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Reading 31052024
Reading 31052024
Reading 31052024
You should spend about 20 minutes on Questions 1-15, which are based on Reading
Passage 1.
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
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
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
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
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 of guiding.
F Guide dogs are typically trained by highly qualified instructors, who are assisted
general, trainers must spend two to three years as a supervised apprentice before they
can move up to 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.
Question 1-7
Write the letters A – F on your answer sheet, in boxes 1 to 7. NB You may use any letter
4. Guide dog training differs from that of other dogs in that treats are not given.
Question 8 – 15
Complete each sentence with the correct ending A – H from the box below.
You should spend about 20 minutes on Question 16 – 25 which are based on Reading
Passage 2.
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,
the situation and practice reading (with directions, dialogue, etc.) and quantitative
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
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
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
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 Iwynum of KIE, the OK 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 family. There are also
specific hardware features, for example a timer that pauses the action after a pre-
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.
Question 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
List of Headings
16 Paragraph A
17 Paragraph B
18 Paragraph C
19 Paragraph D
20 Paragraph E
21 Paragraph F
Question 22 – 25
To reduce the risk of addiction to video games, experts agree that it is good for players to
the similarity between gaming and other screen-based entertainment. Gaming is less like
video games have characters who are also represented as 24 One way to