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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
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:
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
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”.
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.
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
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:
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:
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
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’s content indicates that it has been written based on information deriving from
Em relação ao que estabelece a Lei de Diretrizes e Bases da Educação Nacional atualmente vigente (Lei n° 9.394/1996), assinale a alternativa correta.
Leia o excerto a seguir.
“O _________ é um instrumento que estabelece as diretrizes administrativas e as orientações para a vida escolar em conformidade com a legislação nacional vigente. Ele estabelece as normas que deverão ser seguidas, como os direitos e deveres de todos que convivem no ambiente escolar. [...]
O ___________ materializa o PPP [Projeto Político-Pedagógico] na forma de registros de procedimentos, funções, atribuições e composição de cada um dos diferentes segmentos e setores da unidade.” (CEDAC. Projeto Político-Pedagógico: orientações para o gestor escolar entender, criar e revisar o PPP. São Paulo: Fundação Santillana, 2016).
Assinale a alternativa que preenche corretamente ambas as lacunas do excerto.
Máscara no chão
A oscilação do arco narrativo russo acerca de sua campanha militar contra a Ucrânia segue fielmente o desempenho de suas tropas, no solo do vizinho desde 24 de fevereiro.
Assim que os primeiros mísseis caíram, Vladimir Putin declarou o objetivo de desmilitarizar o rival, além de evitar sua entrada em estruturas ocidentais como a Otan, a aliança militar liderada pelos EUA, e garantir a autonomia dos separatistas russófonos no leste ucraniano.
Pode-se argumentar que a Ucrânia esteja se militarizando mais rapidamente, apesar de a enxurrada de armas ocidentais parecer distante de deter os russos. O sucesso de Putin é maior, contudo, na inviabilização do Estado ucraniano.
A União Europeia pode até prometer uma vaga a Kiev, mas isso é ilusão: mesmo sem o conflito o país não reunia condições para ser aceito no bloco. Quanto a chegar à Otan, o caminho é ainda mais bloqueado por temores de ampliação da guerra.
Putin optou pelo cinismo. Agiu para derrubar o governo de Volodimir Zelenski numa tacada única, mas, ao fracassar militarmente por soberba tática, negou buscar isso. Descartou querer ganhos territoriais, apesar de ter anexado a Crimeia em 2014 e fomentado a guerra civil no Donbass, que incubou a tragédia ora em curso.
Agora, a máscara caiu. Em duas falas, o chanceler russo entregou o jogo. Segundo Serguei Lavrov, um dos decanos da diplomacia mundial, a Rússia não se contentará com o Donbass. Quer o sul ucraniano, a saber se o território que já ocupa ou toda a costa até o enclave que mantém na Moldova, e tem por meta livrar os ucranianos do “fardo desse regime absolutamente inaceitável”. Ou seja, destruir a soberania do país.
No campo de batalha, ganhos lentos, mas firmes, sugerem a consolidação da posição militar russa, mais sóbria agora. Reveses poderão fazer Putin buscar remendar as fantasias rasgadas, o que será inócuo tanto para adversários céticos como para aliados que já não se importam com o estado delas.
(Editorial. Folha de S.Paulo. São Paulo, 26 jul. 2022. Disponível em: <https://www1.folha.uol.com.br/opiniao/2022/07/ mascara-no-chao.shtml>. Adaptado)
Para responder às questões de números 06 e 07, considere a passagem do terceiro parágrafo:
• Pode-se argumentar que a Ucrânia esteja se militarizando mais rapidamente, apesar de a enxurrada de armas ocidentais parecer distante de deter os russos.
No contexto, está empregada em sentido figurado a palavra:
Máscara no chão
A oscilação do arco narrativo russo acerca de sua campanha militar contra a Ucrânia segue fielmente o desempenho de suas tropas, no solo do vizinho desde 24 de fevereiro.
