早稲田法 2016 II
II Read the passage and answer the
questions below.
"Come on, class. Please tell me that someone read the
chapter."
I looked nervously around the room. "Please don't call on
me," I thought. Of course we hadn't read it. Why Jim Douglas, my high
school history teacher, even entertained the idea that we might have read it
was beyond me. Douglas taught with the Socratic method and expected us to read
the entire chapter before we started each new unit. Later, I appreciated this
teaching style ― because he assumed we were responsible for our own learning.
"So none of you can explain the causal factors behind Spanish
colonization?"
(Long pause.) "Does anyone at least know what ships they
had?"
We were getting nervous. Douglas's policy was that if "there
was nothing left to discuss" then we would take the test, which would mean
that we would all fail.
I tried to picture what a Spanish ship looked like. An image of a
galleon popped into my head. I raised my hand.
"They had galleons."
"Very good, Mr. Squire. They had galleons. Now why would they
have had galleons?
"For carrying gold."
"Yes, for carrying gold." Not brilliant, but we were
getting somewhere.
"Yes, that's right...for gold. And they had war galleons to
protect the galleons carrying the gold. These had a lot of guns." I was
warming up. "The French mostly had barques. The Dutch, fluyts. The English,
merchantmen. If you saw a pinnace, that was French, Dutch, maybe even a
pirate." Douglas was surprised, if not impressed. I wasn't known for
reading ahead." But I was on a roll. "The Dutch ― they were mostly
traders. They didn't have much territory, although Curacao was a great trading
base." As I rambled on about the Caribbean, my friend Jason shot me an
incredulous look as if to say, "Where on earth are you getting this...is
it a joke?" It was, in fact, the result of my spending way too much time
playing Sid Meier's Pirates! on my Commodore 64 computer. Pirates! is an
action-role-playing game, in which you are...well...a pirate. I first played it
in 1987, but Pirates! has been updated and re-released several times (including
for the Nintendo Wii in 2010). Here's the gist of it: You are a pirate in one
of five time periods (between 1520 and 1700). The Han Solo of the high seas,
you swashbuckle through the Spanish Main representing the French, Dutch,
Spanish, or English. In addition to engaging in sword fights and ship battles,
you trade and smuggle to create a privateering empire. Pirates! is open-ended;
the "story" is the one you create. There are few instructions, few
quests, and no set narrative. No two games are exactly alike.
As a (potentially) educational game, Pirates! works because it is
incredibly specific. Each city fluctuates in size, power, or nationality
according to the time period, so players get to see how the Caribbean evolved.
In the late 1500s, the Spanish dominate, meaning that if you're playing as the
Dutch (my favorite), you're vastly outnumbered. But there is untold opportunity
if you become friendly with the French and English, learn where their ports
are, and plunder the Spanish. How the game unfolds is up to you. When I played
as the Dutch, a favorite ploy at the end of my career was to capture a town and
make it Dutch territory. I'd earn a title from the governor, then sail out and
re-attack the same city, only this time making it French territory. This earned
a huge land gift from the French, but [ 1 ] the Dutch. I'd do this a few more
times until the Dutch caught on and no longer welcomed me on Dutch soil. But I
kept my land ― and infamous reputation ― created by my "piratey"
behavior. The underlying rules encouraged you to think like a pirate.
Players learn as much about Caribbean geography and history as they
learn about swordplay. You're immersed in this world during the game, so you
have to learn how the various types of sailors, nations, and geography affect
your plans. For example, early on in the game, most players want to sack Panama
because it's incredibly wealthy. But, if you try this, you'll quickly learn
that it's also well defended and removed from the Spanish Main, which means
you're going to need hundreds of sailors to even have a chance. You can't build
a crew like that overnight. First, you need to achieve [2J by attacking smaller
ports and building a crew, and then you have to get them all to Panama before
they mutiny. I vividly remember taking a wrong turn into the Gulf of Mexico and
almost losing my ship because I didn't know my basic geography.
Learning geography through playing a game such as Pirates! is a
commonplace experience for my generation. In fact, my colleague Levi Giovanetto
and I recently surveyed University of Wisconsin- Madison undergraduates and
found that most of the students had played SimCity and almost everyone had
played Oregon Trail. The majority of the students felt these games helped them
in school. Yet, probably because of the size and cultural influence of the baby
boomer generation, video games are regarded by many as a fringe medium, and
some still argue that games are trivial. This position is baffling, given the
social, economic, and cultural impact of games. Games already operate as a
medium for learning, whether or not we design educational games. Millions of
people have learned some history from Pirates! and have explored the basic
concepts of urban planning from SimCity. As Stephen Johnson argued, even when
games aren't "educational" the intellectual play of video games is
productive in its own right. Video games are all about problem solving. Just as
we recognize chess as a complex game and use it for studying the mind (think of
how we program computers to play chess against chess masters), video games enable
us to study how people, who are spread across thousands of miles, collaborate
in real time to solve problems in games such as World of Warcraft.
For educators, this leads us to ask a range of questions that are
both practical and philosophical. How does playing a historical game shape our
thoughts about history? Can games be used for learning? Why should we study the
impact of video games? People are developing academic interests and learning academic
content through games, regardless of whether or not we design them for,'
education; Players learn the basic facts from their games (the names of pieces,
the maps, the terms), but, more importantly, they learn the properties of the
game as a system.
