内容正文:
编写说明:本套试卷紧扣《英语 拓展模块》(语文版2022版)教材,以单元主题为基准精准覆盖核心考点。
每个单元设置AB卷,A卷为基础巩固卷,侧重基础考点训练,帮助学生扎实掌握知识要点;B卷为能力提升卷,注重知识整合与全面检测,引导学生构建知识网络。全书设计4份综合测试卷,模拟实战情境,聚焦解题能力突破,全面提升应试能力与知识应用水平。
《英语 拓展模块》(语文版2022版)《单元过关卷》
Unit 2 Popularity of E-sports
B卷·能力提升
考试时间:120分钟 满分:100分
班级_____姓名_____学号_____成绩_____
一、情景交际(共15小题;1—10题每小题1分,11—15题每小题2分,满分20分)
第一节 从A、B、C、D四个选项中选出一个可以填入空白处的最佳选项。
1. —The commentator spoke so fast that I missed the key point of the final round.
—_______. You can watch the replay and pause at important moments.
A. Turn off the replay forever B. Read only the ticket price
C. Take notes while watching again D. Forget the whole match
2. —Would it be proper to post an angry comment after our team loses?
—_______. Online words should also show respect.
A. Not really B. Of course, attack anyone you dislike
C. Yes, the louder the better D. Only if you use private information
3. —Why do some e-sports teams have a data analyst?
—_______. The analyst helps the team understand patterns and improve plans.
A. To sell snacks after matches B. To study match records carefully
C. To stop players from talking D. To design school uniforms
4. —I want to train longer before the city student match, but my grades are falling.
—_______. A balanced schedule will help you go further.
A. You should leave all homework undone B. You need to hide your scores
C. You can sleep only on weekends D. You'd better adjust your training time
5. —Could you explain the term “team coordination”?
—_______.
A. It means one player ignores all messages B. It means fans buy the same poster
C. It means screens become brighter D. It means members work together in an organized way
6. —I don't know how to interview a campus e-sports coach for our report.
—_______. Start with questions about training goals and student health.
A. Ask for his home address first B. Only ask who won the last game
C. Prepare polite questions in advance D. Tell him not to answer clearly
7. —Our team has two good plans for the final round. Which one should we choose?
—_______. Compare the risks before making the decision.
A. Choose the louder teammate's plan B. Choose the one with better evidence
C. Choose without reading the map D. Choose the plan used by another class
8. —What should I do if a teammate makes the same mistake twice?
—_______. Clear feedback is more useful than blame.
A. Laugh at him in the chat room B. Give up the match at once
C. Point out the problem calmly D. Report his private account online
9. —How can we make our e-sports poster more convincing?
—_______. Numbers and examples can support your opinion.
A. Add some facts about training and careers B. Use only bright colors without words
C. Copy comments from unknown websites D. Remove all information about health
10. —I helped check the sound system before the live final.
—_______. Behind-the-scenes work is also important.
A. What a waste of time B. Well done
C. Never do that again D. It has nothing to do with the match
第二节 读下面一段对话,从方框中所给的 A、B、C、D、E、F 和 G 七个选项中选出可以填入空白处的最佳选项。
Chen Jie: We need to prepare a report on why e-sports is popular, but I do not want it to sound one-sided.
Mia: _______ 11 _______ That will make the report more balanced.
Chen Jie: What positive points should we include?
Mia: _______ 12 _______ These points are easy for students to understand.
Chen Jie: Should we mention possible problems?
Mia: _______ 13 _______ Without that part, readers may think we ignore real risks.
Chen Jie: I also want to add career information behind matches.
Mia: _______ 14 _______ A short interview with the media teacher may help.
Chen Jie: Great. Let's divide the work and finish the first draft tonight.
Mia: _______ 15 _______
A. Yes, we should discuss screen time and online manners.
B. Let's compare both benefits and risks first.
C. Teamwork, fast thinking and rule awareness are good examples.
D. Good plan. I will collect facts, and you can design the outline.
E. No report needs examples or evidence.
F. That is worth adding because e-sports includes many support jobs.
G. We should write only about winning prizes.
二、阅读理解(共20小题;每小题2分,满分40分)
阅读下列短文,从题后所给的 A、B、C、D 四个选项中选出最佳答案。
A
The Youth Digital Culture Center will offer four short programs during the E-sports and Future Careers Weekend. The weekend is open to vocational school students who want to understand why e-sports has become popular and what kinds of work support a match. The organizers remind students that e-sports is not only about players on the stage. A successful event also needs planning, communication, design, technology and service. Students may choose one program in the morning and one in the afternoon. Each student should bring a notebook and prepare one question for the speaker. Registration closes at 5 p.m. this Thursday.
