四级真题第三套.docx

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四级真题第三套.docx

四级真题第三套

2016年12月四级考试真题(第三套)

Part

Writing(30minutes)

Directions:

Forthispart,youareallowed30minutestowriteanessay.Supposeyouhavetwooptionsupongraduation:

oneistotakeajobinacompanyandtheothertogotoagraduateschool.Youaretomakeachoicebetweenthetwo.Writeanessaytoexplainthereasonsforyourchoice.Youshouldwriteatleast120wordsbutnomorethan180words.

Part

ListeningComprehension(30minutes)

卷三听力部分与卷二相同。

Part

ReadingComprehension(40minutes)

SectionA

Directions:

Inthissection,thereisapassagewithtenblanks.Youarerequiredtoselectonewordforeachblankfromalistofchoicesgiveninawordbankfollowingthepassage.Readthepassagethroughcarefullybeforemakingyourchoices.Eachchoiceinthebankisidentifiedbyaletter.PleasemarkthecorrespondingletterforeachitemonAnswerSheet2withasinglelinethroughthecentre.Youmaynotuseanyofthewordsinthebankmorethanonce.

Questions26to35arebasedonthefollowingpassage.

Whensomeonecommitsacriminalact,wealwayshopethepunishmentwillmatchtheoffense.Butwhenitcomestooneofthecruelestcrimes-animalfighting-things26 workoutthatway.Dog-fightingvictimsare 27 andkilledforprofitand“sport,”yettheircriminalabusersoftenreceivea 28 sentenceforcausingalifetimeofpain.Roughlyhalfofallfederally-convictedanimalfightersonlygetprobation(缓刑).

Someprogresshasbeenmadeintheprosecution(起诉)ofanimalfighters.ButfederaljudgesoftenrelyheavilyontheU.S.SentencingGuidelineswhenthey 29 penalties,andinthecaseofanimalfighting,thoseguidelinesareoutdatedandextremely 30 .

TheU.S.SentencingCommission,which 31 thesesentencingguidelines,isrevisitingthem,proposingtoraisetheminimumsentencefrom6-12to21-27months,Thisisastepintheright 32 ,butwe’dliketoseetheU.S.SentencingCommissionmakefurtherchangestotheguidelines.

Alongwiththiseffort,we’reworkingwithanimaladvocatesandstateandfederallawmakersto 33 anti-crueltylawsacrossthecountry,aswellassupportinglawsandpoliciesthatassistbecausethehighanimal 34 thatcareforanimalfightingvictims.Thishelpis 35 importantbecausethehighcostofcaringforanimalvictimsisamajorfactorthatpreventspeoplefromgettinginvolvedincrueltycasesinthefirstplace.

注意:

此部分试题请在答题卡2上作答。

A)convenient

B)creates

C)critically

D)determine

E)direction

F)hesitate

G)inadequate

H)inspired

I)method

J)minimal

K)rarely

L)shelters

M)strengthen

N)sufferings

O)tortured

 

SectionB

Directions:

Inthissection,youaregoingtoreadapassagewithtenstatementsattachedtoit.Eachstatementcontainsinformationgiveninoneoftheparagraphs.Identifytheparagraphfromwhichtheinformationisderived.Youmaychooseaparagraphmorethanonce.Eachparagraphismarkedwithaletter.AnswerthequestionbymarkingthecorrespondingletteronAnswerSheet2.

WhenWorkBecomesaGame

 [A]Whatmotivatesemployeestodotheirjobswell?

Competitionwithcoworkers,forsome.Thepromiseofrewards,forothers.Pureenjoymentofproblem-solving,foraluckyfew.

 [B]Increasingly,companiesaretappingintothesedesiresdirectlythroughwhathascometobeknownas“gamification”:

essentially,turningworkintoagame.“Gamificationisaboutunderstandingwhatitisthatmakesgamesengagingandwhatgamedesignersdotocreateagreatexperienceingames,andtakingthoselearningsandapplyingthemtoothercontextssuchastheworkplaceandeducation,”explainsKevinWerbach,agamificationexpertwhoteachesattheWhartonSchoolofBusinessattheUniversityofPennsylvaniaintheUnitedStates.

 

[C]Itmightmeanmonitoringemployeeproductivityonadigitalleaderboardandofferingprizestothewinners,orgivingemployeesdigitalbadgesorstarsforcompletingcertainactivities.Itcouldalsomeantrainingemployeeshowtodotheirjobsthroughvideogameplatforms.CompaniesfromGoogletoL’OréaltoIBMtoWellsFargoareknowntousesomedegreeofgamificationintheirworkplaces.Andmoreandmorecompaniesarejoiningthem.Arecentreportsuggeststhattheglobalgamificationmarketwillgrowfrom$1.65billionin2015to$11.1billionby2020.

[D]Theconceptofgamificationisnotentirelynew,Werbachsays.Companies,marketersandteachershavelonglookedforfunwaystoengagepeople’sreward-seekingorcompetitivespirits.CrackerJackshasbeen“gamifying”itssnackfoodbyputtingasmallprizeinsideformorethan100years,headds,andtheturn-of-the-centurysteelmagnate(巨头)CharlesSchwabissaidtohaveoftencomeintohismotivatingthenextshiftofworkerstobeatthepreviousone.

