Questõesde UECE sobre Inglês

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Foram encontradas 543 questões
5ecd0987-ff
UECE 2019 - Inglês - Análise sintática | Syntax Parsing

The sentences “The dominant language often absorbs new items of vocabulary” (lines 23- 24) and “Some loanwords retain their ‘foreign’ appearance” (lines 29-30) contain a/an


A
indirect object and a direct object.
B
direct object and an indirect object.
C
indirect object and an indirect object.
D
direct object and a direct object.
5edcb99d-ff
UECE 2019 - Inglês - Voz Ativa e Passiva | Passive and Active Voice

In terms of voice, the underlined verbs in the sentence “The term loanword, or borrowing, is used to refer to an item of vocabulary from one language which has been adopted into the vocabulary of another.” (lines 15-19) are respectively in the


A
passive voice and active voice.
B
active voice and active voice.
C
active voice and passive voice.
D
passive voice and passive voice.
5ed11b5d-ff
UECE 2019 - Inglês - Análise sintática | Syntax Parsing

The sentence “the nature of that engagement will determine how the languages influence one another.” (lines 58-60) contains a/an


A
subject noun clause.
B
object noun clause.
C
adverb clause.
D
adjective clause.
5ed481c6-ff
UECE 2019 - Inglês - Análise sintática | Syntax Parsing

The sentence “it is a politically charged social practice embedded in the histories of the people who use it.” (lines 100-102) contains a/an


A
conditional clause.
B
relative clause.
C
adverb clause.
D
noun clause.
5ed88bac-ff
UECE 2019 - Inglês - Análise sintática | Syntax Parsing

In the sentences “Such statistics can never fully represent the diversity of experiences that speakers of the language have” (lines 71-74) and “…changes that have occurred in the populations of those who speak the language.” (lines 52-54), the underlined clauses are classified as


A
defining relative clauses.
B
non-defining relative clauses.
C
adverb clauses.
D
noun clauses.
5ec868a9-ff
UECE 2019 - Inglês - Análise sintática | Syntax Parsing

The sentence “It has changed in terms of its lexis (vocabulary), its orthography (spelling) and its semantics (meaning).” (lines 3-5) is classified as


A
complex.
B
compound.
C
simple.
D
compound-complex.
5eb54890-ff
UECE 2019 - Inglês - Interpretação de texto | Reading comprehension

According to the text, the position that the English language occupies in the world today


A
is unique, since no other language ever had such a status.
B
seems to be similar to Latin in the period of the Roman Empire.
C
once belonged to other European languages.
D
is at risk of being replaced by Chinese.
5ebb7cc0-ff
UECE 2019 - Inglês - Interpretação de texto | Reading comprehension

Decisions made by institutions and governments as to the use of a language such as English


A
are considered, politically speaking, a neutral attitude.
B
have an influence on the way the language is viewed and used.
C
cause disturbances among diverse social groups.
D
are a source of political conflicts.
5ebfb65d-ff
UECE 2019 - Inglês - Análise sintática | Syntax Parsing

The sentence “if the language becomes too diverse it will not remain mutually comprehensible across different social groups.” (lines 127-130) contains a


A
conditional clause.
B
comparative clause.
C
place clause.
D
time clause.
5eb85bd2-ff
UECE 2019 - Inglês - Interpretação de texto | Reading comprehension

The text mentions one of the reasons for the changes that have happened in the English language over the years, which is the


A
vast amount of literature written in English.
B
oral traditions of the countries where English is spoken.
C
constant contact with other languages since its origins.
D
spread of communication through the internet.
5ec3c885-ff
UECE 2019 - Inglês - Análise sintática | Syntax Parsing

The sentence “When two languages come into contact, two communities who speak different languages engage with each other” (lines 54-57) is classified as


A
complex.
B
compound.
C
simple.
D
compound-complex.
5ead720a-ff
UECE 2019 - Inglês - Interpretação de texto | Reading comprehension

According to the text, due to the huge changes English has had since it first came from the north of Europe to the British land,


A
many new items of vocabulary have been absorbed from German.
B
it does not have a very definite line of continuity.
C
the language spoken then is nearly incomprehensible today.
D
the majority of the words used nowadays are from Latin origin.
5eb1fd1a-ff
UECE 2019 - Inglês - Interpretação de texto | Reading comprehension

In order to accomplish its function as a means of international communication today, the English language


A
has to have a huge array of variation.