Program
Time and Place
Speaker
What Students Will Do
Data Behind a Match
8:40-9:50
Digital Lab
A match data assistant
Read simple match charts
Find two turning points
Write a short analysis
Voice of a Commentator
10:05-11:15
Studio 2
A local commentator
Listen to a one-minute clip
Mark key information
Practise clear reporting
Event Safety Desk
14:00-15:00
Exhibition Hall
An event organizer
Learn entry rules
Plan visitor routes
Make a safety notice
Design for Fair Play
15:20-16:30
Art Room
A visual designer
Compare two posters
Choose respectful words
Create a fair-play slogan
16. Which program should a student choose if he wants to study match charts?
A. Voice of a Commentator. B. Data Behind a Match.
C. Event Safety Desk. D. Design for Fair Play.
17. What will students do in Voice of a Commentator?
A. Plan visitor routes. B. Create a fair-play slogan.
C. Mark key information from a short clip. D. Find two turning points in a chart.
18. Who will speak in the afternoon program about visitor routes?
A. A local commentator. B. A visual designer.
C. A match data assistant. D. An event organizer.
19. What must students prepare before attending the weekend?
A. A professional team uniform. B. A full match video made by themselves.
C. A ticket bought after Thursday evening. D. One question for the speaker.
20. What idea does the notice mainly support?
A. E-sports events depend only on famous players. B. Different jobs and skills support modern e-sports events.
C. Students should choose all four programs in one day. D. Design work has nothing to do with fair play.
B
A short news report about the city student e-sports final attracted much attention online. The report did not simply describe who won. It followed three students who worked in different roles: a player, a commentator and a volunteer. Before the final, the player reviewed maps with teammates and slept before ten o'clock. The commentator prepared background notes and practised explaining difficult moments in simple language. The volunteer checked seats and helped parents find the correct entrance.
During the final, an unexpected network delay stopped the second round for five minutes. Some viewers became impatient, but the volunteer team quickly guided them to stay in their seats. The commentator explained the delay calmly and introduced how referees checked fairness. The players used the break to review their first-round communication instead of complaining. When the match restarted, both teams played with better focus, and the audience understood the rule more clearly.
After the final, the news report received many positive comments. Readers said it changed their old view that e-sports was only about playing games. They noticed that every role required preparation, language ability and responsibility. The report also reminded students not to copy professional training hours blindly. A school activity should help students learn cooperation and digital culture while keeping study and health in balance.
21. What made the news report different from a simple match report?
A. It only listed the final score. B. It asked viewers to choose a winner online.
C. It followed students in different roles. D. It focused on buying new equipment.
22. How did the commentator prepare before the final?
A. By checking all seats at the entrance. B. By sleeping after midnight.
C. By preparing notes and practising simple explanations. D. By asking players to stop reviewing maps.
23. What happened during the second round?
A. The audience left the hall immediately. B. A network delay stopped the match for five minutes.
C. The referee cancelled the whole final. D. The volunteer team refused to help parents.
24. What did the players do during the break?
A. They complained loudly about the network. B. They copied professional training hours.
C. They asked the commentator to change the rules. D. They reviewed their first-round communication.
25. What lesson does the report remind students of?
A. School e-sports should balance learning, health and cooperation. B. Only players matter in an e-sports event.
C. Students should train as long as professionals do. D. Rules become unnecessary when matches are exciting.
C
At first, Tang Rui admired only the brightest player on the e-sports stage. He liked the player's quick reactions and confident smile. When his media class was asked to make a short video about the campus league, Tang Rui volunteered to film the final. He expected to record exciting winning moments, but his teacher asked him to arrive two hours early and observe the preparation work before the audience entered.
The early morning changed his view. He saw two students testing microphones again and again, a design group checking whether warning signs were clear, and a team manager confirming that every player had read the fair-play rule. Behind the stage, a quiet girl named Xu Na was comparing two versions of the match schedule. She found that one team's rest time was ten minutes shorter than the other's, so she reported it and helped correct the schedule before the final began.
Tang Rui included Xu Na's story in his video. Some classmates were surprised because she never appeared on the stage. Tang Rui explained that fairness could be protected by people who checked details carefully. His final video ended with a sentence: “The loudest cheer belongs to players, but the smoothest match depends on many careful hands.” After the project, Tang Rui still enjoyed wonderful plays, but he also learned to respect the hidden work that made them possible.
