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,以教材单元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:120分
班级_____姓名_____学号_____成绩_____
第一部分 英语知识运用(共四节,满分55分)
第一节 语音知识(共5小题;每小题1分,满分5分)
从A、B、C、D四个选项中,选出画线部分读音不同的一项。
1. A. professional
B. competition
C. opportunity
D. online
2. A. teamwork
B. reason
C. healthy
D. please
3. A. strategy
B. game
C. gain
D. group
4. A. addiction
B. competition
C. question
D. information
5. A. created
B. accepted
C. included
D. trained
【答案】1. D 2. C 3. A 4. C 5. D
【解析】
1.A、B、C中o多读/ə/;D. online中o读/ɒn/或/ɔːn/,故选D。
2.A、B、D中ea读/iː/;C. healthy中ea读/e/,故选C。
3.B、C、D中g读/g/;A. strategy中g读/dʒ/,故选A。
4.A、B、D中-tion读/ʃn/;C. question中-tion读/tʃən/,故选C。
5.A、B、C中ed读/ɪd/;D. trained中ed读/d/,故选D。
第二节 单项选择(共25小题;每小题1分,满分25分)
6. E-sports, __________ is growing fast, has become a new profession.
A. who
B. where
C. which
D. what
【答案】C
【解析】考查非限制性定语从句。先行词E-sports指事物,用which。 故选C。
7. The more carefully players study a match, the __________ they may perform.
A. good
B. better
C. best
D. well
【答案】B
【解析】考查the+比较级,the+比较级结构。 故选B。
8. Not only the players but also the coach __________ responsible for the result.
A. is
B. are
C. were
D. be
【答案】A
【解析】考查not only...but also...就近原则,coach为单数。 故选A。
9. The event __________ nationwide and included ten different games.
A. was held
B. holds
C. is holding
D. hold
【答案】A
【解析】考查一般过去时的被动语态。event与hold为被动关系。 故选A。
10. The manager asked whether the team __________ enough time to prepare.
A. has
B. will have
C. having
D. had
【答案】D
【解析】考查宾语从句时态。主句为过去,准备时间也在过去语境中,用had。 故选D。
11. Students should avoid __________ addicted to online games.
A. becoming
B. become
C. to become
D. became
【答案】A
【解析】考查avoid doing sth.。 故选A。
12. If parents understood professional e-sports better, they __________ less worried.
A. would be
B. are
C. will be
D. were being
【答案】A
【解析】考查与现在事实相反的虚拟语气,主句用would do。 故选A。
13. The reason __________ e-sports is popular is worth discussing.
A. who
B. why
C. where
D. whose
【答案】B
【解析】考查定语从句。先行词reason,从句缺原因状语,用why。 故选B。
14. A professional player must keep training, __________ he may lose his place in the team.
A. and
B. because
C. or
D. although
【答案】C
【解析】考查连词。or表示否则。 故选C。
15. The number of female viewers __________ in recent years.
A. increase
B. has increased
C. have increased
D. are increasing
【答案】B
【解析】考查现在完成时和the number of作主语谓语单数。 故选B。
16. The game is designed __________ realistically that many viewers feel excited.
A. such
B. too
C. so
D. very
【答案】C
【解析】考查so...that...结构。 故选C。
17. Neither addiction nor poor health __________ what students want from a hobby.
A. are
B. were
C. is
D. be
【答案】C
【解析】考查neither...nor...就近原则,poor health为单数概念。 故选C。
18. The players had their strategies __________ by the coach before the final.
A. check
B. checking
C. to check
D. checked
【答案】D
【解析】考查have sth. done结构。strategies与check为被动关系。 故选D。
19. Many cities provide support __________ e-sports companies can organise better events.
A. even if
B. so that
C. as soon as
D. unless
【答案】B
【解析】考查目的状语从句。so that表示以便。 故选B。
20. It was in 2016 __________ the first Chinese Mobile E-sports Games was held.
A. that
B. where
C. which
D. who
【答案】A
【解析】考查强调句型It was...that...。 故选A。
21. The doctor suggested that the players __________ a short rest after long training.
A. takes
B. took
C. take
D. taking
【答案】C
【解析】考查suggest后的虚拟语气,谓语用动词原形。 故选C。
22. Compared with ordinary gaming, professional e-sports is __________ organised.
A. many
B. most
C. more
D. much
【答案】C
【解析】考查比较级。more organised表示更有组织性。 故选C。
23. The team __________ members communicate well usually performs better.
A. whose
B. who
C. which
D. where
【答案】A
【解析】考查定语从句。whose members表示队伍的成员。 故选A。
24. Only when players respect rules __________ real sportsmanship.
A. they can show
B. show they can
C. they showed
D. can they show
【答案】D
【解析】考查only+状语从句置前的部分倒装。 故选D。
25. The match attracted __________ viewers that the website became very busy.
A. such many
B. so much
C. too much
D. so many
【答案】D
【解析】考查so many+复数名词+that结构。 故选D。
26. Young people need guidance __________ they can judge new industries wisely.
