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Q4279237 Inglês
The Hidden History of Women Game Designers



Educational games were all the rage in the early ninteenth century. As the narrator of Sir Walter Scott's 1814 novel, Waverley, observed, "the history of England is now reduced to a game at cards, the problems of mathematics to puzzles and riddles." This bemusement reflects the burgeoning industry of instructional card, dice, and board games that sprang up in the late 1700s, partly in response to changing attitudes towards juvenile education outlined early on by the philosopher John Locke a century before.

Women at the time were, of course, generally barred from attending college and generally discouraged from the pursuit of learning beyond acquiring the skills of a governess. Yet the wave of enthusiasm for educational games nevertheless created an opportunity for some enterprising women—despite significant structural obstacles—to find an intellectual and creative outlet. Standout figures in the history of game design include Margaret Bryan, who directed a girl's school in Blackheath in southeastern London. A writer on science with a particular interest in astronomy, Bryan produced the boardgame Science in Sport, or the Pleasures of Astronomy in collaboration with the well-known game publisher John Wallis.

This game, a variation on the staple of the Game of the Goose (akin to Chutes and Ladders), requires players to spin a teetotum and race their pieces along the board. Most of the squares illustrate scientific phenomena, explained in an accompanying rule booklet, but some depict bad behavior, such as square six, which features "The County Gaol...for those who attend to the motion of Billiard Balls, more than to the motion of the Planets," and square twelve, which features "a blockhead." Landing on these meant losing a turn or worse, a player's place on the board.

Learning the rules of music theory by rote could seem tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself to gamification.

Other pioneering game designers include children's author Alicia Catherine Mant, who also published an astronomy-themed board game, while the ludic inventions of the poet and schoolteacher Elizabeth Rowse encompassed A Grammatical Game, in Rhyme, by a Lady (1802) and Mythological Amusement (1804).

Perhaps the most creative arena for female game designers, however, was music, and more specifically, music theory. Among the middle and upper classes, music was generally seen as a female accomplishment, and teaching its rudiments to children was typically left to mothers, governesses, or schoolmistresses. Learning the rules of music theory by rote could seem difficult and tedious. But the subject itself—with its principles, prohibitions, and occasional exceptions—lent itself remarkably well to gamification.

The nineteenth century's best-known musical game designer was the Edinburgh-based pianist and music teacher Anne Young. In 1801, she received a royal patent for a set of games intended to "render familiar and impress upon the memory, the fundamental principles of the science of music." The first British patent ever granted for a game, it was also the only one awarded that year to a female inventor, as David Ghere and Fred Amram have discovered. Two years after the launch of the Musical Games, Young, now the respectably married Mrs. Gunn, published a two-hundred-fifty page companion treatise entitled An Introduction to Music, which explained music theory fundamentals via instructions for playing her Musical Games. The treatise is organized as seven sections, each corresponding to a different set of games, and includes a number of optional variations, outlining twenty-two different games in total.

A handful of Young's Musical Games can be found in libraries, museums, and private collections today. They're luxury items: the boards were made of mahogany, while most of the nearly two hundred parts in each game—pins, dice, plates, and counters—were carved out of ivory and ebony. Priced originally at seven guineas, which was more than the annual wages of a laborer at the time, this game set would have been affordable only for the very wealthy.

Unlike earlier musical dice games, which were designed to encourage composition, Musical Games aimed to teach the rudiments of theory. Some of the games that can be played on the set involve racing, with players competing to move their pieces up and down various configurations on the board. Others involve the acquisition of points for correct answers, tallied with delicate ivory counters. A child following the treatise's progression of games would engage many of the fundamentals of music theory, ranging from notation through more advanced topics in harmony including chord resolution and modulation.

