Thus, people who radiated confidence were those who ended up with the best chances of passing on their genes. The legacy of this dynamic is that human beings put confidence before realism and work hard to shield themselves from any evidence that would undermine their mind games.
However, not everyone buys the theory of Nicholson. The truth is, even with self-confidence we cannot control the world. Some events are random. Ask any CEO who has been blamed for a company’s poor performance wrought by an unpredictable lurch in exchange rates. Or ask any young M.B.A. graduates sent in by corporate headquarters to turn around a factory bleeding red. He might go in with high hopes, but a year or two later he’ll be talking about all the factors outside his control that he couldn’t conquer. Yet they trust there will be some magic formula for better results, such as altering the management structure. |
Writing
Task 1 |
|
Type of questions |
餅圖 |
題目 The graph below show the proportion of water used for different purposes in Sydney in 1997 and 2007 . Summarize the information by selecting and reporting the main features, and make comparisons where relevant.
|
Task 2 |
|
Topic |
政府投資類 |
Type of questions |
Agree or Disagree |
題目 Some people say arts, such as music and painting, cannot directly improve the quality of people’s life, so the government should spend money on other areas. Do you agree or disagree? |
免費(fèi)獲取資料
班級(jí)名稱 | 班號(hào) | 開課時(shí)間 | 人數(shù) | 學(xué)費(fèi) | 報(bào)名 |
---|
免責(zé)聲明
1、如轉(zhuǎn)載本網(wǎng)原創(chuàng)文章,情表明出處
2、本網(wǎng)轉(zhuǎn)載媒體稿件旨在傳播更多有益信息,并不代表同意該觀點(diǎn),本網(wǎng)不承擔(dān)稿件侵權(quán)行為的連帶責(zé)任;
3、如本網(wǎng)轉(zhuǎn)載稿、資料分享涉及版權(quán)等問題,請(qǐng)作者見稿后速與新航道聯(lián)系(電話:021-64380066),我們會(huì)第一時(shí)間刪除。
制作:每每
旗艦校區(qū):上海徐匯區(qū)文定路209號(hào)寶地文定商務(wù)中心1樓 乘車路線:地鐵1/4號(hào)線上海體育館、3/9號(hào)線宜山路站、11號(hào)線上海游泳館站
電話:4008-125-888
版權(quán)所有:上海胡雅思投資管理有限公司 滬ICP備11042568號(hào)-1