2024년 고2 3월 전국 연합 모의고사

변형 문제 Part 3

 


2024년 고2 3월 전국 연합 모의고사 변형 문제 Part 3
 

 

일반 워크북 형태의 문제에서 벗어나 The Makings가 만든  

2024년 고2 3월 전국 연합 모의고사 변형 문제 Part 3

출판사에서 오랫동안 영어 번역과 교정을 하셨던 원어민 선생님과

현직에서 강사를 하고 있는 연구진들이 학생들을 위한 최상의  

2024년 고2 3월 전국 연합 모의고사 변형 문제 Part 3 을 선보입니다.

사고력과 이해력을 요구하는 문제들로 내신 대비 뿐만이 아니라

수능도 한꺼번에 공부하실 수 있는 자료입니다.

중간고사&기말고사 전에 더메이킹스(The Makings)에서 제작한

2023년 고2 3월 전국 연합 모의고사 변형 문제로 마무리 하세요.

 

정답 확인 하러가기!

https://themakings.co.kr/200/?idx=1086

 

2024년 고2 3월 전국 연합 모의고사 변형 문제 Part 3 (66문항) (PDF)

2024년 고2 3월 전국 연합 모의고사 변형 문제, 내신대비, 영어내신자료,고등영어자료, 모의고사 변형문제,전국 연합모의고사 변형자료, 모의고사 영어 서술형 대비, 대치동 고등 영어자료, 대치

themakings.co.kr

 

themakings.co.kr

 

The Makings의 2024년 고2 3월 전국 연합 모의고사 변형 문제는

총 11개의 유형으로 구성되어 있습니다.

1. 빈칸 채우기(객관식)

2. 글의 내용 일치/불일치(객관식/한글 선택지)

3. 글의 내용 일치/불일치(객관식/영어 선택지)

4. 글 끼어 넣기(객관식)

5. 어법(서술형)

6. 어휘(서술형)

7. 주제문(객관식/영어 선택지)

8. 어휘 빈칸 채우기(서술형)

9. 영작(서술형)

10. 요약문 완성하기(서술형)

11. 문단 재배열 하기(객관식)

 


더메이킹스(The Makings)가 제작한

2024년 고2 3월 전국 연합 모의고사 변형 문제 Part 3의 지문입니다.

 

1번 지문(문항 번호 29번)

For years, many psychologists have held strongly to the belief that the key to addressing negative health habits is to change behavior. This, more than values and attitudes, is the part of personality that is easiest to change. Ingestive habits such as smoking, drinking and various eating behaviors are the most common health concerns targeted for behavioral changes. Process-addiction behaviors (workaholism, shopaholism, and the like) fall into this category as well. Mental imagery combined with power of suggestion was taken up as the premise of behavioral medicine to help people change negative health behaviors into positive ones. Although this technique alone will not produce changes, when used alongside other behavior modification tactics and coping strategies, behavioral changes have proved effective for some people. What mental imagery does is reinforce a new desired behavior. Repeated use of images reinforces the desired behavior more strongly over time.

 

2번 지문(문항 번호 30번)

Emotion socialization ─ learning from other people about emotions and how to deal with them ─ starts early in life and plays a foundational role for emotion regulation development. Although extra-familial influences, such as peers or media, gain in importance during adolescence, parents remain the primary socialization agents. For example, their own responses to emotional situations serve as a role model for emotion regulation, increasing the likelihood that their children will show similar reactions in comparable situations. Parental practices at times when their children are faced with emotional challenges also impact emotion regulation development. Whereas direct soothing and directive guidance of what to do are beneficial for younger children, they may intrude on adolescents' autonomy striving. In consequence, adolescents might pull away from, rather than turn toward, their parents in times of emotional crisis, unless parental practices are adjusted. More suitable in adolescence is indirect support of autonomous emotion regulation, such as through interest in, as well as awareness and nonjudgmental acceptance of, adolescents' emotional experiences, and being available when the adolescent wants to talk.

 

3번 지문(문항 번호 31번)

Dancers often push themselves to the limits of their physical capabilities. But that push is misguided if it is directed toward accomplishing something physically impossible. For instance, a tall dancer with long feet may wish to perform repetitive vertical jumps to fast music, pointing his feet while in the air and lowering his heels to the floor between jumps. That may be impossible no matter how strong the dancer is. But a short-footed dancer may have no trouble! Another dancer may be struggling to complete a half-turn in the air. Understanding the connection between a rapid turn rate and the alignment of the body close to the rotation axis tells her how to accomplish her turn successfully. In both of these cases, understanding and working within the constraints imposed by nature and described by physical laws allows dancers to work efficiently, minimizing potential risk of injury.

 

4번 지문(문항 번호 32번)

We must explore the relationship between children's film production and consumption habits. The term "children's film" implies ownership by children ─ their cinema ─ but films supposedly made for children have always been consumed by audiences of all ages, particularly in commercial cinemas. The considerable crossover in audience composition for children's films can be shown by the fact that, in 2007, eleven Danish children's and youth films attracted 59 per cent of theatrical admissions, and in 2014, German children's films comprised seven out of the top twenty films at the national box office. This phenomenon corresponds with a broader, international embrace of what is seemingly children's culture among audiences of diverse ages. The old prejudice that children's film is some other realm, separate from (and forever subordinate to) a more legitimate cinema for adults is not supported by the realities of consumption: children's film is at the heart of contemporary popular culture.

 

5번 지문(문항 번호 33번)

Beethoven's drive to create something novel is a reflection of his state of curiosity. Our brains experience a sense of reward when we create something new in the process of exploring something uncertain, such as a musical phrase that we've never played or heard before. When our curiosity leads to something novel, the resulting reward brings us a sense of pleasure. A number of investigators have modeled how curiosity influences musical composition. In the case of Beethoven, computer modeling focused on the thirty-two piano sonatas written after age thirteen revealed that the musical patterns found in all of Beethoven's music decreased in later sonatas, while novel patterns, including patterns that were unique to a particular sonata, increased. In other words, Beethoven's music became less predictable over time as his curiosity drove the exploration of new musical ideas. Curiosity is a powerful driver of human creativity.

 

6번 지문(문항 번호 34번)

Technologists are always on the lookout for quantifiable metrics. Measurable inputs to a model are their lifeblood, and like a social scientist, a technologist needs to identify concrete measures, or "proxies," for assessing progress. This need for quantifiable proxies produces a bias toward measuring things that are easy to quantify. But simple metrics can take us further away from the important goals we really care about, which may require complicated metrics or be extremely difficult, or perhaps impossible, to reduce to any measure. And when we have imperfect or bad proxies, we can easily fall under the illusion that we are solving for a good end without actually making genuine progress toward a worthy solution. The problem of proxies results in technologists frequently substituting what is measurable for what is meaningful. As the saying goes, "Not everything that counts can be counted, and not everything that can be counted counts."

 

 

 

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