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2016
年
12
月大学英语四级考试真题
(
第
1
p>
套
)
Part
Ⅰ
Writing
(30 minutes)
Directions: For this part, you are
allowed 30 minutes to write an essay. Suppose
you have twooptions upon graduation:
one is to find a job somewhere and the other
to
start
abusiness
of
your
own.
You
are
to
make
a
decision.
Write
an
essay
to
explain
the
reasonsfor
your
decision.
You
should
write
at
least
120
words
but
no
more
than
180 words.
Part
Ⅲ
Reading Comprehension
(40
minutes)
Section A
Directions:
In this section,
there is a passage with ten blanks. You are
required
to
select
one
wordfor
each
blank
from
a
list
of
choices
given
in
a
word
bank
following
the passage. Read
thepassage through carefully before making your
choices. Each
choice in the bank
isidentified by a letter. Please mark the
corresponding letter
for each item on
AnswerSheet 2 with a single line through the
centre. You may not
use any of the
words in thebank more than once.
Questions 26 to 35 are based on the
following passage.
When
someone
commits
a
criminal
act,
we
always
hope
the
punishment
will
match
the
when
it
comes
to
one
of
the
cruelest
crimes--animal
fighting--
things26
work out that -fighting
victims are 27 and killed for profit and
yet
their
criminal
abusers
oftenreceive
a28
sentence
for
causing
a
lifetime
of
pain.
Roughly
half
of
all
federally-convicted
animalfighters
only
get
probation
(
缓刑
).
Some
progress
has
been
made
in
the
prosecution
(
起诉
)
of
animal
fighters.
But
federal
judgesoften
rely
heavily
on
the
U.
S.
Sentencing
GuideLines
when
they29
penalties,
and in the case
ofanimal fighting, those guidelines are outdated
and extremely30
The
U.S.
Sentencing
Commission,
which31
these
sentencing
guidelines,
is
revisiting
them,proposing to raise the minimum
sentence from 6 - 12 to 21 - 27 months. This
1
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is
a
step
in
the
right32,
but
we'd
like
to
see
the
U.
S.
Sentencing
Commission
make
further changes to the guidelines.
Along with this effort, we're working
with animal advocates and state and federal
lawmakers to33 anti-cruelty laws across
the country, as well as supporting laws
and
policies
that
assistoverburdened
animal
34
that
care
for
animal
fighting
victims.
This help is 35 importantbecause the
high cost of caring for animal victims is a
major
factor
that
prevents
people
from
gettinginvolved
in
cruelty
cases
in
the
first
place.
A. convenient
B. creates
C. critically
D. determine
E. direction
F. hesitate
G. inadequate
H. inspired
I. method
J. minimal
K. rarely
L. shelters
M. strengthen
N. sufferings
O. tortured
Section B
Directions:
In this section,
you are going to read a passage with ten
statements
attached
to
it.
Eachstatement
contains
information
given
in
one
of
the
paragraphs.
Identify the
paragraphfrom which the information is derived.
You may choose a
paragraph
more
than
paragraph
is
marked
with
a
the
questions
p>
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by marking thecorresponding letter
on
Answer Sheet 2.
When Work Becomes a Game
A)
What
motivates
employees
to
do
their
jobs
well?
Competition
with
coworkers,
for
some. Thepromise 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
to be knownas
game
designers
do
to
create
a
great
experience
ingames,
and
taking
those
learnings
and applying them
to other contexts
such as the
workplace andeducation,
Kevin
Werbach, a gamification expert who teaches at the
Wharton School ofBusiness
at the
University of Pennsylvania in the United States.
C) It might mean monitoring employee
productivity on a digital leaderboard and
offering prizes to thewinner, or giving
employees digital badges or stars for
completing
certain
activities.
It
could
alsomean
training
employees
how
to
do
their
jobs through video
game
platforms.
Companies
fromGoogle to
L'Or
é
alto
IBM to Wells
Fargo are known
to use some degree of gamification in
theirworkplaces. And more
and more
companies are joining them. A recent report
suggests that theglobal
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
teachershave
long
looked
for
fun
ways
to
engage
people's
reward-seeking
or
competitive
spirits.
Cracker
Jackshas
been
its
snack
food by putting a
small prize inside for more than 100 years,
headds, and the
turn-of-the-century
steel magnate (
巨头
) Charles
Schwab is said to have often
comeinto
his factory and written the number of tons of
steel produced on the past
shift on the
factoryfloor, thus motivating the next shift of
workers to beat the
previous one.
E) But the word
concept only
beganin earnest about five years ago, Werbach
says. Thanks in part
to
video
games,
the
generation
nowentering
the
workforce
is
especially
open
to
the
idea
of
having
their
work
gamified.
are
at
apoint
where
in
much
of
the
developed
world
the
vast
majority
of
young
people
grew
up
playingvideo
games,
and
an
increasingly high percentage of adults
play these video games too,
F) A number
of companies have sprung up--GamEffective,
Bunchbail and Badgeville,
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to
name
a
few--in
recent
years
offering
gamification
platforms
for
businesses.
The
platforms that are most effectiveturn
employees' ordinary job tasks into part of
a
rich
adventure
narrative.
makes
a
gamegame-like
is
that
the
player
actually
cares
about
the
outcome,
Werbach
says.
principle
isabout
understanding
what
is
motivating
to
this
group
of
players,
which
requires
some
understandingof
psychology.
