2026년 9월 전국연합모의고사

영어 변형문제 Part 1

 


 

다음 지문을 읽고 글의 내용과 다른 문장을 고르세요.

 

Learning games need to be what we call 'fun enough.' Many new learning-game developers try to design an entertaining game. Unfortunately, that often makes learning harder rather than easier. Remember, you are not creating the next great commercial game to entertain your learners; you are creating a learning game in which success will be measured by the achievement of learning outcomes. Resist the temptation to create a ton of rules, pile on different game elements, and incorporate multiple dynamics to keep player interest high. Yes, the game should be engaging with a mild level of fun, but learning should be the goal. Focus on engagement rather than entertainment. The goals of the game play should be interactivity and engagement. Research shows that what makes games instructional is the level of interactivity and engagement the learners have with the content. Given those parameters, making sure the learners are engaged and active is far more important than making sure they are entertained.

 

① Developers should create highly entertaining commercial-level games for learners.

② Adding too many rules and game elements can make learning more difficult.

③ The success of a learning game is measured by learning outcomes achieved.

④ Engagement and interactivity are what make games instructionally effective.

⑤ Ensuring learners are active is more important than keeping them entertained.


지문 해석

학습용 게임은 우리가 '충분히 재미있는(fun enough)' 정도여야 한다. 많은 신규 학습 게임 개발자들이 재미있는 게임을 디자인하려고 한다. 불행히도, 그것은 학습을 더 쉽게 하기보다 오히려 더 어렵게 만드는 경우가 많다. 기억하라, 당신은 학습자를 즐겁게 하기 위한 차세대 대형 상업 게임을 만드는 것이 아니다. 당신은 성공이 학습 성과의 달성으로 측정될 학습용 게임을 만들고 있는 것이다. 수많은 규칙을 만들고, 다양한 게임 요소를 쌓아올리고, 플레이어의 관심을 높이기 위해 여러 역학을 도입하려는 유혹에 저항하라. 그렇다, 게임은 가벼운 수준의 재미와 함께 몰입적이어야 하지만, 학습이 목표여야 한다. 오락(entertainment)보다 참여(engagement)에 집중하라. 게임 플레이의 목표는 상호작용과 참여여야 한다. 연구에 따르면 게임을 교육적으로 만드는 것은 학습자가 콘텐츠와 갖는 상호작용과 참여의 수준이다. 이러한 기준을 고려할 때, 학습자가 참여하고 활동적인 상태를 유지하는 것이 그들이 즐거운 상태를 유지하는 것보다 훨씬 더 중요하다.

 


풀이 흐름

 

이 지문의 핵심 논지는 "학습용 게임은 오락성보다 학습 참여에 초점을 맞춰야 한다"는 것이다. 지문은 개발자들이 흔히 빠지는 함정 — 지나치게 재미있는 게임을 만들려는 시도 — 을 명확히 경고한다. 지문은 "you are not creating the next great commercial game to entertain your learners"라고 명시한다. 이는 상업적 수준의 오락용 게임을 만드는 것이 목표가 아니라는 직접적 부정이다. 오히려 그런 시도가 학습을 "더 어렵게 만든다(makes learning harder)"고 경고한다. 따라서 개발자가 학습자를 위해 높은 오락성의 상업적 수준 게임을 "만들어야 한다(should create)"고 서술하는 선지가 있다면, 이는 지문의 핵심 경고와 정면으로 모순된다.


전체 선지 분석

 
선지
판정
근거
① Developers should create highly entertaining commercial-level games for learners.
❌ 불일치
지문은 "you are not creating the next great commercial game to entertain your learners" + "that often makes learning harder rather than easier"라고 명시. should create ↔ are not creating, highly entertaining ↔ fun enough(가벼운 수준의 재미)**로 정반대.
② Adding too many rules and game elements can make learning more difficult.
✅ 일치
지문의 "Resist the temptation to create a ton of rules, pile on different game elements" + "that often makes learning harder"와 직접 대응.
③ The success of a learning game is measured by learning outcomes achieved.
✅ 일치
지문의 "success will be measured by the achievement of learning outcomes"와 정확히 대응.
④ Engagement and interactivity are what make games instructionally effective.
✅ 일치
지문의 "what makes games instructional is the level of interactivity and engagement"와 직접 대응. instructionally effective = instructional.
⑤ Ensuring learners are active is more important than keeping them entertained.
✅ 일치
지문의 "making sure the learners are engaged and active is far more important than making sure they are entertained"와 정확히 대응.

