2、听力Section Three 注意加强排除题目中干扰信息的训练;
3、阅读Passage One 对于判断题的解题，考生需要仔细阅读细节，判断干扰信息;
4、阅读Passage Two 需要加强配对信息题的练习;
5、阅读Passage Three 需要注意正确定位信息来源处。
1. Green ride
3. Bird watching
4. 5 hours
5. Child seat
10. Post Office
11. Citizen’s Club--B (money)
12. Merrytime Bank—C (land)
13. Dorson Manufacture—G (material)
14. Brandley industries—E (labor)
15. National Telephone—A (Equipment)
16. Insurance—F (furniture)
17-18. What are the two features of the garden?
A. It’s unique.
D. Venues for special occasions
19-20. Two polices of the Art center
B. Paintings are removed regularly
D. Works can be displayed for a short period
21. Why does the man want to change the course?
A. Go abroad and find work from other country
22. What does the man think about the course economics?
B. Uninterested, boring and dull
23. Why does the woman Anna want to have the foreign course?
C. It is useful for business and commerce.
24. The woman’s opinion about choosing the course
25-26. What do they think about the lecture?
A. Encourage student to have free thought
B. The professor is enthusiastic about the lecture.
27. Communication1 --- Speak in public
28. Psychology --- Teamwork in large group
29. Interpretation --- Cooperation
30. Communication3 --- Reduce quarrel caused by the culture difference
31. In the past, the research focused on when people hearing music.
32. The maximum of study ability to handle multiple tasks.
33. Unexpected phenomenon (which is unimportant) trivial
35. The links are simple memories
36. We should find out the science mechanism to explain the whole thing.
37. People using language, it is genetic origin; this phenomenon relates language function
38. They display (a large number of numbers of 5s and 2s)
39. In a random arrangement
40. The “2s” are shaped as triangle.
8. NOT GIVEN
13. NOT GIVEN
35. NOT GIVEN
Some people say modern children's games do not develop a wide range of skills, while traditional games can be much better for developing such skills. To what extent do you agree or disagree?
The advent of the technological revolution in the early twenty-first-century has had a profound effect on people from all walks of life, with children being noticeably affected. Traditional approaches to interaction and socialisation have been altered irreversibly and many contend that the arrival of modern gaming technology has had a negative impact on the young. From my point of view, children’s engagement with modern games is generally a positive trend, but the advantages of traditional ones should not be neglected.
In some sense, modern games have certainly had a negative effect on young people. Traditional games of the past that involved children interacting with their peers in an outdoor setting have given way to computer games. Critics argue that computer games have a malign affect on the attention spans of children and expert analysis generally bears this out. Significant numbers of young people are addicted to the Internet and computer games for psychologists to warn of an addiction epidemic.
Games of the past, where children would gather together in a group setting and interact, allowed children to develop social, communication, cognitive and motor skills in a stimulating environment. Undoubtedly, computer games have had a detrimental impact on young people. Consequently, parents and educators must do their very best to re-direct the attention of the young towards more traditional pastimes aimed at developing the wide range of skills young people need to succeed in life.
In conclusion, while engaging children with technology is important for their future prospects, it is also vital that they do not do so at the expense of more traditional pursuits.