The text has nine paragraphs, A -1.
Choose the correct heading for each paragraph from the list of headings below.
The listening game
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A. A SIMPLE computer program that teaches children to distinguish between sounds can dramatically boost their listening skills. It can allow them to progress by the equivalent of 2 years in just a few weeks, the game's creator claims.
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B. The game, called Phonomena, was devised by David Moore of the University of Oxford as an aid for children with language problems, but he says his latest trials also show that it can help any child. Other experts, however, are reserving judgement until independent tests are carried out.
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C. Phonomena is designed to improve children's ability to distinguish between different phonemes, the basic sounds that form the building blocks of language. Up to a fifth of all children are thought to have problems hearing the differences between some sounds, says Moore, who heads the UK Medical Research Council's Institute of Hearing Research.
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D. In the game, children have to distinguish between pairs of phonemes such as the "i" sound from the word "bit" and the "e" from "bet". They are played one phoneme followed by two more examples, and asked which one matches the first sound. As the game progresses the phonemes are gradually "morphed" to make them more and more similar, making it increasingly difficult to distinguish between them. With 49 phonemes in English, there are potentially more than 1000 different pairs, but the game concentrates on just 22 pairs of the commonest and most similar-sounding phonemes.
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E. In the latest trials, 18 children aged between 8 and 10 played the game three times a week for 3 weeks. Their language abilities were compared before and after exposure to the game using a standard listening test. The team found a dramatic improvement in their language abilities, with listening ages up by an average 2.4 years compared with 12 children who did not play the game. In earlier trials on children with learning difficulties, the speech and language therapists who tested the game reported similar improvements.
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F. Tedd Wragg, however, an expert in education at the UK's University of Exeter, warns that such trials can produce misleading results. The improvements could be due to the efforts and attention of teachers and therapists, rather than the game itself. There is a history in education of people and companies making claims about learning products that do not stand up to scrutiny, he says.
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G. Moore says independent tests will be done. But he is convinced that computer games such as Phonomena that are designed to teach key sensory skills could make a big difference in education. Even normal computer games have been shown to improve visual skills, he points out. "In the future, every child's dream of homework consisting of hours spent playing computer games may well become a reality."
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H. It's a bit like teaching someone to catch a ball, Moore adds. "Sensory performance is no different from motor performance. As far as we know, the neural processes driving them both are the same." What is more, just as playing catch improves hand-eye coordination in other tasks, Moore thinks the phoneme training boosts children's general language skills. The advantage of using computers, he says, is each game can be tailored to a child's abilities.
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I. An Oxford-based company called MindWeavers has been set up to commercialise the game. Similar computer-based language tools already exist, such as those developed by Scientific Learning of Oakland, California. But these are geared exclusively towards children with speech and language problems and involve intensive training. "We don't believe you need to do this draconian amount of training for it to do good," says Moore. He is also exploring the use of phoneme training as an aid to adults learning a foreign language.
AI explanationShows the answer. Tap to open.
Question Focus: Main idea - very fast improvement in a short time
Why this is correct: This paragraph focuses on how quickly children improve. The key idea is the huge progress in a very short time, not how the game works or who made it.
Passage Reference: A SIMPLE computer program that teaches children to distinguish between sounds can dramatically boost their listening skills. It can allow them to progress by the equivalent of 2 years in just a few weeks, the game's creator claims. B.
Tips: When a paragraph mentions numbers and time repeatedly, the heading is often about speed or scale.
Why the other options are wrong:
- Marked improvements: This sounds tempting, but the paragraph stresses speed, not test results. This is a partial truth trap.
- Help for all: Who benefits is not the focus here. That idea appears later. This is a wrong section trap.
Key Vocabulary:
- equivalent = equal to
- boost = improve
Question Focus: Main idea - the game may help any child, not only those with problems
Passage Reference: The game, called Phonomena, was devised by David Moore of the University of Oxford as an aid for children with language problems, but he says his latest trials also show that it can help any child. Other experts, however, are reserving judgement until independent tests are carried out. C.
Why this is correct: The paragraph says the game was made for children with problems but can help any child. That broad benefit is the main message.
Tips: Do not choose a heading just because the last sentence matches it. Check the overall message.
Why the other options are wrong:
- A need For caution: Caution is mentioned, but it is secondary. The main idea is who the game can help. This is an example-as-main-idea trap.
Key Vocabulary:
- devised = created
- reserving judgement = waiting before deciding
Question Focus: Main idea - many children have difficulty hearing sound differences
Passage Reference: Phonomena is designed to improve children's ability to distinguish between different phonemes, the basic sounds that form the building blocks of language. Up to a fifth of all children are thought to have problems hearing the differences between some sounds, says Moore
Why this is correct: The key point is how common the problem is. The paragraph explains that many children struggle with phonemes.
Tips: Numbers like fractions or percentages often signal a heading about how common something is.
Why the other options are wrong:
- The sound system: Phonemes are explained, but only to support the idea of a widespread problem. This is a detail-not-main-idea trap.
