English [NEXT 0.2] Chặng 1 - Lớp C

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Kiều Anh.

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Nước VN chỉ có 1 thủ đô , đó là gì?
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..................
Question 1:For a child of his age, his knowledge of the subject was breathtaking
A. surprising
B.
wealthy
C.
tedious
D.
conventional

Question 2:Malcolm is well-informed about computer hardware and will tell you everything you want to know.
A. legible
B.
coherent
C.
decisive
D. knowledgeable



Question 3:Winning a place at university is an arduous but rewarding process.
A. time-consuming
B. difficult
C.
lengthy
D.
gradual


Question 4:Don’t worry about the exam. It will be a piece of cake.
A.
very challenging to do
B. very easy to do

C. very attractive to do
D.
very necessary to do


Question 5:My finger bled so badly that I very nearly passed out.
A. ensured
B.
chucked
C. fainted
D.
managed


Question 6:In the end, his future hinged on a decision that was to be made by his parents.
A. insisted on
B. depended on
C.
kept on
D.
got on


Question 7: I am going to hit the sack. I’ve got to get up very early tomorrow morning.
A. go to bed
B.
relax
C.
oversleep
D.
go out
 

Minh Nhí

Mod Tiếng Anh|Cựu Phó nhóm Tiếng Anh
Cu li diễn đàn
Trưởng nhóm xuất sắc nhất 2017
18 Tháng mười một 2013
3,251
5,898
801
ĐÁP ÁN - ĐỒNG NGHĨA (03)
Question 1:For a child of his age,his knowledge of the subject was breathtaking
A. surprising
B. wealthy
C. tedious
D. conventional
BREATHTAKING = SURPRISING = gây ngạc nhiên
Tạm dịch: Đối với một đứa trẻ ở độ tuổi của cậu ấy, kiến thức của cậu ta về chủ đề này thật đáng ngạc nhiên.

Question 2:Malcolm is well-informed about computer hardware and will tell you everything you want to know.
A. legible
B. coherent
C. decisive
D. knowledgeable
WELL-INFORMED = KNOWLEDGEABLE = am tường
Tạm dịch: Malcolm rất am hiểu về phần cứng máy tính và sẽ nói bạn biết mọi thứ bạn muốn biết.

Question 3:Winning a place at university is an arduous but rewarding process.
A. time-consuming
B. difficult
C. lengthy
D. gradual
ARDUOUS = DIFFICULT = gian nan
Tạm dịch: Giành được một suất vào trường đại học là một quá trình gian khổ nhưng xứng đáng.

Question 4:Don’t worry about the exam.It will be a piece of cake
A. very challenging to do
B. very easy to do
C. very attractive to do
D. very necessary to do
A PIECE OF CAKE = VERY EASY TO DO = dễ dàng
Tạm dịch: Đừng lo lắng về kỳ thi, nó sẽ dễ dàng thôi mà.

Question 5:My finger bled so badly that I very nearly passed out .
A. ensured
B. chucked
C. fainted
D. managed
PASS OUT =FAINT = ngất xỉu
Tạm dịch: Ngón tay của tôi chảy máu dữ dội đến nỗi tôi gần như ngất đi.

Question 6:In the end,his future hinged on a decision that was to be made by my his parents.
A. insisted on
B. depended on
C. kept on
D. got on
HINGE ON = DEPEND ON = phụ thuộc vào
Tạm dịch: Cuối cùng, tương lai của anh ấy phụ thuộc vào quyết định mà phụ huynh đưa ra.

Question 7: I am going to hit the sack.I’ve got to get up very early tomorrow morning.
A. go to bed
B. relax
C. oversleep
D. go out
HIT THE SACK = GO THE BED = đi ngủ
Tạm dịch: Tôi định đi ngủ. Tôi phải dậy rất sớm vào sáng mai.




