Questões de EFAF Inglês - Vocabulary
105 Questões
Questão 12 10754795
EPCAR 2022Directions: 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
In the sentence A 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 (ℓ. 9 - 13), the underlined word can be replaced, without changing the meaning, by
Questão 10 10754784
EPCAR 2022Directions: 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
In the passage where kids spend most of their waking hours (ℓ. 53 - 54), the underlined word is a(n)
Questão 6 10754763
EPCAR 2022Directions: 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
In the sentence For 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 (ℓ. 84 - 88), the underlined word expresses
Questão 10 10735972
EFOMM 1° Dia - Inglês e Português 2022Read the text below and answer question.
Maersk, the worlds largest shipping company, says the Suez Canal blockage's economic fallout will continue into second half of May
Kevin Shalvey
Apr 11, 2021, 9:01 AM
Fallout from the Ever Given's time lodged in the Suez Canal will “ripple” through the economy for the next few weeks or months, according to Maersk, the world's biggest shipping company.
“We will see ripple effects continuing into the second half of May,” Lars Mikael Jensen, head of Maersk's Global Ocean Network, told The Financial Times.
The Ever Given, which is among the world”s largest container ships, was lodged in the canal for six days, effectively closing one of the world”s most important trade routes.
The Ever Given was operated by the Taiwan- based shipping company Evergreen Group. The ship was freed on March 29.
Maersk predicted knock-on effects from the blockage. In an updated press advisory posted on Thursday, the company said it was pleased to see that the queue waiting at the canal was rapidly diminishing.
“For each day that passes we are getting a clearer picture of what this incident means for our customers,” the company said.
Maersk said about 50 ships had been delayed for about a week because of the blockage. Some of those ships waited on either end of the canal, while others were redirected around the Cape of Good Hope.
The effects of those delays will be felt in ports around the world, the company said. Its advisory warned that delays may vary by location. Busy ports and terminals may not have berths for ships arriving outside their originally scheduled windows. The company previously said shipping backlog may take months to unravel.
“Even when the canal gets reopened, the ripple effects on global capacity and equipment are significant and the blockage has already triggered a series of further disruptions and backlog in global shipping that could take weeks, possibly months, to unravel,” Maersk said in a statement back when the Ever Given was still lodged in the canal.
(Adapted from https://www.businessinsider.com maersk-ever-given- suez-canal-blockage-economic-fallout-late-may-2021-4)
According to the text, it is possible to infer that
Questão 5 10735943
EFOMM 1° Dia - Inglês e Português 2022Based on the text, answer question.
First ship tunnel to be constructed in Norway
Norway plans for a pioncering construction project that will facilitate ship transportation. The plan includes the construction of a tunnel from which ships will pass by in order to avoid the Stad - peninsula. The endeavor has been underway since 2017 and was approved by Norway's Ministry of Transport and Communications im late February 2021.
The waters in the Stad peninsula are dangerous since it is an exposed area where navigation is challenging. Except for the water currents, the underwater topography creates additional issues including unpredictable waves which may persist for a significant amount of time after a storm has passed.
The Norwegian Coastal Administration stated that plans for alternatives such as the one currently underway have been suggested for years. Even the Vikings used to drag their ships over the land in order to avoid the dangerous conditions around the peninsula. During World War II, the Germans also made plans to construct a similar project, however, according to Terje Andreassen, head of the Norwegian Coastal Administration, “the war didn't last long enough to build it”.
The tunnel will create an alternative, faster route for ships around the peninsula. It will stretch for 1700 meters and will be 37 and 36 meters im height and width, respectively. The construction will begin from the two sides of the tunnel (probably using the dnlling and blasting technique). The tunnel face will be excavated in multiple phases. The top of the tunnel will be supported by a layer of shotcrete. Routes from which the excavated material will be transported outside of the tunnel will also be established.
The two entrances of the tunnel will feature walls made from the excavated rocks. The interior of the facility will have led lights that will function both as an aesthetic and a navigation tool. The design aims at making the tunnel fit with the surrounding nature and not interrupt the natural environment.
The total cost of the project is expected to reach $325MM with officials mentioning that funding has been secured. The construction process is planned to begin in early 2022 after signing a contract in 2021. Officials suggest that the construction phase will last for 3-4 years, hence, the tunnel will be completed by 2026.
Norway is a pioneermg country for tunnel engineering and has more than 1,100 facilities. The rough terrain and the rockmass conditions (which are generally good) have favored the establishment of such projects.
Despite the excitement for the project, not everyone is in favor of it. According to Knut Samset, Professor of project management at the Norwegian University of Science and Technology, the project is not going to be financially prosperous due to its high cost, the fact that it will not always be the faster route and that modem ships will not be obliged to use it. “It's a very expensive thing. Weather permitting, it's as fast to sail around the cape as it is to sail into the fjord and through the tunnel. Plus, today”s boats are big enough and safe enough to handle the choppy waters, which makes traveling through the tunnel a moot point.”, Prof. Samset stated.
(From https:// www .gecengineer.org>news)
According to the text, which option is correct?
Questão 28 6308122
CN 1° Dia 2021Read text to answer question.
Text
10 Shorts Not to Miss at 2020's Annecy
“Came” (Camila Kater, Abano Produciónes, Doctela, Brazil, Spain)
Camila Kater's debut short is fresh, unprejudiced reflection on femininity through successive stages of life. A resourceful documentary, “Came” mixes diverse techniques such as paint, watercolor, stop motion, 3ômm film and virtual imagery decomposition to obtain a harmonious, vindicating ensemble narrated by five women from childhood to old age, from around the world. Produced by Spain's Abano and Brazils Doctela, it premiered last year at Locarno, earning a special mention. Multiple further awards followed.
https://mww.google.com/amp/s/variety.com/2020ffilm/festivals/10-shorts- not-to-miss-2020-annecy-1234641312/amp/
According to the text, it is correct to say that “Carne
06
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