26. What did Tang Rui expect to record at first?
A. Only exciting winning moments. B. A lesson about cooking skills.
C. A report on bus routes. D. A poster for an art festival.
27. Why did the teacher ask Tang Rui to arrive early?
A. To help him buy tickets for the audience. B. To let him observe preparation work.
C. To make him practise as a player. D. To ask him to cancel the video project.
28. What problem did Xu Na find?
A. The microphones were missing from the room. B. The warning signs used the wrong color.
C. One team's rest time was shorter than the other's. D. The audience entered the hall too late.
29. Why did Tang Rui include Xu Na's story in his video?
A. To show that careful hidden work protects fairness. B. To prove that stage players are unimportant.
C. To make the video shorter than required. D. To avoid showing any match preparation.
30. What did Tang Rui learn from the project?
A. He should admire only the fastest player. B. He should ignore people behind the stage.
C. He should record matches without checking facts. D. He should respect the support work behind exciting plays.
D
The popularity of e-sports has created a new question for schools: how can students enjoy digital competition without losing self-control? A simple ban may stop open discussion, while unlimited freedom may bring late nights, rude online language and careless spending. A better way is guided participation. This means students are allowed to understand e-sports, but they also learn to set boundaries and reflect on their behavior.
Guided participation can be built in three steps. The first step is information. Students should know the difference between casual gaming, school club activities and professional training. Professional players often follow strict schedules that include physical exercise, video review and rest. The second step is reflection. After watching or joining a match, students can ask: Did I respect others? Did I keep my time plan? What skill did I learn? The third step is connection. Teachers can connect e-sports with media writing, data reading, event service and career planning, so students see a wider digital world.
The underlined word “boundaries” means limits that tell people what they should or should not do. Clear boundaries protect students from turning interest into dependence. Of course, guidance does not make every student a player, nor does it praise every online activity. Its value is to help students make wiser choices. When interest, rules and reflection work together, e-sports can become a topic for growth rather than a reason for losing balance.
31. What problem is raised at the beginning of the passage?
A. How schools can guide students to enjoy e-sports with self-control. B. How professional players can avoid all training schedules.
C. Why students should never discuss digital competition. D. Why every school must build a national team.
32. What does guided participation mean in the passage?
A. Letting students play without any rule. B. Allowing understanding while teaching limits and reflection.
C. Banning all discussions about e-sports. D. Asking every student to become a commentator.
33. Which question belongs to the reflection step?
A. Where can I buy a brighter screen? B. How can I avoid all school subjects?
C. Did I keep my time plan? D. Who can play online until midnight?
34. What does the underlined word “boundaries” mean?
A. Prizes for winning a final. B. Videos watched by professional players.
C. Limits about what should or should not be done. D. Places where audiences buy tickets.
35. What is the best title for the text?
A. Professional Training Without Rest B. Why Online Language Can Be Rude
C. Three Ways to Spend More Money D. Guided Participation Makes E-sports Healthier
三、完形填空(共10小题;每小题1分,满分10分)
阅读下列短文,从短文后各题所给的 A、B、C、D 四个选项中,选出可以填入空白处的最佳选项。
When our class prepared a presentation about e-sports careers, we first wanted to introduce only famous players. Our teacher advised us to look _______ 36 _______ the stage and find other roles. She said a complete event could not run well _______ 37 _______ many people worked together.
We divided the task into four groups. One group interviewed a commentator who needed to speak _______ 38 _______ and explain difficult moments quickly. Another group studied data charts and found that small decisions often changed the _______ 39 _______ of a match. My group visited the event service desk. We learned that volunteers checked tickets, guided parents and solved problems with _______ 40 _______ words. The design group compared posters and chose messages that encouraged fair play instead of _______ 41 _______ comments.
When we shared our findings, the class became more _______ 42 _______ about e-sports. It was not just a game on a screen. It was connected with media, technology, service and teamwork. We still enjoyed exciting matches, _______ 43 _______ we no longer judged the field by the final score only. The project helped us ask for _______ 44 _______ evidence before giving an opinion. It also taught us to respect people whose work may be hidden but _______ 45 _______.
36. A. beyond B. during C. against D. without
37. A. if B. unless C. although D. before
38. A. clearly B. heavily C. cheaply D. secretly
39. A. color B. address C. result D. ticket
40. A. patient B. careless C. noisy D. private
41. A. respectful B. useful C. technical D. harmful
42. A. worried B. curious C. silent D. absent
43. A. but B. because C. if D. until
44. A. stronger B. warmer C. faster D. smaller
45. A. funny B. simple C. essential D. lucky
四、语法填空(共10小题;每小题1分,满分10分)
阅读下列短文,在空白处填入一个适当的词,或填入括号中所给单词的正确形式,并将答案写在对应处。
E-sports reports are more convincing when they are based on facts. Yesterday, our group _______ 46 _______ (interview) a student commentator for a project. He said that he had to prepare notes before _______ 47 _______ (explain) a match. If the words are too difficult, younger viewers may not understand _______ 48 _______ (they).
