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Questões de EFAF Inglês - Modal Verbs

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15 Questões

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Questão 14 10254370
Fácil 00:00

EFOMM 1º Dia 2018
  • EFAF Inglês
  • Sugira
  • Modal Verbs Prepositions
  • Can, Could, May, Might, Should, Have To, Must Prepositions of Time / Prepositions of Place
  • Exibir tags
Resolução comentada

Mark the correct alternative.

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Questão 10 10308287
Fácil 00:00

OBR 1° Ano - Nível 3 2010
  • EFAF Inglês
  • Sugira
  • Comprehension Modal Verbs
  • Can, Could, May, Might, Should, Have To, Must Develop Reading and Listening Comprehension Skills
  • Exibir tags
Resolução comentada

Ao enviar um programa a um robô, um usuário recebeu a seguinte mensagem: “unable to connect to robot”.

 

Como a mensagem pode ser traduzida?

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Questão 7 10754769
Médio 00:00

EPCAR 2022
  • EFAF Inglês
  • Sugira
  • Comprehension Modal Verbs
  • Can, Could, May, Might, Should, Have To, Must Develop Reading and Listening Comprehension Skills
  • Exibir tags
Resolução comentada

Directions: Answer question according to the text.

 

TEXT

 

    Many parents are concerned with their child’s
seemingly obsessive video game play. Fortnite, the
most recent gaming phenomenon, has taken the world
by storm and has parents asking if the shooter game is
[5] okay for kids. The short answer is yes, Fortnite is
generally fine. Furthermore, parents can breathe easier
knowing that research suggests gaming (on its own)
does not cause disorders like addiction.
    However, there’s more to the story. A
[10] comprehensive answer to the question of whether video
games are prejudicial must take into account other
factors, and parents need to understand why kids play,
as well as when to worry and when to relax.
    The word “addiction” gets tossed around quite
[15] a bit these days, but if it isn’t causing serious harm and
disorder to daily function, it isn’t an addiction. Parents
may worry that their kids are addicted, but if the children
can pull themselves away from a game to join the family
for a conversation over dinner and shows interest in
[20] other activities, like sports or socializing with friends,
then they are not addicted.
    Generally, parents panic when their kid’s video
game playing comes at the expense of doing other
things, like studying or helping around the house. But
[25] let’s be honest, kids have been avoiding these activities
for ages. Equally true is the fact that parents have been
complaining about their unhelpful children well before the
first video game was plugged into its socket.
    In fact, moderate video game play has been
[30] shown to be beneficial. A study conducted at Oxford by
Dr. Andrew Przybylski revealed that playing about one
hour per day improved psychological well-being, while
when taken to an extreme, playing over three hours per
day, was correlated with less well-being.
[35]    The real question should be what is it about
the special attraction of gaming that makes it the
preferred pastime of so many millions of kids? What
makes it so difficult for even non-addicted kids to step
away from video games sometimes? The answer has to
[40] do with the way games address basic psychological
needs.
    Fortnite, like any well-designed video game,
satisfies what we are all looking for. According to Drs.
Edward Deci and Richard Ryan, people need three
[45] things to flourish. We look for competence — the need
for mastery, progression, achievement, and growth. We
seek autonomy — the need for volition and freedom of
control over our choice. And finally, we look for
relatedness — the need to feel like we matter to others,
[50] and that others matter to us. Unfortunately, when
considering the state of modern childhood, many kids
aren’t getting enough of these three essential elements.
    School, where kids spend most of their waking
hours, is in many ways the antithesis of a place where
[55] kids feel competence, autonomy, and relatedness.
There, kids are told what to do, where to be, what to
think, what to wear, and what to eat. While some argue
that discipline and control provide structure, it’s clear
why teachers and students might struggle with
[60] motivation in the classroom.
    Gamers feel competence when they practice
strengths to reach their goals. In a game, players have
the autonomy to call the shots, do what they want, and
experiment with creative strategies to solve problems.
[65] Games are also social outlets where players can feel
relatedness. In Fortnite, for example, players often
meet in the virtual environment to chat and socialize,
because doing so in the real world is often inconvenient
or off limits.
[70]    Of course, none of this is to say video games
are a good substitution — quite the opposite. No game

