零五网 全部参考答案 随堂反馈 2025年综合素质随堂反馈七年级英语上册译林版无锡专版 第28页解析答案
五、阅读理解
S a maira 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 “ Candy land " 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.
S a maira Mehta invented (发明) three of these board games. Her games are
“ Code rBunny z ",“ Code rMind z ” and “ Code rMarz ".
S a maira 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,S a maira first made a drawing..Then,she went to ask designers
and game−makers for help.These people helped S a maira design her games.S a maira also got
help from her parents.
S a maira thinks coding is useful.“ My favourite part about computer science is how we
could use it to solve(解决)problems,” S a maira 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.”
S a maira 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,S a maira got help from ________.
① designers ② teachers ③ game−makers ④ parents
A.①②③ B.②③④ C.①③④ D.①②④
(
D
)2.Which does S a maira like most about computer science?
A.It looks very cool. B.Coding makes S a maira clever.
C.Coding makes S a maira 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.“ Candy land " is a keyboard game.
B.S a maira invented the games only by herself.
C.S a maira's parents knew nothing about coding.
D.People usually think boys like computer science more.
答案:1.C 2.D 3.C 4.D
解析:
翻译:
### 五、阅读理解
12岁的萨迈拉·梅塔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”和“大富翁”。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·梅塔发明了其中三款这样的棋盘游戏,她的游戏分别是“编程兔”“编程思维”和“编程火星”。
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!那时她6岁,“我爸爸的电脑上有个东西,有个按钮写着‘如果你很漂亮就点击这个’。但当我要点击它时,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一点是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。”
萨迈拉希望与他人分享她对计算机科学的热爱。她也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。
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