1. N30 - Linh Nguyễn 07 (@nhuukha )

2. N31 - Hồng Vân (@Lê Thị Hồng Vân ) 7/7

3. N32 - Tottenham (@Quyenpsgtot2 ) 6/7

4. N33 - Sóc (@Yuriko - chan ) 7/7

5. N34 - Thiên Phúc (@Thiên Phúc. )

6. N36 - Kim Cương (@phamkimcu0ng )

7. N37 - Phong (@Lê Tự Đông ) 7/7

8. N39 - Bùi Thị Yến Nhi (@Bùi Nhi )

9. N40 - Chu Hiền (@Chu Minh Hiền) 7/7

10. N43 - Hiền Thảo (@N.H.T♡1703 ) 7/7

11. N44 - Kỳ Duyên (@Lê Phạm Kỳ Duyên)

12. N47 - Bơ Lạc (@0913106009)

13. N58 - Trần Minh Phương (@Minh Phương Trần BK32)

14. N55 - Ruka (@Rukaa)




Bài tập tiếp theo sẽ được đăng vào ngày 21/10/2021

Phổ biến lại lịch đăng bài tập cho bạn nào chưa đọc trong tổng quan của NEXT 0.2
Chặng 1&2&3 bài tập sẽ đăng vào thứ 2 và thứ 5 hàng tuần. Đáp án bài tập thứ 2 được đăng vào thứ 4đáp án bài tập thứ 5 được đăng vào thứ 7.
 
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Bùi Nhi

Cựu TMod Văn
Thành viên
17 Tháng tám 2021
466
506
86
16
Cà Mau
Trung học phổ thông Nguyễn Văn Nguyễn
Question 1:For a child of his age, his knowledge of the subject was breathtaking
A. suprising
B.
wealthy
C. tedious
D. conventional

Question 2:Malcolm is well-informed about computer hardware and will tell you everything you want to know.
A. legible
B. coherent
C. decisive
D. knowledgeable


Question 3:Winning a place at university is an arduous but rewarding process.
A. time-consuming
B. difficult
C.
lengthy
D. gradual


Question 4:Don’t worry about the exam.It will be a piece of cake
A.
very challenging to do
B. very easy to do
C.
very attractive to do
D. very necessary to do


Question 5:My finger bled so badly that I very nearly passed out .
A. ensured
B. chucked
C. fainted
D.
managed


Question 6:In the end,his future hinged on a decision that was to be made by my his parents.
A. insisted on
B. depended on
C.
kept on
D. got on

Question 7: I am going to hit the sack.I’ve got to get up very early tomorrow morning.
A. go to bed
B.
relax
C. oversleep
D. go out
 

Minh Nhí

Mod Tiếng Anh|Cựu Phó nhóm Tiếng Anh
Cu li diễn đàn
Trưởng nhóm xuất sắc nhất 2017
18 Tháng mười một 2013
3,251
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801
Hello mọi người, tiếp tục chặng 1 cùng nhau chinh phục dạng bài TỪ TRÁI NGHĨA nhé.

Một số lưu ý khi làm bài:
- Để làm được dạng bài này các bạn cần phải trang bị cho mình một lượng từ vựng dồi dào.
- Cần chú ý kĩ đến đề bài là CLOSET ( đồng nghĩa ) hay OPPOSITE ( trái nghĩa)
- Nếu từ được gạch chân là từ quen thuộc thì bạn cần phải dịch lại câu thật kĩ vì đôi khi từ đó đang mang ý nghĩa khác trong ngữ cảnh đó. Nếu từ gạch chân là từ mà bạn không biết thì hãy cố gắng dựa vào ngữ cảnh của câu để phỏng đoán và dùng các phương án mà mình biết nghĩa để thế lấp vào vị trí của từ gạch chân từ đó có thể loại bỏ bớt phương án.
- Khả năng rất cao các phương án mà có chính tả khá giống với từ được gạch chân là phương án sai. ( produce /reduce ; professional/proposal…)

TRÁI NGHĨA 3
Question 1: The judge found that she was an unreliable witness.
A. inaccurate
B.
unstable
C.
trustworthy
D.
irresponsible


Question 2:Research suggests that children are more resilient than adults when it comes to getting over an illness.
A. making a quick recovery
B.
becoming healthy again
C. making a slow recovery
D.
becoming much stronger


Question 3: The two cultures were so utterly disparate that she found it hard to adapt from one to the other.
A. different
B.
identical
C.
distinct
D.
dissimilar


Question 4:He was so insubordinate that he lost his job within a week.
A. understanding
B.
obedient
C.
fresh
D.
disobedient


Question 5:I had no idea that you and he were on such intimate terms.I thought you were only casual acquaintances.
A. were hostile to each other
B.
behaved well toward each other
C. hardly knew each other
D.
were such close friends


Question 6:Thousands are going starving because of the failure of this year's harvest.
A. rich
B.
hungry
C.
poor
D.
full


Question 7: She was too wet behind the ears to bear such responsibilities.
A. full of sincerity
B.
without money
C. lack of responsibility
D.
full of experience

Đáp án lên sóng vào thứ 7 nhé!

