Questões do ENEM 2014

Questões aplicadas na prova de 2014, cada uma em página própria com enunciado, alternativas e gabarito.

Resultados

1.069 questões encontradas. Mostrando a página 23 de 54.

  • E21860DB-B8

    Português

    Interpretação de Textos
    UECE · 2014DifícilEntre para guardar nos favoritos
    Jorge de Lima (*1893, em União-AL †1953, no Rio de Janeiro), poeta, mas também médico e pintor, compôs seus primeiros poemas sob a égide passadista. Em 1925, no entanto, adere ao Modernismo, publicando um folheto intitulado O mundo do menino impossível, onde reúne alguns de seus poemas livres. O ano de 1928 foi o de Essa negra Fulô, talvez sua obra mais lida. O ano de 1935 é marcado por sua conversão ao Catolicismo. Passa, a partir de então, a construir uma obra marcada por uma temática cristã de sentido bíblico e apocalíptico. Em 1952, lança Invenção de Orfeu, um longo poema hermético dividido em 10 partes ou cantos, como Os Lusíadas, de Camões, por meio do qual o poeta, segundo suas palavras, queria modernizar a epopeia clássica. São ainda palavras de Jorge de Lima: “A ideia central desse poema [Invenção de Orfeu] é a epopeia do poeta olhado como herói diante das vicissitudes do mundo através do tempo e do espaço. O que atravessa o poema de ponta a ponta é o drama da Queda. Sem a Queda não haveria história, não haveria Epopeia. O poeta é o seu herói”. O texto 3 que vem a seguir foi extraído desse grande poema intitulado Invenção de Orfeu.

    (Observação: Orfeu, personagem da mitologia grega, é considerado o músico por excelência, o músico e o poeta. Tocava lira e cítara, da qual teria sido o inventor.)

    Imagem da questão de Português, da prova de 2014

    (LIMA, Jorge de. In: Invenção de Orfeu. Rio de
    Janeiro: Edições de Ouro, 1967. p. 57-58.)
    Compare os dois poemas e atente ao que se diz.

    I. O poema de Jorge de Lima é direcionado para o plano do espírito, enquanto o de Guilherme de Almeida é direcionado para o plano dos sentimentos.

    II. O poema de Jorge de Lima tem uma dicção universal, enquanto o de Guilherme de Almeida desenvolve-se em uma linha particular, intimista.

    III. O poema de Jorge de Lima traz uma mensagem de aceitação e fé; o de Guilherme de Almeida, uma mensagem de ceticismo e desânimo.

    Está correto o que se diz em
    Escolha uma alternativa para a questão e21860db-b8
  • E215B57A-B8

    Português

    Interpretação de Textos
    UECE · 2014MédioEntre para guardar nos favoritos
    Jorge de Lima (*1893, em União-AL †1953, no Rio de Janeiro), poeta, mas também médico e pintor, compôs seus primeiros poemas sob a égide passadista. Em 1925, no entanto, adere ao Modernismo, publicando um folheto intitulado O mundo do menino impossível, onde reúne alguns de seus poemas livres. O ano de 1928 foi o de Essa negra Fulô, talvez sua obra mais lida. O ano de 1935 é marcado por sua conversão ao Catolicismo. Passa, a partir de então, a construir uma obra marcada por uma temática cristã de sentido bíblico e apocalíptico. Em 1952, lança Invenção de Orfeu, um longo poema hermético dividido em 10 partes ou cantos, como Os Lusíadas, de Camões, por meio do qual o poeta, segundo suas palavras, queria modernizar a epopeia clássica. São ainda palavras de Jorge de Lima: “A ideia central desse poema [Invenção de Orfeu] é a epopeia do poeta olhado como herói diante das vicissitudes do mundo através do tempo e do espaço. O que atravessa o poema de ponta a ponta é o drama da Queda. Sem a Queda não haveria história, não haveria Epopeia. O poeta é o seu herói”. O texto 3 que vem a seguir foi extraído desse grande poema intitulado Invenção de Orfeu.

    (Observação: Orfeu, personagem da mitologia grega, é considerado o músico por excelência, o músico e o poeta. Tocava lira e cítara, da qual teria sido o inventor.)

