READING PASSAGE 1
You should spend about 20 minutes on Question 1-13 which are based on Reading Passage 1 below.
Computer Games for Preschoolers: Nintendo’s Research and Design Process
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.
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 expectation of preschooler’s parents concerning the handheld systems as well as the purchase and play contexts within which game play occurs.
The team of 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.
The subject is 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 Nintendo DS and the others did not. For those households that did not own a DS, one was brought to the interview for 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.
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 play 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 system 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.
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 preschool 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.
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 the 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 Tony Hawk’s Proving Ground. The interview observed the child play, noting preferences for game mechanic and motor interactions with 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 Undersea Adventure. 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.
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 specializing 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.
As the two DS games went into the development process, a formative research course of action was set up. Whenever we developed 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 parent’s feedback on whether they thought the game is appropriate, engaging, and worth the purchase.
READING PASSAGE 2
You should spend about 20 minutes on Question 14-26 which are based on Reading Passage 1 below.
Procrastination
A psychologist explains why we put off important tasks and how we can break this habit
A. Procrastination is the habit of delaying a necessary task, usually by focusing on less urgent, more enjoyable, and easier activities instead. We all do it from time to time. We might be composing a message to a friend who we have to let down, or putting together an important report for college or work, we’re doing our best to avoid doing the job at hand, but deep down we know that we should just be getting on with it. Unfortunately, berating ourselves won’t stop us procrastinating again. In fact, it’s one of the worst things we can do. This matters because, as my research shows, procrastination doesn’t just waste time, but is actually linked to other problems, too.
B. Contrary to popular belief, procrastination is not due to laziness or poor time management. Scientific studies suggest procrastination is, in fact, caused by poor mood management. This makes sense if we consider that people are more likely to put off starting or completing tasks that they are really not keen to do. If just thinking about the task threatens our sense of self-worth or makes us anxious , we will be more likely to put it off. Research involving brain imaging has found that areas of the brain linked to detection of threats and emotion regulation are actually different in people who chronically procrastinate compared to those who don’t procrastinate frequently.
C. Tasks that are emotionally loaded or difficult, such as preparing for exams , are prime candidates for procrastination. People with low self-esteem are more likely to procrastinate. Another group of people who tend to procrastinate are perfectionists , who worry their work will be judged harshly by others. We know that if we don’t finish that report or complete those home repairs, then what we did can’t be evaluated. When we avoid such tasks, we also avoid the negative emotions associated with them. This is rewarding, and it conditions us to use procrastination to repair our mood. If we engage in more enjoyable tasks instead, we get another mood boost. In the long run, however, procrastination isn’t an effective way of managing emotions. The ‘mood repair’ we experience is temporary. Afterwards, people tend to be left with a sense of guilt that not only increases their negative mood, but also reinforces their tendency to procrastinate.
D. So why is this such a problem? When most people think of the costs of procrastination, they think of the toll on productivity. For example, studies have shown that procrastination negatively impacts on student performance. But putting off reading textbooks and writing essays may affect other areas of students’ lives. In one study of over 3,000 German students over a six-month period, those who reported procrastinating over their university work were also more likely to engage in study-related misconduct, such as cheating and plagiarism. But the behaviour that procrastination was most closely linked with was using fraudulent excuses to get deadline extensions. Other research shows that employees on average spend almost a quarter of their workday procrastinating, and again this is linked with negative outcomes. In fact, in one US survey of over 22,000 employees, participants who said they regularly procrastinated had less annual income and less employment stability . For every one- point increase on a measure of chronic procrastination, annual income decreased by US$l5,000.
E. Procrastination also correlates with serious health and well-being problems. A tendency to procrastinate is linked to poor mental health, including higher levels of depression and anxiety. Across numerous studies, I’ve found people who regularly procrastinate report a greater number of health issues, such as headaches, flu and colds, and digestive issues. They also experience higher levels of stress and poor sleep quality. They are less likely to practise healthy behaviours, such as eating a healthy diet and regularly exercising, and use destructive coping strategies to manage their stress. In one study of over 700 people, I found people prone to procrastination had a 63% greater risk of poor heart health after accounting for other personality traits and demographics.
