Questões de Concurso Sobre verbos | verbs em inglês

Foram encontradas 3.014 questões

Q4299221 Inglês
Read the sentence:
"Had the school received the funds earlier, it would have completed the accessibility project before the beginning of the term."
Which analysis is CORRECT?
Alternativas
Q4297048 Inglês
Bettytown Library marks opening chapter


      Tomorrow (Tuesday) marks the first anniversary of the opening of Bettystown Library with a programme of events taking place throughout the day to celebrate the milestone.

     First opening its doors on 24th tebruary 2025, over the past year it has become very much embedded in the East Meath community, which had been without its own library service for two decades. 

      On Friday, staff were delighted to learn that Bettystown Library has been shortlisted as an Island of Ireland Regional and Country Finalist for the Library of the Year 2026, a category of the British Book Awards, which is sponsored by DK in association with the Reading Agency.

     Events to mark the first anniversary including an exhibition of work by the 'Open Book Craft Group' one of the very successful groups that meeting in the library.

       Executive Librarian Aoife Carberry is delighted with how the first year has gone for the library.

     "We are blown away by the support we have received. It is so lovely to get to know the different members and organisations within the area and to work towards the best service we can possible be for them, "she said. "We have been very lucky, we have had incredible support from the community here. We've worked closely with a number or organisations, schools and special interest groups in the area as well. We just want to thank the community for welcoming us as well as they have and we look forward to continuing to work with them as the years go by."

     She spoke of how libraries are no longer quiet hushed places but are vibrant places with a wide variety of events and initiatives that go far beyond just borrowing books.

     "The biggest message we want to get out is that libraries are open to everyone, everyone is welcome. We have our books. We have plenty of events, loads of initiatives we work on, in Meath we have STEAM kits and backpacks to borrow, home energy kits to borrow, a huge range of online resources, audio books, ebooks, courses where you can upskill or develop a new hobby, language learning courses and books in other languages."

      "There is a huge wealth of things in libraries, covering all ages and all interests." 


Fonte: htt ps://www. meat hch ro ni cle.i e / 2026 / 02 / 23 / b etlylow n- I i bra rymarks-openin g -chapter/
 Consider this hypothetical scenario regarding the library's future:

If the local community continues to show such high levels of engagement, the library ______  one of the most important culturalcenters in the region.

Which option BEST completes the sentence to express a likely outcome based on that condition?

Alternativas
Q4297047 Inglês
Bettytown Library marks opening chapter


      Tomorrow (Tuesday) marks the first anniversary of the opening of Bettystown Library with a programme of events taking place throughout the day to celebrate the milestone.

     First opening its doors on 24th tebruary 2025, over the past year it has become very much embedded in the East Meath community, which had been without its own library service for two decades. 

      On Friday, staff were delighted to learn that Bettystown Library has been shortlisted as an Island of Ireland Regional and Country Finalist for the Library of the Year 2026, a category of the British Book Awards, which is sponsored by DK in association with the Reading Agency.

     Events to mark the first anniversary including an exhibition of work by the 'Open Book Craft Group' one of the very successful groups that meeting in the library.

       Executive Librarian Aoife Carberry is delighted with how the first year has gone for the library.

     "We are blown away by the support we have received. It is so lovely to get to know the different members and organisations within the area and to work towards the best service we can possible be for them, "she said. "We have been very lucky, we have had incredible support from the community here. We've worked closely with a number or organisations, schools and special interest groups in the area as well. We just want to thank the community for welcoming us as well as they have and we look forward to continuing to work with them as the years go by."

     She spoke of how libraries are no longer quiet hushed places but are vibrant places with a wide variety of events and initiatives that go far beyond just borrowing books.

     "The biggest message we want to get out is that libraries are open to everyone, everyone is welcome. We have our books. We have plenty of events, loads of initiatives we work on, in Meath we have STEAM kits and backpacks to borrow, home energy kits to borrow, a huge range of online resources, audio books, ebooks, courses where you can upskill or develop a new hobby, language learning courses and books in other languages."

      "There is a huge wealth of things in libraries, covering all ages and all interests." 


Fonte: htt ps://www. meat hch ro ni cle.i e / 2026 / 02 / 23 / b etlylow n- I i bra rymarks-openin g -chapter/
Analyze the following statements:

I. The description of the community having been without a library service for two decades indicates a state that concluded when the facility opened in early 2025.
II. When the librarian says, We have been very lucky, she is referencing a period of ongoing community support that started in the past and continues to the present day.
III.lf the community were to stop visiting the library tomorrow, the institution will lose its shortlisting status for the Library of the Year 2026 award.

Which of the following statements islare CORRECT? 
Alternativas
Q4297042 Inglês
Bettytown Library marks opening chapter


      Tomorrow (Tuesday) marks the first anniversary of the opening of Bettystown Library with a programme of events taking place throughout the day to celebrate the milestone.