A. unless
B. so that
C. although
D. before
【答案】B
【解析】考查目的状语从句。 故选B。
27. The coach told the players __________ calm when the score was close.
A. stay
B. staying
C. stayed
D. to stay
【答案】D
【解析】考查tell sb. to do sth.。 故选D。
28. E-sports has developed quickly, __________ some people still know little about it.
A. because
B. although
C. if
D. so
【答案】B
【解析】考查让步状语从句。 故选B。
29. A balanced attitude is __________ students need most when they talk about e-sports.
A. where
B. when
C. who
D. what
【答案】D
【解析】考查表语从句。what作need的宾语。 故选D。
30. By the time the final began, the team __________ three training plans.
A. had made
B. makes
C. has made
D. will make
【答案】A
【解析】考查过去完成时。决赛开始前已制定计划。 故选A。
第三节 完形填空(共10小题;每小题1.5分,满分15分)
When Zhang Yu entered a vocational school, he joined an e-sports club out of curiosity. At first, he only wanted to play after class. However, the club teacher told him that professional e-sports was not a place for lazy players. It was a serious field that needed 31______, self-control and teamwork.
The club trained twice a week. Before each practice, members studied a short video of a famous match and wrote down the 32______ used by both teams. During practice, Zhang Yu had to communicate with partners and follow the coach's plan. If he acted alone, the whole team would be in 33______. Slowly, he understood why team spirit was more important than personal speed.
The teacher also asked members to keep health records. They had to rest their eyes, stretch their backs and stop playing when time was up. Some students once believed that a strong player should practise all night. The teacher corrected this 34______ idea. He said that poor sleep could reduce attention and even make a player lose easy chances.
At the end of the term, Zhang Yu gave a speech about e-sports. He said it could bring new jobs, exciting events and useful lessons in cooperation. But he also warned classmates not to be 35______ to games. A bright industry still needs calm judgment. For students, the best choice is to learn from e-sports, control 36______, protect health, improve 37______, respect rules, communicate with family, choose 38______ information, and keep real-life friendship. In this way, a popular online event can become a 39______ lesson rather than a 40______ risk.
31.A. noise
B. weather
C. discipline
D. receipt
32.A. strategies
B. rooms
C. bills
D. plates
33.A. breakfast
B. holiday
C. silence
D. trouble
34.A. local
B. wrong
C. golden
D. polite
35.A. addicted
B. similar
C. patient
D. official
36.A. snow
B. shape
C. time
D. desk
37.A. parking
B. cooperation
C. cooking
D. printing
38.A. empty
B. private
C. careless
D. reliable
39.A. valuable
B. harmful
C. noisy
D. blind
40.A. sweet
B. cheap
C. hidden
D. bright
【答案】31. C 32. A 33. D 34. B 35. A 36. C 37. B 38. D 39. A 40. C
【导语】本文讲述张宇在电竞社团中认识到电竞需要纪律、策略、合作、健康管理和理性判断。
【详解】
31.语境推断。职业电竞需要纪律、自控和团队合作,discipline符合,故选C。
32.语境判断。观看比赛视频应记录双方策略,strategies符合,故选A。
33.语境推断。个人单独行动会让团队陷入麻烦,trouble符合,故选D。
34.语境推断。通宵训练的想法被老师纠正,说明是错误想法,故选B。
35.固定搭配。be addicted to games表示沉迷游戏,故选A。
36.语境推断。学生应控制时间,time符合,故选C。
37.语境推断。与团队精神相关,应提高合作能力,cooperation符合,故选B。
38.语境推断。应选择可靠信息,reliable符合,故选D。
39.语境推断。理性对待能成为有价值的课程,valuable符合,故选A。
40.语境推断。与valuable lesson相对,hidden risk符合,故选C。
第四节 短文填空(共5小题;每小题2分,满分10分)
E-sports has become an industry that 41______ (attract) millions of viewers. A professional team is usually 42______ (organise) by players, a coach and other staff. If young people only saw the exciting side, they 43______ (ignore) possible risks such as addiction and poor health. Therefore, schools should guide students 44______ (discuss) both advantages and disadvantages. With proper rules, e-sports can help teenagers learn cooperation instead of 45______ (waste) their time. Responsible discussion can turn a popular topic into a useful lesson for the whole class and help families guide teenagers in a patient way. Students can then enjoy matches without losing study time.