핵심 문장 정리

"Remember, you are not creating the next great commercial game to entertain your learners; you are creating a learning game in which success will be measured by the achievement of learning outcomes."

이 문장이 ①번 선지의 오류를 판별하는 결정적 근거다. 지문은 학습 게임 개발자가 상업적 수준의 오락 게임을 만드는 것이 "아니다(are not creating)"라고 명시하는 반면, ①번은 개발자가 그런 게임을 "만들어야 한다(should create)"고 정반대로 서술했다.


한 줄 정리

개발자는 학습자를 위해 높은 오락성의 상업적 수준 게임을 "만들어야 하는" 것이 아니라, 오락보다 학습 참여에 초점을 맞춘 "충분히 재미있는" 수준의 게임을 만들어야 한다.

 


The Makings의 2026년 고1 9월 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 2026년

고1 9월 전국 연합 모의고사 변형 문제 Part 1의 지문입니다.

 

1번 지문(문항 번호 18번)

Dear Parents and Guardians,

We appreciate your support and cooperation in our school programs. We would like to share important information regarding this Friday's school field trip. Our school had originally planned an outdoor field trip to Dreamland Amusement Park. However, according to the latest weather forecast, extremely low temperatures are expected throughout Friday. Spending long hours outdoors under these conditions may be potentially unsafe for students. After careful consideration, we have decided to change the location. Instead of the amusement park, students will visit the City Science Museum, where they will participate in guided exhibitions and hands-on learning activities. We kindly ask for your understanding.

Sincerely, Michael Thompson Vice Principal

 

2번 지문(문항 번호 19번)

Maggie stood up, her hands gripping the seat in front of her. She had never sung alone before, and as she opened her mouth to begin, her voice started shaking. A few children turned around to look at her, and her heart began to race. She focused hard on the lyrics, trying not to forget the words. Then she noticed movement beside her. Durwood quietly stood up and began to sing along. His voice was steady and calm, carrying the song forward. Maggie let out a breath she hadn't realized she was holding. The tightness in her shoulders slowly faded. With Durwood singing beside her, the tension in her chest eased. She continued the song, no longer frozen, and they finished it together.

 

3번 지문(문항 번호 20번)

Learning games need to be what we call 'fun enough.' Many new learning-game developers try to design an entertaining game. Unfortunately, that often makes learning harder rather than easier. Remember, you are not creating the next great commercial game to entertain your learners; you are creating a learning game in which success will be measured by the achievement of learning outcomes. Resist the temptation to create a ton of rules, pile on different game elements, and incorporate multiple dynamics to keep player interest high. Yes, the game should be engaging with a mild level of fun, but learning should be the goal. Focus on engagement rather than entertainment. The goals of the game play should be interactivity and engagement. Research shows that what makes games instructional is the level of interactivity and engagement the learners have with the content. Given those parameters, making sure the learners are engaged and active is far more important than making sure they are entertained.

 

4번 지문(문항 번호 21번)

We are wonderfully made, yet we don't allow ourselves to participate in the wonder for which we were created. Instead of moving anywhere and everywhere, most of us spend our time moving nowhere. We occupy the same square footage of a chair for hours and hours every day. Many kids today are being held captive by 'smart' devices like phones and tablets. They are not going outside to play, they are not learning how to socialize and read physical cues from others. As a result they are not learning or building their movement repertoire, the very thing that will help them learn, communicate, create, and become emotionally mature. They are not even learning how to run, how to skip, or how to climb. Instead, they are learning how to live with anxiety, depression, and even diseases they were never meant to have. The point is we are getting further and further away from our design. We were made to move ─ and through movement, we are meant to live extraordinary lives. Movement is life to us.

 

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