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.
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.
答案:1-4 CDCD
解析:
翻译:
### 五、阅读理解
12岁的萨迈拉·梅塔(Samaira Mehta)制作棋盘游戏来帮助孩子们学习编程。
当你想到棋盘游戏时,你可能会想到“糖果乐园”(Candyland)和“大富翁”(Monopoly)。但有些游戏教授的技能能从游戏棋盘延伸到电脑键盘。这些游戏都与计算机编程有关。
萨迈拉·梅塔发明了三款这样的棋盘游戏。她的游戏分别是“编程小兔子”(CoderBunnyz)、“编程思维者”(CoderMindz)和“编程火星人”(CoderMarz)。
萨迈拉住在加利福尼亚州的圣克拉拉。她因为一个恶作剧而对计算机科学产生了兴趣!当时她6岁。“我爸爸的电脑上有个东西。有一个按钮写着,‘如果你很漂亮,就点击这个。’但当我要点击它的时候,它很快就消失了。”
为了发明她的棋盘游戏,萨迈拉首先画了一幅图。然后,她去寻求设计师和游戏制作者的帮助。这些人帮助萨迈拉设计她的游戏。萨迈拉也得到了父母的帮助。
萨迈拉认为编程很有用。“我最喜欢计算机科学的地方在于我们如何能用它来解决问题,”萨迈拉说。“我认为编程是一种超能力,因为它给了我们这种解决问题的思维模式。”
萨迈拉希望与其他人分享她对计算机科学的热爱。她还想表明计算机科学不只是男孩的专属。
1. 当发明一款游戏时,萨迈拉得到了______的帮助。
①设计师 ②教师 ③游戏制作者 ④父母
A. ①②③ B. ②③④ C. ①③④ D. ①②④
2. 萨迈拉最喜欢计算机科学的哪一点?
A. 它看起来很酷。 B. 编程让萨迈拉变得聪明。
C. 编程让萨迈拉开心。 D. 它能帮助她解决不同的问题。
3. 划线单词“prank”的中文意思是什么?
A. 秘密 B. 游戏 C. 恶作剧 D. 谎言
4. 从文章中我们可以推断出什么?
A. “糖果乐园”是一款键盘游戏。
B. 萨迈拉只靠自己发明了这些游戏。
C. 萨迈拉的父母对编程一无所知。
D. 人们通常认为男孩更喜欢计算机科学。
### 五、阅读理解
12岁的萨迈拉·梅塔(Samaira Mehta)制作棋盘游戏来帮助孩子们学习编程。
当你想到棋盘游戏时,你可能会想到“糖果乐园”(Candyland)和“大富翁”(Monopoly)。但有些游戏教授的技能能从游戏棋盘延伸到电脑键盘。这些游戏都与计算机编程有关。
萨迈拉·梅塔发明了三款这样的棋盘游戏。她的游戏分别是“编程小兔子”(CoderBunnyz)、“编程思维者”(CoderMindz)和“编程火星人”(CoderMarz)。
萨迈拉住在加利福尼亚州的圣克拉拉。她因为一个恶作剧而对计算机科学产生了兴趣!当时她6岁。“我爸爸的电脑上有个东西。有一个按钮写着,‘如果你很漂亮,就点击这个。’但当我要点击它的时候,它很快就消失了。”
为了发明她的棋盘游戏,萨迈拉首先画了一幅图。然后,她去寻求设计师和游戏制作者的帮助。这些人帮助萨迈拉设计她的游戏。萨迈拉也得到了父母的帮助。
萨迈拉认为编程很有用。“我最喜欢计算机科学的地方在于我们如何能用它来解决问题,”萨迈拉说。“我认为编程是一种超能力,因为它给了我们这种解决问题的思维模式。”
萨迈拉希望与其他人分享她对计算机科学的热爱。她还想表明计算机科学不只是男孩的专属。
1. 当发明一款游戏时,萨迈拉得到了______的帮助。
①设计师 ②教师 ③游戏制作者 ④父母
A. ①②③ B. ②③④ C. ①③④ D. ①②④
2. 萨迈拉最喜欢计算机科学的哪一点?
A. 它看起来很酷。 B. 编程让萨迈拉变得聪明。
C. 编程让萨迈拉开心。 D. 它能帮助她解决不同的问题。
3. 划线单词“prank”的中文意思是什么?
A. 秘密 B. 游戏 C. 恶作剧 D. 谎言
4. 从文章中我们可以推断出什么?
A. “糖果乐园”是一款键盘游戏。
B. 萨迈拉只靠自己发明了这些游戏。
C. 萨迈拉的父母对编程一无所知。
D. 人们通常认为男孩更喜欢计算机科学。