Questões de EFAF Inglês - Vocabulary
105 Questões
Questão 17 10177321
IFCE* 1° Ano 2010/1BUENOS AIRES
Buenos Aires is a city full of attractions, integrating destination that is more than just sightseeing, it is
about living an exceptional experience. With its vast amount of museums, libraries, theatres, movie theatres,
galleries and cultural activities, it is one of the most important urban centres in Latin America.
The city is also informally known as “Capital Federal” or “Baires.” Every season of the year is a good
[5] time to visit Buenos Aires; the city has a year round pleasant climate which attracts tourists at all times. During
summer the heat is felt during the day, but at night the temperature drops slightly and everyone wears fresh and
light-clothing.
The Alto Palermo and Paseo Alcorta malls are a showcase for Buenos Aires fashion, decorative items
and cosmetics. Another mall with a wide variety of options is Galerías Pacífico.
[10] Buenos Aires is famous for its fine restaurants which invite the tourist to live pleasant moments with
gourmet dishes prepared by the best chefs. We mustn’t forget to mention the famous Argentinean red wine,
among the best in the world.
Buenos Aires has important museums of national and international art. It also has museums of
football, shoes, puppets, costumes and others.
[15] The city is singular and sophisticated while rich in traditions and culture, it is a colourful city that
charms visitors with experiences they will never forget.
(Adapted excerpt from Tam Magazine, nº 102 – p. 36, 37)
In the sentence “Another mall with a wide variety of options is Galerías Pacífico.” (paragraph 3), the word WIDE can be replaced by
Questão 18 10176340
IFCE* 1° Ano 2009/1TEXT 1
Most museums lead visitors through a series of rooms. But the Guggenheim Museum, in New York City,
is round. Spaces flow smoothly from one area to another. In place of steps, a ramp goes round and round past
the art on the different levels. The center of the museum is open, so people can look up toward the roof or down
toward the ground floor.
[5] The Guggenheim opened in October of 1959. It was designed by Frank Lloyd Wright. He died six months
before it opened. Not everyone liked the unusual design. But it produced one of the most recognizable museums
in the world.
A fiftieth anniversary exhibition will honor the architect and his work. The exhibition will show sixty-four
projects that he designed, including homes, public buildings and religious spaces. More than two hundred of his
[10] original drawings will be shown. The Guggenheim says the aim is to celebrate the basic idea behind Wright's
architecture -- the sense of freedom in interior space.
TEXT 2
This year is the fiftieth birthday of Barbie. The doll first appeared at the toy fair in New York on March
ninth, 1959.
Its creator was Ruth Handler, an American businesswoman. She named the new doll after herr daughter
[15] Barbara. She based the design on a German doll named Bild Lilli.
The first Barbie wore a black and white swimsuit and had her hair in a ponytail. She looked and seemed
very grown up. But any concerns that parents would not want to buy it for little girls were soon proved wrong.
The company sold 3,000,000 Barbie dolls in the first year at a price of U$3.00. Today, a fifty-year-old
Barbie in good condition might cost more than U$27,000.00.
[20] Barbies have represented fifty different nationalities and are sold in one hundred fifty countries. The
company says 99% of girls in the United States between the ages of three and ten own at least one Barbie doll.
It says girls between the ages of three and six own an average of about twelve.
Barbie has also faced her share of critics. Saudi Arabia has banned Barbie dolls. And a lawmaker in the
American state of West Virginia would like to do the same. Last month, he proposed banning sales of Barbie and
[25] other dolls that influence girls to put too much importance on physical beauty. Robin Gerber wrote a book about
Barbie. She says Ruth Handler wanted the dolls to help girls think about what they wanted to do with their lives.
(Adapted from http://www.voanews.com/specialenglish/2009-04-04-voa5.cfm)
The underlined words it (line 6), that (line 25) and their (line 26) refer respectively to:
Questão 51 10531492
ENCCEJA* Encceja 2007
Recursos não-verbais complementam os recursos verbais e podem-nos auxiliar a compreender mensagens em língua estrangeira.
Considerando-se as palavras, os desenhos e símbolos nas figuras acima, pode-se concluir que divulgam
Questão 21 10850853
COLUNI/UFV 1° Dia 2023/1Leia o texto a seguir.
Beyond Visible Light
The rainbow of light that the human eye can see is a small portion of the total range of light, known in science as the electromagnetic spectrum. Telescopes can be engineered to detect light outside the visible range to show us otherwise hidden regions of space. The James Webb Space Telescope detects near-infrared and mid-infrared wavelengths, the light beyond the red end of the visible spectrum. Infrared light reveals new details in images, deepening our understanding of celestial objects.

CREDIT: NASA and J. Olmsted [STScI].
About This Image
This infographic illustrates the spectrum of electromagnetic energy, specifically highlighting the portions detected by NASA’s Hubble, Spitzer, and Webb space telescopes. The portion of the spectrum labeled “visible,” with the colors of the rainbow, is what humans detect as visible light. Beyond the red end of the visible spectrum, the wavelengths are longer than the human eye can detect. The portion of the spectrum immediately beyond red is called infrared. Humans can feel infrared energy as heat. Each of these telescopes detects portions of the infrared spectrum and astronomers can analyze that data, essentially making the invisible visible. Longer wavelengths like infrared, microwave, and radio waves are able to pass through areas of dense gas clouds and other matter in the universe where shorter wavelengths get trapped. By detecting these longer wavelengths with telescopes, we are able to see things in the universe that we could never see in visible light. The infographic demonstrates how much of the electromagnetic spectrum each of these telescopes covers and also their combined coverage. There are other telescopes that detect other portions of the electromagnetic spectrum, and together these scientific instruments give us a more complete picture of the universe and how it functions.
Disponível em:https://webbtelescope.org/webb-science/the-observatory/infrared-astronomy. Acesso em: 25 Ago. 2022.
De acordo com o texto e com o infográfico, é CORRETO afirmar:
Questão 16 10755152
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
Mark the sentence in which the underlined expression does NOT express frequency.
Questão 3 10754725
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
The word furthermore (ℓ. 6) could be replaced, without changing the meaning, by
06
![[Marketing] Questao Topo - deslogado](https://storage.estuda.com.br/banners/0_6b7ebee90b03af1c560c73bb8bcce34a_banner_deslogado_70_dias.png)