Senin, 21 November 2016
Soal-soal Bahasa Inggris PG SMA disertai jawabannya
Text
Read the text
carefully and then answer tyhe questions.
This text is
for question no.1 to 5
There are used to be a general feeling
that computer games were bad for you, and books were good. Now people are not
so sure. Researchers have found that computer games, TV and internet have
become key factors in boosting children’s IQs up to levels never reached by
past generations.
It has been claimed that, in
moderation, computer gaming is positively good for youngsters. It requires
positive qualities such as perseverance, fast thinking and rapid learning.
However, it seems that improvements in IQ may not last very long without
continuing stimulation. The brain seems to be like a muscle and requires
repeated and vigorous exercise to stay fit and healthy.
Others argue that computers have only
limited value. They fear that young people who spend too much time playing
computer games alone will never learn to think independently. They claim that
the danger with a computer is that doing repetitive tasks can actually reduce
intelligence. In the end, computer games are no substitute for real-life
experience and for imagination.
1.
What is the text about?
a.
Pros and cons of computers
b.
Pros and cons of books
c.
Pros and cons of computer games
d.
Pros and cons of IQ levels
e.
Pros and cons of mdern era
Jawaban: C.
Teks
tersebut menjelaskan pro dan kontra tentang permainan komputer (pros and cons
of computer games). Itu di simpulkan
dari keseluruhan isi paragraf serta kalimat-kalimat awal teks “There are used
to be a general feeling that computer games were bad for you, and books were
good. Now people are not so sure.”
2.
Why is computer gaming positively good for
youngsters?
a.
It can reduce intelligence.
b.
It needs wide imagination
c.
It needs continuing stimulation.
d.
It gives people more challenges than other
activities.
e.
It needs perseverance, fast thinking and rapid
learning.
Jawaban:E
Jawaban
di ketahui dari kalimat pertama dan ke dua paragraf dua “ .... computer
gaming is positively good for youngsters. It requires positive qualities such
as perseverance, fast thinking and rapid learning.” Jadi, permainan komputer
baik untuk anak-anak muda karena hal itu memerlukan sifat-sifat positif,
seperti ketekunan, pemikiran yang cepat, dan pembelajaran yang cepat.
3.
What is the main idea of paragraph three?
a.
The change of people’s opinion about computer
games.
b.
The arguments against computer games.
c.
The arguments for computer games.
d.
The key factors in boosting children’s IQ.
e.
The reason why computer games have positive
effects.
Jawaban:B
Paragraf
tiga berisi argumen-argumen yang menolak permainan komputer ( arguments
against computer games). Hal itu di ketahui dari kalimat awal teks “Others
argue that computers have only limited value.” Yang di lanjutkan dengan berbagai argumen yang menunjukkan efek
buruk permainan komputer. Pilihan jawaban (a) dan (d) terdapat pada paragraf
satu, (c) dan (e) terdapat pada paragraf dua.
4.
“ .... and vigorous exercise to stay fit and
healthy,” (Paragraph 2)
The word ‘vigorous’ has closest meaning to
....
a.
hard d.
fast
b.
continuing e.
real
c.
careful
Jawaban:A
Kata
‘vigorous’ artinya tekun/keras. Kata tersebut memiliki arti yang sama dengan
kata ‘hard’ yang artinya keras. Pilihan jawaban (b) artinya terus menerus, (c) artinya hati-hati, (d) artinya cepat, dan (e) artinya nyata
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5.
The type of the text is a/an ....
a.
Review text d. hartatory
exposition text
b.
Analytical exposition text e. report text
c.
Discussion text
Jawaban: C
Teks diatas membicarakan tentang pro dan kontra
sesuatu, yaitu tentang pro dan kontra tentang permainan komputer. Opsi (a) review text, ia seharusnya
membicarakan tentang ‘analisa dan evaluasi berbagai hasil karya kreatif ( to
analyze and evaluate some creative work) dan menginformasikan orang-orang
tentang kekuatan dan kelemahnnya ( to inform people about its strengths and
weaknesses). Opsi (b) analytical
exposition Text, ia seharusnya membicarakan tentang ‘mengyakinkan pembaca
atau pendengar bahwa sesuatu yang merupakan kasus’ ( to persuade the
reader(s) or listener(s) that something is the case). Opsi (d) hartatory exposition text, ia seharusnya membicarakan
tentang “ menjelaskan pembaca atau pendengar
bahwa sesuatu seharusnya menjadi kasus atau sesuatu seharusnya tidak
menjadi kasus.” ( to explain the reader(s) or listener(s) that something
should or should not be the case).
Opsi (e) report text, ia seharusnya menjelaskan benda
atau sesuatu secara umum ( to describe the way things are or something in
general.)
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