     First opening its doors on 24th tebruary 2025, over the past year it has become very much embedded in the East Meath community, which had been without its own library service for two decades. 

      On Friday, staff were delighted to learn that Bettystown Library has been shortlisted as an Island of Ireland Regional and Country Finalist for the Library of the Year 2026, a category of the British Book Awards, which is sponsored by DK in association with the Reading Agency.

     Events to mark the first anniversary including an exhibition of work by the 'Open Book Craft Group' one of the very successful groups that meeting in the library.

       Executive Librarian Aoife Carberry is delighted with how the first year has gone for the library.

     "We are blown away by the support we have received. It is so lovely to get to know the different members and organisations within the area and to work towards the best service we can possible be for them, "she said. "We have been very lucky, we have had incredible support from the community here. We've worked closely with a number or organisations, schools and special interest groups in the area as well. We just want to thank the community for welcoming us as well as they have and we look forward to continuing to work with them as the years go by."

     She spoke of how libraries are no longer quiet hushed places but are vibrant places with a wide variety of events and initiatives that go far beyond just borrowing books.

     "The biggest message we want to get out is that libraries are open to everyone, everyone is welcome. We have our books. We have plenty of events, loads of initiatives we work on, in Meath we have STEAM kits and backpacks to borrow, home energy kits to borrow, a huge range of online resources, audio books, ebooks, courses where you can upskill or develop a new hobby, language learning courses and books in other languages."

      "There is a huge wealth of things in libraries, covering all ages and all interests." 


Fonte: htt ps://www. meat hch ro ni cle.i e / 2026 / 02 / 23 / b etlylow n- I i bra rymarks-openin g -chapter/
In the sixth paragraph, the sentence We are blown away by the support we have received highlights the librarian's reaction to the community. Identify the option that CORRECTLY transforms this construction into an alternative structure that maintains the original meaning and tense.
Alternativas
Q4292332 Inglês
Leia o texto a seguir para responder à questão:

What CLT is NOT

CLT (Communicative Language Teaching) is not exclusively concerned with face-to-face oral communication. The principles of CLT apply equally to reading and writing activities that involve readers and writers engaged in the interpretation, expression and negotiation of meaning; the goals of CLT depend on learner needs in a given context. CLT does not require small-group or pair work; group tasks are seen as a way of providing increased opportunity and motivation for communication. Finally, CLT does not exclude a focus on metalinguistic awareness or knowledge of rules of syntax, discourse and register appropriateness. The essence of CLT is the engagement of leaners in communication in order to allow them to develop their communicative competence.

(SAVIGNON, S. J. Communicative language teaching for the Twenty-first century. In: CERCE-MURCIA, M. (ed). Teaching English as a second or foreign language. Boston, Massachusstes: Heinle&Heinle. 2001. Adaptado)
Este texto encontra-se basicamente no tempo verbal simple present porque
Alternativas
Q4292316 Inglês

Leia o texto a seguir para responder à questão: 


        In the Star Trek universe, the audience occasionally gets a glimpse inside schools on the planet Vulcan. Young children stand alone in “capsules” surrounded by 360-degree digital screens. Adults walk around but do not talk to the students. Instead, each child interacts only with a sophisticated artificial intelligence (AI). Although this is not the reality in today’s classrooms on Earth, there are people for whom a vision of personalized learning conducted by artificial intelligence has considerable appeal.


        Individualized learning has its place. But decades of educational research also demonstrate that learning is essentially a social endeavor. Classrooms that privilege personalized AI chatbots overlook that fact.


        Generative AI is quickly coming to classrooms. If decades ago educators worldwide promoted the benefits of “One Laptop per Child”, today we may be approaching the model “one chatbot per child.” What does educational research tell us about what this model could mean for children’s learning and well-being?


        During much of the 20th century, learning was understood as mainly as a matter of individual cognition. A misconception, if compared to today’s comprehension of what learning involves. Scientists now understand that apparently individual processes – such as building new knowledge – are actually social interactions with the world around us. In classrooms, this suggests that opportunities for daily personal interaction can strongly support brain health and academic learning.


        Therefore, it is important to understand generative AI’s real-life impact on students.


        For example: How does it feel to learn from a chatbot, day after day? How will long-term use of AI affect children’s mental health? How does AI use affect children’s relationships with each other and with their teachers? What kinds of relationships might children form with the chatbots themselves? More broadly, we could also ask: What do we, as a society, actually want children to learn?


        Good teaching and learning blends social and individual processes. I see the beneficial application of any new technology in the classroom – AI or otherwise – as a way to build upon the social fabric of human learning. My concern about personalized AI tutors is how they might displace already infrequent opportunities for social interaction, further isolating children in classrooms.


