Questões de Inglês
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Questão 53 16397382

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The benefits of computer games in education are clear. They engage students, improve problem-solving skills, enhance creativity and imagination, allow for personalized learning, remote learning, learning on demand, and contacting peers around the world. With the increasing use of technology in schools, it is essential that teachers explore the potential benefits of computer games and incorporate them into their teaching methods. Doing so can create a more engaging and effective learning environment for their students.
(Ruby Butz. https://gamingrespawn.com, 23.03.2023. Adaptado.)
According to the text, the incorporation of computer games into teaching methods is considered essential because it enables students to
Questão 52 16397377
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(www.pressthebuttons.com)
No terceiro quadrinho, a palavra “that” na fala do garoto (“I’m not moving from this computer until that happens...”) funciona como um elemento de coesão textual que retoma diretamente a seguinte ideia expressa anteriormente:
Questão 51 16397370
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(www.pressthebuttons.com)
No primeiro quadrinho, a reação do garoto ao expressar a pergunta “Is she out of her mind?!” revela que ele
Questão 50 16397367
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(www.pressthebuttons.com)
Based on the character’s statements and behavior in the comic strip, it can be inferred that
Questão 49 16397361
Leia o texto e examine o gráfico para responder à questão.

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The first Game Developers Conference, in 1988, attracted 25 participants and took place in a programmer’s sitting room in California. This 2023 summit, which began on March 20 in a giant exhibition centre in San Francisco, demonstrates how the industry has grown. Some 3.2 billion people now play, thanks largely to the spread of the smartphone. Women are now almost as likely as men to call themselves gamers. Gaming is catching on among all age groups. In Britain, for instance, half of those aged 55-64 play video games, though for less time than the young. Worldwide there are now more console owners aged 35-44 than 16-24.
The bigger the audience, the bigger the market. Consumers will spend 185 billion dollars on games in 2023, more than half on mobile games. That is about five times the value of the cinema box office, and two-thirds more than the video-streaming business. As gaming continues to grow, it is beginning to rival television as the world’s favourite entertainment medium.

(https://view.e.economist.com, 20.03.2023. Adaptado.)
No trecho do primeiro parágrafo “Gaming is catching on among all age groups. In Britain, for instance, half of those aged 55-64 play video games...”, os termos sublinhados equivalem, em português, respectivamente, a
Questão 48 16397353
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https://www.magnific.com/app
The first Game Developers Conference, in 1988, attracted 25 participants and took place in a programmer’s sitting room in California. This 2023 summit, which began on March 20 in a giant exhibition centre in San Francisco, demonstrates how the industry has grown. Some 3.2 billion people now play, thanks largely to the spread of the smartphone. Women are now almost as likely as men to call themselves gamers. Gaming is catching on among all age groups. In Britain, for instance, half of those aged 55-64 play video games, though for less time than the young. Worldwide there are now more console owners aged 35-44 than 16-24.
The bigger the audience, the bigger the market. Consumers will spend 185 billion dollars on games in 2023, more than half on mobile games. That is about five times the value of the cinema box office, and two-thirds more than the video-streaming business. As gaming continues to grow, it is beginning to rival television as the world’s favourite entertainment medium.

(https://view.e.economist.com, 20.03.2023. Adaptado.)
A afirmação do texto cujo significado ou projeção financeira pode ser diretamente verificado e confirmado por meio das linhas de dados do gráfico é:
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