Young's invention haunted musical journals throughout the nineteenth century, resurfacing from time to time in newspaper queries, sometimes from readers intrigued by the warm endorsement it got from her husband John Gunn, a distinguished Scottish music pedagogue who wroteinstructional treatises. (In his writings, Gunn protested "without having ever previously heard the name of the ingenious and scientific Inventor, I was struck with the merits of these Games.") Interestingly, the Musical Games reappear nearly a century later in the essay "Games of Music," published in 1907 in the London-based magazine The Musical Times by Bertha Harrison, who was very likely the anti-suffrage activist also known as Ethel Bertha Harrison. Harrison was interested in music history—her earlier writings in The Musical Times had treated topics such as child prodigies and historic concert venues—but it was only in her essay on musical games that she revealed her political leanings.

In what may be one of the earliest pieces of ludomusicology, the study of music and games, Harrison's essay surveys the role of musical games from the eighteenth century to her present day. Although she ostensibly examines musical games in general, most of her article is dedicated to Young, whom she characterizes as a woman "possessed of an uncommon order of mind." Harrison describes Young's games as "so clever and ingenious, so full of nice detail, that all the music games of the present day seem poor in design and clumsy in execution in comparison with it."

However, the crux of Harrison's argument appears in a subsequent paragraph, where she struggles to put a positive spin on the striking disparity in the quality of games designed by women and men, writing that "is a curious and interesting fact that, among musical games, those invented by women are very complicated and extraordinarily full of detail, while those invented by men are, with very rare exceptions, quite simple and generally adaptations from other games. From this we may draw one of two conclusions: either that in this particular line woman has more originality than man, or that when she begins to invent, her mind becomes so engrossed with details as to lose sight of the main issue, and, in the words of the proverb, she cannot see the wood for the trees."

Conceding that women might be intrinsically better at musical game design, Harrison immediately undercuts this notion with the claim that women are overly concerned with details, and that is why their games tend to be more complex. The stereotype of the detail-oriented woman, as exemplified in this example, is a trope that, as Naomi Schor reminds us, has informed and limited understandings of female ability for centuries.

Harrison's critique notwithstanding, the nineteenth century saw many impressive music educational games invented by women. The 1851 Great Exhibition in London featured Gioco di Euterpe, (a game whose name invokes the Greek goddess of music) designed by Abelinde Prince and "intended to assist beginners in the knowledge of the relative value of musical characters, and to render them good timeists." The editor of The Girl's Own Book (1869) described a game developed by an anonymous female friend, entitled "Sir Samuel Semibreve," which taught sight-singing and could be ordered from a music shop in Middlesex.

Across the Atlantic, Abbie T. Hays, principal of a music school in Wichita, Kansas, filed a patent in 1895 for a "musical game device" designed to teach notation with pictures depicting the words spelled out by note-names (think B-A-G or B-E-E). Later that year, Sarah W. Featherstone, a schoolteacher in Toledo, Ohio, filed a patent for Nota Bene, which used a spinning wheel to teach children rhythm. And in 1897, the enterpreneurial Evelyn Fletcher of Toronto filed both Canadian and US patents for a Music Block Game. Her "Fletcher Music Method" would later be endorsed by luminaries such as John Philip Sousa and Hugo Riemann, and it was highly popular with schoolteachers. This is just a small selection of the names and devices that pop out of the archive. In my experience searching historical patent records, one is more likely to come across games designed by women than by men. Bertha Harrison seems to have gotten that right, at least!

Today, using gamification to teach music seems like a no-brainer. Indeed, many music videogames have become wildly popular—think instrument-based rhythm games like Guitar Hero. While these games generally teach synchronization, there are also plenty of music theory games available to try online, such as ToneGym, Solfege Story, or Chet — Ear Training. Although these modern creations would have been unthinkable a hundred years ago, these games are still part of an unusual—and unusually female—tradition.

https://daily.jstor.org/the-hidden-history-of-women-game-designers/
The article combines historical narration, present-day commentary, and projections about how past inventions relate to contemporary practices. Considering the tense and temporal functions of the verb forms used in the text, mark each statement as true (T) or false (F).

( ) In "Educational games were all the rage," the simple past situates a completed historical condition in the early nineteenth century.
( ) In "A handful of Young's Musical Games can be found," the simple present indicates a situation that remains valid at the time of writing.
( ) In "Her Fletcher Music Method would later be endorsed," the construction "would + verb" expresses a future event viewed from a past reference point.
( ) In "Many music videogames have become wildly popular," the present perfect presents a past development connected with the present.