The commentator also told us about a match _______ 49 _______ was stopped because of a network problem. During the break, he spoke _______ 50 _______ (calm) and helped the audience understand the rule. His experience showed that language ability is as _______ 51 _______ (important) as quick reaction in e-sports events. After the interview, we decided _______ 52 _______ (add) a part about behind-the-scenes jobs to our report. We found that these jobs require careful preparation, clear communication _______ 53 _______ a sense of responsibility. The more we learned, the _______ 54 _______ (wide) our view became. Now we understand e-sports _______ 55 _______ a part of digital culture, not just a form of entertainment.
46._________ 47._________ 48._________ 49._________ 50._________
51._________ 52._________ 53._________ 54._________ 55._________
五、书面表达(满分20分)
假如你是李华,你班将举行主题为“E-sports: More Than Playing Games”的英语演讲活动。请你根据以下提示写一篇英文演讲稿。
内容包括:
(1) 说明电子竞技不只是玩游戏;
(2) 介绍至少两个相关能力或职业,如团队沟通、数据分析、解说、赛事服务、海报设计等;
(3) 提醒同学们理性看待电子竞技,平衡兴趣、学习和健康。
写作要求:
(1) 词数不少于80;
(2) 必须包括要点,可以适当扩充,但不能逐词翻译;
(3) 文中不要提及真实校名和姓名。
提示:more than, teamwork, data, commentator, event service, balance, responsibility
____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
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编写说明:本套试卷紧扣《英语 拓展模块》(语文版2022版)教材,以单元主题为基准精准覆盖核心考点。
每个单元设置AB卷,A卷为基础巩固卷,侧重基础考点训练,帮助学生扎实掌握知识要点;B卷为能力提升卷,注重知识整合与全面检测,引导学生构建知识网络。全书设计4份综合测试卷,模拟实战情境,聚焦解题能力突破,全面提升应试能力与知识应用水平。
《英语 拓展模块》(语文版2022版)《单元过关卷》
Unit 2 Popularity of E-sports
B卷·能力提升
考试时间:120分钟 满分:100分
班级_____姓名_____学号_____成绩_____
一、情景交际(共15小题;1—10题每小题1分,11—15题每小题2分,满分20分)
第一节 从A、B、C、D四个选项中选出一个可以填入空白处的最佳选项。
1. —The commentator spoke so fast that I missed the key point of the final round.
—_______. You can watch the replay and pause at important moments.
A. Turn off the replay forever B. Read only the ticket price
C. Take notes while watching again D. Forget the whole match
【答案】C
【详解】考查学习建议。对方错过解说重点,C项建议看回放并记笔记,与后句pause at important moments一致。
2. —Would it be proper to post an angry comment after our team loses?
—_______. Online words should also show respect.
A. Not really B. Of course, attack anyone you dislike
C. Yes, the louder the better D. Only if you use private information
【答案】A
【详解】考查网络礼仪。后句强调线上言论也要尊重,A项否定发愤怒评论的做法。
3. —Why do some e-sports teams have a data analyst?
—_______. The analyst helps the team understand patterns and improve plans.
A. To sell snacks after matches B. To study match records carefully
C. To stop players from talking D. To design school uniforms
【答案】B
【详解】考查职业功能。data analyst负责分析比赛记录和规律,B项符合后句patterns and plans。
4. —I want to train longer before the city student match, but my grades are falling.
—_______. A balanced schedule will help you go further.
A. You should leave all homework undone B. You need to hide your scores
C. You can sleep only on weekends D. You'd better adjust your training time
【答案】D
【详解】考查权衡建议。成绩下降说明训练时间需调整,D项与balanced schedule对应。
5. —Could you explain the term “team coordination”?
—_______.
A. It means one player ignores all messages B. It means fans buy the same poster
C. It means screens become brighter D. It means members work together in an organized way
【答案】D
【详解】考查术语理解。team coordination指团队成员有组织地协作,D项准确。
6. —I don't know how to interview a campus e-sports coach for our report.
—_______. Start with questions about training goals and student health.
A. Ask for his home address first B. Only ask who won the last game
C. Prepare polite questions in advance D. Tell him not to answer clearly
【答案】C
【详解】考查采访建议。后句提示围绕训练目标和健康提问,C项“提前准备礼貌问题”符合语境。
7. —Our team has two good plans for the final round. Which one should we choose?
—_______. Compare the risks before making the decision.
A. Choose the louder teammate's plan B. Choose the one with better evidence
C. Choose without reading the map D. Choose the plan used by another class
【答案】B
【详解】考查决策建议。后句强调比较风险,B项根据证据选择更合理。
8. —What should I do if a teammate makes the same mistake twice?
—_______. Clear feedback is more useful than blame.
A. Laugh at him in the chat room B. Give up the match at once
C. Point out the problem calmly D. Report his private account online
【答案】C
【详解】考查团队沟通。对队友重复失误,C项冷静指出问题,与clear feedback对应。
9. —How can we make our e-sports poster more convincing?
—_______. Numbers and examples can support your opinion.
