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1、2016年12月四級考試真題(第三套)Part I Writing (30 minutes)DireCtiOnSFOr this part, you are allowed 30 minutes to Write an essay. SUPPOSe you have two options upon graduation: one is to take a job in a COmPany and the other to go to a graduate schooYou are to make a ChOiCe betwee n the two. Write an essay to exp
2、lain the reasons for your choice. You should Write at least 120 words but no more tha n 180 words.Part II Listening COmPrehenSiOn (30 minutes)卷三聽力部分與卷二相同。Part III Reading COmPrehenSiOn (40 minutes)SeCtiOn ADireCtions: In this Section, there is a PaSSage With ten blanks. You are required to SeleCt on
3、e word for each bla nk from a list of ChOiCeS give n in a word bank follow ing the passage. Read the PaSSage through carefully before making your choices. EaCh ChOiCe in the bank is identified by a letter. PleaSe mark the COrreSP Onding letter for each item OnAnSWer Sheet 2 With a Sin gle line throu
4、gh the Cen tre. You may not USe any of the words in the bank more tha n on ce.QUeStiOnS 26 to 35 are based on the following passage.When some one COmmitS a Crim inal act, We always hope the PUni Shme nt w川 match the offense. BUt When it comes to one of the CrlleleSt CrimeS-animal fighti ng-th ings 2
5、6_ work out that way. Dog-fight ing ViCtimS are 27 a nd killedfor PrOfit and Sport," yet their Criminal abusers often receive a 28 Sentence for CallSing a lifetime of pain. Roughly half of all federally-cOnVicted animal fighters only get Probation (緩開U)SOme PrOgreSS has been made in the PrOSeCu
6、tiOn 起訴)Of animal fighters. But federal judges often rely heavily On the U.S. Sentencing Guidelines When they _29 Penalties, and in the CaSe of animal fighting, those guidelines are Outdated and extremely 30 .The U.S. Sentencing COmmiSSi on, WhiCh 31_ thesese ntencing guideli nes, is revisit ing the
7、m, propos ing to raise the mi nimum Sentence from 6-12 to 21-27 mon ths, ThiS is a SteP in the right 32, but we?d like to See the U.S. SentencingCOmmiSSiO n make further Cha nges to the guideli nes.Along With this effort, WeAre working With animal advocates and State and federal laWmakerS to 33 anti
8、-cruelty laws across the country, as well as SUPPOrting laws and policies that assist because the high animal 34 that Care for animal fighting victims. ThiS help is 35 important because the high cost of Caring for animal ViCtimS is a major factor that PreVents people from getting involved in Crllelt
9、y CaSeS in the first place.注意:此部分試題請在答題卡2上作答。I) methodJ)mi ni malK)rarelyL)ShelterSM) Stre ngthe nN) SUfferi ngsO)torturedA)C OnVenient B)CreateSC)CriticallyD) determ ineE) direct ionF) hesitateG) in adequateH) in SPiredSection BDirections: In this section, you are going to read a passage with ten s
10、tatements attached to it. Each statement contains information given in one of the paragraphs. Identify the paragraph from which the information is derived. You may choose a paragraph more than once. Each paragraph is marked with a letter. Answer the question by marking the corresponding letter on An
11、swer Sheet 2.When Work Becomes a GameA What motivates employees to do their jobs well? Competition with coworkers, for some. The promise of rewards, for others. Pure enjoyment of problem-solving, for a lucky few.B Increasingly, companies are tapping into these desires directly through what has come
12、to be known as 4 gamification " : essentially, turning work into a game. "Gamification is about understanding what it is that makes games engaging and what game designers do to create a great experience in games, and taking those learnings and applying them to other contexts such as the wo
13、rkplace and education J explains Kevin Werbach, a gamification expert who teaches at the Wharton School of Business at the University of Pennsylvania in the United States.C It might mean monitoring employee productivity on a digital leaderboard and offering prizes to the winners, or giving employees
14、 digital badges or stars for completing certain activities. It could also mean training employees how to do theirjobs through video game pla廿orms. COmPanies from Google to L?Oreal to IBM to Wells Fargo are known to use some degree of gamification in their workplaces. And more and more companies are
15、joining them. A recent report suggests that the global gamification market will grow from $1.65 billion in 2015 to $11.1 billion by 2020.D The concept of gamification is not entirely new, Werbach says. Companies, marketers and teachers have long looked for fun ways to engage people?s reward-seeking
16、or competitive spirits. Cracker Jacks has been 4 gamifying" its snack food by putting a small prize inside for more than 100 years, he adds, and the turn-of-the-century steel magnate (巨頭)CharleS SChWab is Said to have Often COme into his motivating the next shift of workers to beat the previous
17、 one.E But the Word 4 gamification" and the Widespread, conscious application of the concept only began in earnest about five years ago, Werbach says. Thanks in part to video games, the generation noW entering the Workforce is especially open to the idea of having their Work gamified. "We
