2016年12月四级真题第3套.doc
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1、2016年12月大学英语四级考试真题(第三套)Part I Writing (30 minutes)Directions: For this part, you are allowed 30 minutes to write an essay. Suppose you have two options upon graduation: one is to take a job in a company and the other to go to a graduate school. You are to make a choice between the two. Write an essa
2、y to explain the reasons for your choice. You should write at least 120 words but no more than 180 words.Part Listening Comprehension (25 minutes)(说明:由于2016年12月六级考试全国共考了2套听力,本套真题听力与前2套内容完全一样,只是顺序不一样,因此在本套真题中不再重复出现)Part Reading Comprehension (40 minutes)Section ADirections: In this section, there is
3、a passage with ten blanks. 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
4、each item on Answer Sheet 2 with a single line through the centre. You may not use any of the words in the bank 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 offense. But when it comes to one of
5、the cruelest crimes-animal fighting-things 26 work out that way. Dog-fighting 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
6、 progress has been made in the prosecution (起诉) of animal fighters. But federal judges 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on the U.S. Sentencing Guidelines when they 29 penalties, and in the case of animal fighting, those guidelines are outdated and extremely 30 .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 sent
7、encing guidelines, is revisiting them, proposing to raise the minimum sentence from 6-12 to 21-27 months, This is a step in the right 32 , but we d 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 a
8、nd federal lawmakers to 33 anti-cruelty laws across the country, as well as supporting 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
9、getting involved in cruelty cases in the first place. A) convenientB) createsC) criticallyD) determineE) directionF) hesitateG) inadequateH) inspiredI) methodJ) minimalK) rarelyL) sheltersM) strengthenN) sufferingsO) torturedSection BDirections: In this section, you are going to read a passage with
10、ten statements attached to it. Each statement contains information given in one of the paragraphs. Identify the paragraph from which the information is derived. You may choose a paragraph more than once. Each paragraph is marked with a letter. Answer the question by marking the corresponding letter
11、on Answer Sheet 2.When Work Becomes a GameA What motivates employees to do 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
12、come to be known as “gamification”: essentially, turning work into a game. “Gamification 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
13、and education,” explains Kevin Werbach, a gamification expert who teaches 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
14、 badges or stars for completing certain activities. It could also mean training employees how to do their jobs through video game platforms. Companies from Google to LOral to IBM to Wells Fargo are known to use some degree of gamification in their workplaces. And more and more companies are joining
15、them. A recent report suggests that the global 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 teachers have long looked for fun ways to engage peoples reward-seeking or compet
16、itive spirits. Cracker Jacks has been “gamifying” its snack food 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 sh
17、ift on the factory floor, thus motivating the next shift of workers 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 th
18、e workforce is especially open to the idea of having their work 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 compa
19、nies have sprung up-GamEffective, Bunchball and Badgeville, to name a few-in 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 a
20、ctually cares about the outcome,” Werbach says. “The principle is about 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 rig
21、ht kind of gamification might be turning their sales pitches into 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 cr
22、eate a sense of community and boost employees morale (士气). When employees log in to their computers, theyre shown a picture of one of their coworkers and asked to guess that persons name.H Gamification does not have to be digital. Monica Cornetti runs a company that gamifies employee trainings. Some
23、times this involves technology, but often it does not. She recently 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 s
24、tuff,” Cornetti says. “Rewards can be flexible working hours.” Another training, this one for pay roll law, used a Snow White and the Seven Dwarfs theme. “Snow White” is available for everyone to use, but the “dwarfs” are still under copyright, so Cornetti invented sound-alike characters (Grumpy Gus
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