【答案】41. attracts 42. organised 43. would ignore 44. to discuss 45. wasting
【导语】本文说明电竞产业吸引观众,同时需要学校引导学生认识利弊并避免沉迷,考查定语从句、被动、虚拟和非谓语。
【详解】
41.that引导定语从句修饰industry,主语为单数,填attracts。
42.team与organise之间为被动关系,is organised构成被动语态,填organised。
43.If从句为与现在事实相反的虚拟语气,主句用would do,填would ignore。
44.guide sb. to do sth.表示引导某人做某事,填to discuss。
45.instead of后接动名词,填wasting。
第二部分 阅读(共两节,满分50分)
第一节 阅读理解(共15小题;每小题2.5分,满分37.5分)
A
Question
Useful information
Balanced answer
Is e-sports just gaming?
Ordinary gaming is mainly for fun, while professional e-sports has teams, training and formal competitions.
It is organised competition, but it still needs rules and self-control. for young viewers and class reports with teachers today
What can players learn?
Players practise strategy, quick thinking, communication and cooperation during matches.
These abilities are useful, but study and health must not be forgotten. in school discussions
Why is it popular?
Exciting matches are easy to watch online, and some games look realistic and beautiful.
Popularity comes from technology, competition and the large number of fans. across different cities
What should students remember?
Long screen time may hurt eyes, sleep and real-life communication.
Students should control time, protect health and discuss problems with parents. every day and during weekends with family guidance before tests
46. What makes professional e-sports different from ordinary gaming?
A. Only a bigger screen.
B. Teams, training and formal competitions.
C. A hotel room.
D. A shorter school day.
47. What can we infer from the balanced answers in the table?
A. E-sports can be useful, but self-control is necessary.
B. Students should forget health in the text.
C. Gaming has no rules in the text.
D. Only fans need teamwork in the text.
48. Which action is NOT advised for students?
A. Keeping study first in the text.
B. Protecting eyes in the text from the passage.
C. Following rules in the text from the passage.
D. Spending hours on games without study or rest.
【答案】46. B 47. A 48. D
【导语】本文用表格从概念、能力、流行原因和学生注意事项四方面理性介绍电竞。
【详解】
46.细节理解。表格说明职业电竞有团队、训练和正式比赛,故选B。
47.推理判断。Balanced answer反复强调规则、自控、学习和健康,故选A。
48.判断推理。表格提醒注意长时间屏幕使用,D项不符合建议,故选D。
B
A serious e-sports match looks exciting, but the preparation behind it is often quiet and hard. Before a final, players may watch old videos, study the habits of opponents and discuss possible plans with the coach. They also practise communication words so that every teammate can understand instructions quickly during the match.
Health management is another important part. Long training does not mean sitting before the screen without rest. Good teams make rules about eye exercises, sleep time, meals and physical training. A doctor or health adviser may remind players to relax their shoulders and backs. These details show that professional e-sports is not careless gaming. The strongest teams usually win because they combine skill, strategy, cooperation and healthy routines. This also explains why a team must plan rest as carefully as practice today. In class, students can use this example to discuss how discipline protects performance and health. It also reminds young fans that professional success depends on repeated review, patient cooperation, clear records, steady sleep and respect for rules. These habits make the match more stable and meaningful.