Mark the alternative that presents the CORRECT sequence. 
Alternativas
Q4254772 Inglês
AI teachers and cybernetics - what could the world look like in 2050?

Laura Cress - Technology reporter


   The last 25 years has seen some mind-bending technological changes. At the start of the century, most computers connected to the internet with noisy dial-up connections, Netflix was an online DVD rental company, and the vast majority of people hadn't even heard of a smartphone. Fast forward two and a half decades, and innovations in AI, robotics and much else besides are emerging at an incredible rate. So we decided to ask experts what the next 25 years could bring. Here are their predictions for the technology we'll be using by 2050 - and how it could reshape our lives.

    Merging humans and machines

    Science fiction set in the 2050s is full of examples of humans using technological enhancements to feel fitter, happier and more productive. In the 2000 hit game Deus Ex - set in 2052 - the player can inject themselves with tiny robots called “nanites”. These microscopic robots manipulate matter on atomic levels, giving superhuman abilities such as enhanced speed and the ability to see in the dark. It sounds like something from the distant future, but nanotechnology - engineering at a scale of millionths of a millimetre - is already used in lots of everyday real-life tech. In fact, it is powering the way you are reading these very words right now - every smartphone or computer is run by a central chip made up of billions of tiny transistors - electrical components built on a nanoscale to speed up data processing. Professor Steven Bramwell at the London Centre for Nanotechnology told the BBC by 2050 we should expect the lines between machines, electronics and biology to be “significantly blurred”. That means we could see nanotechnology implants by then - but more to “monitor your health or aid communication” rather than to appear invisible, as in Deus Ex. Medicine could also make common use of machines at a nanometre scale to “deliver drugs to exactly where they need to go”, said Professor Bramwell. Cybernetics professor Kevin Warwick is equally interested in studying augmentations, going one step further than most. In 1998 he became the first human to have a microchip implanted into his nervous system, earning him the title “Captain Cyborg”. Professor Warwick believes by 2050, advancements in cybernetics - the science studying the links between natural and mechanical systems - could lead to trailblazing treatments for diseases. He predicts the use of “deep brain electronic stimulation” as a partial treatment for some conditions such as schizophrenia, rather than medicine. He adds it is likely we'll see more cybernetic enhancements of the kind he has already trialled himself, so that “your brain and body can be in different places”. And what if we wanted to test out how the latest enhancement, or even new diet worked on our bodies, without any risks of experiencing the side effects? Professor Roger Highfield, Science Director of the Science Museum, believes “digital twins” - virtual versions of a physical object, updated using real time data - could become a regular feature in our lives. He imagines a world where each of us could have “thousands of simplified twins”, using them to explore how “different medications or lifestyle changes affect your unique biology”. In other words, we could preview our futures before we live them.

     The next generation of AI  

    Many technology firms, including Google and IBM, are currently locked in a multi-billion dollar race to revolutionise how we push fields like AI even further - in the form of quantum computing. Quantum computers are machines which can do very complex calculations at incredibly fast speeds - for example, simulating molecular interactions to design new drugs faster. In January 2025, Jensen Huang - boss of the leading chip firm Nvidia - said he believed “very useful” quantum computing would come in 20 years. AI itself will undoubtedly continue to loom large in our society as we journey towards the half century mark. Futurist and author Tracey Follows, who helped write a White Paper on UK education in 2050, believes learning will take place across “virtual and physical realities” using AI teachers which “adjust in real time”. Rather than textbooks, she predicts children will use “immersive simulations”. Meanwhile, education will be less standardised, with each child's individual DNA or biometric data studied to understand how they learn best.

Available on https://www.bbc.com/news/articles/c865n800d5jo
In the sentence “In 1998 he became the first human to have a microchip implanted into his nervous system,” identify the classification of the verbs “became” and “implanted.”
Alternativas
Q4254767 Inglês
AI teachers and cybernetics - what could the world look like in 2050?