can give a child the feeling of competence that comes
from accomplishing a difficult task or learning a new
skill on their own accord. Fortnite can’t compete with
[75] the exhilaration that comes from the autonomy of
exploring reality, where a child is free to ask questions
and unlock mysteries in the real world. No social media
site can give a kid the sense of relatedness, safety, and
warmth that comes from an adult who loves that child
[80] unconditionally just the way they are, no matter what,
and takes the time to tell them so.
    Some kids suffer from gaming disorders, but
such dependencies are often combined with preexisting
conditions, including problems with impulse control. For
[85] most children, however, parents understanding the
deeper truth behind what kids are getting out of games
empowers them to take steps to give their children
more of what they need. Video games are this
generation’s outlet, and some kids use them as a tool to
[90] escape the same way some of us use our own flavor of
dissociative devices to tune out reality for a while.

(Adapted from https://www.psychologytoday.com. Access on March 25th, 2021)

 

Glossary:
1. to toss around – to discuss possibilities or new ideas
2. to step away – to not become involved with something
3. to flourish – to grow or develop successfully
4. volition – the power to make your own decision
5. exhilaration – excitement and happiness
6. to call the shots – to be in position to decide
7. outlet – a way in which emotions, energy or abilities can be expressed or made use of
8. to tune out – to stop paying attention to something or someone

According to Dr. Andrew Przybylski,

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Questão 5 10754754
Médio 00:00

EPCAR 2022
  • EFAF Inglês
  • Sugira
  • Comprehension Modal Verbs
  • Can, Could, May, Might, Should, Have To, Must Develop Reading and Listening Comprehension Skills
  • Exibir tags
Resolução comentada

Directions: Answer question according to the text.

 

TEXT

 

    Many parents are concerned with their child’s
seemingly obsessive video game play. Fortnite, the
most recent gaming phenomenon, has taken the world
by storm and has parents asking if the shooter game is
[5] okay for kids. The short answer is yes, Fortnite is
generally fine. Furthermore, parents can breathe easier
knowing that research suggests gaming (on its own)
does not cause disorders like addiction.
    However, there’s more to the story. A
[10] comprehensive answer to the question of whether video
games are prejudicial must take into account other
factors, and parents need to understand why kids play,
as well as when to worry and when to relax.
    The word “addiction” gets tossed around quite
[15] a bit these days, but if it isn’t causing serious harm and
disorder to daily function, it isn’t an addiction. Parents
may worry that their kids are addicted, but if the children
can pull themselves away from a game to join the family
for a conversation over dinner and shows interest in
[20] other activities, like sports or socializing with friends,
then they are not addicted.
    Generally, parents panic when their kid’s video
game playing comes at the expense of doing other
things, like studying or helping around the house. But
[25] let’s be honest, kids have been avoiding these activities
for ages. Equally true is the fact that parents have been
complaining about their unhelpful children well before the
first video game was plugged into its socket.
    In fact, moderate video game play has been
[30] shown to be beneficial. A study conducted at Oxford by
Dr. Andrew Przybylski revealed that playing about one
hour per day improved psychological well-being, while
when taken to an extreme, playing over three hours per
day, was correlated with less well-being.
[35]    The real question should be what is it about
the special attraction of gaming that makes it the
preferred pastime of so many millions of kids? What
makes it so difficult for even non-addicted kids to step
away from video games sometimes? The answer has to
[40] do with the way games address basic psychological
needs.
    Fortnite, like any well-designed video game,
satisfies what we are all looking for. According to Drs.
Edward Deci and Richard Ryan, people need three
[45] things to flourish. We look for competence — the need
for mastery, progression, achievement, and growth. We
seek autonomy — the need for volition and freedom of
control over our choice. And finally, we look for
relatedness — the need to feel like we matter to others,
[50] and that others matter to us. Unfortunately, when
considering the state of modern childhood, many kids
aren’t getting enough of these three essential elements.
    School, where kids spend most of their waking
hours, is in many ways the antithesis of a place where
[55] kids feel competence, autonomy, and relatedness.
There, kids are told what to do, where to be, what to
think, what to wear, and what to eat. While some argue
that discipline and control provide structure, it’s clear
why teachers and students might struggle with
[60] motivation in the classroom.
    Gamers feel competence when they practice
strengths to reach their goals. In a game, players have
the autonomy to call the shots, do what they want, and
experiment with creative strategies to solve problems.
[65] Games are also social outlets where players can feel
relatedness. In Fortnite, for example, players often
meet in the virtual environment to chat and socialize,
because doing so in the real world is often inconvenient
or off limits.
[70]    Of course, none of this is to say video games
are a good substitution — quite the opposite. No game