Note: Mọi người đưa bài làm vào phần spoiler tại ô insert (vị trí thứ 6 từ dưới lên nhé)
 

N.H.T♡1703

Học sinh
Thành viên
3 Tháng mười 2019
19
21
21
Hà Nội
THPT LÊ QUÝ ĐÔN-HÀ ĐÔNG
Question 1: The judge found that she was an unreliable witness.
A. inaccurate
B.
unstable
C. trustworthy
D.
irresponsible


Question 2:Research suggests that children are more resilient than adults when it comes to getting over an illness.
A. making a quick recovery
B.
becoming healthy again
C. making a slow recovery
D.
becoming much stronger


Question 3: The two cultures were so utterly disparate that she found it hard to adapt from one to the other.
A. different
B.
identical
C.
distinct
D. dissimilar



Question 4:He was so insubordinate that he lost his job within a week.
A. understanding
B. obedient
C.
fresh
D.
disobedient


Question 5:I had no idea that you and he were on such intimate terms.I thought you were only casual acquaintances.
A. were hostile to each other
B.
behaved well toward each other
C. hardly knew each other
D.
were such close friends


Question 6:Thousands are going starving because of the failure of this year's harvest.
A. rich
B.
hungry
C.
poor
D. full



Question 7: She was too wet behind the ears to bear such responsibilities.
A. full of sincerity
B.
without money
C. lack of responsibility
D. full of experience
 

lamegg

Học sinh mới
Thành viên
19 Tháng bảy 2021
15
6
6
18
Hà Nội
THPT Nhân Chính
TRÁI NGHĨA 2

Question 1: The dress was absolutely plain, but quite stunning
A. easy
B. complicated
C. different
D. detailed


Question 2: We can get on perfectly well without her.
A. manage well
B. survive
C. surrender
D. have a good relationship



Question 3: The government will come under fire again when the latest crime figures are released.
A. be penalized
B. be acclaimed
C. be criticized
D. be dismissed

.


Question 4: The study of language can help to illuminate how the human mind works.
A. clarify
B. reveal
C. conceal
D. damage



Question 5: The book really lends itself to being turned into a film.
A. inapplicable
B. untamable
C. unsuitable
D. inconceivable



Question 6: I think your boss should pat you on the back for working so hard.
A. wear a backpack
B. praise you
C. criticize you
D. check up your back



Question 7: There's a distinct likelihood I won't be able to make it to the pub tonight.
A. chance
B. prospect
C. possibility
D. improbability

 

lamegg

Học sinh mới
Thành viên
19 Tháng bảy 2021
15
6
6
18
Hà Nội
THPT Nhân Chính
TRÁI NGHĨA 3
Question 1: The judge found that she was an unreliable witness.
A. inaccurate
B.
unstable
C. trustworthy
D. irresponsible


Question 2:Research suggests that children are more resilient than adults when it comes to getting over an illness.
A. making a quick recovery
B.
becoming healthy again
C. making a slow recovery
D. becoming much stronger


Question 3: The two cultures were so utterly disparate that she found it hard to adapt from one to the other.
A. different
B. identical
C. distinct
D.
dissimilar


Question 4:He was so insubordinate that he lost his job within a week.
A. understanding
B. obedient
C. fresh
D.
disobedient


Question 5:I had no idea that you and he were on such intimate terms.I thought you were only casual acquaintances.
A. were hostile to each other
B.
behaved well toward each other
C. hardly knew each other
D. were such close friends


Question 6:Thousands are going starving because of the failure of this year's harvest.
A. rich
B.
hungry
C.
poor
D. full


Question 7: She was too wet behind the ears to bear such responsibilities.
A. full of sincerity
B.
without money
C. lack of responsibility
D. full of experience
 
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Bùi Nhi

Cựu TMod Văn
Thành viên
17 Tháng tám 2021
466
506
86
16
Cà Mau
Trung học phổ thông Nguyễn Văn Nguyễn
Question 1: The judge found that she was an unreliable witness.
A. inaccurate
B.
unstable
C. trustworthy
D.
irresponsible