49. What may players do before a final?
A. Stop all training in the text.
B. Hide from the coach.
C. Watch old videos and study opponents.
D. Forget communication words in the text.
50. Why do players practise communication words?
A. To understand instructions quickly during matches.
B. To write hotel emails.
C. To avoid teamwork in the text.
D. To sleep longer during matches.
51. What can be inferred about strong e-sports teams?
A. They train without rest in the text.
B. They never study opponents in the text.
C. They depend only on luck.
D. They manage both skills and health carefully.
52. Which title best fits the passage?
A. A Short Trip to a Town
B. Preparation Behind an E-sports Match
C. How to Buy Medicine
D. The Colours of Dustbins
【答案】49. C 50. A 51. D 52. B
【导语】本文介绍电竞比赛背后的备赛、沟通训练和健康管理。
【详解】
49.细节理解。文中说决赛前选手会看旧视频、研究对手习惯并讨论计划,故选C。
50.细节理解。练习沟通用语是为了比赛中快速理解指令,故选A。
51.推理判断。强队既研究策略、沟通,也管理眼睛、睡眠和运动,故选D。
52.标题归纳。全文聚焦电竞比赛背后的准备,B项最合适。
C
Why is e-sports becoming more and more popular? One reason is that it is similar to other competitive sports. Audiences enjoy watching excellent players meet strong opponents, make quick decisions and try to win at the highest level. For many fans, the last minute of an e-sports match can be as exciting as the last minute of a football game.
A second reason is convenience. People can watch professional matches online for free or at low cost. Participants can practise at home with a computer or phone. They do not need a large playground, although they still need time and discipline. The Internet helps fans share comments and support teams.
A third reason is the design of games. Modern games often have beautiful pictures, clear rules and different levels. Some are so realistic that viewers feel they are watching a film or a sports show. Different kinds of games can suit different players, so more people find something they like.
However, popularity should not make us blind. A popular activity may still bring pressure, addiction or health problems if people use it without limits. The best attitude is to understand why e-sports attracts people and then set clear rules. When fans respect rules and players protect health, e-sports can grow in a more positive way. This balanced attitude can protect young fans.
53. What is e-sports similar to according to the first paragraph?
A. Other competitive sports.
B. Hotel service.
C. Traditional medicine.
D. Garbage sorting.
54. What does 'convenience' in Paragraph 2 mainly refer to?
A. Players must travel far every day in the text.
B. Fans can only buy expensive tickets in the text.
C. People can watch or practise more easily online or at home.
D. Matches are never online in the text from the passage.
55. What can we infer about modern games?
A. All games are the same as homework.
B. Some designs help make e-sports attractive.
C. Games never need strategy.
D. Games cannot be watched.
56. What is the best attitude toward popularity?
A. Follow it blindly in the text.
B. Refuse to discuss it.
C. Give up school life.
D. Enjoy it with rules and responsibility.
【答案】53. A 54. C 55. B 56. D
【导语】本文分析电竞流行的竞技性、便利性、游戏设计原因,并提醒保持规则意识。
【详解】
53.细节理解。第一段说电竞与其他竞技体育相似,故选A。
54.词义理解。第二段解释人们能线上低成本观看、在家练习,体现便利性,故选C。
55.推理判断。文中提到现代游戏设计使比赛更精彩,说明设计会增强吸引力,故选B。
56.观点态度。文章承认流行原因,也强调规则和责任,故选D。
D
China is now important in e-sports. Since e-sports was accepted as an official sports competition in 2003, more events and clubs have appeared. The first Chinese Mobile E-sports Games in 2016 showed that mobile technology could bring competitions to more players and viewers. Today, Chinese players have achieved strong results in world competitions.
The development is not accidental. China has a large Internet population, active fans and better digital services. Some cities offer support because e-sports can bring jobs in event organisation, live streaming, design and training. A professional event may need planners, technicians, referees and commentators. E-sports is connected with more industries than one screen can show.
At the same time, public worries remain. Some parents fear that the word e-sports may become an excuse for uncontrolled gaming. Their worry is reasonable if teenagers use professional examples to cover poor habits. Schools and families need to explain the difference between a career and a hobby. A career requires ability, hard training, rules and competition; a hobby should never damage study, sleep or real-life relationships.
A mature view is important for vocational school students. They may see new career chances in e-sports, but they also need knowledge, communication skills and responsibility. Whether they become players, event workers or fans, they should judge information carefully. E-sports will be brighter if young people connect interest with discipline and technology with healthy life. This is practical.
