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Q2672164 Noções de Informática

Nos aplicativos editores ou processadores de texto, ao ativarmos o recurso de hifenização, eles:

Alternativas
Q2672163 Noções de Informática

Considere o conjunto de células da figura abaixo.



A

B

1

REGIÃO

VENDAS NO PERÍODO

2

REGIÃO 1

R$ 2.600,00

3

REGIÃO 2

R$ 3.200,00

4

REGIÃO 3

R$ 2.800,00

5

REGIÃO 4

R$ 2.500,00

6

REGIÃO 5

NÃO INFORMADO

7

META

REGIÕES ACIMA DA META

8

R$ 2.800,00



Qual a fórmula (ou equação) que deve ser informada na célula B8 para que seja apresentada a quantidade de regiões que atingiram ou superaram a meta de vendas no período?

Alternativas
Q2672162 Português

Assinale a alternativa correta de acordo com a concordância.

Alternativas
Q2672161 Português

Assinale a alternativa em que o sinal de crase está corretamente utilizado.

Alternativas
Q2672159 Português

Texto 1


A duração da felicidade


No começo de maio, participei de um congresso, “A Ciência da Felicidade”, nos Estados Unidos. Nunca os estudos das emoções estiveram tão em voga como neste século, no qual profissionais de grandes universidades tocam em temas que parecem ser triviais, mas que influenciam muito a época em que estamos vivendo. Dentre os vários insights que tive, um deles me chamou mais a atenção: “A frequência das emoções positivas é mais importante que a sua duração.

Crie .................................... para partilhar a felicidade”, citado por um dos psicólogos da Universidade de Berkeley, que organizou o encontro.

Lembro-me de, quando jovem, ter os seguintes objetivos de vida: fazer uma faculdade, trabalhar e ser feliz! Mas o que era felicidade na minha percepção? Estar sorrindo o tempo todo? Não ter dificuldades? Hoje, não tão jovem assim, percebo que um dos nossos maiores .................................... é achar que ter felicidade é estar feliz o tempo todo. Não! É saber lidar com os extremos, ter inteligência para contemporizar as dificuldades, lidar com as tristezas, com as decepções, ter coragem de desistir e até de assumir que, às vezes, estamos deprimidos e precisamos de ajuda. Acima de tudo, é ter resiliência emocional.

Mais importante que buscar estar feliz o tempo todo é justamente aproveitar os momentos felizes que temos ou, até mais significativo que isso, criar momentos assim. Sentar no jardim por um instante e apreciar o .................................... com todas as suas nuances, brincar com seu filho genuinamente, dedicar-se a um projeto social ou ambiental, na comunidade ou até na empresa. Momentos como esses que nos fazem perder a noção do tempo e geram sentimentos bons por estarmos fazendo algo maior e benéfico para alguém além de nós mesmos. Que nos transformam, nos ajudam a encontrar uma versão própria melhor... Fazem, enfim, com que tenhamos esses pequenos momentos de felicidade.

A vida é uma jornada. A felicidade, algo que encontramos ou construímos ao longo dela, mas não em todos os trechos. Não se preocupe em medi-la, muitos menos em se comparar com o vizinho, com seu chefe ou o influencer das redes sociais. São humanos, tanto quanto você, e .................................... diariamente suas lutas internas para buscar esse caminho de felicidade e realização. Procure criar esses pequenos momentos, tenha uma visão positiva de que tudo pode melhorar, e tenha força para enfrentar seus próprios fantasmas – que, muitas vezes, são os maiores sabotadores da nossa felicidade.


PIANARO, Luciana in Revista Vida Simples: São Paulo, no 17, edição 208, adaptado.

Identifique abaixo as afirmativas verdadeiras ( V ) e as falsas ( F ) de acordo com o texto 1.


( ) A duração das emoções positivas é mais importante do que sua periodicidade.

( ) Não devemos medir ou comparar nossa felicidade com a de outras pessoas que estão ao nosso redor ou nas redes sociais.

( ) Criar momentos felizes e curtir os momentos de felicidade é mais importante do que querer estar feliz infinitamente.

( ) Ter resiliência emocional é menos importante do que ser feliz em todos os momentos.


Assinale a alternativa que indica a sequência correta, de cima para baixo.