A. Add some facts about training and careers B. Use only bright colors without words
C. Copy comments from unknown websites D. Remove all information about health
【答案】A
【详解】考查表达建议。后句强调数据和例子支撑观点,A项添加训练和职业事实最合适。
10. —I helped check the sound system before the live final.
—_______. Behind-the-scenes work is also important.
A. What a waste of time B. Well done
C. Never do that again D. It has nothing to do with the match
【答案】B
【详解】考查评价与肯定。对方完成赛前音响检查,B项表示肯定,后句说明幕后工作重要。
第二节 读下面一段对话,从方框中所给的 A、B、C、D、E、F 和 G 七个选项中选出可以填入空白处的最佳选项。
Chen Jie: We need to prepare a report on why e-sports is popular, but I do not want it to sound one-sided.
Mia: _______ 11 _______ That will make the report more balanced.
Chen Jie: What positive points should we include?
Mia: _______ 12 _______ These points are easy for students to understand.
Chen Jie: Should we mention possible problems?
Mia: _______ 13 _______ Without that part, readers may think we ignore real risks.
Chen Jie: I also want to add career information behind matches.
Mia: _______ 14 _______ A short interview with the media teacher may help.
Chen Jie: Great. Let's divide the work and finish the first draft tonight.
Mia: _______ 15 _______
A. Yes, we should discuss screen time and online manners.
B. Let's compare both benefits and risks first.
C. Teamwork, fast thinking and rule awareness are good examples.
D. Good plan. I will collect facts, and you can design the outline.
E. No report needs examples or evidence.
F. That is worth adding because e-sports includes many support jobs.
G. We should write only about winning prizes.
【答案】11.B 12.C 13.A 14.F 15.D
【导语】这段对话围绕电子竞技主题报告的构思展开,强调报告要兼顾积极价值、潜在风险、职业信息和分工合作。
【详解】11. 上文说不想片面,B项提出比较利弊,符合balanced。12. 上文问积极点,C项列出团队合作、快速思考和规则意识。13. 上文问是否提及问题,A项说明屏幕时间和网络礼仪。14. 上文提到幕后职业信息,F项说明相关支持岗位值得加入。15. 上文提出分工完成初稿,D项承接并具体分配任务。
二、阅读理解(共20小题;每小题2分,满分40分)
阅读下列短文,从题后所给的 A、B、C、D 四个选项中选出最佳答案。
A
The Youth Digital Culture Center will offer four short programs during the E-sports and Future Careers Weekend. The weekend is open to vocational school students who want to understand why e-sports has become popular and what kinds of work support a match. The organizers remind students that e-sports is not only about players on the stage. A successful event also needs planning, communication, design, technology and service. Students may choose one program in the morning and one in the afternoon. Each student should bring a notebook and prepare one question for the speaker. Registration closes at 5 p.m. this Thursday.
Program
Time and Place
Speaker
What Students Will Do
Data Behind a Match
8:40-9:50
Digital Lab
A match data assistant
Read simple match charts
Find two turning points
Write a short analysis
Voice of a Commentator
10:05-11:15
Studio 2
A local commentator
Listen to a one-minute clip
Mark key information
Practise clear reporting
Event Safety Desk
14:00-15:00
Exhibition Hall
An event organizer
Learn entry rules
Plan visitor routes
Make a safety notice
Design for Fair Play
15:20-16:30
Art Room
A visual designer
Compare two posters
Choose respectful words
Create a fair-play slogan
16. Which program should a student choose if he wants to study match charts?
A. Voice of a Commentator. B. Data Behind a Match.
C. Event Safety Desk. D. Design for Fair Play.
17. What will students do in Voice of a Commentator?
A. Plan visitor routes. B. Create a fair-play slogan.
C. Mark key information from a short clip. D. Find two turning points in a chart.
18. Who will speak in the afternoon program about visitor routes?
A. A local commentator. B. A visual designer.
C. A match data assistant. D. An event organizer.
19. What must students prepare before attending the weekend?
A. A professional team uniform. B. A full match video made by themselves.
C. A ticket bought after Thursday evening. D. One question for the speaker.
20. What idea does the notice mainly support?
A. E-sports events depend only on famous players. B. Different jobs and skills support modern e-sports events.
C. Students should choose all four programs in one day. D. Design work has nothing to do with fair play.
【答案】16.B 17.C 18.D 19.D 20.B
【导语】本文是一篇表格类应用文,介绍青年数字文化中心关于电子竞技与未来职业的周末项目,突出数据、解说、安全组织和公平竞赛设计等幕后岗位。
【详解】16. study match charts对应Data Behind a Match中的Read simple match charts。17. Voice of a Commentator要求听短音频并标记关键信息。18. visitor routes出现在Event Safety Desk,speaker为event organizer。19. 首段说明学生应准备一个问题给演讲者。20. 文段强调成功赛事需要planning、communication、design、technology和service,B项概括准确。
B
A short news report about the city student e-sports final attracted much attention online. The report did not simply describe who won. It followed three students who worked in different roles: a player, a commentator and a volunteer. Before the final, the player reviewed maps with teammates and slept before ten o'clock. The commentator prepared background notes and practised explaining difficult moments in simple language. The volunteer checked seats and helped parents find the correct entrance.