can give a child the feeling of competence that comes
from accomplishing a difficult task or learning a new
skill on their own accord. Fortnite can’t compete with
[75] the exhilaration that comes from the autonomy of
exploring reality, where a child is free to ask questions
and unlock mysteries in the real world. No social media
site can give a kid the sense of relatedness, safety, and
warmth that comes from an adult who loves that child
[80] unconditionally just the way they are, no matter what,
and takes the time to tell them so.
    Some kids suffer from gaming disorders, but
such dependencies are often combined with preexisting
conditions, including problems with impulse control. For
[85] most children, however, parents understanding the
deeper truth behind what kids are getting out of games
empowers them to take steps to give their children
more of what they need. Video games are this
generation’s outlet, and some kids use them as a tool to
[90] escape the same way some of us use our own flavor of
dissociative devices to tune out reality for a while.

(Adapted from https://www.psychologytoday.com. Access on March 25th, 2021)

 

Glossary:
1. to toss around – to discuss possibilities or new ideas
2. to step away – to not become involved with something
3. to flourish – to grow or develop successfully
4. volition – the power to make your own decision
5. exhilaration – excitement and happiness
6. to call the shots – to be in position to decide
7. outlet – a way in which emotions, energy or abilities can be expressed or made use of
8. to tune out – to stop paying attention to something or someone

The phrase has taken the world by storm (ℓ. 3 - 4) is closest in meaning to

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Questão 15 10251718
Médio 00:00

EFOMM 1º Dia 2020
  • EFAF Inglês
  • Sugira
  • Conditionals Modal Verbs
  • Can, Could, May, Might, Should, Have To, Must
  • Exibir tags
Resolução comentada

Mark the only option which is INCORRECT.

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Questão 28 1644361
Médio 00:00

CN 1° Dia 2019
  • EFAF Inglês
  • Sugira
  • Comprehension Modal Verbs
  • Can, Could, May, Might, Should, Have To, Must Develop reading/text comprehension
  • Exibir tags
Resolução comentada

Read text to do item.

 

TEXT


Robotic Cars

 

The year is 2020, and it's 7;45 on a rainy Monday morning, and you are in your car on your way to work. You turn right, and you turn left. A few minutes later, you stop at a traffic light. When the light turns green and there are no other cars in the intersection, you continue on your way. Ten minutes later you get to work and stop reading the morning paper. Then, you get out of your car and you say, “Thank you!”, Your car replies, “You're welcome!”. This possible future may sound unreal, but in fact many car companies are already testing robotic cars, or driverless cars, on the roads today, although the cars don't speak very much yet.

 

In the 1980s, Germany and the United States tested the first driverless cars, and by 2020 companies such as Volvo, GM, Nissan and BMW plan to sell driverless cars. Driverless cars are not really 'driverless' - the drivers are computers that use radar, computer maps and other modem technology. They offer many advantages. Perhaps the most important of these is fewer deaths caused by road accidents. For example, in 1968 more than 53.000 people lost their lives in car accidents in the USA. This number has fallen to less than 33.000 but it's still à high number. In addition, people will spend less time stuck in traffic jams and there will be no need for people to have a driving license. One of the major disadvantages of this new technology, however, is the cost. It's not free. U$5.000 to U$10.000 is added to the price of the new car. Nevertheless, at some time in your life, you will probably be sitting in a robotic, .driverless car on your way to work or school. The future is almost here. Are you ready for it?

hitps://www .allthingstopics.com/uploads/2/3/2/9/2329022 0/lesson-drivina-roboticcars2.pdf

The robotic car can:

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