Alternativas
Q2672158 Português

Texto 1


A duração da felicidade


No começo de maio, participei de um congresso, “A Ciência da Felicidade”, nos Estados Unidos. Nunca os estudos das emoções estiveram tão em voga como neste século, no qual profissionais de grandes universidades tocam em temas que parecem ser triviais, mas que influenciam muito a época em que estamos vivendo. Dentre os vários insights que tive, um deles me chamou mais a atenção: “A frequência das emoções positivas é mais importante que a sua duração.

Crie .................................... para partilhar a felicidade”, citado por um dos psicólogos da Universidade de Berkeley, que organizou o encontro.

Lembro-me de, quando jovem, ter os seguintes objetivos de vida: fazer uma faculdade, trabalhar e ser feliz! Mas o que era felicidade na minha percepção? Estar sorrindo o tempo todo? Não ter dificuldades? Hoje, não tão jovem assim, percebo que um dos nossos maiores .................................... é achar que ter felicidade é estar feliz o tempo todo. Não! É saber lidar com os extremos, ter inteligência para contemporizar as dificuldades, lidar com as tristezas, com as decepções, ter coragem de desistir e até de assumir que, às vezes, estamos deprimidos e precisamos de ajuda. Acima de tudo, é ter resiliência emocional.

Mais importante que buscar estar feliz o tempo todo é justamente aproveitar os momentos felizes que temos ou, até mais significativo que isso, criar momentos assim. Sentar no jardim por um instante e apreciar o .................................... com todas as suas nuances, brincar com seu filho genuinamente, dedicar-se a um projeto social ou ambiental, na comunidade ou até na empresa. Momentos como esses que nos fazem perder a noção do tempo e geram sentimentos bons por estarmos fazendo algo maior e benéfico para alguém além de nós mesmos. Que nos transformam, nos ajudam a encontrar uma versão própria melhor... Fazem, enfim, com que tenhamos esses pequenos momentos de felicidade.

A vida é uma jornada. A felicidade, algo que encontramos ou construímos ao longo dela, mas não em todos os trechos. Não se preocupe em medi-la, muitos menos em se comparar com o vizinho, com seu chefe ou o influencer das redes sociais. São humanos, tanto quanto você, e .................................... diariamente suas lutas internas para buscar esse caminho de felicidade e realização. Procure criar esses pequenos momentos, tenha uma visão positiva de que tudo pode melhorar, e tenha força para enfrentar seus próprios fantasmas – que, muitas vezes, são os maiores sabotadores da nossa felicidade.


PIANARO, Luciana in Revista Vida Simples: São Paulo, no 17, edição 208, adaptado.

Assinale a alternativa que completa corretamente as lacunas do texto 1.

Alternativas
Q2409893 Inglês

Leia o texto para responder às questões de números 47 a 50.


We commonly observe in second language learners a plethora of errors attributable to the negative transfer of the native language to the target language. There can be interlingual interference at the phonological, syntactic, lexical, and semantic levels of language. For example, one might find a beginner learner who says “I am in New York since January”. Examples of distinctions at the lexical level may be seen in false cognates.

The early stages of second language learning are characterized by a predominance of interference (interlingual transfer), but once learners have begun to acquire parts of the new system, more and more intralingual transfer – generalization within the target language – is manifested. Negative intralingual transfer or overgeneralization is seen in such utterances as “Does John can sing?” or “He goed”.

A number of different categories for description of errors have been identified in research on learner language, among them:

I. The most generalized errors of addition, omission, substitution, and ordering. In English, for example, a definite article can be omitted (I went to movie), or an item substituted (/ lost my road), or a word order confused (I to the store went).

II. Within each category, levels of language can be considered: phonology or orthography, lexicon, grammar, and discourse. Often, of course, it is difficult to distinguish different levels of errors. A word with a faulty pronunciation, for example, might hide a syntactic or lexical error.

III. Errors may also be viewed as either global or local. Global errors hinder communication; they prevent the hearer from comprehending some aspect of the message. Local errors do not prevent the message from being heard, usually because there is only a minor violation of one segment of a sentence.


(BROWN, D. Principles of Language Learning and teaching. Englewood Cliffs, NJ: Prentice Hall Regents, 1994. Adaptado)

Leia a charge e compare-a ao texto anterior de Brown.


Imagem associada para resolução da questão


(https://boggletondrive.com)


Na charge há

Alternativas
Q2409887 Inglês

Leia o texto para responder às questões de números 47 a 50.