During the final, an unexpected network delay stopped the second round for five minutes. Some viewers became impatient, but the volunteer team quickly guided them to stay in their seats. The commentator explained the delay calmly and introduced how referees checked fairness. The players used the break to review their first-round communication instead of complaining. When the match restarted, both teams played with better focus, and the audience understood the rule more clearly.
After the final, the news report received many positive comments. Readers said it changed their old view that e-sports was only about playing games. They noticed that every role required preparation, language ability and responsibility. The report also reminded students not to copy professional training hours blindly. A school activity should help students learn cooperation and digital culture while keeping study and health in balance.
21. What made the news report different from a simple match report?
A. It only listed the final score. B. It asked viewers to choose a winner online.
C. It followed students in different roles. D. It focused on buying new equipment.
22. How did the commentator prepare before the final?
A. By checking all seats at the entrance. B. By sleeping after midnight.
C. By preparing notes and practising simple explanations. D. By asking players to stop reviewing maps.
23. What happened during the second round?
A. The audience left the hall immediately. B. A network delay stopped the match for five minutes.
C. The referee cancelled the whole final. D. The volunteer team refused to help parents.
24. What did the players do during the break?
A. They complained loudly about the network. B. They copied professional training hours.
C. They asked the commentator to change the rules. D. They reviewed their first-round communication.
25. What lesson does the report remind students of?
A. School e-sports should balance learning, health and cooperation. B. Only players matter in an e-sports event.
C. Students should train as long as professionals do. D. Rules become unnecessary when matches are exciting.
【答案】21. 22.C 23.B 24.D 25.A
【导语】本文是一篇新闻报道类阅读,围绕城市学生电子竞技决赛中的选手、解说员和志愿者三个角色展开,呈现赛事背后的准备、规则和责任。
【详解】21. 第一段说明报道跟踪了选手、解说员和志愿者三个角色。22. 第一段说明解说员准备背景笔记并练习用简单语言解释难点。23. 第二段开头明确网络延迟使第二轮暂停五分钟。24. 第二段说明选手利用休息时间复盘第一轮沟通。25. 末段强调学校活动应在学习、健康、合作和数字文化之间保持平衡。
C
At first, Tang Rui admired only the brightest player on the e-sports stage. He liked the player's quick reactions and confident smile. When his media class was asked to make a short video about the campus league, Tang Rui volunteered to film the final. He expected to record exciting winning moments, but his teacher asked him to arrive two hours early and observe the preparation work before the audience entered.
The early morning changed his view. He saw two students testing microphones again and again, a design group checking whether warning signs were clear, and a team manager confirming that every player had read the fair-play rule. Behind the stage, a quiet girl named Xu Na was comparing two versions of the match schedule. She found that one team's rest time was ten minutes shorter than the other's, so she reported it and helped correct the schedule before the final began.
Tang Rui included Xu Na's story in his video. Some classmates were surprised because she never appeared on the stage. Tang Rui explained that fairness could be protected by people who checked details carefully. His final video ended with a sentence: “The loudest cheer belongs to players, but the smoothest match depends on many careful hands.” After the project, Tang Rui still enjoyed wonderful plays, but he also learned to respect the hidden work that made them possible.