    Imagem da questão de Português, da prova de 2014

    (LIMA, Jorge de. In: Invenção de Orfeu. Rio de
    Janeiro: Edições de Ouro, 1967. p. 57-58.)
    Assinale a opção que traz corretamente a ideia geral do poema, representada em uma oposição básica.
    Escolha uma alternativa para a questão e215b57a-b8
  • E2131A85-B8

    Português

    Coesão e coerência
    UECE · 2014MédioEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014


    (Guilherme de Almeida. In Acaso.)

    Os termos que compõem a primeira estrofe do texto 2 (quatro versos que formam um único período) foram deslocados. Assinale a única alteração que muda o sentido original dos versos.
    Escolha uma alternativa para a questão e2131a85-b8
  • E21069F0-B8

    Português

    Colocação Pronominal
    UECE · 2014MédioEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014


    (Guilherme de Almeida. In Acaso.)

    Atente aos dois versos finais do poema e ao que se diz sobre eles.

    I. O verbo ir, no pretérito perfeito (foram), foi usado no interior do verso 13 (linha 89) e no início do verso 14 (linha 90), constituindo uma figura de linguagem que tem função textual: reforçar o sentido do verbo ir, sugerindo que os ideais do eu poético se foram de vez, sem possibilidade de retorno.

    II. O verbo ir (foram) vem acompanhado do pronome se, primeiro, em posição proclítica, depois, em posição enclítica. Esse pronome não tem função sintática, mas função textual. O pronome repetido é mais um recurso que reforça o desengano do sujeito lírico.

    III. Os dois diminutivos do texto – pequenino e barquinhos – indicam apenas dimensão. De fato, os braços de uma criança são realmente pequenos.

    Está correto o que se diz somente em
    Escolha uma alternativa para a questão e21069f0-b8
  • E20DD3CB-B8

    Português

    Flexão verbal de modo (indicativo, subjuntivo, imperativo)
    UECE · 2014DifícilEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014


    (Guilherme de Almeida. In Acaso.)

    Geralmente o binarismo do plano do conteúdo é revelado no plano da expressão. Assinale a opção em que o binarismo do conteúdo do poema NÃO se reflete no nível da forma.
    Escolha uma alternativa para a questão e20dd3cb-b8
  • E20902C9-B8

    Português

    Figuras de Linguagem
    UECE · 2014MédioEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014


    (Guilherme de Almeida. In Acaso.)

    Em relação às ideias do poema, escreva V para o que for verdadeiro e F para o que for falso.

    ( ) Nas duas primeiras estrofes do poema, a voz que se ouve é a do menino. Nas duas últimas, a voz do adulto.

    ( ) Na primeira estrofe, o vocábulo “chuva” deve ser lido como uma metáfora para pranto.

    ( ) Nos dois primeiros versos, o poeta trabalhou as percepções tátil, visual, olfativa e auditiva.

    ( ) No sintagma “vento fino”, há uma combinação inusitada entre o substantivo “vento” e o adjetivo “fino”. Essa combinação substitui o clichê “vento frio”. As duas expressões se misturam em nossa mente, levando-nos a sentir com mais intensidade o que diz o texto.

    Está correta, de cima para baixo, a sequência seguinte:
    Escolha uma alternativa para a questão e20902c9-b8
  • E2062B74-B8

    Português

    Interpretação de Textos
    UECE · 2014MédioEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014


    (Guilherme de Almeida. In Acaso.)

    O poema de Guilherme de Almeida, “Barcos de Papel”, estrutura-se binariamente. Assinale a opção cujo dualismo NÃO se encontra no poema.
    Escolha uma alternativa para a questão e2062b74-b8
  • E203844B-B8

    Português

    Análise sintática
    UECE · 2014MédioEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014

    Imagem da questão de Português, da prova de 2014



    Ficha técnica do texto “Comunicação e

    alteridade”:

    Associação Imagem Comunitária

    Concepção: Beatriz Bretas, Samuel Andrade e

    Victor Guimarães

    Redação: Victor Guimarães

    Considere o enunciado seguinte e o que se diz sobre as relações sintáticas que ele mantém: “O processo de produção das identidades e das diferenças envolve muitos conflitos” (linhas 73-74).

    I. Os vocábulos processo e produção são substantivos abstratos.

    II. A expressão preposicionada de produção [...] relaciona-se com o substantivo processo, completando-lhe o sentido; o mesmo acontece entre as expressões preposicionadas das identidades e das diferenças e o substantivo produção.

