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12大学英语四级真题及答案第一套.docx

1、12大学英语四级真题及答案第一套2016年12月大学英语四级考试真题(第1套)Part Writing (30 minutes)Directions: For this part, you are allowed 30 minutes to write an essay. Suppose you have twooptions upon graduation: one is to find a job somewhere and the other to start abusiness of your own. You are to make a decision. Write an essa

2、y to explain the reasonsfor your decision. You should write at least 120 words but no more than 180 words.Part Reading Comprehension(40 minutes)Section ADirections: In this section, there is a passage with ten blanks. You are required to select one wordfor each blank from a list of choices given in

3、a word bank following the passage. Read thepassage through carefully before making your choices. Each choice in the bank isidentified by a letter. Please mark the corresponding letter for each item on AnswerSheet 2 with a single line through the centre. You may not use any of the words in thebank mo

4、re than once.Questions 26 to 35 are based on the following passage. When someone commits a criminal act, we always hope the punishment will match the when it comes to one of the cruelest crimes-animal fighting-things26 work out that victims are 27 and killed for profit and sport, yet their criminal

5、abusers oftenreceive a28 sentence for causing a lifetime of pain. Roughly half of all federally-convicted animalfighters only get probation (缓刑).Some progress has been made in the prosecution (起诉) of animal fighters. But federal judgesoften rely heavily on the U. S. Sentencing GuideLines when they29

6、 penalties, and in the case ofanimal fighting, those guidelines are outdated and extremely30 The . Sentencing Commission, which31 these sentencing guidelines, is revisiting them,proposing to raise the minimum sentence from 6 - 12 to 21 - 27 months. This is a step in the right32, but wed like to see

7、the U. S. Sentencing Commission make further changes to the guidelines.Along with this effort, were working with animal advocates and state and federal lawmakers to33 anti-cruelty laws across the country, as well as supporting laws and policies that assistoverburdened animal 34 that care for animal

8、fighting victims. This help is 35 importantbecause the high cost of caring for animal victims is a major factor that prevents people from gettinginvolved in cruelty cases in the first place.A. convenientB. createsC. criticallyD. determine E. direction F. hesitateG. inadequateH. inspiredI. methodJ. m

9、inimalK. rarelyL. sheltersM. strengthenN. sufferingsO. torturedSection BDirections: In this section, you are going to read a passage with ten statements attached to it. Eachstatement contains information given in one of the paragraphs. Identify the paragraphfrom which the information is derived. You

10、 may choose a paragraph more than paragraph is marked with a the questions by marking thecorresponding letter on Answer Sheet 2.When Work Becomes a GameA) What motivates employees to do their jobs well? Competition with coworkers, for some. Thepromise of rewards, for others. Pure enjoyment of proble

11、m-solving, for a lucky few.B) Increasingly, companies are tapping into these desires directly through what has come to be knownas gamification : essentially, turning work into a game. Gamification is about understandingwhat it is that makes games engaging and what game designers do to create a great

12、 experience ingames, and taking those learnings and applying them to other contexts such as the workplace andeducation, explains Kevin Werbach, a gamification expert who teaches at the Wharton School ofBusiness at the University of Pennsylvania in the United States.C) It might mean monitoring employ

13、ee productivity on a digital leaderboard and offering prizes to thewinner, or giving employees digital badges or stars for completing certain activities. It could alsomean training employees how to do their jobs through video game platforms. Companies fromGoogle to LOralto IBM to Wells Fargo are kno

14、wn to use some degree of gamification in theirworkplaces. And more and more companies are joining them. A recent report suggests that theglobal gamification market will grow from $ billion in 2015 to $ billion by 2020.D) The concept of gamification is not entirely new, Werbach says. Companies, marke

15、ters and teachershave long looked for fun ways to engage peoples reward-seeking or competitive spirits. Cracker Jackshas been gamifying its snack food by putting a small prize inside for more than 100 years, headds, and the turn-of-the-century steel magnate (巨头) Charles Schwab is said to have often

16、comeinto his factory and written the number of tons of steel produced on the past shift on the factoryfloor, thus motivating the next shift of workers to beat the previous one.E) But the word gamification and the widespread, conscious application of the concept only beganin earnest about five years

