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2018.5.12雅思考试机经回忆

2018/5/15 15:14:38来源:新航道作者:新航道

摘要:上海新航道雅思学校小编为大家带来的是刚过去的2018.5.12的雅思考试回忆,还有答案和解析哦!

  上海新航道雅思学校小编为大家带来的是刚过去的2018.5.12的雅思考试回忆,还有答案和解析哦!


  Listening

Section1

Version

Topic

 

Job Application

1-10Completion

Personal information: Telephone number 1. 2798***(待回忆)

Type of job wanted: 2. builder

Qualifications: Certificate in 3. English

No 4. transport offered

Want to work only on 5. bus route

Can work full-time in: 6. evenings

Working history: - 7. gardening and can bring his own 8. tools

- and have 9.back injures

Date for starting work: 10. 15 October month

Section2

Version

Topic

 

Fitness center

11-15) map

11. Locker room - G

12. Woman’s fitting room - J

13. Gym room - H

14. Man’s fitting room - F

15. Squash court – B

16-20) matching

16. Fitness machines - build up overall strength

17. Mats exercises - help body flexibility

18. Cycling class - good for lower limbs

19. Aerobic class - increase heart health beat

20. Weight training - keep concentration

Section3

Version

Topic

 

music courses in seventeenth Century (17世纪的音乐课程)人物:学生T and C Dr.

21-26) Multiple choices

 

21. what the girl like most about the music performed? (A)

A. structure

B. rhythm

C. melody

 

22. Students opinion about the professor? (B)

A. care students

B. focus on his subject

C. only concern personal achievement

 

23. Why lecturer did not mention the content of “leak out”? (C)

A. he thinks those are not important

B. focus more on subjects/too much included in one topic

C. teacher has a bad memory

 

24. Why the boy chose to learn music in seventeenth Century? (A)

A. he uses the knowledge already learned/feel confident with these ideas

B. discuss interesting things with others

C. useful to future career

 

25. What’s the girl’s opinions about the facilities? (B)

A. impressive/satisfied

B. disappointed

C. unacceptable

 

26. Why the content of the music courses in seventeenth Century like this? (C)

A. past staff’s interest

B. demand by present students

C. influenced by a previous staff’s research

 

27-30) matching

 

List of qualifications

A. Help to be a musician

B. Self-assessment

C. Individual ability

D. Historical reason

E. Help to be a leader

F. Improve relationship

G. Shared interpretation

 

Qualifications for being

 

27. materials used C (looking for materials by themselves)

28. concert group G (do research together)

29. reviewing system A

30. understanding directions D (sixteenth century music scores)

Section4

Version

Topic

 

关于埃及的医药

31-40) completion

31.  Recordings only organized into lists.

32.  Imported

33.  Sculptures

34.  Flavor

35.  Minerals

36.  Fish just as symbols of power.

37.  Sugar

38.  Clean

39.  Materials such as resin and metal wrapped the mummy.

40.  Honey can be used to heal wounds.

 Reading

Passage 1

Topic

Computer Games 电子游戏

Content Review

 

题型:7填空题+6判断题

题号:旧题

文章大意: 第一部分:电子游戏的社会化影响以及在全球普遍受到欢迎

第二部分:早期电子游戏投币游戏PONG收到的各种欢迎

第三部分:雅达利公司承接电子游戏的市场,发展出早期各种新游戏

第四部分:第一个电子游戏角色以及电子游戏行业的代表作。

第五部分:任天堂PlayStation占据主体游戏市场。

 

参考答案:

1-6) 填空

1.           electronics

2.           Pong

3.           share

4.           graphics

5.           PlayStation

6.           Females

 

7-13) 判断

7.           FALSE

8.           TRUE

9.           FALSE

10.     TRUE

11.     FALSE

12.     NOT GIVEN

13.     TRUE

(答案仅供参考)

参考文章:

  

Electronic games have had a global impact on society and culture, changing how people play, learn and connect with each other. They’ve become a ubiquitous presence, played by young and old alike, at home, at work or in arcades. But it wasn’t that way in the beginning.

The first computer-based video game, Spacewar!, was invented by MIT student Steve Russell in 1961. Unfortunately, you couldn’t play it unless you had access to a mainframe computer. How did electronic games make the leap from mainframe to mainstream?

Pong

The first shot in the electronic game revolution was fired by Magnavox in 1972, Dyson said.

“The first home video-game system was the Magnavox Odyssey,” Dyson said.  This interactive television game let players play tennis and other games. Though it broke new ground and moved electronic games out of the lab, it wasn’t a big seller. But it did provide the inspiration for what became the fledging genre’s first homerun, Atari’s Pong, an electronic table tennis game.

Pong first appeared as a coin-operated arcade game in 1972. The first game was tested in a bar in Sunnyvale, Calif., called Andy Capp’s Tavern.  Shortly after taking delivery, the owner called Atari and said the machine was broken.   That wasn’t the case. The game had been so popular that the coin box had become clogged with quarters. “That’s when they knew they had a hit on their hands,” Dyson said. The home version of the game was released in 1975.

