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READING PASSAGE 1

You should spend about 20 minutes on Questions 1-15, which are based on Reading Passage 1.

What Guide Dogs Do


A Guide dogs help blind or visually impaired people get around in the world. In most
countries, they are allowed anywhere that the public is allowed, so they can help their
handlers be any place they might want to go to. To do this, a guide dog must know how to
keep on a direct route, ignoring distractions such as smells, other animals and people,
maintain a steady pace, to the left and just ahead of the handler, recognize and avoid
obstacles that the handler won't be able to fit through (narrow passages and low
overheads) and obey a number of verbal commands.
B Additionally, a guide dog must know to disobey any command that would put the handler
in danger. This skill, called selective disobedience, is perhaps the most amazing thing about
guide dogs -- that they can balance obedience with their own assessment of the situation.
This capacity is extremely important at road crossings, where the handler and dog must
work very closely together to navigate the situation safely. When the team reaches the
curb, the dog stops, signalling to the handler that they have reached a crossing. Dogs cannot
distinguish the between red, green or amber traffic lights, so the handler must make the
decision of when it is safe to proceed across the road. The handler listens to the flow of
traffic to figure out when the light has changed and then gives the command "forward." If
there is no danger, the dog proceeds across the road in a straight line. If there are cars
approaching, the dog waits until the danger is gone and then follows the forward command.
C In a handler-guide dog team, the guide dog doesn't lead the handler and the handler
doesn't completely control the guide dog; the two work together to get from place to place.
The guide dog doesn't know where the destination is, so it must follow the handler's
instructions of how far to go and when to turn. The handler can't see where obstructions lie,
so the guide dog must make its own decisions as to how to navigate the team's path. Each
half of the team relies on the other to accomplish the tasks at hand. As a guide dog gets
more experience with its handler, it may be able to take on even more responsibility. For
example, many veteran guide dogs know all of their master's usual destinations. All the
handler has to tell them is "go to the office" or "find the coffee shop," and the guide dog will
follow the complete route!
D Most guide dog schools use golden retrievers, Labrador retrievers or German shepherds.
These three breeds are characterized by intelligence, obedience, stamina and friendliness,
and so are well suited for the job. Guide dog schools breed their dogs very carefully,
choosing parents with intelligence and special guiding ability. Even with this attention to
good breeding, many puppies don't turn out to be suited for the job. Instructors screen
puppies for guiding aptitude, and release 20 percent of them from the program. Training is a
rigorous process for both the instructors and the dogs, but it's also a lot of fun. To make
sure the dogs are up to the challenge, most schools put them through extensive trials before
beginning the training. The tests are designed to assess the dogs' self-confidence level, since
only extremely confident dogs will be able to deal with the pressure of guiding instruction. If
a dog passes the tests, it begins the training program right away.
E Different schools have different programs, but typically, training will last four to five
months. To make sure the dogs master all the complex guide skills, the instructors have to
introduce them to each idea gradually. Once they have introduced what is expected of the
dog, training is essentially a matter of rewarding correct performance and changing
incorrect performance. This works with dogs because they are pack animals and have a
natural need to please an authority figure. The instructor, and later the handler, is simply
stepping into the place of the alpha dog, the leader of the pack. Unlike ordinary obedience
training, guide dog training does not use food as a reward for good performance. This is
because a guide dog must be able to work around food without being distracted by it.
Instead, instructors use praise or other reward systems to encourage correct performance.
The standard means of correction is pulling on the dog's leash, so that it pulls a training
collar, giving the dog a slight pinch. Using this basic reward/punishment system, instructors
work through the necessary skills for guiding.

F Guide dogs are typically trained by highly qualified instructors, who are assisted by a
number of apprentice instructors. Procedures vary from school to school, but in general,
trainers must spend two to three years as a supervised apprentice before they can move up
to a master instructor. Instructors and apprentice instructors are typically college graduates
with a good deal of prior experience dealing with both animals and people. Because most
guide dog schools are non-profit institutions, instructor pay is relatively low for the
education level required; even so, openings don't come up all that often, and attract many
hopeful applicants. Often, trainers work their way up to apprentice instructor by working
with the school on a lower level, such as raising guide dog puppies. The job is extremely
demanding intellectually, emotionally and physically. Instructors work very hard for long
hours, and they must constantly deal not only with difficult animals but also with difficult
people. It is definitely rewarding work, though. Instructors say they get a great deal of
satisfaction from helping a difficult dog master its job, and they're certainly very happy
putting together a functioning dog-and-handler team.
Questions 1 – 7

Reading passage 1 has 6 paragraphs labelled A – F

Which paragraph contains the following information?