17、ago, Werbach says. Thanks in part to video games, the generation nowentering the workforce is especially open to the idea of having their work gamified. We are at apoint where in much of the developed world the vast majority of young people grew up playingvideo games, and an increasingly high percen

18、tage of adults play these video games too, Werbachsays.F) A number of companies have sprung up-GamEffective, Bunchbail and Badgeville, to name a few-in recent years offering gamification platforms for businesses. The platforms that are most effectiveturn employees ordinary job tasks into part of a r

19、ich adventure narrative. What makes a gamegame-like is that the player actually cares about the outcome, Werbach says. The principle isabout understanding what is motivating to this group of players, which requires some understandingof psychology. G) Some people, Werbach says, are motivated by peopl

20、e often fall into thiscategory. For them, the right kind of gamification might be turning their saies pitches into acompetition with other team members, complete with a digital leaderboard showing who is winningat all times. Others are more motivated by collaboration and social experiences. One comp

21、anyWerbach has studied uses gamification to create a sense of community and boost employees morale(士气). When employees log in to their computers, theyre shown a picture of one of theircoworkers and asked to guess that persons name.H) Gamification does not have to be digital. Monica Cornetti runs a c

22、ompany that gamifies employeetrainings. Sometimes this involves technology, but often it does not. She recently designed agamification strategy for a saies training company with a storm-chasing theme. Employees formedstorm chaser teams and competed in storm-themed educational exercises to earn vario

23、usrewards. Rewards do not have to be stuff, Cornetti says. Rewards can be flexible workinghours. Another training, this one for pay roll law, used a Snow White and the Seven Dwarfstheme. Snow White is available for everyone to use, but the dwarfs are still under copyright,so Cornetti invented sound-

24、alike characters (Grumpy Gus, Dopey Dan) to illustrate specific pay rolllaw principles.I) Some people do not take naturaily to gamified work environments, Cornetti herexperience, people in positions of power or people in finance or engineering do not tend to like thesound of the word. If we are desi

25、gning for engineers, Im not talking about a game at all,Cornetti says. Im talking about a simulation (模拟), Im talking about being able to solvethis problem. J) Gamification is not a magic bullet, Werbach gamification strategy that is notsufficiently thought through or well tailored to its players ma

26、y engage people for a little while, but itwill not motivate people in the long term. It can also be exploitative, especially when used withvulnerable populations. For workers, especially low-paid workers, who desperately need their jobsyet know they can be easily replaced, gamification may feel more

27、 like the Hunger Games. Werbachgives the example of several Disneyland hotels in Anaheim, Caiifornia, which used large digital leaderboards to display how efficiently laundry workers were working compared to one employees found the board motivating. To others, it was the opposite of fun. Some began

28、tostop taking bathroom breaks, worried that if their productivity fell they would be fired. Pregnantemployees struggled to keep up. In a Los Angeles Times article, one employee referred to the boardas a digital whip. It actually had a very negative effect on morale and performance, Werbachsays.K) St

29、ill, gamification only stands to become more popular, he says, as more and more people comeinto the workforce who are familiar with the structures and expressions of digitai games. We arefar from reaching the peak, Cornetti agrees. There is no reason this will go away. 36. Some famous companies are

30、already using gamification and more are trying to do the same.37. Gamification is not a miracle cure for all workplaces as it may have negative results.38. To enhance morale, one company asks its employees to identify their fellow workers when startingtheir computers.39. The idea of gamification was

31、 practiced by some businesses more than a century ago.40. There is reason to believe that gamification will be here to stay.41. Video games contributed in some ways to the wide application of gamification.42. When turning work into a game, it is necessary to understand what makes games interesting.4

32、3. Gamification in employee training does not always need technology.44. The most successful gamification platforms transform daily work assignments into fun experiences.45. It is necessary to use terms other than gamification for some professions.Section CDirections: There are 2 passages in this section. Each passage is followed by some questions orunfinished statements. For each of them there are four choices marked A, B, C andD . You should decide on the best choice and mark the corresponding letter on Answ

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