五、阅读理解
Samaira Mehta, aged 12, makes board games (棋盘游戏) to help kids code (编程).
When you think of board games, you may think of “Candyland” and “Monopoly (大富翁)”. But some games teach skills that go from the game board to the keyboard (键盘). They are all about computer coding.
Samaira Mehta invented (发明) three of these board games. Her games are “CoderBunnyz”, “CoderMindz” and “CoderMarz”.
Samaira lives in Santa Clara, California. She became interested in computer science because of a
prank! At that time she was 6 years old. “There was something on my dad's computer. There was one button (按钮) that said, ‘Click (点击) this if you're beautiful.’ But when I was going to click it, it goes away quickly.”
To invent her board game, Samaira first made a drawing. Then, she went to ask designers and game - makers for help. These people helped Samaira design her games. Samaira also got help from her parents.
Samaira thinks coding is useful. “My favourite part about computer science is how we could use it to solve (解决) problems,” Samaira said. “I think coding is a kind of superpower (超能力) because of this problem - solving mindset (思维模式) it gives us.”
Samaira hopes to share her love of computer science with others. She also wants to show computer science is not only for boys.
(
C
) 1. When inventing a game, Samaira got help from ______.
① designers ② teachers ③ game - makers ④ parents
A. ①②③ B. ②③④ C. ①③④ D. ①②④
(
D
) 2. Which does Samaira like most about computer science?
A. It looks very cool. B. Coding makes Samaira clever.
C. Coding makes Samaira happy. D. It can help her with different problems.
(
C
) 3. What does the underlined word “prank” mean in Chinese?
A. 秘密 B. 游戏 C. 恶作剧 D. 谎言
(
D
) 4. What can we infer (推断) from the passage?
A. “Candyland” is a keyboard game.
B. Samaira invented the games only by herself.
C. Samaira's parents knew nothing about coding.
D. People usually think boys like computer science more.