Write the letters A – F on your answer sheet, in boxes 1 to 7.


NB You may use any letter more than once.

1 The guide dog relates to its owner as it would to a dominant animal.

2 There is a lot of competition for jobs as an instructor.

3 Good guide dogs have a range of skills, behaviours and knowledge.

4 Guide dog training differs from that of other dogs in that treats are not given.

5 The dogs are thoroughly vetted to evaluate their character.

6 Most dog trainers have been to university.

7 Dogs have different visual faculties from humans.

Questions 8 - 15
Complete each sentence with the correct ending A-H from the box below.

Write the letters A to H on your answer sheet, in boxes 8 to 15.

8. Trained dogs are taught to disobey orders ...


9. Labradors are well suited to be a guide dog...
10. Despite attention to breeding and careful selection ....
11. In order to ensure correct behaviour...
12. Training works with dogs because ...
13. Most trainers must serve a 3 year apprenticeship ...
14. Trainers are not very well paid...
15. Guide dogs are trained to ensure that...

A ... to become a master instructor.


B ...because they are intelligent and friendly.
C ...if the result would put their handler in danger.
D ...a warm tone and some physical discomfort are used.
E …about one fifth of dogs do not progress through training.
F ...they ignore any unnecessary stimuli.
G ...as pack animals they like to please the figure in authority.
H ...as most schools do not work for profit.
READING PASSAGE 2

You should spend about 20 minutes on Questions 16 - 27 which are based on Reading
Passage 2.

Video Games and children


A Research has shown that playing video games can be beneficial for a number of cognitive
functions and may also contain social benefits. They educate, provide space for creativity
and offer healthy social interaction. One important aspect in a game is that following
directions can be crucial to success. In order to progress in games, one must first learn to
follow the guidelines, restrictions and components of them. As the player confronts new
challenges, they must use problem-solving to find solutions. This is true for educational
games, mind games, and Role Playing Games alike. The player cannot get through with what
they already have or know and must find new combinations and incorporate old skills with
new skills to overcome obstacles such as the level or quest (Gee, 2003). In relation to this,
the player can also learn strategy and anticipation, management of resources (simulation
games), mapping, pattern recognition, how to judge the situation and practice reading (with
directions, dialogue, etc.) and quantitative calculations (through educational games,
managing finances, buying and selling for profit, etc. (Tumbokon, 2014).

B But at the same time, the best examples are very addictive and gamers are tempted to
play for increasing lengths of time. Excessive behaviour in any area of life rightly signals
alarm bells for parents. However, for an emerging technology like games, it can be hard to
differentiate between excess and enthusiasm. It's difficult for parents to judge what is a
healthy time commitment if they are not game-players themselves. One approach is to look
at the available statistics. A 2012 consumer study demonstrated that a surprisingly wide
range of ages play games: 40% of the UK population in fact, of which 24% play at least
weekly. This picture is brought into greater focus by last year’s government briefing. It
states that in England, video games were played for two hours or more a day by 55% of boys
and 20% of girls in 2010.
C On the more extreme end of the spectrum, the clinical physiologist Dr Jane Hucksteth
(2010) reported that 7% of teens in the UK play more than 30 hours of computer games a
week. However the impact on their school work and social life needed further study. “It is
agreed that excessive screen time – over four hours with no break – can be a bad thing."
said Dr Hucksteth, "There is a lot of research on this. However, we should also consider time
of day, weekends versus school days and the age of the child before we can assess the
overall impact on their welfare. ”Gaming is far from a diagnosable addiction but some of the
language of addiction can help parents identify when things are getting excessive”.
D Indications include playing every day, devoting long periods of time, sacrificing other
activities, neglecting homework and moodiness. The last two may describe many of our
children, but Hucksteth suggests that where four or more of these factors exist there may
be cause for concern and a need for parents to step in. "Games should be played as part of a
healthy and balanced lifestyle," agrees Dr Jo Twynum of UKIE, the UK games industry trade
body. “Players should take regular breaks – a good guide is five minutes rest every 45 – 60
minutes of game play.” In light of this, appropriate gaming time is more about its impact on
the child’s wider life than a hard and fast time limit. As children get older, they will naturally
integrate gaming among other activities (outside interests, friendship groups and even
homework) so the dividing line will become more blurred.
E Distinguishing gaming habits from time spent on other forms of screen time is also
important. While TV and video games appear similar on the surface, the interactive nature
of the latter results in an experience more like a physical toy. Dr Twynum highlights this
misunderstanding. “I’m not sure games provide any different parameters to other
immersive activities. Would we ask ‘How long should children play Lego for’?”. Video games
offer distinct advantages over television, particularly the recent trend in cross-over titles like
"Skylanders" and "Disney Infinity"; these come with plastic action figures which allow
children to play away from the screen – although, of course, parents may object to the costs
involved in buying multiple characters on top of the games themselves.
F If parents are concerned that their child is spending excess time on gaming, keeping game
technology in shared spaces rather than bedrooms is by far the most effective and informal
solution. This does require compromise on both the part of the child (losing their private
pursuit) and the parent (having to share the living room) but has the advantage of not only
keeping games under surveillance but encouraging families to play together – something
that children are often more enthusiastic about than parents anticipate. Using Parental
Controls to restrict access to particular games is a good driver for conversation and
agreement over appropriate gaming habits in a family. There are also specific hardware
features, for example a timer that pauses the action after a pre-determined amount of daily
screen time. A combination of these reference points, regular breaks, along with moving
technology back into family spaces, ensures parents and children maintain a healthy
relationship to video games and involvement in the family unit.
Questions 16-21
Reading passage 2 has six paragraphs labelled A – F.
Choose the correct heading for each paragraph, from the possible options i - ix.
Write the correct number, i -ix in boxes 16 - 21 on your answer sheet.