G)
Some
people,
Werbach
says,
are
motivated
by
people
often
fall
into
thiscategory.
For
them,
the
right
kind
of
gamification
might
be
turning
their
saies pitches into acompetition with
other team members, complete with a digital
leaderboard showing who is winningat
all times. Others are more motivated by
collaboration
and
social
experiences.
One
companyWerbach
has
studied
uses
gamification
to
create
a
sense
of
community
and
boost
employees'
morale(
士气
).
When
employees
log
in
to
their
computers,
they're
shown
a
picture
of
one
of
theircoworkers
and asked to guess that person's name.
H) Gamification does not have to be
digital. Monica Cornetti runs a company that
gamifies
employeetrainings.
Sometimes
this
involves
technology,
but
often
it
does
not.
She
recently
designed
agamification
strategy
for
a
saies
training
company
with
a
storm-
chasing
theme.
Employees
formed
chaser
teams
and
competed
in
storm-themed educational
exercises to earn variousrewards.
to be
stuff,
training, this one for pay roll
law, used a Snow White and the Seven Dwarfstheme.
copyright,so Cornetti
invented sound-alike characters (Grumpy Gus, Dopey
Dan) to
illustrate specific pay rolllaw
principles.
I)
Some
people
do
not
take
naturaily
to
gamified
work
environments,
Cornetti
herexperience, people in
positions of power or people in finance or
engineering
do not tend to like
thesound of the word.
not
talking
about
a
'
game'
at
all,
says.
talking
about
a
'
simulation'
(
模拟
), I'm talking
about ' being able to solvethis problem.
'
J) Gamification is
that
is
notsufficiently
thought
through
or
well
tailored
to
its
players
may
engage
people
for a little while, but itwill
not
motivate people
in the long
term. It can
also
be
exploitative,
especially
when
used
withvulnerable
populations.
For
workers,
especially low-paid
workers, who desperately need their jobsyet know
they can be
easily replaced,
gamification may feel more like the Hunger Games.
Werbachgives
the example
of
several
Disneyland hotels in Anaheim,
Caiifornia, which used large
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digital
leaderboards
to
display
how
efficiently
laundry
workers
were
working
compared to one
employees found the board motivating. To others,
it
was the opposite of fun. Some began
tostop taking bathroom breaks, worried that
if
their
productivity
fell
they
would
be
fired.
Pregnantemployees
struggled
to
keep
up.
In
a
Los
Angeles
Times
article,
one
employee
referred
to
the
boardas
a
whip.
actually
had
a
very
negative
effect
on
morale
and
performance,
Werbachsays.
K) Still, gamification only stands to
become more popular, he says,
more
people
comeinto
the
workforce
who
are
familiar
with
the
structures
and
expressions
of
digitai
games.
arefar
from
reaching
the
peak,
Cornetti
agrees.
36. Some
famous companies are already using gamification
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 startingtheir
computers.
39. The idea of gamification
was practiced by some 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 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
Section C
Directions:
There
are
2
passages
in
this
section.
Each
passage
is
followed
by
some
questions orunfinished
statements. For
each of
them there are four choices marked
A,
B,
C
andD
.
You
should
decide
on
the
best
choice
and
mark
the
corresponding
letter
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on
AnswerSheet 2
with a single line through the centre.
Passage One
Questions 46 to
50 are based on the following passage.
Recently
I
attended
several
meetings
where
we
talked
about
ways
to
retain
students
and keepyounger
faculty members from going elsewhere.
It seems higher education has become an
industry of meeting-holders whose task it
is
to
or
imagined.
And
in
my
position
as
a
professor
at
three
different colleges,
the actualproblems in educating our young people
and older
students have deepened, while
the number of peoplehired--not to teach but to
hold
meetings--has increased
significantly. Every new problem creates anew job
for an
administrative
fixer.
Take
our
Center
for
Teaching
Excellence.
Contrary
to
its
title,
thecenter is a clearing house
(
信息交流中心
) for using
technology in classrooms
and in online
's an administrative sham
(
欺诈
) of the kind that has
multiplied over the last 30 years.
I offer
a simple proposition
in
response: Many
of our
problems--class
attendance,
educationalsuccess,
student
happiness
and
well-being--might
be
improved
by
cutting
down
the
bureaucratic
(
官僚的
)
mechanisms
and
meetings
and
instead
hiring
an
army
of good teachers. If we
replaced half of ouradministrative staff with
classroom
teachers,
we
might
actually
get
a
majority
of
our
classes
back
to
20or
fewer
students
per
teacher.
This
would
be
an
environment
in
which
teachers
and
students
actuallyknew each other.
The
teachers must be free to teach in their own way--
the curriculum should be
flexible
enough sothat they can use their individual
talents to achieve the goals
of the
course. Additionally, they should beallowed to
teach, and be rewarded for
doing it
well. Teachers are not people who are great at
andconsumed by research
and happen to
appear in a classroom. Good teaching and research
are notexclusive,
but
they
are
also
not
automatic
companions.
Teaching
is
an
art
and
a
craft,
talent
andpractice; it is not something that
just anyone can be good at. It is utterly
confusing
to
me
that
peopledo
not
recognize
this,
despite
the
fact
that
pretty
much
anyone who has been a student can tell
thedifference between their best and worst
teachers.
46. What does the
author say about present-day universities?
A. They are effectively tackling real
or imagined problems.
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