Games are deeply engaging for those who play them, and we can study
games' educational design principles, such as orchestrating time, providing
overlapping goals, constructing open-ended problems, and maintaining open
social horizons. Even if we don't bring a game into every classroom, we can
incorporate these principles in our instruction. Games are emblematic of a
broader shift toward participatory culture and suggest ways of structuring
participatory educational experiences. Gaming communities push players from
consumption to production, which is a useful model for educators.
Finally, and most important for me, games, when they work, are
stimulating experiences, worthy of study in and of themselves as part of human
experience. In my mind, this property should make them intriguing to anyone
responsible for designing experiences for others. However, the moral imperative
to study through stimulating experiences is especially true for educators, who
are responsible for shaping the daily lives of children attending school out
.of compulsion. Any time that we turn a child off learning rather than
awakening their intellectual curiosity, we've failed.
[Adapted from Kurt Squire, Video
Games and Learning (2011).]
( 1 )
Choose the ONE way to complete each of the following sentences that is CORRECT according
to the passage.
1 The
author
A found
out a lot about European geography through playing video games.
B
learned some unethical practices from video games that helped him in his studies.
C nearly
lost his ship in a game because he didn't know geography well enough.
D played
video games about pirating more than 30 years ago.
E
usually prepared well for history classes at high school.
2 The
video game Pirates!
A allows
players to learn French, Dutch, Spanish, and English as they play.
B for
Nintendo Wii is not as good as the version originally released for the
Commodore 64 computer.
C guides
players to recreate the events that took place over a 180 year period in the
Caribbean.
D is a
game designed to teach players about how the Dutch outsmarted the Spanish.
E
requires players to make strategic decisions about which ports to attack.
3 The
author's high school history teacher
A
assumed that students should be responsible for their own learning.
B didn't
think that anyone would read the textbook before class.
C used
an original method of teaching that encouraged students to ask questions in
class.
D waited
until students understood the topic well enough before giving a-test.
E was
not impressed that the author knew so much about the topic discussed in class.
4 Video
games
A are
considered trivial by many, and have very limited educational potential.
B have
started to be used for learning purposes in the last decade.
C must
have an educational design in order to become a medium for learning.
D need
to be an integral part of classes to make them beneficial to learning.
E
require players to solve problems, and thus have productive intellectual value.
( 2 )
Choose the FOUR statements that are NOT true according to the passage. You may NOT
choose more than FOUR statements.
A Even
though the Spanish outnumber the Dutch in the late 1500s in the Pirates! game, through
collaborating with the French and the English, it is possible to plunder the
Spanish.
B Games
have had an enormous social, economic, and cultural impact over the years, but
the size and cultural influence of the baby boomer generation is causing games
to be continually treated as trivial.
C - Most
new players of Pirates! try to attack Panama very early in the game, but the
attack is unlikely to succeed because it is close to the Spanish Main and has
very strong defenses.
D
Players can become far more deeply engaged in video games if they are used in
every single class, because gaming communities have shown that games can push
players from consumption to production.
E
Studying video games enables us to examine their design principles such as how
they use time, provide overlapping goals, construct open-ended problems, and
maintain open social horizons.
F The
author was able to learn a lot of important information about Spanish
colonization in the Caribbean, including the names of ships, trading bases, and
famous pirates, as a result of the video game he played.
G The
underlying rules in the game Pirates! encourage players to think like a pirate,
meaning that some of the best results are gained from behavior such as
betraying the Dutch and the French.
H Using
video games in education teaches us that if we are able to make learning a
stimulating experience, we should be able to awaken the scholastic curiosity of
school children.
I Video
games like Pirates! are useful for learning because they include sufficiently
detailed instructions to enable students who have little knowledge of history
and geography to enjoy the game.
(3)
Which ONE of the following sentences best describes the author's argument in
the passage?
A
Because video games require players to solve problems and remember basic facts
from the games, they have potential as educational tools and give us insights
into better educational practice.
B Even
though many players do not realize that they are learning through video games,
game designers have included educational goals in games for many years with the
aim of teaching them subconsciously.
C Games
like Pirates! have been used to teach students subjects such as history and
geography for decades, but new designs are necessary to make them more widely
accepted.
D The
skills that can be learned through video games such as Pirates!, Oregon Trail,
and SimCity have changed the way that we think about learning, but overcoming
opposition from baby boomers remains a primary obstacle.
E Video
games have been a central part of education for millions of students over the
years, and as a result, they have become emblematic of a shift toward a more
participatory educational experience.
Choose
the ONE expression that best fits each of the blanks [1] and [2] in the
passage.
1 A
annoyed B entertained C respected D spoiled E supported
2 A anonymity
B creativity C fidelity D hospitality E notoriety
( 5)
Find the vowel with the strongest stress in each of these words, as used in the
passage. Choose the ONE which is pronounced DIFFERENTLY in each group of five.
1 A
curiositv B dominate C geography D productive E responsible
2 A academic
B emblematic C incredulous D intellectual E recognize
3 A career
B experiences C immersed D periods E privateering
III
Choose the underlined section in each text below that is INCORRECT grammatically.
If the choices in the sentences are ALL CORRECT, choose F.
1 The
government officials maintain that a complete ban on smoking will not work and
suggest to strengthen the present system in a variety of ways.
2 I've
had considerable experience at this high school, so I would appreciate it when
you would leave me to get on with my job.






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