57. What did the 2016 mobile e-sports games show?
A. E-sports ended in China in the text.
B. Mobile technology could bring competitions to more people.
C. Only computers could be used in the text.
D. Fans disliked online events in the text.
58. Why may parents worry about e-sports?
A. They fear it may hurt study and health.
B. They all want to be coaches.
C. They cannot watch football in the text.
D. They dislike every school subject in the text.
59. Why does the writer mention jobs such as coach and event worker?
A. To prove all students should leave school.
B. To show games need no rules.
C. To show the industry can create career chances.
D. To introduce hotel jobs in the text.
60. Which title best fits the passage?
A. A Trip Around Beijing
B. How to Repair a Phone
C. The Oldest Chinese Medicine
D. E-sports Development and Teenagers' Choices
【答案】57. B 58. A 59. C 60. D
【导语】本文讨论中国电竞产业发展、职业机会、家长担忧和职校学生应具备的成熟态度。
【详解】
57.细节理解。2016年中国移动电竞运动会说明移动技术能让更多玩家和观众参与,故选B。
58.推理判断。文中说家长担心游戏影响学习、眼睛和睡眠,故选A。
59.写作目的。作者列举岗位是为了说明电竞产业带来职业机会,故选C。
60.标题归纳。全文讨论中国电竞发展、职业机会、家长担忧和青少年态度,故选D。
第二节 补全对话(共5小题;每小题2.5分,满分12.5分)
A: I watched an e-sports final last night. It was exciting.
B: Really? (61)______
A: Not exactly. Professional e-sports players train hard like athletes.
B: What do they do before a match?
A: (62)______ They also discuss strategies with the coach.
B: I see. But my parents worry about addiction.
A: (63)______ Long screen time can hurt health.
B: Then how should students treat e-sports?
A: (64)______
B: That sounds reasonable. Maybe we can discuss both sides in class.
A: (65)______
A. They study opponents and practise teamwork.
B. Is it just playing games for fun?
C. I agree with them in some ways.
D. They should control time and keep study first.
E. Good idea. A balanced view is important.
【答案】61. B 62. A 63. C 64. D 65. E
【导语】对话围绕电竞决赛、职业训练、家长担忧和学生理性态度展开。
【详解】
61.下文Not exactly并解释职业电竞,说明此处问是否只是玩游戏,故选B。
62.上句问赛前做什么,A项说明研究对手和练团队合作,故选A。
63.上文提到家长担心沉迷,下文说明久看屏幕伤健康,故选C。
64.上句问学生如何对待电竞,应回答控制时间、学习优先,故选D。
65.上文建议课堂讨论两面,E项表示赞同且强调平衡观点,故选E。
第三部分 书面表达(满分15分)
66. 假定你是李华,你校英文报正在征集题为“E-sports and Teenagers”的短文。请你写一篇不少于80词的英文短文,内容须包括:
1. 说明电竞受欢迎的原因;2. 分析电竞可能带来的机会和风险;3. 提出青少年应如何理性对待。
【范文】
E-sports and Teenagers
E-sports is becoming popular because it is exciting, easy to watch online and full of teamwork. Professional players train hard, study strategies and compete with other teams. The development of e-sports can create jobs such as coaches, commentators and event workers. It can also help teenagers understand cooperation. However, risks should not be ignored. Some students may spend too much time on games and hurt their health or study. In my opinion, teenagers should keep a balanced view. We can enjoy matches and learn from team spirit, but we must control screen time, protect our health and put real life first.
【词汇积累】become popular变得受欢迎;teamwork团队合作;create jobs创造就业机会;take a balanced attitude持平衡态度;keep a healthy life保持健康生活。
【句式拓展】Although e-sports can bring chances, teenagers should not spend too much time on games. 该句使用Although引导让步状语从句,表达“虽有机会但需理性对待”的观点。
【点睛】范文从受欢迎原因、机会与风险、青少年理性态度三方面展开,体现辩证思维,适合B卷能力提升层次的议论文仿写。
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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,以教材单元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:120分
班级_____姓名_____学号_____成绩_____
第一部分 英语知识运用(共四节,满分55分)
第一节 语音知识(共5小题;每小题1分,满分5分)
从A、B、C、D四个选项中,选出画线部分读音不同的一项。
1. A. professional
B. competition
C. opportunity
D. online
2. A. teamwork
B. reason
C. healthy
D. please
3. A. strategy
B. game
C. gain
D. group
4. A. addiction
B. competition
C. question
D. information
5. A. created
B. accepted
C. included
D. trained
第二节 单项选择(共25小题;每小题1分,满分25分)