Atari authored the next breakthrough as well, the Atari 2600 Video Computer System (VCS), introduced in 1977. It featured the soon-to-be-ubiquitous joystick game controller, games in color and, most importantly, interchangeable cartridges.

It jump-started the console game category and became the industry leader, converting millions of Americans into home video-game players. But being first wasn't the only advantage of the VCS. “It’s a combination of technical proficiency with marketing savvy and execution that really makes it happen,” he said. “The VCS had that combination of all three.”

First video game character

The electronic gaming world got a case of the munchies when Pac-Manwas launched for the home market in 1980. The Atari 2600 version became the first arcade hit to appear on a home console.

“Pac-Man was the first real character video game,” Dyson said. “It was the first one you really identified with.” Two years later its politically correct sibling, Ms. Pac-Man, became the best-selling arcade game of all time.

The next few years were a fallow time for the electronic gaming industryas wave after wave of lackluster me-too console games flooded the market and drove sales south. The one bright spot was the rapidly growing popularity — and availability — of home computers, which began forming a parallel ecosystem. One standout in this early era of computer-based games was Tetris, a 1987 Russian export.

Tetris marked a milestone, Dyson says, because it was the first really successful “casual” game that a player could easily and intuitively understand and begin playing without guidance.

Nintendo

The video-game industry was lifted from its doldrums in 1985 when Nintendo launched the Nintendo Entertainment System (NES). “The NES really helped revive the industry and made Nintendo the major player it is today,” Dyson said.

It also provided a star turn for a jumping plumber named Mario in Super Mario Bros, which became the best-selling video game of all time until 2009, when it was dethroned by Wii Sports. The game was the creation of Japanese gaming legend Shigeru Miyamoto. “He’s probably the most revered figure in video game design,” Dyson said. “He’s one of the half-dozen most important people in this industry.”

Mario hasn’t shown any signs of age, Dyson says; the game is still fun to play today.

The next seismic event in the electronic gaming, says Dyson, came in 1990 when Microsoft bundled the classic card game Solitaire with Windows 3.0. The story of growth in video computer games is not just about technology but also about broadening the audience as well.

“Solitaire really opened the door,” Dyson said.

Newcomers to computers saw that they could be used to play games as well as work on Excel spreadsheets. Solitaire also helped users become comfortable using a mouse. “It’s not often given the credit it’s due, but it’s very important,” he said.

Not everyone's a fan of the game, however: New York City Mayor Michael Bloomberg summarily dismissed a city worker in 2006 when he observed an open solitaire game on his computer screen in the city’s Albany lobbying office.

Video game violence

In 1993, the gaming industry found itself embroiled in controversy because the level of violence in games such as Mortal Kombat and Doom, which offered victory celebration scenarios such as ripping out the heart or spine of a vanquished foe.

There was much breast beating in Washington and the United States Senate held hearings on video-game violence. The video game industry responded, Dyson says, and in a preemptive move created the Entertainment Software Rating Board, which generates game ratings such as “E for Everyone.”

“Now, every game has explicit ratings,” he said. “It’s a fairly robust system.”

The audience for electronic games was considerably broadened when Will Wright’s simulation game The Sims was released in 2000. Wright, another legendary gaming designer, credits seeing his daughter play with her dolls for providing the inspiration behind his iconic game. The game, which let users control the activities of virtual people, was a sequel to Wright’s earlier game, Sim City. “The Sims was one of the first games to bring women into the tent,” Dyson said.  It soon became the most popular game with female players.

That broadening of the audience continued with the introduction of Nintendo’s Wii in 2006. "Nintendo started to think differently,” Dyson said. This led them to create a whole new, intuitive kind of experience and game controller. Contrary to the industry practice of continually piling on features and adding power, the Nintendo took a more minimalist approach to rein in price and focus on intuitive functionality. The Wii’s success speaks to the wisdom of that decision; it has outsold Microsoft’s Xbox 360 and Sony’s PlayStation 3 to become the world leader in console sales.

The launch of Apple’s iPhone in 2007, Dyson believes, was also a tipping point enabling electronic games to be accessible by a wider audience. It has made games ubiquitous, cheap and easy to develop and distribute. Its multi-touch functionality and built-in accelerometer bring a new dimension to the experience of mobile gaming, an exponentially growing segment of the wireless ecosystem.

The sleeper game last year, says Dyson, was FarmVille, a game application on Facebook. Deriving its popularity from social networking rather than technology, it has become the category leader on Facebook with more than 82.7 million active users and, as of this February, more than 22 million fans.

“The success of that took the game world by surprise,” said Dyson, who predicts that social games will become one of the fastest-growing branches of the gaming tree.