We commonly observe in second language learners a plethora of errors attributable to the negative transfer of the native language to the target language. There can be interlingual interference at the phonological, syntactic, lexical, and semantic levels of language. For example, one might find a beginner learner who says “I am in New York since January”. Examples of distinctions at the lexical level may be seen in false cognates.

The early stages of second language learning are characterized by a predominance of interference (interlingual transfer), but once learners have begun to acquire parts of the new system, more and more intralingual transfer – generalization within the target language – is manifested. Negative intralingual transfer or overgeneralization is seen in such utterances as “Does John can sing?” or “He goed”.

A number of different categories for description of errors have been identified in research on learner language, among them:

I. The most generalized errors of addition, omission, substitution, and ordering. In English, for example, a definite article can be omitted (I went to movie), or an item substituted (/ lost my road), or a word order confused (I to the store went).

II. Within each category, levels of language can be considered: phonology or orthography, lexicon, grammar, and discourse. Often, of course, it is difficult to distinguish different levels of errors. A word with a faulty pronunciation, for example, might hide a syntactic or lexical error.

III. Errors may also be viewed as either global or local. Global errors hinder communication; they prevent the hearer from comprehending some aspect of the message. Local errors do not prevent the message from being heard, usually because there is only a minor violation of one segment of a sentence.


(BROWN, D. Principles of Language Learning and teaching. Englewood Cliffs, NJ: Prentice Hall Regents, 1994. Adaptado)

When presenting the three categories of errors in language learning, the author states that

Alternativas
Q2409876 Inglês

Leia o texto para responder às questões de números 47 a 50.


We commonly observe in second language learners a plethora of errors attributable to the negative transfer of the native language to the target language. There can be interlingual interference at the phonological, syntactic, lexical, and semantic levels of language. For example, one might find a beginner learner who says “I am in New York since January”. Examples of distinctions at the lexical level may be seen in false cognates.

The early stages of second language learning are characterized by a predominance of interference (interlingual transfer), but once learners have begun to acquire parts of the new system, more and more intralingual transfer – generalization within the target language – is manifested. Negative intralingual transfer or overgeneralization is seen in such utterances as “Does John can sing?” or “He goed”.

A number of different categories for description of errors have been identified in research on learner language, among them:

I. The most generalized errors of addition, omission, substitution, and ordering. In English, for example, a definite article can be omitted (I went to movie), or an item substituted (/ lost my road), or a word order confused (I to the store went).

II. Within each category, levels of language can be considered: phonology or orthography, lexicon, grammar, and discourse. Often, of course, it is difficult to distinguish different levels of errors. A word with a faulty pronunciation, for example, might hide a syntactic or lexical error.

III. Errors may also be viewed as either global or local. Global errors hinder communication; they prevent the hearer from comprehending some aspect of the message. Local errors do not prevent the message from being heard, usually because there is only a minor violation of one segment of a sentence.


(BROWN, D. Principles of Language Learning and teaching. Englewood Cliffs, NJ: Prentice Hall Regents, 1994. Adaptado)

Assinale a alternativa em que há um erro decorrente de overgeneralization na construção da pergunta.

Alternativas
Q2409867 Inglês

Leia o texto para responder às questões de números 47 a 50.


We commonly observe in second language learners a plethora of errors attributable to the negative transfer of the native language to the target language. There can be interlingual interference at the phonological, syntactic, lexical, and semantic levels of language. For example, one might find a beginner learner who says “I am in New York since January”. Examples of distinctions at the lexical level may be seen in false cognates.

The early stages of second language learning are characterized by a predominance of interference (interlingual transfer), but once learners have begun to acquire parts of the new system, more and more intralingual transfer – generalization within the target language – is manifested. Negative intralingual transfer or overgeneralization is seen in such utterances as “Does John can sing?” or “He goed”.

A number of different categories for description of errors have been identified in research on learner language, among them:

I. The most generalized errors of addition, omission, substitution, and ordering. In English, for example, a definite article can be omitted (I went to movie), or an item substituted (/ lost my road), or a word order confused (I to the store went).

II. Within each category, levels of language can be considered: phonology or orthography, lexicon, grammar, and discourse. Often, of course, it is difficult to distinguish different levels of errors. A word with a faulty pronunciation, for example, might hide a syntactic or lexical error.