6. E-sports, __________ is growing fast, has become a new profession.
A. who
B. where
C. which
D. what
7. The more carefully players study a match, the __________ they may perform.
A. good
B. better
C. best
D. well
8. Not only the players but also the coach __________ responsible for the result.
A. is
B. are
C. were
D. be
9. The event __________ nationwide and included ten different games.
A. was held
B. holds
C. is holding
D. hold
10. The manager asked whether the team __________ enough time to prepare.
A. has
B. will have
C. having
D. had
11. Students should avoid __________ addicted to online games.
A. becoming
B. become
C. to become
D. became
12. If parents understood professional e-sports better, they __________ less worried.
A. would be
B. are
C. will be
D. were being
13. The reason __________ e-sports is popular is worth discussing.
A. who
B. why
C. where
D. whose
14. A professional player must keep training, __________ he may lose his place in the team.
A. and
B. because
C. or
D. although
15. The number of female viewers __________ in recent years.
A. increase
B. has increased
C. have increased
D. are increasing
16. The game is designed __________ realistically that many viewers feel excited.
A. such
B. too
C. so
D. very
17. Neither addiction nor poor health __________ what students want from a hobby.
A. are
B. were
C. is
D. be
18. The players had their strategies __________ by the coach before the final.
A. check
B. checking
C. to check
D. checked
19. Many cities provide support __________ e-sports companies can organise better events.
A. even if
B. so that
C. as soon as
D. unless
20. It was in 2016 __________ the first Chinese Mobile E-sports Games was held.
A. that
B. where
C. which
D. who
21. The doctor suggested that the players __________ a short rest after long training.
A. takes
B. took
C. take
D. taking
22. Compared with ordinary gaming, professional e-sports is __________ organised.
A. many
B. most
C. more
D. much
23. The team __________ members communicate well usually performs better.
A. whose
B. who
C. which
D. where
24. Only when players respect rules __________ real sportsmanship.
A. they can show
B. show they can
C. they showed
D. can they show
25. The match attracted __________ viewers that the website became very busy.
A. such many
B. so much
C. too much
D. so many
26. Young people need guidance __________ they can judge new industries wisely.
A. unless
B. so that
C. although
D. before
27. The coach told the players __________ calm when the score was close.
A. stay
B. staying
C. stayed
D. to stay
28. E-sports has developed quickly, __________ some people still know little about it.
A. because
B. although
C. if
D. so
29. A balanced attitude is __________ students need most when they talk about e-sports.
A. where
B. when
C. who
D. what
30. By the time the final began, the team __________ three training plans.
A. had made
B. makes
C. has made
D. will make
第三节 完形填空(共10小题;每小题1.5分,满分15分)
When Zhang Yu entered a vocational school, he joined an e-sports club out of curiosity. At first, he only wanted to play after class. However, the club teacher told him that professional e-sports was not a place for lazy players. It was a serious field that needed 31______, self-control and teamwork.
The club trained twice a week. Before each practice, members studied a short video of a famous match and wrote down the 32______ used by both teams. During practice, Zhang Yu had to communicate with partners and follow the coach's plan. If he acted alone, the whole team would be in 33______. Slowly, he understood why team spirit was more important than personal speed.
The teacher also asked members to keep health records. They had to rest their eyes, stretch their backs and stop playing when time was up. Some students once believed that a strong player should practise all night. The teacher corrected this 34______ idea. He said that poor sleep could reduce attention and even make a player lose easy chances.
At the end of the term, Zhang Yu gave a speech about e-sports. He said it could bring new jobs, exciting events and useful lessons in cooperation. But he also warned classmates not to be 35______ to games. A bright industry still needs calm judgment. For students, the best choice is to learn from e-sports, control 36______, protect health, improve 37______, respect rules, communicate with family, choose 38______ information, and keep real-life friendship. In this way, a popular online event can become a 39______ lesson rather than a 40______ risk.