[E]Buttheword“gamification”andthewidespread,consciousapplicationoftheconceptonlybeganinearnestaboutfiveyearsago,Werbachsays.Thanksinparttovideogames,thegenerationnowenteringtheworkforceisespeciallyopentotheideaofhavingtheirworkgamified.“Weareatapointwhereinmuchofthedevelopedworldthevastmajorityofyoungpeoplegrewupplayingvideogames,andanincreasinglyhighpercentageofadultplaythesevideogamestoo,”Werbachsays.

[F]Anumberofcompanieshavesprungup-GamEffective,BunchballandBadgeville,tonameafew-inrecentyearsofferinggamificationplatformsforbusinesses.Theplatformsthataremosteffectiveturnemployees’ordinaryjobtasksintopartofarichadventurenarrative.“Whatmakesagamemage-likeisthattheplayeractuallycaresabouttheoutcome,”Werbachsays.Theprincipleisaboutunderstandingwhatismotivatingtothisgroupofplayers,whichrequiressomeunderstandingofpsychology.

[G]Somepeople,Werbachsays,aremotivatedbycompetition.Salespeopleoftenfallintothiscategory.Forthem,therightkindofgamificationmightbeturningtheirsalespitchesintoacompetitionwithotherteammembers,completewithadigitalleaderboardshowingwhoiswinningatalltimes.Othersaremoremotivatedbycollaborationandsocialexperiences.OnecompanyWerbachhasstudiedusesgamificationtocreateasenseofcommunityandboostemployees’morale(士气).Whenemployeeslogintotheircomputers,they’reshownapictureofoneoftheircoworkersandaskedtoguessthatperson’sname.

[H]Gamificationdoesnothavetobedigital.MonicaCornettirunsacompanythatgamifiesemployeetrainings.Sometimesthisinvolvestechnology,butoftenitdoesnot.Sherecentlydesignedagamificationstrategyforasalestrainingcompanywithastorm-chasingtheme.Employeesformed“stormchaserteams”andcompetedinstorm-themededucationalexercisestoearnvariousrewards.“Rewardsdonothavetobestuff,”Cornettisays.“Rewardscanbeflexibleworkinghours.”Anothertraining,thisoneforpayrolllaw,usedaSnowWhiteandtheSevenDwarfstheme.“SnowWhite”isavailableforeveryonetouse,butthe“dwarfs”arestillundercopyright,soCornettiinventedsound-alikecharacters(GrumpyGuys,DopeyDan)toillustratespecificpayrolllawprinciples.

[I]Somepeopledonottakenaturallytogamifiedworkenvironments,Cornettisays.Inherexperience,peopleinpositionsofpowerofpeopleinfinanceorengineeringdonottendtolikethesoundoftheword.“Ifwearedesigningforengineers,I’mnottalkingabouta‘game’atall”,Cornettisays.“I’mtalkingabouta‘simulation’(模拟),I’mtalkingabout‘beingabletosolvethisproblem.’”

[J]Gamificationis“notamagicbullet,”Werbachwarns.Agamificationstrategythatisnotsufficientlythoughtthroughorwelltailoredtoitsplayersmayengagepeopleforalittlewhile,butitwillnotmotivatepeopleinthelongterm.Itcanalsobeexploitive,especiallywhenusedwithvulnerablepopulations.Forworkers,especiallylow-paidworkers,whodesperatelyneedtheirjobsyetknowtheycanbeeasilyreplaced,gamificationmayfeelmoreliketheHungerGames.WerbachgivestheexampleofseveralDisneylandhotelsinAnaheim,California,whichusedlargedigitalleaderboardstodisplayhowefficientlylaundryworkerswereworkingcomparedtooneanother.Someemployeesfoundtheboardmotivating.Toothers,itwastheoppositeoffun.Somebegantostoptakingbathroombreaks,worriedthatiftheirproductivityfelltheywouldbefired.Pregnantemployeesstruggledtokeepup.InaLosAngelesTimesarticle,oneemployeereferredtotheboardasa“digitalwhip.”“Itactuallyhadaverynegativeeffectonmoraleandperformance,”Werbachsays.

[K]Still,gamificationonlystandstobecomemorepopular,hesays,“asmoreandmorepeoplecomeintotheworkforcewhoarefamiliarwiththestructuresandexpressionsofdigitalgames.”“Wearefarfromreachingpeak,”Cornettiagrees.“Thereisnoreasonthiswillgoaway.”

36.Somefamouscompaniesarealreadyusinggamificationandmorearetryingtodothesame.

37.Gamificationisnotamiraclecureforallworkplacesasitmayhavenegativeresults.

38.Toenhancemorale,onecompanyasksitsemployeestoidentifytheirfellowworkerswhenstartingtheircomputers.

39.Theideaofgamifacationwaspracticedbysomebusinessesmorethanacenturyago.

40.Thereisreasontobelievethatgamificationwillbeheretostay.

41.Videogamescontributedinsomewaystothewideapplicationofgamification.

42.Whenturningworkintoagame,itisnecessarytounderstandwhatmakesgamesinteresting.

43.Gamificationinemployeetrainingdoesnotalwaysneedtechnology.

44.Themostsuccessfulgamificationplatformstransformdailyworkassignmentsintofunexperiences.

45.Itisnecessarytousetermsotherthan“gamification”forsomeprofessions.

SectionC

Directions:

Thereare2passagesinthissection.Eachpassageisfollowe

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