Unexpected Benefits to Human Brain Reading Answers contains a write up about the unexpected benefits of videogames on the human brains. Unexpected Benefits to Human Brain Reading Answers comprising 13 different types of questions. Candidates in this IELTS Section will be shown various question types with clear instructions. Unexpected Benefits to Human Brain Reading Answers comprises three types of questions: Matching heading, sentence completion, and Choose the correct option. For Matching heading in IELTS Reading passage, candidates need to thoroughly go through each passage. For sentence completion, candidates need to skim the passage for keywords and understand the concept. To choose the correct option, candidates must read the IELTS Reading passage and understand the statement provided. To gain proficiency, candidates can practice from IELTS reading practice test.
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Read the Passage to Answer the Following Questions
Section 2
Solution and Explanation
Questions 1-4: Choose the correct letter from A, B, C or D
Write them down next to the sentences given below.
(Guide: Candidates need to study the passage, find the correct answer to questions 1 to 4)
Answer: D
Keyword: psychologists, problems, thinking and learning
Keyword location: Section A, last line.
Supporting sentences: “It is replete with the types of problems psychologists’ study when they study thinking and learning.”
“When he saw how well the game held Sam’s attention, he wondered what sort of beast a more mature video game might be.”
Explanation: The fact that the professor was interested in new video games that would, although not being instructive, bring forth unexpected human traits sets the tone for what the chapter is about.
Answer: D
Keyword: video games, benefits, high-level thinking skills
Keyword location: Section B, last line
Supporting sentences: “Many scientists and psychologists, like James Paul Gee, find that video games actually have many benefits – the main one being making kids smart.”
“Video games may actually teach kids high-level thinking skills that they will need in the future.”
Explanation: The second paragraph emphasizes how, despite occasional violence, psychologists and scientists have shown that many video games have a tendency to boost kids' cognitive development.
Answer: A
Keyword: Problem-solving, logic, hand-eye coordination, visual attention skills, video games.
Keyword location: Section D, lines 2 and 3
Supporting sentences: “These skills are not even taught at school. Some of the mental skills trained by video games include: following instructions, problem-solving, logic, hand-eye coordination, fine motor and spatial skills.”
Research also suggests that people can learn iconic, spatial, and visual attention skills from video games.
Explanation: Correctly stated in the fourth paragraph, playing video games helps kids learn how to follow rules, use logic, solve problems creatively, and other intellectual skills.
Answer: D
Keyword: speeding, reactions, real-life situations
Keyword location: Section G, 1st line
Supporting sentences: “In an upcoming study in the journal Current Biology, authors Daphne Bavelier, Alexandre Pouget, and C. Shawn Green report that video games could provide a potent training regimen for speeding up reactions in many types of real-life situations”
Explanation: According to scientists, playing video games can operate as a training program that helps to quicken reactions, as mentioned in the last paragraph.
(Guide: Candidates need to study the statements in questions 5 to 8 and answer them as True or False or Not Given)
Question 5:
Answer: Not Given
Explanation: The sentence makes no reference to how well-liked violent video games are. Therefore, "Not Given" is the chosen response.
Question 6:
Answer: False
Keyword: faster, coming, conclusion
Keyword location: Section G, last line
Supporting sentences: “The action game players were up to 25 per cent faster at coming to a conclusion and answered just as many questions correctly as their strategy game playing peers.”
Explanation: The reverse of the sentence is discussed in the final paragraph. The participants were actually 25% quicker "at reaching a resolution." Additionally, they were just as accurate in their responses as their "peers who played strategy games."
Question 7:
Answer: Not Given
Explanation:The sentence makes no reference to how well-liked violent video games are. Therefore, "Not Given" is the chosen response.
Question 8:
Answer: True
Keyword: neurotransmitters, dopamine
Keyword location: Section C, last line
Supporting sentences: “Much like exercise can build muscle, the powerful combination of concentration and rewarding surges of neurotransmitters like dopamine, which strengthens neural circuits, can build the player’s brain.”
Explanation: Video games are mentioned in paragraph C as a type of exercise and dopamine release. According to the article, playing video games requires a combination of concentration and rewards players with various points and recognition, just like working out can help you gain muscle. As a result, the dopamine level rises.
Questions: 9-13:
Make use of the information in the passage to match the people mentioned from A-F with their activities/opinions below. Match the appropriate letters.
A | The writer’s opinion |
B | James Paul Gee |
C | Shawn Green |
D | Daphne Bavelier |
E | Steven Johnson |
F | Jacob Benjamin |
(Guide: Candidates need to match the statements in the table with the questions from 9 to 13)
Question 9:
Answer: C
Keyword: change, video games, brain
Keyword location: Section C, first line
Supporting sentences: “Video games change the brain’s physical structure the same way as do learning to read, playing the piano, or navigating using a map.”
Explanation: In this passage, Shawn Green discusses how playing video games can affect or change the brain's structure in a similar way to reading, learning, and other activities.
Question 10:
Answer: D
Keyword: training tool, stressful
Keyword location: Section E, line 3
Supporting sentences: “…..a cognitive scientist, games simulating stressful events such as those found in battle or action games could be a training tool for real-world situations.”
Explanation: In section E, Daphne Bavelier argued that playing video games exercises the brain, bringing up stressful situations that facilitate speedy decision-making.
Question 11:
Answer: B
Keyword: similar, science-problem
Keyword location: Section F, first line
Supporting sentences: “Video games are goal-driven experiences, says Gee, which is fundamental to learning
Explanation: James Paul Gee points out that, like students solving a science issue by trial and error, video game players must devise the ideal combination of weapons and abilities to defeat the adversary. The same serves as the basis for learning.
Question 12:
Answer: E
Keyword: long-term, goals, deal, immediate, problems
Keyword location: Section E, line 5
Supporting sentences: “….gamers must deal with immediate problems while keeping their long-term goals on their horizon.”
Explanation: Johnson asserts that players should try to address their current issues while considering the implications for the future.
Question 13:
Answer: A
Keyword: gain, self-confidence
Keyword location: Section F, line 8
Supporting sentences: “Video and computer games also help children gain self-confidence….”
Explanation: According to the author, playing video games with kids can boost their self-confidence while also exposing them to a variety of other educational concepts.
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