III. Errors may also be viewed as either global or local. Global errors hinder communication; they prevent the hearer from comprehending some aspect of the message. Local errors do not prevent the message from being heard, usually because there is only a minor violation of one segment of a sentence.


(BROWN, D. Principles of Language Learning and teaching. Englewood Cliffs, NJ: Prentice Hall Regents, 1994. Adaptado)

As far as noun number is concerned, we can say there is an example of negative transfer from Portuguese into English in:

Alternativas
Q2409862 Inglês

Leia o texto para responder às questões de números 43 a 46.


In 1972 a British linguist, D. A. Wilkins, proposed a functional or communicative definition of language that could serve as a basis for developing communicative syllabuses for language teaching. Wilkins’s contribution was an analysis of the communicative meanings that a language learner needs to understand and express. Rather than describe the core of language through traditional concepts of grammar and vocabulary, Wilkins attempted to demonstrate the systems of meanings that lay behind the communicative uses of language. He described two types of meanings: notional categories (concepts such as time, sequence, quantity, location) and categories of communicative function (requests, denials, offers, complaints).

Proponents of Communicative Language Teaching (CLT) see it as an approach that aims to (a) make communicative competence the goal of language teaching and (b) develop procedures for the teaching of language skills that acknowledge the interdependence of language and communication. Its comprehensiveness thus makes it different in scope and status from any of the earlier traditions in language teaching. There is no single text or authority on it, nor any single model that is universally accepted as authoritative. What is essential in all of them is that at least two parties are involved in an interaction of some kind where one party has an intention and the other party expands or reacts to the intention.


(RICHARDS, J.C. & RODGERS,T. Approaches and Methods in Language Teaching. Cambridge: CUP, 2001. Adaptado)

In the fragment from the first paragraph “Rather than describe the core of language through traditional concepts of grammar and vocabulary”, the underlined expression means the same as

Alternativas
Q2409850 Inglês

Leia o texto para responder às questões de números 43 a 46.


In 1972 a British linguist, D. A. Wilkins, proposed a functional or communicative definition of language that could serve as a basis for developing communicative syllabuses for language teaching. Wilkins’s contribution was an analysis of the communicative meanings that a language learner needs to understand and express. Rather than describe the core of language through traditional concepts of grammar and vocabulary, Wilkins attempted to demonstrate the systems of meanings that lay behind the communicative uses of language. He described two types of meanings: notional categories (concepts such as time, sequence, quantity, location) and categories of communicative function (requests, denials, offers, complaints).

Proponents of Communicative Language Teaching (CLT) see it as an approach that aims to (a) make communicative competence the goal of language teaching and (b) develop procedures for the teaching of language skills that acknowledge the interdependence of language and communication. Its comprehensiveness thus makes it different in scope and status from any of the earlier traditions in language teaching. There is no single text or authority on it, nor any single model that is universally accepted as authoritative. What is essential in all of them is that at least two parties are involved in an interaction of some kind where one party has an intention and the other party expands or reacts to the intention.


(RICHARDS, J.C. & RODGERS,T. Approaches and Methods in Language Teaching. Cambridge: CUP, 2001. Adaptado)

In Communicative Language Teaching, errors

Alternativas
Q2409849 Inglês

Leia o texto para responder às questões de números 43 a 46.


In 1972 a British linguist, D. A. Wilkins, proposed a functional or communicative definition of language that could serve as a basis for developing communicative syllabuses for language teaching. Wilkins’s contribution was an analysis of the communicative meanings that a language learner needs to understand and express. Rather than describe the core of language through traditional concepts of grammar and vocabulary, Wilkins attempted to demonstrate the systems of meanings that lay behind the communicative uses of language. He described two types of meanings: notional categories (concepts such as time, sequence, quantity, location) and categories of communicative function (requests, denials, offers, complaints).

Proponents of Communicative Language Teaching (CLT) see it as an approach that aims to (a) make communicative competence the goal of language teaching and (b) develop procedures for the teaching of language skills that acknowledge the interdependence of language and communication. Its comprehensiveness thus makes it different in scope and status from any of the earlier traditions in language teaching. There is no single text or authority on it, nor any single model that is universally accepted as authoritative. What is essential in all of them is that at least two parties are involved in an interaction of some kind where one party has an intention and the other party expands or reacts to the intention.


