Senin, 21 November 2016

Soal-soal Bahasa Inggris PG SMA disertai jawabannya

Tidak ada komentar :


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

  
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.)

Tidak ada komentar :

Posting Komentar