F. Finding better ways of managing our emotions is one route out of the vicious cycle of procrastination. An important first step is to manage our environment and how we view the task. There are a number of evidence-based strategies that can help us fend off distractions that can occupy our minds when we should be focusing on the thing we should be getting on with . For example, reminding ourselves about why the task is important and valuable can increase positive feelings towards it. Forgiving ourselves and feeling compassion when we procrastinate can help break the procrastination cycle. We should admit that we feel bad, but not be overly critical of ourselves. We should remind ourselves that we’re not the first person to procrastinate, nor the last. Doing this can take the edge off the negative feelings we have about ourselves when we procrastinate. This can all make it easier to get back on track.
READING PASSAGE 3
You should spend about 20 minutes on Question 27-40 which are based on Reading Passage 3 below.
TEAM-BASED LEARNING
With the globalisation of information technology (IT) and worldwide access to the Internet, people from all areas of learning are finding themselves using some form of information technology in the workplace. The corporate world has seen a boom in the use of IT tools, but conversely, not enough people with IT skills that can enter the workplace and be productive with minimal on-the-job training.
A recent issue of the New York Times reports that many companies are looking for smart students who may have a budding interest in IT. Some companies, trying to encourage students to attend interviews, provide good salary packages and challenging work environments. For example, one American IT consulting company offers high salaries, annual bonuses, and immediate stock options to potential recruits. It also brings in 25 to 40 prospective applicants at a time for a two-day visit to the company. This time includes interviews, team exercises and social events. The idea behind the team exercises is that the applicants get to see that they will be working with other smart people doing really interesting things, rather than sitting alone writing code.
In the past 10 years, employers have seen marked benefits from collaborative projects in product development. Apart from the work environment, there is also a similar body of research indicating that small team-based instruction can lead to different kinds of desirable educational results. In order to prepare IT graduates to meet these workplace requirements, colleges and universities are also beginning to include team-based educational models.
One of the leaders in promoting team-based education is the American Intercontinental University (AIU), which has campuses worldwide. AIU offers programs in IT with a major portion of the curriculum based on team projects. AIU has a large body of international students and students from different educational backgrounds. This team-based learning gives the students a sense of social and technical support within the group, and allows students firsthand experience of both potential successes and of inherent problems encountered when working with others.
Team-oriented instruction has not been the common mode of delivery in traditional college settings. However, since most college graduates who choose to go into an IT work environment will encounter some form of teamwork at work, it is to their advantage that they are educated using collaborative learning and that they are taught the tools needed to work with different people in achieving common goals or objectives.
In team-based learning, students spend a large part of their in-class time working in permanent and heterogeneous teams. Most teams are made up of individuals with different socio-cultural backgrounds and varying skill levels. Team activities concentrate on using rather than just learning concepts, whilst student grades are a combination of overall team performance and peer evaluation of individual team members.
In a team-based environment, the teacher takes on the role of a facilitator and manager of learning, instead of just providing information to passive students. The facilitator/teacher also guides the team in identifying their goals and establishing standards of team performance. Team exercises then help the students to improve their problem-solving skills by applying theory to simulated real-world situations. Working as a team allows students to adopt new roles and empowers them to control their own learning. Students in teams are taught to use each other as resources and accept the responsibility of managing tasks.
Team members must also study assigned material individually to ensure their preparation for classes. There are individual assessment tests to measure if students have not only read the assigned material, but also understand the concepts of the module, and can apply them to given problems. Additional team assessment tests present a problem for discussion and require consensus, helping students learn critical communication skills. This also enables them to deal with conflicts between members before they escalate to crises. Team presentations (written or verbal) allow the team to focus and build cohesion, with team members sharing the responsibility for presenting and persuading the audience to accept their viewpoint. Feedback on how the team is functioning with task management, team dynamics and overall work is given by the facilitator. Team exercises that are application-oriented help students experience the practical application of concepts and learn from other students’ perspectives.
Team-based classrooms are especially beneficial in colleges with international students. Since this type of learning encourages people to listen and communicate with others, share problems, resolve personal conflicts, and manage their time and resources, it is a great environment for students who are in a new social situation. Since social interaction plays an important role during teamwork, team learning has an added advantage for students who are not comfortable in traditional classroom settings. It allows students from different cultures to understand their differences and use them productively. This type of learning environment also allows students to express themselves freely in a team context, rather than feeling singled out as when answering questions in a traditional classroom.
This learning model was designed to better prepare students for today’s global workplace. Students are encouraged to explore ideas together, to build communication skills and achieve superior results. It is likely that employers will increasingly seek out students with these skills as we move into the future.
