阅读理解
You've
probably seen ads for apps promising to make you smarter in just a few minutes
a day. Hundreds of so-called "brain training" programs can be bought
for download.
These
simple games are designed to challenge mental abilities, with the ultimate goal
of improving the performance of important everyday tasks.
But
can just clicking away at animations of swimming fish or flashed streets signs
on your phone really help you improve the way your brain functions?
Two
large groups of scientists and mental health practitioners published consensus
statements, months apart in 2014, on the effectiveness of these kinds of brain
games.
Both
included people with years of research experience and expertise in cognition (认知), learning, skill acquisition, neuroscience and dementia (痴呆). Both groups carefully considered the same body of evidence
available at the time.
However,
they issued exactly opposite statements.
One
concluded that "there is little evidence that playing brain games improves
potential broad cognitive abilities, or that it enables one to better handle a
complex condition of everyday life."
The
other argued that "a large and growing body of evidence shows that certain
cognitive training methods can significantly improve cognitive function,
including in ways that generalize to everyday life."
Brain
training programs are an attractive shortcut, a "get smart quick"
scheme. But improving or maintaining cognition is likely not going to be quick
and easy. Instead, it may require a lifetime — or at least an extended period –
of cognitive challenge and learning.
If
you're worried about your cognition, what should you do?
First,
if you do engage in brain games, and you enjoy them, please continue to play.
But keep your expectations realistic. If you're playing only to obtain
cognitive benefits, instead consider other activities that might be as
cognitively inspiring, or at least more rewarding — like learning a new
language, for instance, or learning to play a musical instrument.
(1)
How did the scientists make their findings?
A . By collecting statistics from research.
B . By observing available evidence.
C . By recording cognitive changes.
D . By comparing the differences.
(2)
The second study could possibly lead to _____.
A . solutions to cognitive difficulty
B . promotion of puzzle games
C . new ways to improve cognitive function
D . further research into brain training
(3)
What does the author think of puzzle games?
A . It is completely illegal.
B . It is of much practice.
C . It is hardly acceptable.
D . It is of little value.
(4)
What could most probably be discussed in the following paragraph?
A . The examples of cognitive activities.
B . The tips on playing cognitive games.
C . The disadvantages of puzzle games.
D . The affection for puzzle games.
答案: B
B
D
A