Passage 2

Topic

Architecture and art 建筑与艺术

Content Review

 

题型:6段落信息配对题+ 3人物名称配对题+ 4总结填空题

题号:新题

文章大意:建筑给艺术提供灵感,艺术和建筑结合起来

 

参考答案:

14-17) 段落信息配对题

14.  E

15.  A

16.  A

17.  D

18.  B

19.  F

 

20-22) 人物名称配对题

20. G

21. F

22.E

23-26) 总结填空题

23. stone

24. VD

25. River Severn

26. Micheal Rooker

(答案仅供参考)

 

参考文章:暂无

Passage 3

Topic

The theory of evolution and modern business

Content Review

 

题型:5单选+4判断+5总结填空题

题号:新题

文章大意:达尔文进化论在商业中的应用

 

参考答案:

27-31)单选

27.     C

28.     D

29.     C

30.     B

31.     A

 

32-35) 判断

32.     YES

33.     NO

34.     NOT GIVEN

35.     NOT GIVEN

 

36-40) 总结填空题

36.     business environment

37.     MBA graduates

38.     magic

39.     evolution

40.     human nature

(答案仅供参考)

 

参考文章:

 

The theory of evolution and modern business

 

A hundred years ago, the British naturalist Charles Darwin rattled the world with his theory of natural selection. Since Darwin’s time, scientists have built on the theory of natural selection with modern discoveries, most notably in the area of genetics. Evolutionary psychologists go further. They use the theory of natural selection to explain the workings of the human brain and the dynamics of the human group. If evolution shaped the human body, they say, it also shaped the human mind.

 

Evolutionary psychology offers a theory of how the human mind came to be constructed. And that mind, according to evolutionary psychologists, is hardwired in ways that govern most human behavior to this day. In Nigel Nicholson’s book ‘Managing the Human Animal’, he mentioned that evolutionary psychology is useful in the area of management in work place and could accordingly create a more efficient work place. Understanding evolutionary psychology is useful to managers because it provides a new and provocative way to think about human nature. His theory has been cited by many other researches and websites. Many managers deem his opinion instructive.

 

According to John Tooby and Leda Cosmides, our mind is not a blank slate. Evolutionary psychology holds that although human beings today inhabit a thoroughly modern world of space exploration and virtual realities, they do so with the ingrained mentality of Stone Age hunter-gatherers. In the savannah environment of our ancestors, the food supply and other resources, such as clothing and shelter, were unreliable and varied in quality. Natural life-threatening hazards abounded. Such fears would have kept us alive but for modern day city dwellers these fears can be psychologically harmful. Yet, we haven't been through enough generation to evolve much and we still have the same brain our Stone Age ancestors have.

 

Evolution shaped the human body, they also shaped the human mind. One key element of the human nature is emotion. In an uncertain world, those who survived always had their emotional radar—call it instinct—turned on. And Stone Age people, at the mercy of wild predators or impending natural disasters, came to trust their instincts above all else. That reliance on instinct undoubtedly saved human lives, allowing those who possessed keen instincts to reproduce. So for human beings, no less than for any other animal, emotions are the first screen to all information received. Nigel Nicholson says modern working place values rational thinking over emotions. Today’s businessmen are often trained to dispense with emotions in favor of rational analysis and urged to make choices using logics. However, emotion can never be fully suppressed. Managers should not assume employees can balance positive and negative messages. They must be sensitive to the emotional minefields that all negative messages must navigate. Therefore, despite of the advancing development of technology, which boost the number of employees choosing to work separately of away from their office, social interaction is still the main element required in work place.

 

Beside emotion impetus, human nature is vital to increase the efficiency in work place. In the unpredictable and often terrifying conditions of the Stone Age, those who survived surely were those who believed they would survive. Their confidence strengthened and emboldened them, attracted allies, and brought them resources. In addition, people who appeared self-confident were more attractive as mates—they looked as if they were hardy enough to survive and prosper. Thus, people who radiated confidence were those who ended up with the best chances of passing on their genes. The legacy of this dynamic is that human beings put confidence before realism and work hard to shield themselves from any evidence that would undermine their mind games.

 

However, not everyone buys the theory of Nicholson. The truth is, even with self-confidence we cannot control the world. Some events are random. Ask any CEO who has been blamed for a company’s poor performance wrought by an unpredictable lurch in exchange rates. Or ask any young M.B.A. graduates sent in by corporate headquarters to turn around a factory bleeding red. He might go in with high hopes, but a year or two later he’ll be talking about all the factors outside his control that he couldn’t conquer. Yet they trust there will be some magic formula for better results, such as altering the management structure.

  Writing

Task 1

Type of questions

饼图

题目

The graph below show the proportion of water used for different purposes in Sydney in 1997 and 2007 . Summarize the information by selecting and reporting the main features, and make comparisons where relevant.


Task 2

Topic

政府投资类

Type of questions

Agree or Disagree

题目

Some people say arts, such as music and painting, cannot directly improve the quality of people’s life, so the government should spend money on other areas. Do you agree or disagree?  

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