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揽瓜阁训练营 第八十六天(含CR,RC和DI题目)

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发表于 2024-3-18 09:39:31 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
前大家对揽瓜阁精读的反馈很好,就想着自己的时间开始把一些精读的文章根据JJ出题目~ 然后focus上线,IR需求 大家也大。就想着 把揽瓜阁的阅读 逻辑 IR 都放在这贴里打卡

每日的解析在揽瓜阁2024群更新

RC题源:揽瓜阁精读的文章+机经的题目
CR题源:本月中文JJ改编
IR题源: 往届鸡精改编

打卡内容:
一周打卡五篇,科目不限。
每天上午管理员群内发布题目,群成员做完提交打卡,第二天发布解析

打卡内容建议:
阅读:写文章结构、笔记
逻辑:写逻辑链分析
IR:写做题思路和选项分析

【现在你的笔记越全,越能帮助你捋清思路,之后回顾总结。】
打卡方式:
可以在论坛留言区打卡,截图到群内
也可以在小红书/微博打卡,需写明任务内容是哪篇,并带上#揽瓜阁 #LGG #lgg 的 tag,截图到群内。



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1.CR
1.A city government has initiated the construction of a sports complex with an initial budget of $100 million. Halfway through the project, the expenses have already reached $150 million, and experts predict that an additional $100 million will be required to complete it. Although major investors are not confident that the projected revenues from the sports complex will cover the additional costs, the government argues that completing the project is financially justifiable. Which of the following, if true, most strongly supports the government's position?
(A) The government can increase the taxes slightly to cover any potential shortfall from the sports complex revenues.
(B) Leaving the sports complex unfinished or demolishing it would incur costs in excess of $100 million.
(C) The sports complex is expected to bring significant prestige and tourists to the city, potentially increasing overall revenue.
(D) Other cities have seen an increase in their revenues after completing similar sports complex projects.
(E) The government has a contingency fund that was specifically set up for unforeseen overruns in public construction projects.

2. In a city, motorcycle accidents involving pedestrians were frequent. To address this issue, the city government imposed stricter penalties for motorcycle accidents. Surprisingly, after this policy was implemented, the number of hit-and-run motorcycle accidents doubled. Which of the following, if true, most helps to explain the increase in hit-and-run accidents?
(A) Many motorcycle accidents were due to the drivers being under the influence of alcohol.
(B) The penalties for hit-and-run accidents were significantly less severe than for accidents where the motorcyclist stayed at the scene.
(C) The majority of motorcycle accidents were found to be the fault of the pedestrian, not the motorcyclist.
(D) There was an increase in the total number of motorcycles in the city after the policy was implemented.
(E) Advanced technology in motorcycles has made it easier for riders to flee accident scenes quickly.



答案:
BB


2.RC
Gamification, when properly implemented, has demonstrated remarkable efficacy in captivating individuals and galvanizing them to alter behaviors, acquire skills, or resolve problems. By harnessing elements typically associated with genuine games, gamification possesses the capacity to transform a wide array of activities into engaging, game-like experiences.

Currently, gamification is being employed across a diverse spectrum of domains, including customer engagement, employee performance, training and education, innovation management, personal development, sustainability, health, and wellness, with the list continually expanding. Nike's Nike+ platform exemplifies the successful application of gamification in motivating fitness enthusiasts to elevate their workout routines. Similarly, Khan Academy leverages gamification to enhance the learning experience for students, while Quirky utilizes it to crowdsource ideas from inventors for product development. These luminous examples of gamification are both inspiring and informative. However, the prevailing hype surrounding gamification obscures the realities of early enterprise implementation.

Gamification is approaching the zenith of Gartner's Hype Cycles, and akin to most nascent trends and technologies, the initial fervor engenders unrealistic expectations for success, often resulting in suboptimal implementations. As with any emerging trend, gamification will traverse the hype cycle, descending from the peak of inflated expectations into the trough of disillusionment.

While the long-term impact of gamification appears promising, the short-term outlook is less sanguine. It is projected that by 2014, 80 percent of current gamified applications will fail to achieve their intended business objectives, primarily due to flawed design. This encompasses the definition of business objectives as well as the application's conceptualization, deployment, and adoption. However, as design practices mature and organizations prioritize the articulation of clear business objectives, gamification will exert a profound impact on businesses and emerge as a crucial means for organizations to engage audiences at a deeper level.

As organizations become increasingly focused on business objectives, gamification can contribute to fostering a more engaging and productive workplace by altering the rules of engagement and inspiring employees to modify behaviors accordingly. Consequently, by 2015, it is anticipated that 40 percent of Global 1000 organizations will employ gamification as the primary mechanism for transforming business operations.