18、are at a point Where in much of the developed World the vast majority of young people greW up playing video games, and an increasingly high percentage of adult play these video games to” o,Werbach says.F A number of companies have sprung up-GamEffective, Bunchball and Badgeville, to name a feW-in re
19、cent years offering gamification platforms for businesses.The platforms that are most effective turn employees? ordinary job tasks into part of a rich adventure narrative. uWhat makes a gam-leikemiasgtehat the player actually caresabout the outcome, M Werbach says. The principle is about understandi
20、ng What is motivating to this group of players, Which requires some understanding of psychology.G Some people, Werbach says, are motivated by competition. Sales people often fall into this category. For them, the right kind of gamification might be turning their sales pitches into a competition With
21、 other team members, complete With a digital leaderboard shoWing Who is Winning at all times. Others are more motivated by collaboration and social experiences. One company Werbach has studied uses gamification to create a senseof community and boost employees?morale (士氣). When employees log in to t
22、heir computers, they?re shoWn a picture of one of their coWorkers and asked to guess that person?s name.H Gamification does not have to be digital. Monica Cornetti runs a company that gamifies employee trainings. Sometimes this involves technology, but often it does not. She recently designed a gami
23、fication strategy for a sales training company With a storm-chasing theme. Employees formed "stormchaser teams" and competed in storm-themed educational exercises to earn various reWards."ReWards do not have tobe stuff, “ Cornetti says. "ReWards can be flexible Working hours.&quo
24、t; Another trainithis one for pay roll laW, used a SnoW White and the Seven DWarfs theme. uSnoWWhite" is available for everyone to use, but the"dWarfs “ are still under copyright, sCornetti invented sound-alike characters (Grumpy Guys, Dopey Dan) to illustrate specific pay roll laW princip
25、les.I Some people do not take naturally to gamified Work environments, Cornetti says. In her experience, people in positions of poWer of people in finance or engineering do not tend to like the sound of the Word. "IfWe are designing for engineers, l?m nottalking about a ,game? at all ” , COrnet
26、ti says. " l?m talking ab 模擬%,.Simulation? (l?m talking about,being able to solve this problem.?”J Gamification is“not a magic bullet, " Werbach Warnosn.sAtragtaemgyifitchaatitis not sufficiently thought through or well tailored to its players may engage people for a little while, but it w
27、ill not motivate people in the long term. It can also be exploitive, especially when used with vulnerable populations. For workers, especially low-paid workers, who desperately need their jobs yet know they can be easily replaced, gamification may feel more like the Hunger Games. Werbach gives the e
28、xample of several Disneyland hotels in Anaheim, California, which used large digital leaderboards to display how efficiently laundry workers were working compared to one another. Some employees found the board motivating. To others, it was the opposite of fun. Some began to stop taking bathroom brea
29、ks, worried that if their productivity fell they would be fired. Pregnant employees struggled to keep up. In a Los Angeles Times article, one employee referred to the board as a“ digital whip, actually had a very negative effect on morale and performance,“ Werbach says.K Still, gamifi cation only st
30、ands to become more popular, he says, “ asmore and more people come into the workforce who are familiar with the structures and expressions of digital games. ” “ Weare far from reaching peak, " Cornetti agrees.“ There is no reason this w川 go away.”36. Some famous companies are already using gam
31、ification 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 starting their computers.39. The idea of gamifacation was practiced by so
32、me 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.43. Gamification
33、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 CDirectionszThere are 2 passages in this section. Ea
34、ch passage is followed by some questions or unfinished statements. For each of them there are four choices marked A), B), C) and D). You should decide on the best choice and mark the corresponding letter on Answer Sheet 2 with a single line through the centre.Passage OneQuestions 46to 50 are based o
35、n the following passage.Recently I attended several meetings where we talked about ways to retain students and keep younger faculty members from going elsewhere.It seems higher education has become an industry of meeting-holders whose task it is to “solve problems-real or imagined. And in my positio
36、n as a professor at three different colleges, the actual problems in educating our young people and older students have deepened, while the number of people hired- not to teach but to hold meetings- has increased significantly. Every new problem createsa new job for an administrative fixer. Take our