31.A. noise
B. weather
C. discipline
D. receipt
32.A. strategies
B. rooms
C. bills
D. plates
33.A. breakfast
B. holiday
C. silence
D. trouble
34.A. local
B. wrong
C. golden
D. polite
35.A. addicted
B. similar
C. patient
D. official
36.A. snow
B. shape
C. time
D. desk
37.A. parking
B. cooperation
C. cooking
D. printing
38.A. empty
B. private
C. careless
D. reliable
39.A. valuable
B. harmful
C. noisy
D. blind
40.A. sweet
B. cheap
C. hidden
D. bright
第四节 短文填空(共5小题;每小题2分,满分10分)
E-sports has become an industry that 41______ (attract) millions of viewers. A professional team is usually 42______ (organise) by players, a coach and other staff. If young people only saw the exciting side, they 43______ (ignore) possible risks such as addiction and poor health. Therefore, schools should guide students 44______ (discuss) both advantages and disadvantages. With proper rules, e-sports can help teenagers learn cooperation instead of 45______ (waste) their time. Responsible discussion can turn a popular topic into a useful lesson for the whole class and help families guide teenagers in a patient way. Students can then enjoy matches without losing study time.
第二部分 阅读(共两节,满分50分)
第一节 阅读理解(共15小题;每小题2.5分,满分37.5分)
A
Question
Useful information
Balanced answer
Is e-sports just gaming?
Ordinary gaming is mainly for fun, while professional e-sports has teams, training and formal competitions.
It is organised competition, but it still needs rules and self-control. for young viewers and class reports with teachers today
What can players learn?
Players practise strategy, quick thinking, communication and cooperation during matches.
These abilities are useful, but study and health must not be forgotten. in school discussions
Why is it popular?
Exciting matches are easy to watch online, and some games look realistic and beautiful.
Popularity comes from technology, competition and the large number of fans. across different cities
What should students remember?
Long screen time may hurt eyes, sleep and real-life communication.
Students should control time, protect health and discuss problems with parents. every day and during weekends with family guidance before tests
46. What makes professional e-sports different from ordinary gaming?
A. Only a bigger screen.
B. Teams, training and formal competitions.
C. A hotel room.
D. A shorter school day.
47. What can we infer from the balanced answers in the table?
A. E-sports can be useful, but self-control is necessary.
B. Students should forget health in the text.
C. Gaming has no rules in the text.
D. Only fans need teamwork in the text.
48. Which action is NOT advised for students?
A. Keeping study first in the text.
B. Protecting eyes in the text from the passage.
C. Following rules in the text from the passage.
D. Spending hours on games without study or rest.
B
A serious e-sports match looks exciting, but the preparation behind it is often quiet and hard. Before a final, players may watch old videos, study the habits of opponents and discuss possible plans with the coach. They also practise communication words so that every teammate can understand instructions quickly during the match.
Health management is another important part. Long training does not mean sitting before the screen without rest. Good teams make rules about eye exercises, sleep time, meals and physical training. A doctor or health adviser may remind players to relax their shoulders and backs. These details show that professional e-sports is not careless gaming. The strongest teams usually win because they combine skill, strategy, cooperation and healthy routines. This also explains why a team must plan rest as carefully as practice today. In class, students can use this example to discuss how discipline protects performance and health. It also reminds young fans that professional success depends on repeated review, patient cooperation, clear records, steady sleep and respect for rules. These habits make the match more stable and meaningful.
49. What may players do before a final?
A. Stop all training in the text.
B. Hide from the coach.
C. Watch old videos and study opponents.
D. Forget communication words in the text.
50. Why do players practise communication words?
A. To understand instructions quickly during matches.
B. To write hotel emails.
C. To avoid teamwork in the text.
D. To sleep longer during matches.
51. What can be inferred about strong e-sports teams?
A. They train without rest in the text.
B. They never study opponents in the text.
C. They depend only on luck.
D. They manage both skills and health carefully.
52. Which title best fits the passage?
A. A Short Trip to a Town
B. Preparation Behind an E-sports Match
C. How to Buy Medicine
D. The Colours of Dustbins
C
Why is e-sports becoming more and more popular? One reason is that it is similar to other competitive sports. Audiences enjoy watching excellent players meet strong opponents, make quick decisions and try to win at the highest level. For many fans, the last minute of an e-sports match can be as exciting as the last minute of a football game.