(RICHARDS, J.C. & RODGERS,T. Approaches and Methods in Language Teaching. Cambridge: CUP, 2001. Adaptado)

O objetivo do Ensino Comunicativo de Línguas expresso na afirmação “develop procedures for the teaching of the four language skills that acknowledge the interdependence of language and communication” traz a seguinte implicação:

Alternativas
Q2409848 Inglês

Leia o texto para responder às questões de números 43 a 46.


In 1972 a British linguist, D. A. Wilkins, proposed a functional or communicative definition of language that could serve as a basis for developing communicative syllabuses for language teaching. Wilkins’s contribution was an analysis of the communicative meanings that a language learner needs to understand and express. Rather than describe the core of language through traditional concepts of grammar and vocabulary, Wilkins attempted to demonstrate the systems of meanings that lay behind the communicative uses of language. He described two types of meanings: notional categories (concepts such as time, sequence, quantity, location) and categories of communicative function (requests, denials, offers, complaints).

Proponents of Communicative Language Teaching (CLT) see it as an approach that aims to (a) make communicative competence the goal of language teaching and (b) develop procedures for the teaching of language skills that acknowledge the interdependence of language and communication. Its comprehensiveness thus makes it different in scope and status from any of the earlier traditions in language teaching. There is no single text or authority on it, nor any single model that is universally accepted as authoritative. What is essential in all of them is that at least two parties are involved in an interaction of some kind where one party has an intention and the other party expands or reacts to the intention.


(RICHARDS, J.C. & RODGERS,T. Approaches and Methods in Language Teaching. Cambridge: CUP, 2001. Adaptado)

The comparison between CLT and the earlier structuralist tradition will reveal that

Alternativas
Q2409839 Inglês

Leia o texto para responder às questões de números 36 a 42.




While the potential benefits or drawbacks of children playing video games receive a lot of attention, little notice is taken of the place of children within video games themselves.

A recent survey at the Anglia Ruskin University, Great Britain, investigated how children were represented in over 500 commercially successful video games, aimed both at adults and at children, published between 2009 and 2019. Although video games are often considered a children’s medium, it was found that, out of the 506 video games analysed, 331 did not contain any child characters at all. In the remaining titles that did feature a child character, less than half of them were significant characters.

How “the child” is treated in media like video games is a reflection of the morals of wider society. If a game treats children badly without explicitly condemning this treatment, it violates these morals. This accounts for the absence of child characters in controversial open-world games that predominantly invite players to steal cars, shoot people, and evade the police.

Children were also absent from games that aren’t particularly violent. Child characters did not feature in the majority of sports, racing or music games. Because the majority of children are excluded from the world of work, games that simulate aspects of real industries represent virtual environments that are only populated with adults.

Child characters in video games can also tell us about how society visualises the figure of the child. Adult characters in video games are more likely to be white and male. This same pattern was observed in the research on child characters. Where playable child characters were given a gender, 25 were male and six were female. The lack of playable girl characters reinforces the idea that boys are at the centre of the action and girls exist only on the sidelines.

Animal or other non-human characters were more common than non-white child characters. This echoes a problem in western children’s literature: non-human characters appear less frequently than white child protagonists but significantly outnumber child protagonists of all other races. Examining the digital kids that populate virtual gameworlds is a great way to show that how societies perceive “the child” is often in a narrow and exclusionary way.


(Emma Joy Reay. www.theconversation.com, 01.06.2022. Adaptado)

Mark the word in which the prefix out- carries the same meaning as in “outnumber”.

Alternativas
Q2409828 Inglês

Leia o texto para responder às questões de números 36 a 42.




While the potential benefits or drawbacks of children playing video games receive a lot of attention, little notice is taken of the place of children within video games themselves.

A recent survey at the Anglia Ruskin University, Great Britain, investigated how children were represented in over 500 commercially successful video games, aimed both at adults and at children, published between 2009 and 2019. Although video games are often considered a children’s medium, it was found that, out of the 506 video games analysed, 331 did not contain any child characters at all. In the remaining titles that did feature a child character, less than half of them were significant characters.

How “the child” is treated in media like video games is a reflection of the morals of wider society. If a game treats children badly without explicitly condemning this treatment, it violates these morals. This accounts for the absence of child characters in controversial open-world games that predominantly invite players to steal cars, shoot people, and evade the police.