List of Headings

i. Comparing games with other electronic media


ii. Types of intervention for game addicts
iii. Video games as a learning tool
iv. The financial costs of gaming
v. Tell-tale signs of addiction
vi. Playing time: not the only consideration
vii. How schools should manage video-gamers
viii. Evaluating video game usage patterns
ix. How gaming develops technological skills

16 Paragraph A

17 Paragraph B

18 Paragraph C

19 Paragraph D

20 Paragraph E

21 Paragraph F
Questions 22-25
Complete the summary below using NO MORE THAN THREE WORDS from the text for each
answer.

To reduce the risk of addiction to video games, experts agree that it is good for players to

22_________________ from game playing. However, we should be careful not to

overemphasise the similarity between gaming and other screen-based entertainment.

Gaming is less like watching television and closer to playing with 23

______________________ . In fact, some children's video games have characters who are

also represented as 24________________________ . One way to monitor children’s gaming

habits is to locate the equipment 25 _______________ .

Questions 26-27
Do the following statements agree with the information given in Reading Passage 2? Write:

TRUE if the statement agrees with the information

FALSE if the statement contradicts the information

NOT GIVEN if there is no information on this

26 Seven percent of the UK population spend over 30 hours a week on video gaming.
27 Built-in controls which limit gaming time are very popular with parents.
READING PASSAGE 3

You should spend about 20 minutes on Questions 28-40, which are based on Reading
Passage 3.

Sensitive Technology
A Imagine if an application (app.) in your phone or tablet computer could take your pulse or
measure your blood sugar just when you touch the screen, without any added hardware.
New developments in the construction of screen glass might mean such technologies are on
the way. Scientists have released a study about building light-based sensors into the
physical structure of glass used for device screens. The sensors are placed in stackable layers
using finer detail than ever before.

B The technology means apps can get more accurate readings from far more sensors than
just those already placed under screens to detect a touch or swipe. It uses laser to inscribe
wave-guides into the glass, which then use light to describe the transmission of information.
Two prototype applications of this have already been built. The first is a temperature sensor
which reads body temperature from the touch of a finger. The other is a unique
authentication system that uses tiny dots to scatter infrared light that can be read by the
device's camera. "It's like a permanent and unique barcode on every smartphone that's
very difficult to counterfeit and also not easily seen, so doesn't intrude in the operation of
the phone," said Dr Hugh Evans of the Grant Materials Lab.