37、 Center for Teaching Excellence. Contrary to its title,the Center is a Clearing house 信息交流中心)for USing in ClaSSrOOmS and in Online courses.It?s an administrative sham (欺詐)of the kind that has multiplied over the laSt 30 yearS.I offer a Simple proposition in reSponSe:Many of our problems- ClaSS atten
38、dance, educational SuCCeSS, Student happineSS and well-being-might be improved by Cutting dow n the bureaucratic 官 僚的)mecha ni SmS and meeti ngs and in Stead hiri ng an army of good teaCherS. If we replaced half of our administrative Staff with ClaSSroom teacherS, we might actually get a majority of
39、 our claSSeS back to 20 or fewer Students per teacher. ThiS would be an environment in which teacherSand Students actually knew each other.The teacherS muSt be free to teach in their own way- the curriculum Should be flexible enough So that they can uSe their individual talents to achieve the goals
40、of the courSe. Additionally, they Should be allowed to teach, and be rewarded for doing it well. TeacherSare not people who are great at and consumed by reSearchand happen to appear in a claSSroom. Good teaching and reSearch are not exclusive, but they are alSo not automatic companions. Teaching iS
41、an art and a craft, talent and practice; it iS not Something that juSt anyone can be good at. It iS utterly confusing to me that people do not recognize this, deSpite the fact that pretty much anyone who haS been a Student can tell the difference between their beSt and worSt teacherS.注意:此部分試題請在答題卡2上
42、作答。46. What doeS the author Say about preSent-day universities?A) They are effectively tackling real or imagined problems.B) They often fail to combine teaching with research.C) They are over-burdened with administrative staff.D) They lack talent to fix their deepening problems.47. According to the
43、author, what kind of people do university lack most?A) Good classroom teachers.C) Talented reaearchers.B) Efficient administrators.D) Motivated students.48. What does the author imply about the classes at present?A) They facilitate students?independentlearning.B) They help students form closer relat
44、ionships.C) They have more older students than before.D) They are much bigger than is desirable.49. What does the author think of teaching ability?A) It requires talent and practice.B) It is closely related to research.C) It is a chief factor affecting students?learning.D) It can be acquired through
45、 persistent practice.50. What is the author?s suggestion for improving university teaching?A) Creating an environment for teachers to share their teaching experiences.B) Hiring more classroom teachers and allowing them to teach in their own way.C) Using high technology in classroom and promoting exc
46、hange of information.D) Cutting down meetings and encouraging administrative staff to go to classrooms.Passage TwoQuestions 51 to 55 are based on the following passage.The secret to eating less and being happy about it may have been cracked years ago-by McDonald?s.According to a new study from Corne
47、ll University?s Food and Brand Lab, small nonfood rewards-like the toys in M cDonald?s happy meals-stimulate the same reward centers in the brain as food does.The researchers, led by Martin Reimann, carried out a series of experiments to see if people would choose a smaller meal if it was paired wit
48、h a non-food item.They found that the majority of both kids and adults opted for a half-sized portion when combined with a prize. Both options were priced the same.Even more interesting is that the promise of a future reward was enough to make adults choose the smaller portion. One of the prizes use
49、d was a lottery ticket, with a $10, $50 or $100 payout, and this was as effective as a tangible gift in persuading people to eat less.“ The fact that participants were willing to substitute part of a food item for the mereprospect of arelatively small monetary award is interesting," says Reiman
50、n.He theorize that it is the emotion component of these intangible prizes that make then effective than options with hard odds included."One explanation for this finding is that possible awards may be more emotionally provoking than certainty awards, " says Reimann. " Theuncertainty o
51、f winning provides added attraction and desirability through emotional ,thrills?. The possibility of receiving an award also produces a state -of hope-a state that is in itself psychologically rewarding. " In other words, there?s a reason why people like to gamble.How might this knowledge be us
52、ed to help people eat more healthily?One possibility is a healthy option that offers the chance to win a spa weekend. Or maybe the reward of a half-sized dessert to be claimed only on a future date. That would get you back in the restaurant-and make you eat a little less.注意:此部分試題請在答題卡2上作答。51. What do we learn about McDonald?s inclusion of toys in its happy meals?A) It may shed light on people?s desire to crack a secret.B) It has proved to be key to McDonald?s business success.C) It appeals to kid?s curiosity to find out what is hiddeninside.D) It may be a ple
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