Laura Cress - Technology reporter


   The last 25 years has seen some mind-bending technological changes. At the start of the century, most computers connected to the internet with noisy dial-up connections, Netflix was an online DVD rental company, and the vast majority of people hadn't even heard of a smartphone. Fast forward two and a half decades, and innovations in AI, robotics and much else besides are emerging at an incredible rate. So we decided to ask experts what the next 25 years could bring. Here are their predictions for the technology we'll be using by 2050 - and how it could reshape our lives.

    Merging humans and machines

    Science fiction set in the 2050s is full of examples of humans using technological enhancements to feel fitter, happier and more productive. In the 2000 hit game Deus Ex - set in 2052 - the player can inject themselves with tiny robots called “nanites”. These microscopic robots manipulate matter on atomic levels, giving superhuman abilities such as enhanced speed and the ability to see in the dark. It sounds like something from the distant future, but nanotechnology - engineering at a scale of millionths of a millimetre - is already used in lots of everyday real-life tech. In fact, it is powering the way you are reading these very words right now - every smartphone or computer is run by a central chip made up of billions of tiny transistors - electrical components built on a nanoscale to speed up data processing. Professor Steven Bramwell at the London Centre for Nanotechnology told the BBC by 2050 we should expect the lines between machines, electronics and biology to be “significantly blurred”. That means we could see nanotechnology implants by then - but more to “monitor your health or aid communication” rather than to appear invisible, as in Deus Ex. Medicine could also make common use of machines at a nanometre scale to “deliver drugs to exactly where they need to go”, said Professor Bramwell. Cybernetics professor Kevin Warwick is equally interested in studying augmentations, going one step further than most. In 1998 he became the first human to have a microchip implanted into his nervous system, earning him the title “Captain Cyborg”. Professor Warwick believes by 2050, advancements in cybernetics - the science studying the links between natural and mechanical systems - could lead to trailblazing treatments for diseases. He predicts the use of “deep brain electronic stimulation” as a partial treatment for some conditions such as schizophrenia, rather than medicine. He adds it is likely we'll see more cybernetic enhancements of the kind he has already trialled himself, so that “your brain and body can be in different places”. And what if we wanted to test out how the latest enhancement, or even new diet worked on our bodies, without any risks of experiencing the side effects? Professor Roger Highfield, Science Director of the Science Museum, believes “digital twins” - virtual versions of a physical object, updated using real time data - could become a regular feature in our lives. He imagines a world where each of us could have “thousands of simplified twins”, using them to explore how “different medications or lifestyle changes affect your unique biology”. In other words, we could preview our futures before we live them.

     The next generation of AI  

    Many technology firms, including Google and IBM, are currently locked in a multi-billion dollar race to revolutionise how we push fields like AI even further - in the form of quantum computing. Quantum computers are machines which can do very complex calculations at incredibly fast speeds - for example, simulating molecular interactions to design new drugs faster. In January 2025, Jensen Huang - boss of the leading chip firm Nvidia - said he believed “very useful” quantum computing would come in 20 years. AI itself will undoubtedly continue to loom large in our society as we journey towards the half century mark. Futurist and author Tracey Follows, who helped write a White Paper on UK education in 2050, believes learning will take place across “virtual and physical realities” using AI teachers which “adjust in real time”. Rather than textbooks, she predicts children will use “immersive simulations”. Meanwhile, education will be less standardised, with each child's individual DNA or biometric data studied to understand how they learn best.

Available on https://www.bbc.com/news/articles/c865n800d5jo
Consider the sentence: “The last 25 years has seen some mind-bending technological changes.” Which verb tense is being used? 
Alternativas
Q4252680 Inglês

The Evolution of Digital Design


By Coursera Staff







(Available at: https://www.coursera.org/articles/skeuomorphism – text specially adapted for this test). 

Mark the INCORRECT statement about the verb tense in the sentence “the design community pivoted toward flat design” (l. 17-18).
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Q4252679 Inglês

The Evolution of Digital Design


By Coursera Staff







(Available at: https://www.coursera.org/articles/skeuomorphism – text specially adapted for this test). 