    III. A expressão de produção deve ser classificada como complemento do vocábulo processo; enquanto as expressões das identidades e das diferenças, como complemento indireto (objeto indireto) do verbo envolver (envolve). Esse verbo tem como complemento direto (objeto direto) “muitos conflitos”.

    Está correto o que se diz em
    Escolha uma alternativa para a questão e203844b-b8
  • E200EE05-B8

    Português

    Coesão e coerência
    UECE · 2014MédioEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014

    Imagem da questão de Português, da prova de 2014



    Ficha técnica do texto “Comunicação e

    alteridade”:

    Associação Imagem Comunitária

    Concepção: Beatriz Bretas, Samuel Andrade e

    Victor Guimarães

    Redação: Victor Guimarães

    Na coluna 1, encontram-se palavras ou expressões que, no texto, são retomadas pelas palavras e expressões que estão na coluna 2. Numere a coluna 2 de acordo com a 1.

    Coluna 1 Coluna 2

    1. “alteridade” (linha 9) ( ) (perceber) “as relações de alteridade [...]”

    2. “as relações de ( ) “um processo semelhante”
    alteridade” (linha 14)

    3. “um processo contínuo ( ) “a palavra alteridade”
    de diferenciação” (linhas
    39-40)

    4. “um processo [que é ( ) “O processo de produção das
    permeado...]” (linhas identidades e das diferenças”
    56-57)

    5. “muitos conflitos” (linha 74)

    Está correta, de cima para baixo, a seguinte sequência:

    Escolha uma alternativa para a questão e200ee05-b8
  • E1FE4617-B8

    Português

    Interpretação de Textos
    UECE · 2014MédioEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014

    Imagem da questão de Português, da prova de 2014



    Ficha técnica do texto “Comunicação e

    alteridade”:

    Associação Imagem Comunitária

    Concepção: Beatriz Bretas, Samuel Andrade e

    Victor Guimarães

    Redação: Victor Guimarães

    No dia 18 de maio do ano em curso, um domingo, ocorreu grave acidente com um ônibus da empresa Princesa dos Inhamuns, que saíra do município de Boa Viagem, no interior do Ceará. Morreram em torno de vinte pessoas. No dia seguinte, foram postados na Internet comentários como os que seguem: 1) A notícia boa é que esse povinho não virá poluir meu RGS; 2) Não sabia que havia ônibus no Ceará. Tá evoluindo. Kkkkkk; 3) Com todo o respeito, mas... 20 eleitores do PT a menos; 4) Será que o acidente poderia ter sido evitado se as pessoas (cearenses) tivessem sentado uma de cada lado? Vai ver o peso da cabeça chata fez o ônibus tombar… eu tinha 2 Kg de mandioca para dar a esse povo… o que eu faço agora?

    Abaixo há quatro assertivas a respeito dos comentários destacados acima, as quais são apoiadas nas ideias do texto 1. Assinale a alternativa INCORRETA.
    Escolha uma alternativa para a questão e1fe4617-b8
  • E1FB9C0C-B8

    Português

    Análise sintática
    UECE · 2014MédioEntre para guardar nos favoritos

    Imagem da questão de Português, da prova de 2014

    Imagem da questão de Português, da prova de 2014



    Ficha técnica do texto “Comunicação e

    alteridade”:

    Associação Imagem Comunitária

    Concepção: Beatriz Bretas, Samuel Andrade e

    Victor Guimarães

    Redação: Victor Guimarães

    Observe o trecho transcrito: “Elas [as identidades coletivas] não são ‘essências’, mas sim construídas histórica e socialmente:” (linhas 45- 47). Verifica-se, nesse trecho, quebra de paralelismo sintático. Assinale a opção em que o paralelismo foi recuperado e o enunciado permanece com o mesmo sentido do texto.
    Escolha uma alternativa para a questão e1fb9c0c-b8
  • C06743B6-B8

    Inglês

    Interpretação de texto | Reading comprehension
    UECE · 2014Muito difícilEntre para guardar nos favoritos

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    According to a study conducted by Monica Melby-Lervag at the University of Oslo, applying oneself to an activity such as playing Sudoku
    Escolha uma alternativa para a questão c06743b6-b8
  • C06475DC-B8

    Inglês

    Interpretação de texto | Reading comprehension
    UECE · 2014DifícilEntre para guardar nos favoritos

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    While scientific research and brain gaming companies are not working with the same assumptions, Dr. Doraiswamy recommends that people
    Escolha uma alternativa para a questão c06475dc-b8
  • C060EFE2-B8