To maximize the likelihood of success, early adopters of gamification must consider the following points before embarking on their journey:
1. Avoid Confusing Activity with Success: The hype surrounding gamification is deafening, and the media is replete with accounts of companies leveraging this trend. However, closer examination reveals that many pioneering companies implementing gamification are more inclined to describe their solutions than the business results achieved. While there have been quantified successes, there are far more narratives that merely describe what has been done. Seek out examples of companies that have achieved their business objectives.
2. Treat the Audience as Players, Not Puppets: Many companies have begun to believe that people will readily do their bidding by simply adding superficial badges, points, and leaderboards to their websites. For instance, in mid-2011, Google introduced Google News Badges, which awarded badges to Google News readers based on the type of news they consumed, such as politics or sports. However, Google recently discontinued Google News Badges as part of its 'spring cleaning' efforts. The target audience must be engaged with meaningful incentives.
3. Clearly Define Business Objectives: Hype is driving many organizations to explore opportunities to leverage gamification. Many client conversations begin with the question, "How can we leverage gamification in the organization?" While identifying opportunities is not inherently wrong, companies must avoid turning gamification into a solution seeking a problem to solve. To guard against this, when an opportunity to leverage gamification is identified, it must be followed by a statement of clearly defined business objectives and a critical analysis of the suitability of gamification to achieve those objectives.
4. Design for Player-Centricity: Leaders in gamification, such as Nike, Quirky, and Khan Academy, share some design characteristics, most notably player-centric design. In each of these cases, the key design point is to motivate players to achieve their goals. The mistake many companies make is identifying business objectives without clearly identifying player objectives. The sweet spot for gamification objectives is where business objectives and player objectives overlap. Gamified applications must be designed to motivate players to achieve their goals, and those goals should align with the business goals.

1. What is the primary purpose of the article?
   A. To discuss the potential long-term impact of gamification on businesses
   B. To highlight the importance of player-centric design in gamification
C. To emphasize the current hype surrounding gamification and its potential pitfalls
D. To provide examples of successful gamification implementations
E. To discuss the projected failure rate of gamified applications by 2014

2. According to the article, what is the primary reason for the predicted failure of 80 percent of gamified applications by 2014?
   A. Lack of meaningful incentives for the target audience
   B. Poor design, including defining business objectives and application definition, deployment, and adoption
   C. Confusing activity with success
   D. Focusing on business objectives without identifying player objectives
   E. The current hype surrounding gamification

3. Which of the following is NOT mentioned as an area where gamification is currently being applied?
   A. Employee performance
   B. Personal development
   C. Supply chain management
   D. Health and wellness
   E. Innovation management

4. According to the article, what percentage of Global 1000 organizations are expected to use gamification as the primary mechanism to transform business operations by 2015?
   A. 20 percent
   B. 30 percent
   C. 40 percent
   D. 50 percent
   E. 60 percent

5. Which of the following is mentioned as a key design point shared by leaders in gamification such as Nike, Quirky, and Khan Academy?
   A. Clearly defining business objectives
   B. Treating the audience as players, not puppets
   C. Avoiding confusing activity with success
   D. Player-centric design
   E. Leveraging the current hype surrounding gamification




答案:
CBCCD




3.DI
The Central Cultural and Sports Fund Management Office (CCSFMO) of China is tasked with allocating funds for the preparation and participation of Chinese athletes in the upcoming International Martial Arts Tournament. The office must judiciously manage funds from three main sources: provincial government allocations, exclusive broadcasting rights in China, and corporate sponsorships. The goal is to ensure maximum athlete participation with minimal provincial allocations, which are reserved only to cover up to 10% of any shortfall in a team’s funding.

Renowned athletes who have secured personal endorsements are self-funded and excluded from the CCSFMO’s financial calculations. A team is deemed underfunded if the combined income from broadcasting and corporate sponsorships fails to cover 90% of the expected costs. Surplus funds are absorbed into the CCSFMO's general pool for potential reallocation. Provincial allocations are provided only to bridge the gap between a team's total income and its expenses, not exceeding the 10% cap.

Below is a table with the anticipated income for China’s primary martial arts disciplines, the percentage of expected costs that will be met by broadcasting rights and corporate sponsorships, and the maximum provincial allocation available. All values are presented in ten-thousand yuan (¥10,000).


1. Based on the provided information, which disciplines would require provincial allocations to fully fund their expected costs?
2. If the total expected cost for Shaolin Kung Fu is ¥30 million, how much surplus fund will be returned to the CCSFMO’s general pool from Shaolin Kung Fu’s income?
3. Which discipline has the lowest percentage of its expected costs covered and will receive the highest provincial allocation?
4. Assuming the total expenses for Qigong are ¥12 million, and the discipline receives the maximum provincial allocation, what is the total shortfall that Qigong must cover through other means?



