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标题: 揽瓜阁训练营 第八十六天(含CR,RC和DI题目) [打印本页]

作者: ESSENTIALS    时间: 2024-3-18 09:39
标题: 揽瓜阁训练营 第八十六天(含CR,RC和DI题目)
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

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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:



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:





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).

[attach]271644[/attach]
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?











作者: Booya116    时间: 2024-3-18 10:09
CR: B B
作者: E杀G必成功    时间: 2024-3-18 10:25
CR: BD
RC: CBCCD

作者: 徐公子~    时间: 2024-3-18 10:31
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
作者: Kalendstyyyyyy    时间: 2024-3-18 10:41
看一下!               
作者: Kalendstyyyyyy    时间: 2024-3-18 10:43
CR
C(B)B

RC
CBCCD
gamification 游戏化
作者: Timonnnn    时间: 2024-3-18 13:33
Mark一下!               
作者: Estella_j    时间: 2024-3-18 14:44
rc:
CBCCD
作者: Yvonne1214    时间: 2024-3-18 14:50
Mark一下!               
作者: yjyyyyy    时间: 2024-3-18 15:15
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

作者: 为了G700    时间: 2024-3-18 16:22
Day86 CR
第一题,加强政府的观点,C,答案B
P:政府原计划某项目的预算是$100M, 中途这个花费已经到$150M,投资者怀疑后续盈利是否能够覆盖额外的成本。
C:政府提出完成这个项目已经财务评估过的。

A.政府能够通过提升税收去覆盖潜在的营业短缺.(税收不能增加营收)
B.如果不完成这个项目,额外的成本会超过$100M.(沉没成本不能说明盈利)
C.项目会带来很大的声望和到该城市的旅行者,潜在会增加更多的营收。
D.其他城市通过完成类似的项目增加了营收.(不能对比现在超预支的项目)
E.政府在公共设施项目上有为这种没被计划的资金设立一个偶发的资金.(解决的是短期问题,不能解决是否盈利的担心。)

第二题,解释题,选B 。
P:一个城市里,摩托车和行人的事故很频繁。为了解决这个问题,政府对摩托车事故实施了严格的罚单,但是Hit-and-run的摩托车事故却加倍发生了。

A.许多的摩托车事故是因为司机喝了酒.(不能解释罚单引起的变化。)
B.摩托车主呆在现场远比对于hit-and-run的事故惩罚更严重.(当然跑啦!)
C.摩托车事故的大多数被默认是行人,而不是摩托车主.(没说只罚车主.)
D.政策实施后,城市里的总摩托车数量增加了.(不能解释double的原因。)
E.摩托车的先进技术使得骑行人逃离事故现场更容易.(没解释和罚款的关系)
作者: Sususuu    时间: 2024-3-18 16:39
LGG D86
CR 1.D ❌ B  2.D ❌ B (额,英语理解很重要)解析:
1.B
P1:budget $100 million
P2: Halfway through the project, the expenses have already reached $150 million and need $100 mil to complete
C:the government argues that completing the project is financially justifiable

A.政府可以通过增加征税来补资金的短缺,增加征税会带来更大的争议,并不能说服投资人❌
B.不建完的话损失直接超过100mil刀,沉没成本,盖完起码还有个楼✅
C.预计带来超过投入的收益❌一开始还预计100mil拿下,预计有风险,投资需谨慎
D.其他城市在建完类似的运动场馆后收入增加❌变量太多,每个城市喜欢运动的基数不一样
E.政府有为了公共设施准备的紧急预算❌预算不一定值得用在这上面

2.B
P1:motorcycle accidents involving pedestrian were frequent.
P2:government imposed stricter penalties for motorcycle accidents.
C: more accidents

A.许多肇事者是因为喝酒,喝酒与政府的惩罚无关,❌无法直接作用于推论
B.撞完就跑的惩罚比呆在现场惩罚要小✅所以hit-and-run accidents doubled.
C.大量的事故是行人的错而不是摩托车的错,与政府决策无关❌
D.政策实施后摩托车变多了。摩托车变多与事故无直接关系,与政府的惩罚也无直接关联❌无关选项
E.先进技术作用于摩托车使之逃离事故现场更快,但是摩托车主仍可以选择不逃离 ❌


