A、Teens could take control over themselves at the second stage. B、There is no serious harm to the teens at the first stage. C、Te

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问题  
With the popularity of smartphones, more teens feel the need to be digitally connected at all times. In fact, in a survey done by Pew Research Center’s Internet & American Life Project, 95 percent of all teens ages 12 to 17 go online, and 80 percent of those teens use social media sites. 93 percent have Facebook accounts and 41 percent of teen social media users have multiple accounts. Additionally, the number of teen Twitter users has doubled; 16 percent now use Twitter, up from 8 percent in late 2009. But what qualifies someone as a tech addict? "If you as a student have your phone on in class and you find yourself texting and don’t listen to the teacher, then it gets in the way of being a good student," Dr. Cash said. "This is an example of a mild addiction. A non-addict would put the phone away and an addict wouldn’t." Too much of anything is never good, and when school work, social life or family time suffer because of dependence on one thing, that’s addiction. This digital addiction could be categorized in three stages: increased tolerance, where a teen may start with one to two hours a night on Facebook, which transforms to all night; loss of control, when teens may believe that they have a grasp on their digital addiction, but the truth is they don’t; and continuous activity in spite of adverse consequences.
23. What can we learn about students’ digital use?
24. What evidence can show that a student is in tech addict?
25. What can be inferred about the three stages of digital addiction?

选项 A、Teens could take control over themselves at the second stage.
B、There is no serious harm to the teens at the first stage.
C、Teens couldn’t stop playing despite serious consequences in the third stage.
D、If the teens play Face book more than three hours, they are in the second stage.

答案C

解析 推理判断题。短文最后提到,对于数字产品的上瘾可以分为三个阶段:耐受性增强、失控和不计后果的持续活动。在第一阶段。青少年从晚上玩一两个小时Facebook到整晚玩,第二阶段,青少年以为自己可以控制对数字产品的沉迷,实际上他们并不能;第三阶段,不管有什么严重的后果,他们都会持续地玩。
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