英语四级真命题2016年度12月(第三套)试卷及答案解析.pdf
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1、2016年12月四级考试真题(第三套) Part I Writing (30 minutes) D1rect10ns: F h or t is part, you are allowed 30 minutes to wnte an essay. Suppose you have two options upon graduation: Part II one is to find a job somewhere and the other to start a business of your own. You are to make a decision. Write an essay to
2、 explain the reasons for your decision. You should write at least 120 words but no more than 180 words. Listening Comprehension 说明:2016年12月四级真题全国共考了两套听力。 本套的听力内容与第二套的完全一样,只是选项的顺序不 一样而已) Part ID Reading Comprehension (40 minutes) Section A Directions: In this section, there is a passage with ten blan
3、ks. You are required to select one word for each blank from a list of choices given in a word bank following the passage. Read the passage through carefully before making your choices. Each choice in the bank is identified by a letter. Please mark the corresponding letter for each item on Answer She
4、et 2 with a single line through the centre. You may not use any of the words in the bank more than once. When someone commits a criminal act, we always hope the punishment will match the offense. But when it comes to one of the cruelest crimesanimal fightingthings 26 work out that way. Dog-fighting
5、victims are 27 and killed for profit and sport, yet their criminal abusers often receive a 28 sentence for causing a lifetime of pain. Roughly half of all federally-convicted animal fighters only get probation (缓刑) Some progress has been made in the prosecution (起诉) of animal fighters. But federal j
6、udges often rely heavily on the U.S. Sentencing Guidelines when they 29 penalties, and in the case of animal fighting, those guidelines are outdated and extremely 30 . The U.S. Sentencing Commission, which 31 these sentencing guidelines, is revisiting them, proposing to raise the minimum sentence fr
7、om 6-12 to 21-27 months. This is a step in the right 32 but wed like to see the U.S. Sentencing Commission make further changes to the guidelines. Along with this effort, were working with animal advocates and state and federal lawmakers to 33 anti- cruelty laws across the country, as well as suppor
8、ting laws and policies that assist overburdened animal 34 that care for animal fighting victims. This help is 35 important because the high cost of caring for animal victims is a major factor that prevents people from getting involved in cruelty cases in the first place. A) convenientB) createsC) cr
9、itically D) determineE) directionF) hesitate G) inadequateH) inspiredI) method J) minim11lK) rarelyL) shelters M) strengthenN) sufferingsO) tortured 1 Section B Directions: In this section, you are going to read a passage with ten statements attached to it. Each statement contains 叫ormation given in
10、 one of the paragraphs. Identify the paragraph from咖ch the information is derived. You may choose a paragraph more than once. Each paragraph is marked with a letter. Answer the questions by marking the corresponding letter on Answer Sheet 2. When Work Becomes a Game A) What motivates employees to do
11、 their jobs well? Competition with coworkers, for some. The promise 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 known as gamification : essentially, turning work into a game
12、. Garnification is about understanding what it is that makes games engaging and what game designers do to create a great experience in games , and taking those learnings and applying them to other contexts such as the workplace and education, explains Kevin Werbach, a gamification expert who teaches
13、 at the Wharton School of Business at the University of Pennsylvania in the United States. C) It might mean monitoring employee productivity on a digital leaderboard and offering prizes to the winners, or giving employees digital badges or stars for completing certain activities. It could also mean
14、training employees how to do their jobs through video game platforms. Companies from Google to LOreal to IBM to Wells Fargo are known to use some degree of garnification in their workplaces. And more and more companies are joining them. A recent report suggests that the global gamification market wi
15、ll grow from MYMl. 65 billion in 2015 to MYMl 1. 1 billion by 2020. D) The concept of garnification is not entirely new, Werbach says. Companies, marketers and teachers have long looked for fun ways to engage peoples reward-seeking or competitive spirits. Cracker Jacks has been gamifying its snack f
16、ood by putting a small prize inside for more than 100 years, he adds, and the turn-of-the century steel magnate (巨头) Charles Schwab is said to have often come into his factory and written the number of tons of steel produced on the past shift on the factory floor, thus motivating the next shift of w
17、orkers to beat the previous one. E) But the word gamification and the widespread, conscious application of the concept only began in earnest about five years ago, Werbach says. Thanks in part to video games, the generation now entering the workforce is especially open to the idea of having their wor
18、k gamified. We are at a point where in much of the developed world the vast majority of young people grew up playing video games, and an increasingly high percentage of adults play these video games too, Werbach says. F) A number of companies have sprung upGamEffective, Bunchball and Badgeville, to
19、name a fewin recent years offering gamification platforms for businesses. The platforms that are most effective turn employees ordinary job tasks into part of a rich adventure narrative. What makes a game game-like is that the player actually cares about the outcome, Werbach says. The principle is a
20、bout understanding what is motivating to this group of players, which requires some understanding of psychology. G) Some people, Werbach says, are motivated by competition. Sales people often fall into this category. For them, the right kind of gamification might be turning their sales pitches into
21、a competition with other team members, complete with a digital leaderboard showing who is winning at all times. Others are more motivated by collaboration and social experiences. One company Werbach has studied uses gamification to create a sense of community and boost employees morale (士气) . When e
22、mployees log in to their computers, theyre shown a picture of one of their coworkers and asked to guess that persons name. 2 H) Gamification does not have to be digital. Monica Cometti runs a company that gamifies employee trainings. Sometimes this involves technology, but often it does not. She rec
23、ently designed a gamification strategy for a sales training company with a storm-chasing theme. Employees formed storm chaser teams and competed in storm-themed educational exercises to earn various rewards. Rewards do not have to be stuff, Cometti says. Rewards can be flexible working hours. Anothe
24、r training, this one for pay roll law, used a Snow W血e and the Seven Dwarfs theme. Snow White is available for everyone to use, but the dwarfs are still under copyright, so Cometti invented sound-alike characters (Grumpy Gus, Dopey Dan) to illustrate specific pay roll law principles. I) Some people
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