B
needs to maintain variation reduced to a certain extent.
C
is supposed to include elements of too many languages.
D
should disregard any time of variation.
5ea997e1-ff
UECE 2019 - Inglês - Interpretação de texto | Reading comprehension

Some of the loanwords used by English speakers have become so popular that


A
they are regarded as poor English words.
B
no one can tell they are foreign words.

C
only native English speakers use them.
D
they have simplified the English orthography.
5ea585a0-ff
UECE 2019 - Inglês - Interpretação de texto | Reading comprehension

According to the text, the English language has


A
not included many loanwords.
B
been a mixture of Italian and French.
C
remained the same over the last century.
D
absorbed influences from endless sources.
5ea20e2d-ff
UECE 2019 - Inglês - Interpretação de texto | Reading comprehension

As to the statistics related to English, it is correct to say that they


A
show how naturalized many loanwords have become.
B
do not account for the speakers' diverse experiences.
C
show very few changes in the syntax of the language.
D
are not consistent with the diversity of the language.
c06475dc-b8
UECE 2014 - Inglês - Interpretação de texto | Reading comprehension

While scientific research and brain gaming companies are not working with the same assumptions, Dr. Doraiswamy recommends that people

TEXT

    For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

    While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

    Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

    The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

    For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

    A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

    But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

    In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

    Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

    But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

    While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

    “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

From: www.nytimes.com, March 10, 2014

A
should not worry much about brain fitness.
B
wait to do something about this only when studies show irrefutable evidence.
C
choose something amusing and challenging that they can keep on doing.
D
get a subscription to a gaming company as soon as possible.
c06743b6-b8
UECE 2014 - Inglês - Interpretação de texto | Reading comprehension

According to a study conducted by Monica Melby-Lervag at the University of Oslo, applying oneself to an activity such as playing Sudoku

TEXT

    For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

    While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

    Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

    The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

    For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

    A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

    But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

    In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

    Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

    But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

    While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

    “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

From: www.nytimes.com, March 10, 2014

A
does not help transferring the skill to other tasks, like remembering names.
B
considerably helps to have better performance in mathematics.
C
contributes to both better performance in the activity itself and in other attention tasks.
D
is very effective in terms of helping you remember things such as the place where you left your car keys.
c05dd253-b8
UECE 2014 - Inglês - Interpretação de texto | Reading comprehension

Among the promises made by websites for their cognitive training programs, one may list

TEXT

    For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

    While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

    Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

    The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

    For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

    A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

    But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

    In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

    Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

    But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

    While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

    “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

From: www.nytimes.com, March 10, 2014

A
improvement of attention and lifetime brain fitness.
B
capacity for learning and negotiating skills.
C
prevention of Alzheimer’s and effective communication abilities.
D
increase of intelligence and reduction of shyness.
c060efe2-b8
UECE 2014 - Inglês - Interpretação de texto | Reading comprehension

Recent research undertaken with older adults at the University of California presented significant results in relation to cognitive training using a certain driving game. They are significant due to the evidence that

TEXT

    For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

    While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

    Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

    The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

    For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

    A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

    But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

    In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

    Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

    But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

    While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

    “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

From: www.nytimes.com, March 10, 2014

A
older adults’ brains do not react to such stimuli as games.
B
level of performance in the game could not be transferred to other tasks.
C
better performance in the game also meant better performance in other memory and attention activities.
D
young adults had, in a previous study, performed similar tasks with equivalent results.