Children were also absent from games that aren’t particularly violent. Child characters did not feature in the majority of sports, racing or music games. Because the majority of children are excluded from the world of work, games that simulate aspects of real industries represent virtual environments that are only populated with adults.

Child characters in video games can also tell us about how society visualises the figure of the child. Adult characters in video games are more likely to be white and male. This same pattern was observed in the research on child characters. Where playable child characters were given a gender, 25 were male and six were female. The lack of playable girl characters reinforces the idea that boys are at the centre of the action and girls exist only on the sidelines.

Animal or other non-human characters were more common than non-white child characters. This echoes a problem in western children’s literature: non-human characters appear less frequently than white child protagonists but significantly outnumber child protagonists of all other races. Examining the digital kids that populate virtual gameworlds is a great way to show that how societies perceive “the child” is often in a narrow and exclusionary way.


(Emma Joy Reay. www.theconversation.com, 01.06.2022. Adaptado)

Make use of contextual clues and identify the meaning of the underlined word in “but significantly outnumber child protagonists of all other races”, in the last paragraph.

Alternativas
Q2409823 Inglês

Leia o texto para responder às questões de números 36 a 42.




While the potential benefits or drawbacks of children playing video games receive a lot of attention, little notice is taken of the place of children within video games themselves.

A recent survey at the Anglia Ruskin University, Great Britain, investigated how children were represented in over 500 commercially successful video games, aimed both at adults and at children, published between 2009 and 2019. Although video games are often considered a children’s medium, it was found that, out of the 506 video games analysed, 331 did not contain any child characters at all. In the remaining titles that did feature a child character, less than half of them were significant characters.

How “the child” is treated in media like video games is a reflection of the morals of wider society. If a game treats children badly without explicitly condemning this treatment, it violates these morals. This accounts for the absence of child characters in controversial open-world games that predominantly invite players to steal cars, shoot people, and evade the police.

Children were also absent from games that aren’t particularly violent. Child characters did not feature in the majority of sports, racing or music games. Because the majority of children are excluded from the world of work, games that simulate aspects of real industries represent virtual environments that are only populated with adults.

Child characters in video games can also tell us about how society visualises the figure of the child. Adult characters in video games are more likely to be white and male. This same pattern was observed in the research on child characters. Where playable child characters were given a gender, 25 were male and six were female. The lack of playable girl characters reinforces the idea that boys are at the centre of the action and girls exist only on the sidelines.

Animal or other non-human characters were more common than non-white child characters. This echoes a problem in western children’s literature: non-human characters appear less frequently than white child protagonists but significantly outnumber child protagonists of all other races. Examining the digital kids that populate virtual gameworlds is a great way to show that how societies perceive “the child” is often in a narrow and exclusionary way.


(Emma Joy Reay. www.theconversation.com, 01.06.2022. Adaptado)

In the fragment from the fourth paragraph “aspects of real industries represent virtual environments that are only populated with adults”, the underlined word can be correctly replaced by

Alternativas
Q2409817 Inglês

Leia o texto para responder às questões de números 36 a 42.




While the potential benefits or drawbacks of children playing video games receive a lot of attention, little notice is taken of the place of children within video games themselves.

A recent survey at the Anglia Ruskin University, Great Britain, investigated how children were represented in over 500 commercially successful video games, aimed both at adults and at children, published between 2009 and 2019. Although video games are often considered a children’s medium, it was found that, out of the 506 video games analysed, 331 did not contain any child characters at all. In the remaining titles that did feature a child character, less than half of them were significant characters.

How “the child” is treated in media like video games is a reflection of the morals of wider society. If a game treats children badly without explicitly condemning this treatment, it violates these morals. This accounts for the absence of child characters in controversial open-world games that predominantly invite players to steal cars, shoot people, and evade the police.

Children were also absent from games that aren’t particularly violent. Child characters did not feature in the majority of sports, racing or music games. Because the majority of children are excluded from the world of work, games that simulate aspects of real industries represent virtual environments that are only populated with adults.

Child characters in video games can also tell us about how society visualises the figure of the child. Adult characters in video games are more likely to be white and male. This same pattern was observed in the research on child characters. Where playable child characters were given a gender, 25 were male and six were female. The lack of playable girl characters reinforces the idea that boys are at the centre of the action and girls exist only on the sidelines.