The correct interrogative form of the sentence “the pendulum settled on material design” (l. 28), using the same verb tense, is:
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Q4252677 Inglês

The Evolution of Digital Design


By Coursera Staff







(Available at: https://www.coursera.org/articles/skeuomorphism – text specially adapted for this test). 

Which of the verbs below follows the same spelling rules as the word in bold “stripped” (l. 20) when used in the simple past? 
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Q4248840 Inglês
'It's Happening': Daniel Johns Drops More Teases After Making Shock Appearance at Silverchair Tribute Show


Daniel Johns has been sharing cryptic messages in recent months, and fans are only asking more questions


The iconic Australian musician has been sharing cryptic messages in recent months, and fans are only asking more questions on the back of his latest social media post.

In clips shared to the Silverchair frontman's Instagram, captioned "It's happening", it was revealed that Johns made a surprise appearance at the soundcheck of local band The Lizards' show earlier this year at Little Bosa in Port Elliot, South Adelaide. The band were playing Silverchair's debut album Frogstomp in full to celebrate the record's 30th anniversary.

Per the video, Johns "just rocks up at soundcheck, played with The Lizards for a bit, did a jam, and it was just really odd", before returning later in the night for the gig. He is believed to have shown up quietly as the show started as "Dan didn't want to freak anyone out" and watched from the kitchen: "Then Dan just disappeared. Just vanished. It was so trippy, but it happened. I filmed a bit on my phone because I knew no one would believe me. It was crazy."

It comes after Johns posted a black-and-white Polaroid on his Instagram in June, paired with short clips of himself tearing through a frantic guitar piece. The captions read: "5 Minute Warning," "Stand 'em up against the wall," and "This concludes the intermission — see you in 1995. #FutureNever."

The posts continue a run of unusual updates in recent weeks, with Johns dropping hints about "time travelling" and slipping in references to 1994. For Johns, 1994 is more than just a throwback. It was the year Silverchair broke through with their debut EP Tomorrow, whose title track topped the ARIA Charts.

Back in April, on his 46th birthday, Johns reemerged on Instagram for the first time since October 2023, writing: "I have to go back in time to finalise something."

Silverchair celebrated the Frogstomp anniversary with a special event in Sydney in March, though Johns was not in attendance.

In 2023, his Silverchair bandmates Ben Gillies and Chris Joannou teamed up to release the memoir Love & Pain, which covered the rise of Silverchair as a burgeoning trio from Newcastle to one of the world's biggest acts.

At the time, Johns pushed for the removal of a two-part Australian Story documentary from ABC iView ahead of the book's release, claiming he had not cleared the rights to Silverchair songs being used in the programme. 

"I was and remain incredibly supportive of them telling their story," Johns wrote on Instagram.

"I was asked at the end of filming to be interviewed about their contribution to the band and although I wished them all the best, I respectfully declined for one reason.

"I haven't been involved in the book nor am I aware of the contents. I've asked on many occasions to read the book but haven't been sent a copy, consequently I was uncomfortable being interviewed to help promote it."

Johns' last offering of new music came in 2022 with his second studio album, FutureNever, which also hit #1 in Australia and picked up ARIA, APRA and AIR Award nominations. 


https://au.rollingstone.com/music/music-news/daniel-johns-silverchair-fr
ogstomp-lizards-81005/
Consider the sentences below.

I."Johns made a surprise appearance at the soundcheck."
II."The posts continue a run of unusual updates."
III."The band will release more information."

Regarding verb tense and meaning, mark the correct alternative. 
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Q4247264 Inglês
The sentence must report a completed action that occurred at a definite time in the past. Choose the correct alternative.
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Q4247262 Inglês
Mark the alternative in which the "-ed" ending of the highlighted word is pronounced as /1d/.
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Q4247258 Inglês
In the passive voice, the focus shifts from who performs the action to what receives it. To transform an active sentence into a passive one, the object of the active sentence becomes the subject; the verb is formed with the appropriate tense of the verb "to be" + the past participle of the main verb; and the original subject (the agent) may be introduced by "by," when relevant. The verb tense of the active sentence must be preserved in the passive construction.