Question 2:Research suggests that children are more resilient than adults when it comes to getting over an illness.
A. making a quick recovery
B.
becoming healthy again
C. making a slow recovery
D.
becoming much stronger


Question 3: The two cultures were so utterly disparate that she found it hard to adapt from one to the other.
A. different
B.
identical
C.
distinct
D. dissimilar



Question 4:He was so insubordinate that he lost his job within a week.
A. understanding
B. obedient
C.
fresh
D.
disobedient


Question 5:I had no idea that you and he were on such intimate terms.I thought you were only casual acquaintances.
A. were hostile to each other
B.
behaved well toward each other
C. hardly knew each other
D.
were such close friends


Question 6:Thousands are going starving because of the failure of this year's harvest.
A. rich
B.
hungry
C.
poor
D. full



Question 7: She was too wet behind the ears to bear such responsibilities.
A. full of sincerity
B.
without money
C. lack of responsibility
D. full of experience
 

Minh Nhí

Mod Tiếng Anh|Cựu Phó nhóm Tiếng Anh
Cu li diễn đàn
Trưởng nhóm xuất sắc nhất 2017
18 Tháng mười một 2013
3,251
5,898
801
ĐÁP ÁN - TRÁI NGHĨA 3
Question 1: The judge found that she was an unreliable witness.
A. inaccurate
B.
unstable
C.
trustworthy
D.
irresponsible
UNRELIABLE = không đáng tin >< TRUSTWWORTHY = đáng tin
Tạm dịch: Thẩm phán thấy rằng cô ấy là một nhân chứng không đáng tin cậy.

Question 2:Research suggests that children are more resilient than adults when it comes to getting over an illness.
A. making a quick recovery
B.
becoming healthy again
C. making a slow recovery
D.
becoming much stronger
RESILIENT = hồi phục nhanh >< a slow recovery = phụ hồi chậm
Tạm dịch: Nghiên cứu cho thấy rằng trẻ em hồi phục nhanh hơn người lớn về việc vượt qua bệnh tật.

Question 3: The two cultures were so utterly disparate that she found it hard to adapt from one to the other.
A. different
B.
identical
C.
distinct
D.
dissimilar
DISPARATE = khac hẳn nhau >< IDENTICAL = giống hệt
Tạm dịch: Hai nền văn hóa hoàn toàn khác biệt đến mức cô cảm thấy khó có thể thích nghi từ nền văn hóa này sang nền văn hóa khác.

Question 4:He was so insubordinate that he lost his job within a week.
A. understanding
B.
obedient
C.
fresh
D.
disobedient
INSUBORDINATE = không vâng lời >< OBEDIENT = ngoan ngoãn
Tạm dịch: Anh ta cứng đầu đến mức mất việc trong vòng một tuần.

Question 5:I had no idea that you and he were on such intimate terms.I thought you were only casual acquaintances.
A. were hostile to each other
B.
behaved well toward each other
C. hardly knew each other
D.
were such close friends
BE ON INTIMATE TERMS = thân thiết >< BE HOSTILE TO EACH OTHER = thù ghét
Tạm dịch: Tôi không hề biết rằng bạn và anh ấy lại có quan hệ thân mật như vậy, tôi nghĩ bạn chỉ là những người quen biết bình thường.

Question 6:Thousands are going starving because of the failure of this year's harvest.
A. rich
B.
hungry
C.
poor
D.
full
STARVING = đói >< FULL =no
Tạm dịch: Hàng ngàn người sẽ chết đói vì mùa màng năm nay thất bát.

Question 7: She was too wet behind the ears to bear such responsibilities.
A. full of sincerity
B.
without money
C. lack of responsibility
D.
full of experience
WET BEHIND THE EARS = non nớt >< FULL OF EXPERIENCE =nhiều kinh nghiệm
Tạm dịch: Cô ấy quá non để gánh những trách nhiệm như vậy.