26. What did Tang Rui expect to record at first?
A. Only exciting winning moments. B. A lesson about cooking skills.
C. A report on bus routes. D. A poster for an art festival.
27. Why did the teacher ask Tang Rui to arrive early?
A. To help him buy tickets for the audience. B. To let him observe preparation work.
C. To make him practise as a player. D. To ask him to cancel the video project.
28. What problem did Xu Na find?
A. The microphones were missing from the room. B. The warning signs used the wrong color.
C. One team's rest time was shorter than the other's. D. The audience entered the hall too late.
29. Why did Tang Rui include Xu Na's story in his video?
A. To show that careful hidden work protects fairness. B. To prove that stage players are unimportant.
C. To make the video shorter than required. D. To avoid showing any match preparation.
30. What did Tang Rui learn from the project?
A. He should admire only the fastest player. B. He should ignore people behind the stage.
C. He should record matches without checking facts. D. He should respect the support work behind exciting plays.
【答案】26.A 27.B 28.C 29.A 30.D
【导语】本文是一篇人文叙事类文章,讲述唐瑞通过拍摄校园联赛视频,认识到电子竞技赛事不仅需要台前选手,也离不开幕后细致工作的支撑。
【详解】26. 第一段说明他原本期待记录激动人心的获胜时刻。27. 第一段末句说明老师要求他提前到场观察准备工作。28. 第二段说明徐娜发现一支队伍休息时间少了十分钟。29. 第三段中唐瑞解释细致检查能保护公平。30. 结尾说明他学会尊重让精彩表现成为可能的隐藏工作。
D
The popularity of e-sports has created a new question for schools: how can students enjoy digital competition without losing self-control? A simple ban may stop open discussion, while unlimited freedom may bring late nights, rude online language and careless spending. A better way is guided participation. This means students are allowed to understand e-sports, but they also learn to set boundaries and reflect on their behavior.
Guided participation can be built in three steps. The first step is information. Students should know the difference between casual gaming, school club activities and professional training. Professional players often follow strict schedules that include physical exercise, video review and rest. The second step is reflection. After watching or joining a match, students can ask: Did I respect others? Did I keep my time plan? What skill did I learn? The third step is connection. Teachers can connect e-sports with media writing, data reading, event service and career planning, so students see a wider digital world.
The underlined word “boundaries” means limits that tell people what they should or should not do. Clear boundaries protect students from turning interest into dependence. Of course, guidance does not make every student a player, nor does it praise every online activity. Its value is to help students make wiser choices. When interest, rules and reflection work together, e-sports can become a topic for growth rather than a reason for losing balance.
31. What problem is raised at the beginning of the passage?
A. How schools can guide students to enjoy e-sports with self-control. B. How professional players can avoid all training schedules.
C. Why students should never discuss digital competition. D. Why every school must build a national team.
32. What does guided participation mean in the passage?
A. Letting students play without any rule. B. Allowing understanding while teaching limits and reflection.
C. Banning all discussions about e-sports. D. Asking every student to become a commentator.
33. Which question belongs to the reflection step?
A. Where can I buy a brighter screen? B. How can I avoid all school subjects?
C. Did I keep my time plan? D. Who can play online until midnight?
34. What does the underlined word “boundaries” mean?
A. Prizes for winning a final. B. Videos watched by professional players.
C. Limits about what should or should not be done. D. Places where audiences buy tickets.
35. What is the best title for the text?
A. Professional Training Without Rest B. Why Online Language Can Be Rude
C. Three Ways to Spend More Money D. Guided Participation Makes E-sports Healthier
【答案】31.A 32.B 33.C 34.C 35.D
【导语】本文是一篇社科科普说理文,围绕学校如何通过“有引导的参与”帮助学生理解电子竞技、建立边界、进行反思并连接职业能力展开。
【详解】31. 第一段提出学校如何让学生在不失去自控的情况下享受数字竞技。32. 第一段解释guided participation是允许理解电子竞技,同时学习设定边界和反思行为。33. 第二段reflection部分列出Did I keep my time plan?等问题。34. 第三段直接解释boundaries为告诉人们该做和不该做什么的限制。35. 全文核心是有引导的参与能使电子竞技更健康,D项最能概括。
三、完形填空(共10小题;每小题1分,满分10分)
阅读下列短文,从短文后各题所给的 A、B、C、D 四个选项中,选出可以填入空白处的最佳选项。
When our class prepared a presentation about e-sports careers, we first wanted to introduce only famous players. Our teacher advised us to look _______ 36 _______ the stage and find other roles. She said a complete event could not run well _______ 37 _______ many people worked together.
We divided the task into four groups. One group interviewed a commentator who needed to speak _______ 38 _______ and explain difficult moments quickly. Another group studied data charts and found that small decisions often changed the _______ 39 _______ of a match. My group visited the event service desk. We learned that volunteers checked tickets, guided parents and solved problems with _______ 40 _______ words. The design group compared posters and chose messages that encouraged fair play instead of _______ 41 _______ comments.
When we shared our findings, the class became more _______ 42 _______ about e-sports. It was not just a game on a screen. It was connected with media, technology, service and teamwork. We still enjoyed exciting matches, _______ 43 _______ we no longer judged the field by the final score only. The project helped us ask for _______ 44 _______ evidence before giving an opinion. It also taught us to respect people whose work may be hidden but _______ 45 _______.