Assim que os primeiros mísseis caíram, Vladimir Putin declarou o objetivo de desmilitarizar o rival, além de evitar sua entrada em estruturas ocidentais como a Otan, a aliança militar liderada pelos EUA, e garantir a autonomia dos separatistas russófonos no leste ucraniano.
Pode-se argumentar que a Ucrânia esteja se militarizando mais rapidamente, apesar de a enxurrada de armas ocidentais parecer distante de deter os russos. O sucesso de Putin é maior, contudo, na inviabilização do Estado ucraniano.
A União Europeia pode até prometer uma vaga a Kiev, mas isso é ilusão: mesmo sem o conflito o país não reunia condições para ser aceito no bloco. Quanto a chegar à Otan, o caminho é ainda mais bloqueado por temores de ampliação da guerra.
Putin optou pelo cinismo. Agiu para derrubar o governo de Volodimir Zelenski numa tacada única, mas, ao fracassar militarmente por soberba tática, negou buscar isso. Descartou querer ganhos territoriais, apesar de ter anexado a Crimeia em 2014 e fomentado a guerra civil no Donbass, que incubou a tragédia ora em curso.
Agora, a máscara caiu. Em duas falas, o chanceler russo entregou o jogo. Segundo Serguei Lavrov, um dos decanos da diplomacia mundial, a Rússia não se contentará com o Donbass. Quer o sul ucraniano, a saber se o território que já ocupa ou toda a costa até o enclave que mantém na Moldova, e tem por meta livrar os ucranianos do “fardo desse regime absolutamente inaceitável”. Ou seja, destruir a soberania do país.
No campo de batalha, ganhos lentos, mas firmes, sugerem a consolidação da posição militar russa, mais sóbria agora. Reveses poderão fazer Putin buscar remendar as fantasias rasgadas, o que será inócuo tanto para adversários céticos como para aliados que já não se importam com o estado delas.
(Editorial. Folha de S.Paulo. São Paulo, 26 jul. 2022. Disponível em: <https://www1.folha.uol.com.br/opiniao/2022/07/ mascara-no-chao.shtml>. Adaptado)
Para responder às questões de números 06 e 07, considere a passagem do terceiro parágrafo:
• Pode-se argumentar que a Ucrânia esteja se militarizando mais rapidamente, apesar de a enxurrada de armas ocidentais parecer distante de deter os russos.
A oração iniciada pela expressão em destaque está corretamente reescrita, preservando a relação estabelecida no texto original, em:
Leia o texto para responder às questões de números 01 a 03.
Morte de uma baleia
Em minutos espalhara-se a notícia: uma baleia no Leme e outra no Leblon haviam surgido na arrebentação de onde tinham tentado sair sem, no entanto, poder voltar. Eram descomunais apesar de apenas filhotes. Todos foram ver. Eu não fui: sobre a mais próxima de mim, corria o boato de que ela agonizava já há oito horas e que até atirar nela haviam atirado mas ela continuava agonizando e sem morrer.
Senti um horror diante do que contavam e que talvez não fossem estritamente os fatos reais, mas a lenda já estava formada em torno do extraordinário que enfim, enfim! acontecia, pois, por pura sede de vida melhor, estamos sempre à espera do extraordinário que talvez nos salve de uma vida contida. Se fosse um homem que estivesse agonizando na praia durante oito horas, nós o santificaríamos, tanto precisamos de crer no que é impossível.
Não. Não fui vê-la: detesto a morte.
(LISPECTOR, Clarice. Crônicas para jovens: do Rio de Janeiro e seus personagens. Rio de Janeiro: Rocco jovens leitores, 2011. Excerto adaptado)
Conforme a autora,
Choose the alternative which contains the single most decisive factor that contributes to students' real achievement and long-term progress.
Concerning disjuncts, choose which one of the following sentences is correct.
Concerning verb tenses, choose which one of the following sentences is correct.
Choose which one of the following sentence illustrates the case of apposition.
Choose which one of the following sentences can be classified as complex sentences.