12:45 ( 23/10)


1. N30 - Linh Nguyễn 07 (@nhuukha )

2. N31 - Hồng Vân (@Lê Thị Hồng Vân )

3. N32 - Tottenham (@Quyenpsgtot2 )

4. N33 - Sóc (@Yuriko - chan )

5. N34 - Thiên Phúc (@Thiên Phúc. )

6. N36 - Kim Cương (@phamkimcu0ng )

7. N37 - Phong (@Lê Tự Đông )

8. N39 - Bùi Thị Yến Nhi (@Bùi Nhi )6/7

9. N40 - Chu Hiền (@Chu Minh Hiền)

10. N43 - Hiền Thảo (@N.H.T♡1703 ) 6/7

11. N44 - Kỳ Duyên (@Lê Phạm Kỳ Duyên)

12. N47 - Bơ Lạc (@0913106009)

13. N58 - Trần Minh Phương (@Minh Phương Trần BK32)

14. N55 - Ruka (@Rukaa)
 
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Một Nửa Của Sự Thật

Phụ trách nhóm Anh
Cu li diễn đàn
19 Tháng tư 2017
2,926
7
3,849
589
Nam Định
Trái tim của Riky-Kun
Tỉ lệ làm bài của các bạn thật khiến người khác phải cảm thán
Nhưng thôi cuộc đời đã bắt ta phải thế:Rabbit91
Chào mừng đến với phần mới: Đọc hiểu. Bài tập sẽ đăng vào 20:00 và đây là một số cách làm bài

Tips làm đọc hiểu
I. Phân cấp làm bài
Làm những câu đại từ => câu hỏi nghĩa của từ => câu nội dung được đề cập => nội dung chính/tiêu đề
II. Phương pháp làm bài
Áp dụng nhuần nhuyễn scanningskimming
- Đọc tiêu đề đoạn (hoặc câu nội dung đoạn) => đọc lướt nội dung còn lại để lấy ý chính
- Đọc câu hỏi và chú ý từ khoá câu hỏi
- Dùng từ khoá câu hỏi để tìm nội dung tương ứng trên bài đọc hiểu
- Một lưu ý nữa khi các bạn làm quen tay dạng đọc hiểu sẽ dễ áp dụng là:
+ Dự đoán thông tin đề cập dựa trên kinh nghiệm thực tế
+ Tập trung vào những phần hay đánh lừa (đánh lừa về năm, về tính đúng sai...)
+ Đọc từ trên xuống chứ không đọc ngang và gạch chân những từ cần lưu ý => khi đó não sẽ tự động ghi nhớ một phần thông tin vừa đọc
+ Những câu hỏi khó đánh dấu để đọc kĩ lại
Mặc dù thế nếu các bạn có thời gian vẫn lên đọc kỹ cả bài, nhất là phần đọc hiểu 7 câu vì không phải ai cũng có thể biết được chỗ đánh lừa một cách chính xác nhất.
Đây là cách mình áp dụng để giúp làm nhanh bài đọc hiểu. Mong rằng nó sẽ có ích cho các bạn. :Rabbit85

@Lê Thị Hồng Vân @Quyenpsgtot2 @Yuriko - chan @Thiên Phúc. @phamkimcu0ng @Lê Tự Đông

@Bùi Nhi @Chu Minh Hiền @N.H.T♡1703 @Lê Phạm Kỳ Duyên @Minh Phương Trần BK32 @Rukaa @lamegg
 
Last edited:

Một Nửa Của Sự Thật

Phụ trách nhóm Anh
Cu li diễn đàn
19 Tháng tư 2017
2,926
7
3,849
589
Nam Định
Trái tim của Riky-Kun
Đọc hiểu 1 (DH1)
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?
(adapted from mini-ielts)
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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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
 

Quyenpsgtot2

Học sinh chăm học
Thành viên
29 Tháng tám 2021
208
547
81
11
Hải Dương
THCS Phan Bội Châu
Đọc hiểu 1 (DH1)
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?
(adapted from mini-ielts)
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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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
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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages

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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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​
:W:W:W
 

Chu Minh Hiền

Học sinh tiến bộ
Thành viên
3 Tháng ba 2017
682
293
229
17
~Thế Giới Phép Thuật ~
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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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
 

lamegg

Học sinh mới
Thành viên
19 Tháng bảy 2021
15
6
6
18
Hà Nội
THPT Nhân Chính
Đọc hiểu 1 (DH1)
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?
(adapted from mini-ielts)

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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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
 

Kiều Anh.