C Wearable computing devices such as smartwatches, tracking wristbands and spectacle-


like computers are gadgets that clip to clothes, wrap around wrists and mimic glasses – and
they all need some kind of glass display. With the possibility of more detailed sensors built
into an interface substrate like a touchscreen, it potentially makes every glass surface a
computer. Of the industries set to receive a boost, observers say wearable computing
devices in particular will benefit, as we demand more responsiveness from devices. While
major companies have not yet brought advanced wearables into the mainstream, they are
now starting to emerge from the realm of science fiction into reality, helped by the new
glass.

D "I see this advance being even more useful for wearables like glasses and watches," says
Jeremy Rodrigues, founder of Mexican app developers JR Design, which makes mobile apps
to help guide travellers in unfamiliar cities. "Putting transparent sensors on glasses and
watches will reduce the circuit box needed for these devices, which in turn will make them
more attractive and easier to wear." The basis for laser-inscribed wave-guides opens the
field to even more circuits based on light, and thus, more advanced wearable computing
devices. These will typically enable the wearer to take and view pictures or video, read text
messages and emails, respond to voice commands, browse the web and more.

E Wearable computing devices are small, portable and so new that nobody knows how
they'll fare with consumers or in the enterprise. Looking back at the fast rise of smartphones
and tablets, you might assume that wearables will repeat that performance. But
smartphones and tablets are "cool" devices that flipped the workplace upside down
because they help employees perform with more efficiency and productivity. These devices
-- and the apps and services that come with them -- are easy to set up and use. Further, they
can sidestep many of the limitations of more traditional IT-managed applications and
services.

F It is still unknown whether wearable computing devices will be able to deliver all that.
What we do know is that workers wearing smart devices will not need to reach into their
pockets as often. Instead, people will be able to gesture, speak or blink to retrieve the
information they need or to accomplish tasks. The question is: Are workers really
encumbered by having to reach for their devices? There are certainly a few ways the
enterprise could benefit from employees' use of wearable computing devices. The hands-
free and location-independent operations of wearables could have a number of potential
uses.

G For example, Eurotech's Zypad delivers a wrist-mounted mini-computer to those needing


high-tech mobility and connectivity in the field, such as emergency personnel, search-and-
rescue teams, warehouse workers or anyone on the move. Wearables also make it possible
to track individuals, such as nurses performing rounds or emergency workers in the field.
For environmental disaster work in which employees must wear protective suiting, a
wearable device could be an invaluable asset by offering hands-free access to vital data.
Finally, smartglasses could be capable of displaying schematics to a technician repairing a
specialized piece of machinery, which means no hands and no fuss. All the information
workers needed would be before their eyes.

H But possibilities do not always translate into uptake, and while there are some exciting
potential uses for wearable computing devices in the modern enterprise or company, their
spread will depend on device developers and the needs of employees to connect to
company data storage and more conventional computing platforms. Developers and
organizations will need to build business programs and web services that integrate with
these devices, and can reliably push data to them and use data received from them.
Questions 28 – 33

Complete the summary below:

Choose NO MORE THAN TWO WORDS from the passage for each answer.

Write your answers in boxes 28-33 on your answer sheet.

Small computing devices may soon be revolutionised by the use of 28. _________________

in their screens. Their 29. __________________ will provide much greater detail than

previous technology, and 30. __________________ in medicine and security have been

found. Using this technology, any device with a 31. ________________ could become a

computer. The technology will be beneficial in wearable devices, where 32.

________________ is expected by users. Advanced wearables with the new glass may soon

enter the 33. _____________________.

Questions 34 – 38

Reading Passage 3 has 8 paragraphs, A-H.

Which paragraph contains the following information?

Write the correct letter, A-H, in boxes 34-38 on your answer sheet.

NB You may use any letter more than once.

34 a speculation about how the new technology will improve existing devices.

35 a description of applications which are in the trial phase before general production

36 a warning about some difficulties standing in the way of the adoption of the new
devices

37 a comparison between wearable devices and other relatively new types of devices

38 an explanation of how users will operate the new types of wearable devices
Questions 39– 40
Choose the correct letter A, B, C, or D, according to the information in Reading Passage 3.
Write your answer in boxes 39 - 40 on your answer sheet.

39 In future, wearable devices will


A be made mainly of transparent materials.
B make it easier for workers to use their hands for important tasks.
C replace conventional computing devices.
D require large amounts of data to be transmitted to make them work
40 Whether wearable devices will succeed in business is hard to predict because
A they are more suited to medical uses.
B they have a number of limitations.
C complementary software still needs to be written for them.
D some employees are concerned about being tracked by them.

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