Đáp án đọc hiểu 1
Although video games were first developed for adults, they are no longer exclusively reserved for the grown ups in the home. In 2006, Rideout and Hamel reported that as many as 29 percent of preschool children (children between two and six years old) in the United States had played console video games, and 18 percent had played hand-held ones. Given young children’s insatiable eagerness to learn, coupled with the fact that they are clearly surrounded by these media, we predict that preschoolers will both continue and increasingly begin to adopt video games for personal enjoyment. Although the majority of gaming equipment is still designed for a much older target audience, once a game system enters the household it is potentially available for all family members, including the youngest. Portable systems have done a particularly good job of penetrating the younger market.
Research in the video game market is typically done at two stages: some time close to the end of the product cycle, in order to get feedback from consumers, so that a marketing strategy can be developed; and at the very end of the product cycle to ‘fix bugs’ in the game. While both of those types of research are important, and may be appropriate for dealing with adult consumers, neither of
them aids in designing better games, especially when it comes to designing for an audience that may have particular needs, such as preschoolers or senior citizens. Instead, exploratory and formative research has to be undertaken in order to truly understand those audiences, their abilities, their perspective, and their needs.
In the spring of 2007, our preschool-game production team at Nickelodeon had a hunch that the Nintendo DS - with its new
features, such as the microphone, small size and portability, and its relatively low price point - was a ripe gaming platform for preschoolers. There were a few games on the market at the time which had characters that appealed to the younger set, but our game producers did not think that the game mechanics or design were appropriate for preschoolers. What exactly preschoolers could do with the system, however, was a bit of a mystery. So we set about doing a study to answer the query: What could we expect preschoolers to be capable of in the context of hand-held game play, and how might the child development literature inform us as we proceeded with the creation of a new outlet for this age group?
Question 1: What does the passage mainly discuss?
A Research about video game
B The development of video game
C How to do video game research
D Information about some research
Có thể thấy đoạn văn thứ 2 nói về việc research trong thị trường video game, và đoạn thứ 3 cũng đề cập về nghiên cứu của một nhóm sản xuất game của Nickelodeon, và phần đầu đoạn 1 cũng nói về một báo cáo cua Rideout và Hamel => chọn A
Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research
Ở đoạn 2 có viết “While both of
those types of research are important, and may be appropriate for dealing with adult consumers, neither of
them aids in designing better games …” nghĩa là
trong khi cả hai loại nghiên cứu này đều quan trọng và phù hợp với giải quyết vấn đề liên quan đến đối tượng khách hàng là người lớn, tuy nhiên cả hai bọn chúng đều không giúp ích cho việc thiết kế …
Question 3: According to Nickelodeon’s game producers, game mechanics or design _______.
A were likely to be available for all family members regardless of age
B were unsuitable for preschoolers
C had characters that attracted the younger set
D were appropriate for youngsters
Ở đoạn số 3 có viết “but our game producers did not think that the game mechanics or design were appropriate for preschoolers” approriate ở đây là phù hợp, ghép với don’t think nghĩa là không nghĩ rằng … phù hợp với … => chọn B
(unsuitable = không phù hợp)
Question 4: The study carried out by Nickelodeon:
A Was based on children living in various parts of the world.
B Focused on the kinds of game content which interests preschoolers.
C Investigated the specific characteristics of the target market.
D Led to products which appealed mainly to the US consumers.
Ngoài việc dự đoán từ cả
đoạn 3 thì các bạn có thể lưu ý những câu sau “So we set about doing a study to answer the query: What could we expect preschoolers to be capable of in the context of hand-held game play, and how might the child development literature inform us as we proceeded with the creation of a new outlet for this age group?” và
dòng thứ 3 đoạn 3 cũng nhắc đến đối tượng là
preschoolers =>
nghiên cứu này hoàn toàn nhắm vào những đặc tính của thị trường nhóm tuổi này
Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
(thực tế là được tiến hành ở hai giai đoạn/ thời điểm nghĩa là hai cái này riêng biệt với nhau chứ không phải chia thành hai giai đoạn <hai đoạn cùng thuộc một tiến trình> )
B Both of those types of research are useful in designing better games
C Research in the video game market is done at the very end of the product cycle to get feedback from consumers
(ngược lại với 3 dòng đầu đoạn 2)
D Marketing strategy can be developed based on feedback from consumers
Ở đoạn 2 có ghi “in order to get feedback from consumers, so that a marketing strategy can be developed” nghĩa là
để lấy phản hồi từ khách hàng, để từ đó một chiến lược truyền thông được xây dựng
Question 6: Which of the following is NOT true, according to the passage?
A The type of research which manufacturers usually do is aimed at improving game design.
B Both old and young games consumers require research which is specifically targeted.
(thông tin ở đoạn 2: such as preschoolers or senior citizens. Instead, exploratory and formative research has to be undertaken in order to truly understand those audiences, their abilities, their perspective, and their needs.)
C The proportion of preschool children using video games is likely to rise.
(thông tin đoạn 1: we predict that preschoolers will both continue and increasingly begin to adopt video games for personal enjoyment)
D Portable systems have been helpful in penetrating the younger market.
(thông tin ở đoạn 1: Portable systems have done a particularly good job of penetrating the younger market) (have done a particularly good job of = hoàn thành tốt trong việc … ~ hữu ích trong việc = helpful in …)
Question 7: The word "features = đặc điểm, đặc tính, một phần của" in paragraph 3 is closest in meaning to ______.
A facet = khía cạnh, một phần của cái gì
B angle
C earmark = đặc điểm phổ biến (ngoài ra còn một số nghĩa khác nhưng mà không liên quan lắm)
D speciality = thứ rất tốt ở một lĩnh vực nào đó/ hiểu biết chuyên sâu
Question 8: Which is the best title for Reading Passage 3?
A An overview of video games software for the preschool market
B Researching and designing video games for preschool children
C The effects of video games on the behaviour of young children
D Assessing the impact of video games on educational achievement
Có thể dự đoán từ các câu sau
“our game producers did not think that the game mechanics or design were appropriate for preschoolers” và
“So we set about doing a study to answer the query: What could we expect preschoolers to be capable of in the context of hand-held game play, and how might the child development literature inform us as we proceeded with the creation of a new outlet for this age group?” nói đến vấn đề là thiết kế và nghiên cứu
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Mọi người sai chủ yếu ở câu 5 và câu 7, mình đã giải thích kỹ phần đó, các bạn có thể đọc lại nhé, nếu không hiểu thì hãy hỏi lại mình, ngay tại bài viết này