2017年9月公共英語pets-3模擬預測試題

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2017年9月公共英語pets-3模擬預測試題

  Section Ⅰ Listening Comprehension

  1—25(略)

  Section Ⅱ Use of English

Directions: Read the following text. Choose the best word or phrase for each numbered blank and mark A, B, C, or D on ANSWER SHEET 1.

The United States is a confederation of states. Each state has the(26) to make laws with regard to the state. (27) , based on public opinion, states can(28) policies regarding education, and they may(29) a state income tax; they also determine the speed(30) , housing codes, and the drinking age.

In most parts of the United States, you(31) be 21 years old to buy alcohol in a liquor store, bar,(32) restaurant. In some states you may buy beer in a grocery store. If a store sells alcohol to a minor, the(33) of the store is usually(34) a large sum of money.(35) , many areas have an open-container law,(36) means that people may not drink alcohol on the street or in a car. Anyone(37) with an open container of alcohol may be arrested.

(38) , with all of these laws, the(39) of alcohol is a serious(40) in the United States and Canada. Drinking on college campuses,(41) there are many underage drinkers has(42) greatly. In fact, alcohol sales have gone up(43) the legal drinking age was(44) from 18 to 21. Some people believe that if there were no legal drinking age,(45) in some other countries, North American youth would drink less.

26.A privilege  B advantage  C right  D tradition

27.A As a result  B For example  C In other words  D In this case

28.A demand  B disagree  C discuss  D determine

29.A collect  B issue  C demand  D implement

30.A limit  B control  B control  D regulation

31.A can  B shall  B shall  D must

32.A and  B or  C also  D not

33.A clerk  Bsalesperson  Cowner  D host

34.A fined  B charged  C punished  D suffered

35.A In addition  B In fact  C In reality  D In general

36.A that  B this  C it  D which

37.A exposed  B suspected  C caughted  D detected

38.D detected  B Anyway  C Moreover  D Neverthless

39.A application  B consumption  C expenditure  D usage

40.A condition  B crisis  C question  D problem

41.A though  B as  C where  D which

32.A raised  B increased  C peaked  D climaxed

43.D climaxed  B since  C before  D after

44.A shifted  B upgraded  C uplifted  D changed

45.A same  B for  C as  D in

  Section Ⅲ Reading Comprehension

  Part A

  Directions: Read the following three texts. Answer the questions on each text by choosing A,B,C or D. Mark your answers on ANSWER SHEET 1.

  Text 1

A pioneering study by Donald Appleyard made the surprise sudden increase in the volume of traffic through an area affects a sudden increase in crime does. Appleyard observed this by fir house in San Francisco that looked much alike and had middle-class and working-class residents. The difference was that only 2,000 cars a day ran down Octavia in Appleyard’s terminology while Gough Street (MEDIUM street) had 9,000 cars a day and Franklin Street (HEAVY street) had around 16,000 cars a day.

Franklin Street often had as many cars in an hour as Octavia Street had in a day. Heavy traffic brought with it danger, noise, fumes, and soot, directly, and trash secondarily. That is, the cars didn’t bring in much trash, but when trash accumulated, residents seldom picked it up. The cars, Appleyard determined, reduced the amount of territory residents felt responsible for. Noise was a constant intrusion into their homes. Many Franklin Street residents covered their doors and windows and spent most of their time in the rear of their houses. Most families with children had already left.

Conditions on Octavia Street were much different. Residents picked up trash. They sat on their front steps and chatted with neighbors. They had three times as many friends and twice as many acquaintances as the people on Franklin.

On Gough Street, residents said that the old feeling of community was disappearing as traffic increased. People were becoming more and more preoccupied with their own lives. A number of families had recently moved. And more were considering it. Those who were staying expressed deep regret at the destruction of their community.

eyard’s study focuses on the influence of ______.

fic volume on the residents

of crime on the neighborhood

al classes on the transportation

ee of pollution on the environment

eyard discovered that increase in the volume of traffic ______.

people more violent

d lead to increase in crime

accompanied by increase in crime

the same effect on people as increase in crime

author’s main purpose in the second paragraph is to ______.

uss the problem of handling trash

est ways to cope with traffic problems

t out the disadvantages of heavy traffic

ose an alternative system of transportation

le on Gough Street ______.

sorry that their block had been pulled down

indifferent about people moving out

ght their old community was gone

ght mostly of themselves

can we learn about Franklin Street

is not a nice neighborhood for childre

le often throw trash out as they drive throug

le there have made friends with people on Octavi

le there own twice as many cars as people on Gough Stree

  Text 2

Imagine, if you will, the average games player. What do you see A guy who never grew up Or a nervous 18-year-old pushing buttons on his controller, lost and alone in a violent onscreen world Sorry, you lose. The average gamer is starting to look pretty much like the average person. For the first time, according to a US poll commissioned by AOL Games, roughly half of those surveyed, ages 12 to 55, are tapping away at some kind of electronic game—whether on a PC, a cell phone or another handheld device—for an average of three hours every week.

The games people play say a lot about who they are. Machines like the Xbox and PlayStation 2 are largely the territory of twenty-something men, who prefer to picture themselves as sports ‘stars and racing drivers. Men 50 and older prefer military games. Teenage girls are much more likely than boys to play games on their phone, while older women make up the majority of people playing card games such as Hearts on line.

Is it a good thing, all this time spent on games Or is it as harmful as television, pulling people ever further from reality The AOL survey suggests some players are in denial about the extent of their habit. One in 10 gamers find it impossible to resist games; 1 in 4 admits to losing a night’s sleep to play games; and another quarter has been too absorbed to have meals.

But don’t think we’re all heading into a world with everyone plugged into, if not totally controlled by, his own game. Quite the contrary: gamers appear to be more engaged with reality than other kinds of couch potatoes. According to a comprehensive survey by the Entertainment Software Association (ESA-whose members, of course, want you to think video games are healthy), gamers spend an average of 23 hours a week volunteering and going to church, concerts, museums and other cultural events. More enthusiastic gamers who play 11 hours a week or more spend ever more time out in the cultural world (34 hours).

51. The AOL survey finds that electronic games ______.

not present a violent onscreen world

longer keep gamers from growing up