A second reason is convenience. People can watch professional matches online for free or at low cost. Participants can practise at home with a computer or phone. They do not need a large playground, although they still need time and discipline. The Internet helps fans share comments and support teams.
A third reason is the design of games. Modern games often have beautiful pictures, clear rules and different levels. Some are so realistic that viewers feel they are watching a film or a sports show. Different kinds of games can suit different players, so more people find something they like.
However, popularity should not make us blind. A popular activity may still bring pressure, addiction or health problems if people use it without limits. The best attitude is to understand why e-sports attracts people and then set clear rules. When fans respect rules and players protect health, e-sports can grow in a more positive way. This balanced attitude can protect young fans.
53. What is e-sports similar to according to the first paragraph?
A. Other competitive sports.
B. Hotel service.
C. Traditional medicine.
D. Garbage sorting.
54. What does 'convenience' in Paragraph 2 mainly refer to?
A. Players must travel far every day in the text.
B. Fans can only buy expensive tickets in the text.
C. People can watch or practise more easily online or at home.
D. Matches are never online in the text from the passage.
55. What can we infer about modern games?
A. All games are the same as homework.
B. Some designs help make e-sports attractive.
C. Games never need strategy.
D. Games cannot be watched.
56. What is the best attitude toward popularity?
A. Follow it blindly in the text.
B. Refuse to discuss it.
C. Give up school life.
D. Enjoy it with rules and responsibility.
D
China is now important in e-sports. Since e-sports was accepted as an official sports competition in 2003, more events and clubs have appeared. The first Chinese Mobile E-sports Games in 2016 showed that mobile technology could bring competitions to more players and viewers. Today, Chinese players have achieved strong results in world competitions.
The development is not accidental. China has a large Internet population, active fans and better digital services. Some cities offer support because e-sports can bring jobs in event organisation, live streaming, design and training. A professional event may need planners, technicians, referees and commentators. E-sports is connected with more industries than one screen can show.
At the same time, public worries remain. Some parents fear that the word e-sports may become an excuse for uncontrolled gaming. Their worry is reasonable if teenagers use professional examples to cover poor habits. Schools and families need to explain the difference between a career and a hobby. A career requires ability, hard training, rules and competition; a hobby should never damage study, sleep or real-life relationships.
A mature view is important for vocational school students. They may see new career chances in e-sports, but they also need knowledge, communication skills and responsibility. Whether they become players, event workers or fans, they should judge information carefully. E-sports will be brighter if young people connect interest with discipline and technology with healthy life. This is practical.
57. What did the 2016 mobile e-sports games show?
A. E-sports ended in China in the text.
B. Mobile technology could bring competitions to more people.
C. Only computers could be used in the text.
D. Fans disliked online events in the text.
58. Why may parents worry about e-sports?
A. They fear it may hurt study and health.
B. They all want to be coaches.
C. They cannot watch football in the text.
D. They dislike every school subject in the text.
59. Why does the writer mention jobs such as coach and event worker?
A. To prove all students should leave school.
B. To show games need no rules.
C. To show the industry can create career chances.
D. To introduce hotel jobs in the text.
60. Which title best fits the passage?
A. A Trip Around Beijing
B. How to Repair a Phone
C. The Oldest Chinese Medicine
D. E-sports Development and Teenagers' Choices
第二节 补全对话(共5小题;每小题2.5分,满分12.5分)
A: I watched an e-sports final last night. It was exciting.
B: Really? (61)______
A: Not exactly. Professional e-sports players train hard like athletes.
B: What do they do before a match?
A: (62)______ They also discuss strategies with the coach.
B: I see. But my parents worry about addiction.
A: (63)______ Long screen time can hurt health.
B: Then how should students treat e-sports?
A: (64)______
B: That sounds reasonable. Maybe we can discuss both sides in class.
A: (65)______
A. They study opponents and practise teamwork.
B. Is it just playing games for fun?
C. I agree with them in some ways.
D. They should control time and keep study first.
E. Good idea. A balanced view is important.
第三部分 书面表达(满分15分)
66. 假定你是李华,你校英文报正在征集题为“E-sports and Teenagers”的短文。请你写一篇不少于80词的英文短文,内容须包括:
1. 说明电竞受欢迎的原因;2. 分析电竞可能带来的机会和风险;3. 提出青少年应如何理性对待。
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