Practice Test 5
Practice Test 5
Practice Test 5
Mark the letter A, B, C or D to indicate the underlined part that needs correction in each of the
following questions.
14. Everybody wants to ride it today as the bike is new, and then we decide to get turns after tomorrow.
A. wants B. it C. as D. to get
Part II: Reading
Read the following passage and mark the letter A, B, C, or D to indicate the correct word or phrase
that best fits each of the numbered blanks.
Latchkey Children
Latchkey children was a term coined to describe children who wrote or carried house keys to school (1)
they could let themselves into their home when they returned from school. The term came into use during the
Second World War, when fathers had gone off to war, and mothers had gone into industry, making tanks,
planes, uniforms and bullets the soldiers needed. The children went home with keys on chairs, ribbons or a
piece of string tied around their necks. Some mother chose to work the night shift, called “swing shift”, and
tucked their children into bed, locked the door and went to factory. The country’s response was prompt and
comprehensive. Programs were set (2) ____in factories, in schools and community centers, to gather in all
the children whose parents were busy with the war effort. These programs closed promptly when the war
ended, and women (3)________their roles as housewives. More than sixty years on, there are large numbers
of working mothers, but unlike in wartime, the country (4) ________to care for their children.
According to one census, one-third of all school-age children in the United States are, for some part of the
week, latchkey kids, that is, they go home and empty house or apartment. One-half of all children in the
country aged 12 to 14 are home alone for an average of seven hours a week. The very poor in America are
less likely to leave their children alone at home, or allow them to go home alone, than families who earn
twice their level of income. This is probably because the very poor live in less safe (5) ________, and
have fewer friends or family who can step in, in case of emergency.
1/ A. therefore B. so that C. as long as D. before
2/ A. for B. about C. out D. up
3/ A. resumed B. acted C. put D. got
4/ A. didn’t organize B. organized C. is not organized D. was organized
5/ A. neighboring B. neighbors C. neighborly D. neighborhoods
Read the following passage and mark the letter A, B, C, or D to indicate the correct answer to each of
the questions.
Video Game Research
Although video games were first developed for adults, they are no longer exclusively reserved for the grown-ups in
the home. In 2006, Rideout and Hamel reported that as many as 29 percent of preschool children (children between
two and six years old) in the United States had played console video games, and 18 percent had played hand-held
ones. Given young children’s insatiable eagerness to learn, coupled with the fact that they are clearly surrounded by
these media, we predict that preschoolers will both continue and increasingly begin to adopt video games for personal
enjoyment. Although the majority of gaming equipment is still designed for a much older target audience, once a
game system enters the household, it is potentially available for all family members, including the youngest. Portable
systems have done a particularly good job or penetrating the younger market.
Research in the video games market is typically done at two stages: some time close to the end of the product
cycle, in order to get feedback from consumers, so that a marketing strategy can be developed; and at the very end
of the product cycle to ‘fix bugs’ in the game. While both of those types of research are important, and may be
appropriate for dealing with adult consumers, neither of them aids in designing better games, especially when it
comes to designing for an audience that many have particular needs, such as preschoolers or senior citizens. Instead,
exploratory and formative research has to be undertaken in order to truly understand those audiences, their ability,
their perspective, and their needs. In the spring of 2007, our preschool-game production team at Nickelodeon had a
thought that the Nintendo DS – with its new features, such as the microphone, small size and portability, and its
relatively low price point – was a ripe gaming platform for preschoolers. There were a few games on the market at
the time which had characters that appealed to the younger set, but our game producers did not think that the game
mechanics or design were appropriate for preschoolers. What exactly preschoolers could do with the system,
however, was a bit of a mystery. So we set about doing a study to answer the query: What could we expect
preschoolers to be capable of in the context of hand-held game play, and how might the child development literature
inform us as we proceeded with the creation of a new outlet for this age group?
Part III: Writing