    Inglês

    Interpretação de texto | Reading comprehension
    UECE · 2014DifícilEntre para guardar nos favoritos

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    Recent research undertaken with older adults at the University of California presented significant results in relation to cognitive training using a certain driving game. They are significant due to the evidence that
    Escolha uma alternativa para a questão c060efe2-b8
  • C05DD253-B8

    Inglês

    Interpretação de texto | Reading comprehension
    UECE · 2014FácilEntre para guardar nos favoritos

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    Among the promises made by websites for their cognitive training programs, one may list
    Escolha uma alternativa para a questão c05dd253-b8
  • C05AE75A-B8

    Inglês

    Interpretação de texto | Reading comprehension
    UECE · 2014DifícilEntre para guardar nos favoritos

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    According to Dr. Doraiswamy, from the Duke Institute for Brain Sciences, the problem about many of the cognitive training programs being offered nowadays is that
    Escolha uma alternativa para a questão c05ae75a-b8
  • C057EF07-B8

    Inglês

    Interpretação de texto | Reading comprehension
    UECE · 2014MédioEntre para guardar nos favoritos

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    The idea that the brain ceases to develop at a very young age
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  • BFDCA755-B8

    Português

    Interpretação de Textos
    UECE · 2014Muito difícilEntre para guardar nos favoritos

    Henrique de Souza Filho, o Henfil (*1944 †1988), foi jornalista, cartunista, quadrinista e escritor, porém é mais conhecido por seus cartuns. Atuou nos movimentos sociais e políticos brasileiros, defendendo o fim do regime militar.

    Imagem da questão de Português, da prova de 2014

    Observe o discurso das personagens e atente ao que se diz sobre ele.

    I. Fradinho emprega a palavra autoritária disfarçada por um discurso politicamente correto.
    II. O discurso da graúna demonstra a consciência que ela tem do lugar do negro nessa sociedade.
    III O discurso da graúna foi friamente organizado para que Fradinho entrasse em desespero.

    Está correto que se diz em:
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  • BFD99928-B8

    Português

    Interpretação de Textos
    UECE · 2014MédioEntre para guardar nos favoritos

    Henrique de Souza Filho, o Henfil (*1944 †1988), foi jornalista, cartunista, quadrinista e escritor, porém é mais conhecido por seus cartuns. Atuou nos movimentos sociais e políticos brasileiros, defendendo o fim do regime militar.

    Imagem da questão de Português, da prova de 2014

    Neste cartoon (ou cartum, em português), está representado um ato de fala, o diálogo, caracterizado pela mudança de turno, entre as personagens, no texto, Fradinho e Graúna. Como todo cartum, este se estrutura com elementos de dois campos semióticos (ou campos de significação): o do desenho e o da palavra. Escreva V para o que for verdade a respeito do cartum em análise, e F, para o que for falso.

    ( ) Falamos de texto, no singular, para simplificar, mas, na realidade, temos dois textos: um linguístico e um não linguístico.
    ( ) Os olhos de Fradinho, ou melhor, a direção de seu olhar (campo semiótico do desenho) complementa elementos da primeira fala: “esta” e “dela”, indicando que Fradinho não fala à graúna, mas dela, para alguém que está fora do campo visual do leitor.
    ( ) Os elementos descritivos não são apresentados por palavras, mas por traços de desenho.
    ( ) A irritação de Fradinho é expressa por elementos linguísticos e por elementos não linguísticos.
    ( ) O desânimo de Fradinho se expressa por elementos linguísticos.

    Está correta, de cima para baixo, a sequência que segue: 
    Escolha uma alternativa para a questão bfd99928-b8
  • BFD68B9C-B8

    Português

    Interpretação de Textos
    UECE · 2014FácilEntre para guardar nos favoritos

    O texto 2 (subdividido em seções) faz uma reflexão sobre a maneira como se comporta, em determinado momento, a sociedade brasileira, que, mais cedo ou mais tarde, teria que integrar negros e mulatos.

    Texto 2

    Imagem da questão de Português, da prova de 2014

    A seção de número 2 do texto 2 intitula-se VÍNCULO MENOS ASSIMÉTRICO ENTRE NEGROS E BRANCOS. A expressão que mais se aproxima do significado da expressão VÍNCULO MENOS ASSIMÉTRICO, no texto, é
    Escolha uma alternativa para a questão bfd68b9c-b8