Consider the following sentence in the active voice:

"The manager approved the new project last week."

Mark the alternative that correctly transforms the sentence above into the passive voice.
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Q4246823 Inglês

READ TEXT IV AND ANSWER THE  QUESTION THAT FOLLOW.


TEXT IV


q30_31.png (328×220)


From: https://as2.ftcdn.net

The past tense and past participle of the verb “rise” in this context are, respectively
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Q4242176 Inglês
As conditional clauses, (orações condicionais), são empregadas para expressar diferentes relações entre condição e consequência. A Second Conditional é utilizada para indicar situações hipotéticas ou improváveis no presente ou no futuro.
Considerando-se as regras de uso da Second Conditional, assinale a alternativa que apresente a construção gramaticalmente correta.
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Q4219694 Inglês
Underground library in Warsaw metro invites commuters to trade scrolling for stories

In Warsaw’s Targówek district, a metro ride has become more than a daily routine. Now it offers a chance to escape into a story. Thanks to Metroteka, a newly opened subterranean library inside the Kondratowicza M2 metro station, commuters can now trade mindless scrolling for meaningful reading.

The 150-square-meter space is stocked with more than 16,000 books, all available through a fast self-checkout system. Visitors can also borrow laptops, sip complimentary coffee, and unwind in a cozy communal area, all while waiting for their train.

“Our dream is for Metroteka to become an educational and cultural center, and not just a place where you can borrow your books from,” says Grażyna StrzelczakBatkowska, deputy director of the Targówek library.

A modern space that breathes life into books

Metroteka’s design is as inviting as its mission. A lush hydroponic garden wall filled with herbs and flowers gives the underground space a breath of fresh air, literally. Basil, oregano, and other plants grow without soil or sunlight, infusing the library with an unexpected sense of vitality. The bookshelves, shaped like soft, undulating waves, add to the organic feel.

“I always joke that books are not made of glass,” Strzelczak-Batkowska says. “You can just pop in, grab a few, throw them on a self-checkout machine, and that’s it—you’re out on a new adventure.”

Aiming to reverse a national trend

Poland’s reading habits have been in steady decline for years. A 2024 survey by the National Library of Poland found that only 41 percent of respondents had read at least one book in the past year. According to Tomasz Makowski, director of the National Library, the legacy of war has shaped these numbers. During World War II, Poland lost 70 percent of its libraries.

“We had several generations that did not see their parents or grandparents in front of a wall of books,” Makowski says. “Reading is [also] not something associated with adulthood, but with schools, teachers, librarians, and usually mothers reading to children.”

By placing literature in the path of everyday commuters, Metroteka hopes to shift that cultural perception.

An open invitation to all

For Makowski, the location is just as important as the books. “Opening a library in a metro station is like a dream for us,” he says. “Libraries should be beautiful and open; inviting, not intimidating. It’s not a shrine, but a place where you can spend time freely, take part in discussions, public consultations, or meet people.”

In the coming months, Metroteka plans to host author readings, workshops, and classes to further engage the community. Books can be returned either directly to the library or via parcel lockers outside the station, available around the clock.

As commuters pass through Kondratowicza station with coffee in hand and a novel tucked under one arm, Metroteka quietly transforms daily routines into cultural moments. By meeting people where they are, literally underground, the library isn’t just promoting reading. It’s redefining what public space can offer.


Source: https://www.optimistdaily.com/2025/09/underground-libraryin-warsaw-metro-invites-commuters-to-trade-scrolling-for-stories/. Access on May 4th 2026. 
Consider paragraphs 06 and 07 of the text:

Poland’s reading habits have been in steady decline for years. A 2024 survey by the National Library of Poland found that only 41 percent of respondents had read at least one book in the past year. According to Tomasz Makowski, director of the National Library, the legacy of war has shaped these numbers. During World War II, Poland lost 70 percent of its libraries.
“We had several generations that did not see their parents or grandparents in front of a wall of books,” Makowski says. “Reading is [also] not something associated with adulthood, but with schools, teachers, librarians, and usually mothers reading to children.”