(Niral Shah. www.converstion.com, 15.12.2025. Adaptado)

In the fragment from the third paragraph “today we may be approaching the model ‘one chatbot per child’”, the bolded modal verb carries the idea of 
Alternativas
Q4282291 Inglês
Leia o Texto 4 para responder à questão.


Texto 4

New surgeon general’s advisory raises alarm about screen time risks for kids and teens


Too much screen use among kids and teens – including endless social media scrolling, nonstop texting and hours of video games – can be harmful, and it has become a public health concern in the United States, according to a surgeon general’s advisory released Wednesday.

Officials at the US Department of Health and Human Services collaborated on the new advisory, as there is no confirmed surgeon general within the Trump administration.

The advisory warns that exposure to screens often begins before a child’s first birthday and increases with age […].


Disponível em: https://edition.cnn.com/2026/05/20/health/surgeon-generaladvisory-screen-time-wellness. Acesso em: 20 mai. 2026.
O emprego da forma verbal “has become” cumpre uma função determinada na organização temporal dos fatos relatados. Esse tempo verbal é utilizado no fragmento porque
Alternativas
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
Q4254769 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
If the prediction “we could see nanotechnology implants by then” were changed to a negative form, it would be:
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).
Alternativas
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:
Alternativas
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? 
Alternativas
Q4252672 Inglês

The Evolution of Digital Design


By Coursera Staff







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

In which of the following sentences does the word “shifting” function in the same way as the underlined word (l. 02)?
Alternativas
Q4250989 Inglês
Leia o texto a seguir.


In Brazil, four in ten teenagers face school bullying


In Brazil, four out of ten students aged 13 to 17 say they have already been victims of bullying, and 27.2 percent in this age group have suffered some form of humiliation two or more times.

The data, released this week, are based on testimonies collected in 2024 in schools across Brazil by the Brazilian government’s statistics agency IBGE as part of the National School Health Survey (PeNSE).

Compared to the previous survey, conducted in 2019, there was a 0.7 percentage point increase in the total number of students who reported having suffered bullying. The proportion of students who experienced it at least twice rose by more than 4 percentage points, Marco Andreazzi, the research manager, emphasized.

“Bullying is already characterized as something persistent, intermittent… And here we observe an upward trend, indicating that more students have begun to experience repeated situations of violence,” Andreazzi said.

The researcher stressed that “the number of those who suffer bullying remains practically the same; however, the persistence and intensity of the episodes have increased.”

Appearance, race, gender

Bullied students told researchers that their facial features or hair were the main targets of bullying, accounting for 30.2 percent of cases.

Next is body appearance, accounting for 24.7 percent, followed by bullying related to color or race, reported by 10.6 percent.

“There is also a high percentage - 26.3 percent - of students who say the bullying had no reason. That is, many of those who suffer do not know why, and this is natural, since bullying occurs collectively and the victim does not necessarily perceive a reason for it. On the contrary, they feel completely wronged,” the research manager noted.

The research found that girls are the most affected - 43.3 percent have experienced bullying, compared to 37.3 percent of boys.

Furthermore, 30.1 percent of female adolescent students reported feeling humiliated by teasing from classmates two or more times. This proportion is nearly 6 percentage points higher than among male students.

Profile of the aggressors

Data on those who commit bullying show an inverse pattern: 13.7 percent of students reported having engaged in some form of violence - 16.5 percent of boys and 10.9 percent of girls.

IBGE also asked about the reasons for the aggression, and once again, facial features, hair, body type, and skin color or race were the most frequently cited.

However, some significant differences emerged in relation to victims’ reports. For example, 12.1 percent of perpetrators said they engaged in bullying because of their classmates’ gender or sexual orientation, while only 6.4 percent of victims identified this as a motive for the violence.

A similar pattern emerged regarding disability: while 7.6 percent of perpetrators acknowledged engaging in bullying for this reason, only 2.6 percent of victims associated the attacks with this characteristic.

For researchers, this may indicate that many victims prefer to remain silent about the circumstances for fear of being stigmatized.

TÂMARA FREIRE


Fonte: https://agenciabrasil.ebc.com.br/en/educacao/noticia/2026-03/brazil-four-tenteenagers-face-school-bullying-27/5/2026/. Excerto. Acesso em: 10/06/2026.
No trecho “In Brazil, four out of ten students aged 13 to 17 say they have already been victims of bullying...” (1º parágrafo), a locução verbal destacada está flexionada no: 
Alternativas
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. 
Alternativas
Q4247264 Inglês
The sentence must report a completed action that occurred at a definite time in the past. Choose the correct alternative.
Alternativas
Q4247262 Inglês
Mark the alternative in which the "-ed" ending of the highlighted word is pronounced as /1d/.
Alternativas
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.
Alternativas
Respostas
1: A
2: B
3: A
4: A
5: C
6: E
7: C
8: C
9: C
10: C
11: C
12: A
13: B
14: D
15: B
16: D
17: D
18: C
19: C
20: E