Cựu TMod Địa
Thành viên
30 Tháng mười hai 2020
1,176
5,187
511
Nước VN chỉ có 1 thủ đô , đó là gì?
Hà Nội
..................
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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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
 

Lê Thị Hồng Vân

Học sinh chăm học
Thành viên
17 Tháng ba 2019
82
574
81
17
Thanh Hóa
Taeyungie
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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages

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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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
 

Bùi Nhi

Cựu TMod Văn
Thành viên
17 Tháng tám 2021
466
506
86
16
Cà Mau
Trung học phổ thông Nguyễn Văn Nguyễn
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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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
 

N.H.T♡1703

Học sinh
Thành viên
3 Tháng mười 2019
19
21
21
Hà Nội
THPT LÊ QUÝ ĐÔN-HÀ ĐÔNG
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

Question 2: The word "them" in paragraph 2 refers to ____.
A Product cycle
B Games
C Adult consumers
D Those types of research

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

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.

Question 5: Which of the following can be inferred from paragraph 2?
A Video game market research is typically divided into two stages
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
D Marketing strategy can be developed based on feedback from consumers

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.
C The proportion of preschool children using video games is likely to rise.
D Portable systems have been helpful in penetrating the younger market

Question 7: The word "features" in paragraph 3 is closest in meaning to ______.
A facet
B angle
C earmark
D speciality

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
 

Một Nửa Của Sự Thật

Phụ trách nhóm Anh
Cu li diễn đàn
19 Tháng tư 2017
2,926
7
3,849
589
Nam Định
Trái tim của Riky-Kun
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”“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

Sau đây là điểm số của từng bạn
@Quyenpsgtot2 2/8
@Chu Minh Hiền 5/8
@lamegg 6/8
@Yuriko - chan 5/8
@Lê Thị Hồng Vân 3/8
@Bùi Nhi 5/8
@N.H.T♡1703 5/8
Các bạn còn lại thì sao nhỉ?
@Thiên Phúc.
@Lê Tự Đông
@Lê Phạm Kỳ Duyên
@Minh Phương Trần BK32
@Rukaa
Có vẻ bài hơi khó vì các bạn sai khá nhiều, tuy nhiên mức độ cùa bài đọc hiểu 7 câu hoàn toàn nằm ở tầm như thế này, có thể dễ hơn một xíu hoặc khó hơn xíu.
Nếu không hiểu thì hãy hỏi lại mình, ngay tại bài viết này :Rabbit55
 

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Xin chào mọi người, hôm nay chúng mình sẽ cùng thử sức với dạng bài tiếp theo nhé. Đáp án cho bài tập này sẽ được đăng vào 20h ngày 30/10.
ĐỤC LỖ 1
Sandstone rock formations are the result of natural processes occurring over millions of years. In areas where prehistoric rivers flowed slower or remained stagnant, grains of sand suspended in the water gradually sank to the (1) _______ and accumulated. (2) _______ time, the weight of overlying sand layers compressed the lower layers, (3) _______ them into solid stone. The rivers (4) _______ dried up, and the exposed rock was shaped by wind erosion. At Medicine Rocks, in Montana, stunning sandstone rock formations, (5) _______ as ‘sandstone pillars’, dot the landscape, (6) _______ heights of up to 80 feet. These were used by Native Americans as look-out points for hunting bison. In (7) _______ to their practical value, the pillars also took on metaphysical significance for the tribes, probably on account of their distinctive color and dramatic shapes. Because sandstone is soft enough to carve, (8) _______ strong enough to retain its shape, it has long been favored by sculptors. At Medicine Rocks, the tribespeople were no less creative in using the sandstone pillars as (9) _______ of artistic expression. You can still (10) _______thousands of petroglyphs that were engraved into the stone, including names, line drawings, and odes commemorating historic battles and events.

1.A. sideB. topC. surfaceD. bottom
2.A. OnB. OverC. DuringD. At
3.A. turningB. switchingC. producingD. increasing
4.A. deliberatelyB. accordinglyC. respectivelyD. eventually
5.A. referredB. brandedC. knownD. called
6.A. gainingB. reachingC. touchingD. completing
7.A. additionB. spiteC. considerationD. preference
8.A. yetB. soC. asD. despite
9.A. a routeB. an approachC. a prospectD. a means
10.A. draw upB. see toC. count onD. make out
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