36. A. beyond B. during C. against D. without
37. A. if B. unless C. although D. before
38. A. clearly B. heavily C. cheaply D. secretly
39. A. color B. address C. result D. ticket
40. A. patient B. careless C. noisy D. private
41. A. respectful B. useful C. technical D. harmful
42. A. worried B. curious C. silent D. absent
43. A. but B. because C. if D. until
44. A. stronger B. warmer C. faster D. smaller
45. A. funny B. simple C. essential D. lucky
【答案】36.A 37.B 38.A 39.C 40.A 41.D 42.B 43.A 44.A 45.C
【导语】本文是一篇项目学习类记叙文,讲述班级通过调研电子竞技相关职业,认识到赛事背后包含媒体、数据、服务、设计和团队协作。
【详解】36. beyond the stage表示“超出台前舞台”,符合寻找其他角色。37. 句意为除非很多人合作,否则完整赛事无法顺利运行,unless符合逻辑。38. 解说员需要clearly清楚地表达。39. 小决策会改变比赛result。40. 志愿者解决问题应用patient words。41. 公平竞赛海报应避免harmful comments。42. 分享发现后同学们对电子竞技更curious。43. 前后为转折:仍喜欢比赛,但不只看最终比分。44. 给观点前要寻找stronger evidence。45. 幕后工作可能隐藏但essential“必不可少”。
四、语法填空(共10小题;每小题1分,满分10分)
阅读下列短文,在空白处填入一个适当的词,或填入括号中所给单词的正确形式,并将答案写在对应处。
E-sports reports are more convincing when they are based on facts. Yesterday, our group _______ 46 _______ (interview) a student commentator for a project. He said that he had to prepare notes before _______ 47 _______ (explain) a match. If the words are too difficult, younger viewers may not understand _______ 48 _______ (they).
The commentator also told us about a match _______ 49 _______ was stopped because of a network problem. During the break, he spoke _______ 50 _______ (calm) and helped the audience understand the rule. His experience showed that language ability is as _______ 51 _______ (important) as quick reaction in e-sports events. After the interview, we decided _______ 52 _______ (add) a part about behind-the-scenes jobs to our report. We found that these jobs require careful preparation, clear communication _______ 53 _______ a sense of responsibility. The more we learned, the _______ 54 _______ (wide) our view became. Now we understand e-sports _______ 55 _______ a part of digital culture, not just a form of entertainment.
46._________ 47._________ 48._________ 49._________ 50._________
51._________ 52._________ 53._________ 54._________ 55._________
【答案】46.interviewed 47.explaining 48.them 49.that/which 50.calmly 51.important 52.to add 53.and 54.wider 55.as
【导语】本文围绕学生采访电子竞技解说员的项目经历展开,考查一般过去时、介词后动名词、代词宾格、定语从句、副词、同级比较、不定式、连词、比较级和介词用法。
【详解】46. Yesterday提示一般过去时,interview变interviewed。47. before作介词时后接动名词explaining。48. understand后作宾语,用宾格them。49. 先行词match在从句中作主语,可用that/which。50. 修饰spoke应用副词calmly。51. as...as中间用形容词原级important。52. decide to do sth.为固定结构。53. preparation、communication和responsibility为并列成分,用and连接。54. the more..., the wider...为比较级结构。55. understand...as...表示“把……理解为……”。
五、书面表达(满分20分)
假如你是李华,你班将举行主题为“E-sports: More Than Playing Games”的英语演讲活动。请你根据以下提示写一篇英文演讲稿。
内容包括:
(1) 说明电子竞技不只是玩游戏;
(2) 介绍至少两个相关能力或职业,如团队沟通、数据分析、解说、赛事服务、海报设计等;
(3) 提醒同学们理性看待电子竞技,平衡兴趣、学习和健康。
写作要求:
(1) 词数不少于80;
(2) 必须包括要点,可以适当扩充,但不能逐词翻译;
(3) 文中不要提及真实校名和姓名。
提示:more than, teamwork, data, commentator, event service, balance, responsibility
____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
【参考范文】
E-sports: More Than Playing Games
Good morning, everyone. Today I would like to share my idea about e-sports. In my opinion, e-sports is more than playing games. A good match needs teamwork, clear rules and many people behind the stage.
First, players must communicate with teammates and make decisions quickly. Second, data assistants can study match records and help teams improve their plans. Third, commentators need good language skills so that viewers can understand the match. Volunteers and designers also make events safer and more respectful.
However, we should not spend too much time on e-sports. We need to balance interest, study and health. If we treat e-sports with responsibility, it can help us learn digital culture and teamwork. Thank you for listening.
【词汇积累】more than不只是;teamwork团队合作;data数据;commentator解说员;event service赛事服务;behind the stage幕后;balance平衡;responsibility责任。
【句式拓展】1. In my opinion, e-sports is more than playing games. 可替换为:I believe e-sports should not be understood simply as playing games. 2. If we treat e-sports with responsibility, it can help us learn digital culture and teamwork. 可替换为:When we are responsible, e-sports can become a useful way to learn digital culture and teamwork.
【点睛】范文采用演讲稿格式,先亮明观点,再介绍选手沟通、数据分析、解说和赛事服务等内容,最后提醒平衡兴趣、学习和健康,论证较完整,适合能力提升训练。
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