RC 1.A❌C 注意第二段的however 2.B 3.C 4.C 5.D
DI前面三题都理解 最后一个为什么是120? 12milion的8%难道不是96w


作者: 为了G700    时间: 2024-3-18 18:02
Day86 RC
P1:如果实施得当,游戏化在吸引个人并激励他们改变行为、获得技能或解决问题方面表现出显着的功效。
P2: 游戏化正被应用于各个领域,包括客户参与、员工绩效、培训和教育、创新管理、个人发展、可持续性、健康和保健,并且名单还在不断扩大。然而,围绕游戏化的盛行炒作掩盖了早期企业实施的现实。
P3: 与任何新兴趋势一样,游戏化将穿越炒作周期,从期望膨胀的高峰下降到幻灭的低谷。
P4:虽然游戏化的长期影响似乎很有希望,但短期前景却不那么乐观。因为有瑕疵的设计,80%的游戏应用没有达到预期的商业目标。
P5:随着组织越来越关注业务目标,游戏化可以通过改变参与规则和激励员工相应地修改行为,有助于营造更具吸引力和生产力的工作场所。
P6:为了最大限度地提高成功的可能性,游戏化的早期采用者在开始他们的旅程之前必须考虑以下几点:
1.避免把活动和成功混为一谈;2.把听众当玩家,不是玩偶。3.清楚的设计商业目标。4. 以玩家为中心的设计。

1.❌A,答案C,
2.B,第4段。
3.C,第二段。
4.C,第4段。
5.D,最后一段。

关键词:
pitfall: 陷阱
The prevailing hype surrounding gamification:围绕游戏化的盛行炒作
sanguine:乐观
deafening:震耳欲聋
Puppets:傀儡
inclined:倾向
作者: Eunice12    时间: 2024-3-18 18:21
我的选项:CB
正确选项:
第一题 增强
Premise:项目初始预算是100m,项目中期已经达到150m,预计要额外的100m
Premise:主要投资者不确定项目预计收入是否能覆盖额外的成本
Conclusion:政府认为完成该项目的是经济合理的
总收入>总支出
A:政府增加税收来覆盖项目收入的短缺——项目本身经济上不合理
B:中断项目将会发生超过100m的成本——不能增强完成项目是合理的结论
C:增加总体收入
D:其他城市——无关
E:无关
第二题解释
Premise1:政府针对摩托车事故采取更严厉的政策
Premise2:政策实施后,摩托车肇事逃逸的事故增加一倍
A:因为酒精——不能解释
B:能解释
C:摩托车事故是行人导致的,但不能解释premise2
D:摩托车总数增加
E:无关
作者: Emma醬    时间: 2024-3-18 18:54
顶楼主!               
作者: Emma醬    时间: 2024-3-18 18:55
CR:
1.D (D 强调了“after complete之后的”额外好处“)
正确答案B
P: 投资者对于收益能否覆盖额外成本表示没有信心
C: 完成项目具有经济效益

2.B

RC:
1.提出论点,游戏如果能被好好利用,会有好处。将日常植入游戏
2.目前游戏作用于于各个行业, (inspiration and informative). However!早期企业的应用仍然困难
3.然而对游戏化实现目标的期待过高。 游戏化达到顶峰,会有下降趋势
4.但是游戏化仍然具有长期效益,技术发展会弥补缺陷
5.支持4,游戏化可以改善产能等
6.为了取得成功需要做到的 (1. 避免对成功定义的迷惑)
7.把员工当作游戏者, 而不是工具 (google)
8.清晰的目标定义,长期实现
9.游戏者应该有实现目标的导向,并将游戏者的目标与公司的目标统一

CBCCD

作者: 杨翠花    时间: 2024-3-18 20:49
Mark一下!               
作者: Maxxiemoo00    时间: 2024-3-18 20:54
CR:
1、C(B)
运动场建设超支,政府认为从经济角度上是justified,问加强
C、运动场带来的经济和旅游效益大于支出,正选
A、加税的方式可以增加收入,和运动场建设无关
B、有沉没成本,但是不能说明是否justified
D、E 其他城市,应急资金,无关