About the underlined conjugations, it is correct to say that they are examples of
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Q4219683 Inglês
Why art gallery visits may be one of the healthiest habits you can build

This year’s top Health stories celebrate the kind of progress that hits close to home: advances that help us live longer, feel better, and take care of one another. From mental health wins to medical innovations, these 2025 highlights are all about healing, hope, and human potential.

Most of us know the feeling of standing in front of a painting that makes us pause. Maybe it’s a burst of color that lifts our mood or a quiet scene that steadies the mind. Either way, a new study from King’s College London suggests that these moments are doing far more than sparking emotion. Researchers have found measurable evidence that viewing original art can support both mental health and long-term physical wellbeing.

Their findings point to something powerful: spending even a short amount of time with original artworks may reduce stress, improve emotional balance, and potentially contribute to a longer, healthier life. And the best part is that you do not need to be an art expert to benefit.

What the study actually measured

To explore the connection between art and health, researchers invited fifty healthy adults between the ages of eighteen and forty to take part in an experiment. One group visited The Courtauld Gallery in London, where they viewed original masterpieces by artists including Vincent van Gogh and Édouard Manet. A second group viewed high-quality reproductions in a non-gallery setting.

Participants wore sensors that tracked heart rate, skin temperature, and other subtle responses. They also provided saliva samples before and after the experience so researchers could measure changes in stress and inflammation.

The results were striking:

   Cortisol, better known as the body’s primary stress hormone, fell by 22 percent among gallery visitors. Those who saw reproductions saw only an eight percent drop.

     Pro-inflammatory cytokines decreased by 30 percent in the gallery group and 28 percent in the reproduction group.
    
    Gallery visitors also showed signs of emotional engagement, including small drops in skin temperature and variation in heart-rate patterns.

These shifts matter because high cortisol and inflammation are linked to chronic conditions such as anxiety, heart disease, and diabetes. In other words, your quiet moment with an original painting could be supporting your long-term health in ways you cannot feel immediately.

Why original art matters even more

Although both groups experienced some positive changes, the impact was stronger for those who viewed original artworks. Researchers believe that the immersive environment of a gallery adds layers of sensory experience with elements that highlight space, scale, texture, and atmosphere. These aspects work together to deepen the body’s response.

Importantly, the researchers emphasized that the benefits appeared regardless of art knowledge or emotional intelligence. You do not need to understand an artist’s entire catalog or even consider yourself an “art person” to gain something meaningful.

A simple, accessible step toward wellbeing

The implications of this study reach beyond museum walls. These findings help pave the way for broader integration of art and wellbeing, offering a low-cost and accessible option for reducing loneliness, easing depression, and improving life satisfaction.

And while art may not replace clinical care, it can be a gentle, joyful tool to add to your wellness routine. The next time you find yourself lingering in front of a painting, know that your body is responding in ways that support you; calming, stimulating, and restoring at the same time.


Source: https://www.optimistdaily.com/2026/01/why-art-galleryvisits-may-be-one-of-the-healthiest-habits-you-can-build-2/. Access on May 4th 2026. 
About the verbs in Past Simple in the third and fourth paragraphs of the article, it is correct to say that
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Q4203081 Inglês

Choose the correct verb form.



Before moving to Canada, he             in Brazil for twenty years.

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Q4203078 Inglês
Which word has a different pronunciation of the ending "-ed"?
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Q4202234 Inglês

Complete the correct verb form:

"They _____ their homework before dinner."

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Q4197726 Inglês
Complete a frase com a forma verbal correta:
"Mary ________ to London three times this year." 
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Q4197252 Inglês
In reported speech, the sentence "She said, ,I am tired" becomes:
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Q4174343 Inglês

Choose the alternative in which the irregular verbs are correctly used.

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Respostas
1: C
2: C
3: C
4: A
5: B
6: D
7: D
8: C
9: C
10: E
11: C
12: D
13: E
14: A
15: D
16: E
17: C
18: B
19: B
20: C