1. 从表格中我们可以看出,任何一个项目如果其来自广播权和企业赞助的资金不能覆盖90%的预期成本,那么这个项目就被认为是资金不足的,并且会需要省级政府的配额。根据表格,需要省级配额的项目是:太极拳(87%)、气功(82%)、咏春拳(85%)和中国拳法(88%)。
2. 因为少林功夫的资金覆盖百分比是96%,没有超出预期成本,所以不会有剩余资金。答案是零。
3. 从表格中可以看到,气功的资金覆盖百分比是最低的,为82%。因此,气功将获得最高的省级配额。
4. 省级配额最多提供到总费用的10%,即120万元。气功已经有82%的资金覆盖,加上省级配额最多可以到92%。这意味着还有8%的缺口未被覆盖,即960万元。但是,省级配额的上限是150万元,所以总缺口是10%的1200万元,即120万元。






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沙发
发表于 2024-3-18 10:09:51 | 只看该作者
CR: B B
板凳
发表于 2024-3-18 10:25:59 发自 iPhone | 只看该作者
CR: BD
RC: CBCCD
地板
发表于 2024-3-18 10:31:47 | 只看该作者
CR1
我的答案:C
正确答案:B
选项分析
A:项目外补贴,不能证明项目本身可以盈亏平衡
B:沉没成本,不影响决策
C:项目自身的收益预测,说明项目很有可能盈亏平衡
D:其他案例未必说明本项目是否可以盈亏平衡
E:项目外补贴,不能证明项目本身可以盈亏平衡

CR2
我的答案:B
正确答案:B
选项分析
A:肇事原因,并不能解释为什么严惩会让肇事逃逸翻倍
B:肇事逃逸后的惩罚远低于原地伏案
C:责任方,并不能解释为什么严惩会让肇事逃逸翻倍
D:并没有解释为什么事故总数会增加
E:先进技术,并不能解释为什么严惩会让肇事逃逸翻倍

RC
我的答案:CBCCD
正确答案:CBCCD
文章结构:
- 介绍gamification的长期商业价值
    - 在各个领域广泛应用
    - 广受追捧已经接近顶点
- 短期应用不理想的原因及解决方法
    - 2014年80%应用gamification的企业都没有达到预期商业目标,主要因为设计缺陷
    - 通过聚焦于商业目标,2015年40%的Global1000组织将gamification作为业务转型的主要工具
- 提出实现最优产出的建议
    - 不要把参与者当做成功者来盲从
    - 玩家是理性消费者,不要以为可以随意操纵
    - 明确定义商业目标
    - 以玩家为中心,游戏目标和商业目标对齐
5#
发表于 2024-3-18 10:41:27 | 只看该作者
看一下!               
6#
发表于 2024-3-18 10:43:34 | 只看该作者
CR
C(B)B

RC
CBCCD
gamification 游戏化
7#
发表于 2024-3-18 13:33:43 | 只看该作者
Mark一下!               
8#
发表于 2024-3-18 14:44:56 | 只看该作者
rc:
CBCCD
9#
发表于 2024-3-18 14:50:05 | 只看该作者
Mark一下!               
10#
发表于 2024-3-18 15:15:05 | 只看该作者
CR:
1 B
原先预算100,现在预计总共150+100=250预算。投资人对于预测收益能否大于额外成本,但是投资人认为完成这个项目是能被经济上解释的。
B:如果将项目搁置会造成额外100成本,所以同样成本的情况下,完成建设还能够有一些收益来弥补一部分成本。
2 B
为减少摩托车事故,摩托车事故的罚款增加。但是事实之后逃逸反而加倍了。
B:逃逸的罚款比留在那里的还要高,因此人们更多选择逃逸。

RC:
1 C
2 B
3 C
4 C
5 D
结构:
1:介绍gamification的背景。
2:游戏化的流行+举例;最后一句讲hype的缺点是掩盖了真实性。
3: 说太高的期待会带来次优的行为,讲游戏化趋势也是这样,会从过度膨胀的期望中掉回现实。
4: 长期影响很好,但短期不行。但是随着设计的发展等,游戏化会有更深远的影响。
5: 游戏化通过规范行为、规则来促进生产力。
6: 列举游戏化成功的关键。
介绍了一些问题,但作者整体态度是看好的。

DI:
1 shuai jiao:10%*800=80
2 30*0.96-2500=380
3 qigong
4 150:1200-150-900=150
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