Msu-Celc Practice Test 3 For The Certificate Of English Language Competency - Michigan State University Page 23

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111. How does the author summarize the history
117. What happened to the performance of the
of video games?
group that trained on the Sims 2 game?
a. They have always been controversial.
a. They did not improve as much as the
b. They have always been popular.
action game players.
c. They have always been violent.
b. They performed similarly to the action
d. They have always been beneficial.
game players.
c. Their accuracy improved by 25% over
112. What is a common belief about video games?
time.
a. They improve people’s memories.
d. Their skills did not change during the
b. They help people develop social skills.
course of the experiment.
c. They make people aggressive.
d. They make people more active.
118. Which of the following is closest in meaning
to sensitivity to their surroundings in line 56?
113. What was significant about the game with the
a. concern for other people
colored blocks?
b. awareness of the environment
a. It was developed to reduce anxiety.
c. efficiency in their work
b. It raised the heart rate of the players.
d. skill at playing video games
c. It improved decision-making.
d. It reduced symptoms of depression.
119. Which of the following is closest in
meaning to people make decisions based on
114. Which of the following is closest in meaning
probabilities in lines 61-62?
to explosion in line 17?
a. People take chances when making
a. sudden increase
decisions.
b. burst of energy
b. People predict what will happen before
c. frightening change
deciding.
d. great excitement
c. People make decisions automatically.
115. What was the main question that was asked
d. People are passive in making
by the researchers in New York?
decisions.
a. Are video games beneficial for
120. The article suggests that people who play fast
anyone?
video games might _____.
b. Can people develop useful skills by
a. become better drivers
playing video games?
b. make decisions too quickly
c. How much faster can gamers react?
c. play fewer slow video games
d. Can video games cure depression?
d. become more aggressive
116. What point did the New York researchers
need to prove?
a. Non-gamers have trouble making fast
decision.
b. Gamers have more experience than
non-gamers.
c. Gamers have different interests from
non-gamers.
d. Gamers and non-gamers both improve
with practice.
T
HIS IS THE END OF THE TEST.
Y
OU ARE NOT ALLOWED TO WORK ON PREVIOUS SECTIONS.
23
P
LEASE WAIT FOR FURTHER INSTRUCTIONS.

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