五、阅读理解
Samaira Mehta, aged 12, makes board games(棋盘游戏)to help kids code(编程).
When you think of board games, you may think of “Candyland” and “Monopoly(大富翁)”. But some games teach skills that go from the game board to the keyboard(键盘). They are all about computer coding.
Samaira Mehta invented(发明)three of these board games. Her games are “CoderBunnyz”, “CoderMindz” and “CoderMarz”.
Samaira lives in Santa Clara, California. She became interested in computer science because of a prank! At that time she was 6 years old. “There was something on my dad’s computer. There was one button(按钮)that said, ‘Click(点击)this if you’re beautiful.’ But when I was going to click it, it goes away quickly.”
To invent her board game, Samaira first made a drawing. Then, she went to ask designers and game-makers for help. These people helped Samaira design her games. Samaira also got help from her parents.
Samaira thinks coding is useful. “My favourite part about computer science is how we could use it to solve(解决)problems,” Samaira said. “I think coding is a kind of superpower(超能力)because of this problem-solving mindset(思维模式)it gives us.”
Samaira hopes to share her love of computer science with others. She also wants to show computer science is not only for boys.
(
① designers ② teachers ③ game-makers ④ parents
A. ①②③ B. ②③④ C. ①③④ D. ①②④
(
A. It looks very cool. B. Coding makes Samaira clever.
C. Coding makes Samaira happy. D. It can help her with different problems.
(
A. 秘密 B. 游戏 C. 恶作剧 D. 谎言
(
A. “Candyland” is a keyboard game.
B. Samaira invented the games only by herself.
C. Samaira’s parents knew nothing about coding.
D. People usually think boys like computer science more.
Exercise 3 of Unit 2 of 7A Reading(Ⅱ)
Samaira Mehta, aged 12, makes board games(棋盘游戏)to help kids code(编程).
When you think of board games, you may think of “Candyland” and “Monopoly(大富翁)”. But some games teach skills that go from the game board to the keyboard(键盘). They are all about computer coding.
Samaira Mehta invented(发明)three of these board games. Her games are “CoderBunnyz”, “CoderMindz” and “CoderMarz”.
Samaira lives in Santa Clara, California. She became interested in computer science because of a prank! At that time she was 6 years old. “There was something on my dad’s computer. There was one button(按钮)that said, ‘Click(点击)this if you’re beautiful.’ But when I was going to click it, it goes away quickly.”
To invent her board game, Samaira first made a drawing. Then, she went to ask designers and game-makers for help. These people helped Samaira design her games. Samaira also got help from her parents.
Samaira thinks coding is useful. “My favourite part about computer science is how we could use it to solve(解决)problems,” Samaira said. “I think coding is a kind of superpower(超能力)because of this problem-solving mindset(思维模式)it gives us.”
Samaira hopes to share her love of computer science with others. She also wants to show computer science is not only for boys.
(
C
)1. When inventing a game, Samaira got help from .① designers ② teachers ③ game-makers ④ parents
A. ①②③ B. ②③④ C. ①③④ D. ①②④
(
D
)2. Which does Samaira like most about computer science?A. It looks very cool. B. Coding makes Samaira clever.
C. Coding makes Samaira happy. D. It can help her with different problems.
(
C
)3. What does the underlined word “prank” mean in Chinese?A. 秘密 B. 游戏 C. 恶作剧 D. 谎言
(
D
)4. What can we infer(推断)from the passage?A. “Candyland” is a keyboard game.
B. Samaira invented the games only by herself.
C. Samaira’s parents knew nothing about coding.
D. People usually think boys like computer science more.
Exercise 3 of Unit 2 of 7A Reading(Ⅱ)
答案:1.C 2.D 3.C 4.D
解析:
【分析】
1. 第1题:需定位原文查找Samaira发明游戏时的帮助来源,找到对应信息后匹配选项;
2. 第2题:定位原文中Samaira关于最喜欢计算机科学的表述,直接对应选项;
3. 第3题:结合prank所在语境(爸爸电脑上会快速消失的按钮),推断词义;
4. 第4题:根据原文最后一段的表述,推断隐含信息,匹配选项。
【解析】
1. 第1题:根据文章第五段“she went to ask designers and game-makers for help... Samaira also got help from her parents”,可知Samaira发明游戏时得到设计师、游戏制作者和父母的帮助,对应①③④,故选C;
2. 第2题:根据文章第六段“My favourite part about computer science is how we could use it to solve problems”,可知Samaira最喜欢计算机科学能帮助解决不同问题,故选D;
3. 第3题:prank所在语境是“爸爸电脑上有个按钮,点击时会快速消失”,属于恶作剧行为,故prank意为“恶作剧”,选C;
4. 第4题:根据文章最后一段“She also wants to show computer science is not only for boys”,可推断出人们通常认为男孩更喜欢计算机科学,故选D。
【答案】1.C 2.D 3.C 4.D
【知识点】英语阅读理解、细节理解、推理判断
【点评】本题为初中英语阅读理解题,围绕Samaira发明编程棋盘游戏的事迹设题,涵盖细节查找、词义猜测、推理判断等考点,需学生精准定位原文信息,结合语境分析,难度适中。
【难度系数】0.7
1. 第1题:需定位原文查找Samaira发明游戏时的帮助来源,找到对应信息后匹配选项;
2. 第2题:定位原文中Samaira关于最喜欢计算机科学的表述,直接对应选项;
3. 第3题:结合prank所在语境(爸爸电脑上会快速消失的按钮),推断词义;
4. 第4题:根据原文最后一段的表述,推断隐含信息,匹配选项。
【解析】
1. 第1题:根据文章第五段“she went to ask designers and game-makers for help... Samaira also got help from her parents”,可知Samaira发明游戏时得到设计师、游戏制作者和父母的帮助,对应①③④,故选C;
2. 第2题:根据文章第六段“My favourite part about computer science is how we could use it to solve problems”,可知Samaira最喜欢计算机科学能帮助解决不同问题,故选D;
3. 第3题:prank所在语境是“爸爸电脑上有个按钮,点击时会快速消失”,属于恶作剧行为,故prank意为“恶作剧”,选C;
4. 第4题:根据文章最后一段“She also wants to show computer science is not only for boys”,可推断出人们通常认为男孩更喜欢计算机科学,故选D。
【答案】1.C 2.D 3.C 4.D
【知识点】英语阅读理解、细节理解、推理判断
【点评】本题为初中英语阅读理解题,围绕Samaira发明编程棋盘游戏的事迹设题,涵盖细节查找、词义猜测、推理判断等考点,需学生精准定位原文信息,结合语境分析,难度适中。
【难度系数】0.7