

备注:实际考试题目中,Modern Languages的语言科目设置有变动。
开头段:
改写题目
主体段1:
1985年数据介绍,注意数据选择:,第二大,小;倍数关系。
主体段2:
引出趋势变化。先写被取消的、下降的数据;再写新增的、上升的数据。
概述段:
总结值,点出不变值。
The pie charts illustrate the changes in the percentage of students enrolled in various courses at an adult education center in 1985 and this year.
As seen, in 1985, the most popular course was Modern Languages, with 24% of students participating, followed closely by Fitness and Dance, which accounted for 22%. At the same time, Music Appreciation was the least favored, attracting only 8% of students. The Arts course had a share nearly twice that of Music Appreciation (17%), while Cookery and Local History each had 14% and 15% of student participation, respectively.
By this year, some significant shifts have occurred. Notably, Music Appreciation and Local History have been removed from the course offerings. Besides that, Modern Languages experienced a decline, now representing only 17% of the total. On the other hand, a newly added course, Information Technology (IT), has taken the lead, with 27% of students enrolled. Fitness and Dance has maintained its popularity, accounting for 22% of the total, while Cookery has seen a modest increase to 19%.
Overall, Modern Languages was the most well-received course in 1985, but IT has become the top course this year. Fitness and Dance has remained consistently popular in both years.
Some people think that violent films and video games have negative effects on people and should be banned. Others think that they are just harmless relaxation.
Discuss both sides and give your own opinion.
开头段:
改述题目,给出个人立场:暴力电影游戏确有负面影响,但负面影响可以被规避,因此不该禁止。
主体段1:
有些人认为暴力内容可能会影响儿童的认知和行为,导致模仿暴力行为,甚至可能导致犯罪行为。此外,成人也可能因过度暴露于暴力内容而产生心理问题,如焦虑和抑郁。(回应种观点:负面影响有哪些)
主体段2:
另一方面,认为暴力电影和游戏只是放松方式的人认为,它们能提供沉浸式体验,帮助人们暂时逃离生活压力。此外,有些暴力内容也能提供有价值的信息,帮助公众了解社会问题。(回应暴力电影游戏为何是放松方式的一种;以及为何无害)
结尾:
总的来说,虽然暴力电影和游戏可能有负面影响,但我认为应通过政府的适当监管来解决这些问题,而不是完全禁止它们。
Some people argue that films and games containing violent content should be banned due to their potential negative effects, while others believe they are simply harmless forms of relaxation that pose no real threat to daily life. I tend to believe that although violent films and games may have certain negative impacts, they should not be removed from our lives, and the issues associated with them can be mitigated.
It is understandable that some people, particularly parents and educators, are concerned about the potential harm of violent films and video games. They argue that these media often depict graphic scenes of violence, such as shootings, bullying, and fighting, which can captivate children’s attention. Since children’s cognitive abilities are not fully developed, they might imitate the toxic behaviors they see in these films and games, which could lead to criminal actions with serious consequences. Moreover, adults can also be adversely affected by violent content. Many people have demanding jobs and overwhelming routines, and they often turn to violent films and video games as a way to release their emotions. However, in the long run, such exposure might lead to desensitization and increased anxiety, potentially resulting in mental health issues such as depression.
On the other hand, those who view violent films and games as harmless forms of relaxation do have some valid points. Violent films and games can provide an immersive experience, quickly transporting audiences and players to a different world with their fast-paced plots and adrenaline-inducing content. Because these forms of entertainment can be highly satisfying, they allow people to temporarily escape from the pressures of work and study, helping them relax and unwind. Additionally, some violent films and games offer valuable information. For example, some films and games demonstrate how law enforcement uncovers and arrests fraud rings, exposing various scams and fraud tactics. This helps the public stay informed about the latest schemes and avoid falling victim to them in real life. Furthermore, the primary audience for violent films and games typically has the ability to distinguish between fiction and reality, meaning that they are less likely to confuse the two and be influenced by the content inappropriately.
In my opinion, while violent films and games can indeed have some negative effects, the government has a responsibility to implement appropriate regulations to address these concerns. Policies such as age restrictions and content ratings are already in place in many countries to help ensure that violent media is not easily accessible to younger audiences. Therefore, the public should have the freedom to choose what they wish to watch and play, and violent films and games should not be banned outright.