Animal or other non-human characters were more common than non-white child characters. This echoes a problem in western children’s literature: non-human characters appear less frequently than white child protagonists but significantly outnumber child protagonists of all other races. Examining the digital kids that populate virtual gameworlds is a great way to show that how societies perceive “the child” is often in a narrow and exclusionary way.


(Emma Joy Reay. www.theconversation.com, 01.06.2022. Adaptado)

A proper discourse marker to help make explicit the relation of ideas between the third and fourth paragraphs would be:

Alternativas
Q2409811 Inglês

Leia o texto para responder às questões de números 36 a 42.




While the potential benefits or drawbacks of children playing video games receive a lot of attention, little notice is taken of the place of children within video games themselves.

A recent survey at the Anglia Ruskin University, Great Britain, investigated how children were represented in over 500 commercially successful video games, aimed both at adults and at children, published between 2009 and 2019. Although video games are often considered a children’s medium, it was found that, out of the 506 video games analysed, 331 did not contain any child characters at all. In the remaining titles that did feature a child character, less than half of them were significant characters.

How “the child” is treated in media like video games is a reflection of the morals of wider society. If a game treats children badly without explicitly condemning this treatment, it violates these morals. This accounts for the absence of child characters in controversial open-world games that predominantly invite players to steal cars, shoot people, and evade the police.

Children were also absent from games that aren’t particularly violent. Child characters did not feature in the majority of sports, racing or music games. Because the majority of children are excluded from the world of work, games that simulate aspects of real industries represent virtual environments that are only populated with adults.

Child characters in video games can also tell us about how society visualises the figure of the child. Adult characters in video games are more likely to be white and male. This same pattern was observed in the research on child characters. Where playable child characters were given a gender, 25 were male and six were female. The lack of playable girl characters reinforces the idea that boys are at the centre of the action and girls exist only on the sidelines.

Animal or other non-human characters were more common than non-white child characters. This echoes a problem in western children’s literature: non-human characters appear less frequently than white child protagonists but significantly outnumber child protagonists of all other races. Examining the digital kids that populate virtual gameworlds is a great way to show that how societies perceive “the child” is often in a narrow and exclusionary way.


(Emma Joy Reay. www.theconversation.com, 01.06.2022. Adaptado)

Suppose an English language teacher wished to use this text with a group of more advanced students. An adequate instruction for the development of the reading skill “scanning” would be:

Alternativas
Q2409799 Inglês

Leia o texto para responder às questões de números 36 a 42.




While the potential benefits or drawbacks of children playing video games receive a lot of attention, little notice is taken of the place of children within video games themselves.

A recent survey at the Anglia Ruskin University, Great Britain, investigated how children were represented in over 500 commercially successful video games, aimed both at adults and at children, published between 2009 and 2019. Although video games are often considered a children’s medium, it was found that, out of the 506 video games analysed, 331 did not contain any child characters at all. In the remaining titles that did feature a child character, less than half of them were significant characters.

How “the child” is treated in media like video games is a reflection of the morals of wider society. If a game treats children badly without explicitly condemning this treatment, it violates these morals. This accounts for the absence of child characters in controversial open-world games that predominantly invite players to steal cars, shoot people, and evade the police.

Children were also absent from games that aren’t particularly violent. Child characters did not feature in the majority of sports, racing or music games. Because the majority of children are excluded from the world of work, games that simulate aspects of real industries represent virtual environments that are only populated with adults.

Child characters in video games can also tell us about how society visualises the figure of the child. Adult characters in video games are more likely to be white and male. This same pattern was observed in the research on child characters. Where playable child characters were given a gender, 25 were male and six were female. The lack of playable girl characters reinforces the idea that boys are at the centre of the action and girls exist only on the sidelines.

Animal or other non-human characters were more common than non-white child characters. This echoes a problem in western children’s literature: non-human characters appear less frequently than white child protagonists but significantly outnumber child protagonists of all other races. Examining the digital kids that populate virtual gameworlds is a great way to show that how societies perceive “the child” is often in a narrow and exclusionary way.


(Emma Joy Reay. www.theconversation.com, 01.06.2022. Adaptado)

The text looks mainly at

Alternativas
Respostas
17481: D
17482: B
17483: C
17484: E
17485: D
17486: C
17487: E
17488: C
17489: A
17490: D
17491: C
17492: B
17493: D
17494: A
17495: E
17496: C
17497: E
17498: A
17499: B
17500: D