Key Vocabulary:
- phonemes = basic speech sounds
- widespread = common
Question Focus: Main idea - what children must do in the game
Passage Reference: In the game, children have to distinguish between pairs of phonemes such as the "i" sound from the word "bit" and the "e" from "bet". They are played one phoneme followed by two more examples, and asked which one matches the first sound. As the game progresses the phonemes are gradually "morphed" to make them more and more similar, making it increasingly difficult to distinguish between them. With 49 phonemes in English, there are potentially more than 1000 different pairs, but the game concentrates on just 22 pairs of the commonest and most similar-sounding phonemes. E.
Why this is correct: This paragraph explains the task itself and why it becomes difficult. It describes the core challenge of the game.
Tips: If a paragraph explains steps or rules, the heading is usually about the process or challenge.
Why the other options are wrong:
- The sound system: Phonemes are mentioned, but the focus is on the activity, not the language system. This is a context shift trap.
Key Vocabulary:
- distinguish = tell apart
- gradually = slowly
Question Focus: Main idea - strong positive results from trials
Passage Reference: In the latest trials, 18 children aged between 8 and 10 played the game three times a week for 3 weeks. Their language abilities were compared before and after exposure to the game using a standard listening test. The team found a dramatic improvement in their language abilities, with listening ages up by an average 2.4 years compared with 12 children who did not play the game. In earlier trials on children with learning difficulties, the speech and language therapists who tested the game reported similar improvements. F.
Why this is correct: The whole paragraph reports test results and clear improvement. The emphasis is on how successful the game was.
Tips: Words like improvement, increase, and test comparisons point to result-based headings.
Why the other options are wrong:
- A remarkable time saving: Time is mentioned, but the focus is results, not speed. This is a partial truth trap.
Key Vocabulary:
- trials = tests
- dramatic = very strong
Question Focus: Main idea - warning about trusting the results too quickly
Passage Reference: Tedd Wragg, however, an expert in education at the UK's University of Exeter, warns that such trials can produce misleading results. The improvements could be due to the efforts and attention of teachers and therapists, rather than the game itself. There is a history in education of people and companies making claims about learning products that do not stand up to scrutiny, he says. G.
Why this is correct: This paragraph is clearly a warning. It explains why the results might not be reliable.
Tips: Words like warns, however, and could be signal a cautious or critical heading.
Why the other options are wrong:
- Marked improvements: The paragraph questions improvements rather than supporting them. This is a contradiction trap.
Key Vocabulary:
- scrutiny = careful checking
- misleading = not reliable
Question Focus: Main idea - positive future of learning through games
Passage Reference: Moore says independent tests will be done. But he is convinced that computer games such as Phonomena that are designed to teach key sensory skills could make a big difference in education. Even normal computer games have been shown to improve visual skills, he points out. "In the future, every child's dream of homework consisting of hours spent playing computer games may well become a reality." H.
Why this is correct: The paragraph imagines a future where learning happens through playing games. That fits the idea of an ideal activity after school.
Tips: Predictions and future ideas often match headings about possibilities or lifestyle.
Why the other options are wrong:
- Help for all: Who benefits is not the main point here. The focus is on future learning style. This is a wrong section trap.
Key Vocabulary:
- sensory skills = skills using the senses
- reality = something that really happens
Question Focus: Main idea - comparing language training to physical skills
Passage Reference: It's a bit like teaching someone to catch a ball, Moore adds. "Sensory performance is no different from motor performance. As far as we know, the neural processes driving them both are the same." What is more, just as playing catch improves hand-eye coordination in other tasks, Moore thinks the phoneme training boosts children's general language skills. The advantage of using computers, he says, is each game can be tailored to a child's abilities. I.
Why this is correct: The paragraph is built around a comparison with physical training. That comparison is the main idea.
Tips: When you see analogies like it's like, look for a comparison-based heading.
Why the other options are wrong:
- The basic challenge: This paragraph explains why training works, not the task itself. This is a context shift trap.
Key Vocabulary:
- motor = movement-related
- tailored = customised
Question Focus: Main idea - commercialising the game and future uses
Passage Reference: An Oxford-based company called MindWeavers has been set up to commercialise the game. Similar computer-based language tools already exist, such as those developed by Scientific Learning of Oakland, California. But these are geared exclusively towards children with speech and language problems and involve intensive training. "We don't believe you need to do this draconian amount of training for it to do good," says Moore. He is also exploring the use of phoneme training as an aid to adults learning a foreign language
Why this is correct: This paragraph discusses selling the game and expanding it to new markets. That is clearly about business.
Tips: Words about companies, markets, or selling usually point to a business heading.
Why the other options are wrong:
- Help for all: Adults are mentioned, but the focus is commercial development, not educational benefit. This is a context shift trap.
Key Vocabulary:
- commercialise = sell as a product
- geared towards = designed for
General Tips:
- Read all headings first and underline 2-3 key words in each.
- Always ask: what is this paragraph MOSTLY about?
- Do not match a heading just because one sentence fits. Check the whole paragraph.
- Cross out headings as you use them. Each one is used only once.
- Matching headings follow paragraph order. Work from top to bottom.
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