零五网 全部参考答案 随堂反馈 2026年综合素质随堂反馈七年级英语上册译林版苏州专版 第29页解析答案
五、阅读理解
Samaira Mehta, aged 12, makes board games(棋盘游戏)to help kids code(编程).
When you think of board games, you may think of “Candyland” and “Monopoly(大富翁)”. But some games teach skills that go from the game board to the keyboard(键盘). They are all about computer coding.
Samaira Mehta invented (发明) three of these board games. Her games are “CoderBunnyz” “CoderMindz” and “CoderMarz”.
Samaira lives in Santa Clara, California. She became interested in computer science because of a prank! At that time she was 6 years old. “There was something on my dad's computer. There was one button(按钮)that said, ‘Click(点击)this if you're beautiful.’ But when I was going to click it, it goes away quickly.”
To invent her board game, Samaira first made a drawing. Then, she went to ask designers and game-makers for help. These people helped Samaira design her games. Samaira also got help from her parents.
Samaira thinks coding is useful. “My favourite part about computer science is how we could use it to solve(解决)problems,” Samaira said. “I think coding is a kind of superpower(超能力)because of this problem-solving mindset(思维模式)it gives us.”
Samaira hopes to share her love of computer science with others. She also wants to show computer science is not only for boys.
C
)1. When inventing a game, Samaira got help from
.
① designers ② teachers ③ game-makers ④ parents
A. ①②③ B. ②③④ C. ①③④ D. ①②④
D
)2. Which does Samaira like most about computer science?
A. It looks very cool. B. Coding makes Samaira clever.
C. Coding makes Samaira happy. D. It can help her with different problems.
C
)3. What does the underlined word “prank” mean in Chinese?
A. 秘密 B. 游戏 C. 恶作剧 D. 谎言
D
)4. What can we infer(推断)from the passage?
A. “Candyland” is a keyboard game.
B. Samaira invented the games only by herself.
C. Samaira's parents knew nothing about coding.
D. People usually think boys like computer science more.
答案:1-4 CDCD
解析:
【分析】
本题为英语阅读理解题,需根据原文内容逐一分析各小题。第1题是细节理解题,需定位Samaira发明游戏时获得帮助的对象;第2题是细节理解题,需找到Samaira关于最喜欢计算机科学的表述;第3题是词义猜测题,结合上下文语境推断“prank”的含义;第4题是推理判断题,需逐一比对选项与原文内容,排除错误选项,选出符合原文的推断。
【解析】
1. 细节理解题:根据原文第五段“she went to ask designers and game-makers for help... Samaira also got help from her parents”,可知Samaira发明游戏时得到了设计师、游戏制作者和父母的帮助,对应①③④,故选C。
2. 细节理解题:根据原文第六段“My favourite part about computer science is how we could use it to solve problems”,可知Samaira最喜欢计算机科学的是它能帮助解决不同问题,对应选项D。
3. 词义猜测题:根据下文描述“there was one button that said, ‘Click this if you're beautiful.’ But when I was going to click it, it goes away quickly”,可知这是一个恶作剧,故“prank”意为“恶作剧”,选C。
4. 推理判断题:A选项,原文第二段提到“Candyland”是棋盘游戏,不是键盘游戏,错误;B选项,Samaira发明游戏时得到了设计师、游戏制作者和父母的帮助,并非仅靠自己,错误;C选项,原文提到Samaira得到父母帮助,无法推断父母不懂编程,错误;D选项,原文最后一段“show computer science is not only for boys”,可推断人们通常认为男孩更喜欢计算机科学,正确,故选D。
【答案】
CDCD
【知识点】
英语阅读理解,细节理解,词义猜测,推理判断
【点评】
本文围绕12岁女孩Samaira发明编程棋盘游戏的故事展开,题目类型涵盖细节查找、词义猜测和推理判断,考查学生对原文信息的定位、理解及推断能力,整体难度适中,需学生仔细阅读原文,准确提取关键信息。
【难度系数】
0.6
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