Part 1
Questions 1-5
Choose ONE WORD ONLY from the passage for each answer.
Exploratory Research Project
Main Objectives:
Determine the relevant 1
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 to 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 on your answer sheet, write
TRUE if the statement agrees with the information
FALSE if the statement contradicts the information
NOT GIVEN if there is no information on this
One area of research is how far mothers and fathers controlled children’s playing after school. 6
The researchers are allowed a free access to the subject’s houses. 7
The researchers regarded The Little Mermaid: Ariel’s Undersea Adventure as likely appeal to preschoolers. 8
The Little Mermaid: Ariel’s Undersea Adventure is operated entirely by hand controls. 9
Questions 10-13
Complete the flow-chart below.
Choose NO MORE THAN TWO WORDS from the passage for each answer.
Using the results of the study
| Presentation of design requirements to a specialist 10 |
↓
| Testing the mechanics of two new games in the Nintendo lab (assess 11 and interest) |
↓
| A 12 of the games trialed to be twelve children |
↓
| Collection of 13 from parents make this text flow chart format for my quiz app |
Part 2
Questions 14-16
Reading Passage 2 has six paragraphs,
Which paragraph contains the following information?
Write the correct letter, A-F, in boxes 14-16 on your answer sheet.
NB You may use any letter more than once.
mention of false assumptions about why people procrastinate 14
reference to the realisation that others also procrastinate 15
neurological evidence of a link between procrastination and emotion 16
Questions 17-22
Complete the summary below.
Choose ONE WORD ONLY from the passage for each answer.
Write your answers in boxes 17-22 on your answer sheet.
What makes us procrastinate?
Many people think that procrastination is the result of 17 . Others believe it to be the result of an inability to organise time efficiently. But scientific studies suggest that procrastination is actually due to poor mood management. The tasks we are most likely to put off are those that could damage our self-esteem or cause us to feel 18 . when we think about them. Research comparing chronic procrastinators with other people even found differences in the brain regions associated with regulating emotions and identifying 19 . Emotionally loaded and difficult tasks often cause us to procrastinate. Getting ready to take 20 might be a typical example of one such task. People who are likely to procrastinate tend to be either 21 self-esteem or those with low self-esteem. Procrastination is only a short-term measure for managing emotions. It’s often followed by a feeling of 22 , which worsens our mood and leads to more procrastination.
Questions 23-24
Choose TWO letters, A-E
Write the correct letters in boxes 23 and 24 on your answer sheet.
Which TWO comparisons between employees who often procrastinate and those who do not are mentioned in the text?
Questions 25-26
Choose TWO letters, A-E
Write the correct letters in boxes 25 and 26 on your answer sheet.
Which TWO recommendations for getting out of a cycle of procrastination does the writer give?
Part 3
Questions 27-32
Complete the summary below.
Choose your answers from the box below the summary.
There are more words than you will need to fill the gaps.
|
Although IT is one of the leading career choice made by graduates today, the industry’s demand for qualified applicants 27 the supply of skilled IT personnel. Despite the 28 widespread use of computer technology in all areas of life, 29 face difficulties recruiting people whose education has equipped them to commence working productively without further training. Several business organisations now offer income and other 30 inducements to potential employees. They also include group 31 in their selection procedures, often inviting up to forty 32 to their company for the two-day visit. |
List of Words:
|
exceeds |
extracts |
choices |
candidates |
employees |
|
admiration |
previous |
financial |
employment |
regularity |
|
advantages |
employers |
environment |
activities |
current |
Questions 33-37
Do the following statements agree with the information given in Reading Passage 3?
In boxes 33-37 on your answer sheet, write
YES if the statement agrees with the information
NO if the statement contradicts the information
NOT GIVEN if there is no information on this
The American Intercontinental University includes team-based learning in all its courses on all its campuses. 33
The composition of teams is changed regularly. 34
Theoretical problems are the most important team activity. 35
The team members participate in assessment of other team members. 36
International students prefer traditional classroom learning to team-based learning. 37
Questions 38-40
Complete each sentence with the correct ending, A-E, below.
Write the correct letter, A-E, in boxes 38-40 on your answer sheet.
Students’ work is assessed 38
The teams make a joint presentation 39
The need to achieve consensus assists 40
|
List of Phrases A. by individual tests and exams. B. to see who has the strongest point of view in the group. C. individually, by their peers and as a team. D. in the development of communication skills. E. to practise working as a group while putting theory into practice. |