2、B
增加了严格的出发,为了减少自行车事故,事故却double了
正选B,造成更多的逃逸

RC:CBCCD
作者: 杨翠花    时间: 2024-3-18 21:16
CR,答题卡:BB,答案:BB
1. P:项目预算100,但是进行到一半已经花了150,预计后续建完还要再花100
C:应该继续建
加强题,立场:应该继续建造
我选B:说如果不建完,要花的钱比额外的成本100还要多【推出继续建设才是划算的】


2. P:摩托车和行人事故多,政府颁布更为严格的政策,但是摩托车撞了人就跑的事故变得更多
原因解释题:
我选B:是因为撞了人在现场的处罚比跑了的处罚要严重


RC,答题卡:CBCCD,答案:CBCCD
文章共6段,篇章结构:


1. 提出游戏化这个概念在刺激个人行为方面有很好的效果。
- remarkable efficacy in captivating individuals & galvanizing
- 游戏化有能力把宽泛的活动转变为参与游戏的体验


2. 现在游戏化的应用情况
- 在很多领域使用:eg 客户参与、员工绩效、培训&教育、创新管理等
- Eg 举例子耐克+平台就是一个成功的案例。
- Eg 举例子Khan Academy 用这个来强化学生的学习他议案
- Eg 举例子Quirky用这个来帮助投资人找到产品发展的方向
- 作者评价:这些成功的应用案例inspiring & informative
HOWEVER 【此处表示补充】说围绕着游戏化周围的hype模糊了早期企业实施的现实问题。


3. 进一步描述游戏化的情况
- 游戏化就快接近Hype Cycle的顶峰——> 最初的火热产生对成功的不实际的期望——> 导致suboptimal implementations
- 只要出现这个苗头,游戏化就是逆势而行,从顶峰期待到幻灭


4. 描述游戏化短期远景的情况
- 作者观点:less sanguine
- 有预测说到2014年,80%现在的游戏化应用都会失败,原因:flawed design
-HOWEVER【此处表示补充】虽然有这个预测,但是随着设计成熟、更清晰的Business 目标,游戏化对商业会有深远的影响,并且出现关键的组织,使得观众深度参与。


5. 延续上一段说进一步发展之后游戏化的情况会是怎样
- 培养更加engaging & productive workplace<——通过改变参与规则 & 鼓励员工改变行为
- 结果:到2015年,40%全球1000 organizations 将会把游戏化作为商业运营转变的主要机制。


6. 为了增加成功率,早期游戏化应用群体要考虑这些因素:
1)避免令人疑惑的活动:围绕在游戏化周围的hype 很嘈杂,媒体很多。HOWEVER 应用成功的公司更倾向于描述他们的解决方案而不是结果。
2)把观众当做玩家:目标观众要参与到有意义的活动中。举例子google news
3)清晰的定义商业目标:Hype 驱使很多企业探索机遇,但是要避免公司把游戏化变成一个解决方案,寻找问题去解决。公司要有清晰的商业目标&关键的分析来实现目标。
4)以玩家为中心的设计:那些成功的例子所分享的设计特点都证实他们是以玩家为中心的。核心要点是motivate 玩家实现他们的目标。失败的例子都是因为没有清晰的定位玩家的目标。总之,玩家的目标应该和公司的商业目标一致。

1. 文章写了gamification的好处,应用,长期影响,也说了短期不好的地方,提出用的好的话要注意什么。着重在讲current hype
2. 定位到原文就能选出
3. 定位到原文就能选出
4. 定位到原文有40%
5. 定位到最后一段


作者: Chipsahoyyi    时间: 2024-3-18 21:58
看一下!               
作者: Katelynns    时间: 2024-3-18 22:21
CR:1.B 烂尾的话,会有超过一亿的成本,倒不如完工,能回收一部分现金流,有点像管理会计的理念 2. B
RC:
gamification capacity
examples for gamification, gamification might obsecure enterprise implementation
hype cycle for gamification
short-term outlook and future trend
gamification transforms business operations
4 points to embark on when applying gamification
CBCCD
作者: qian0324    时间: 2024-3-18 22:48
CR
(1)B
题干:政府搞一个项目初始预算是100 million,建到一半已经花费了150 million。专家推测还需要额外的100million才能完成。且不预期建完之后利润能cover成本。
结论:但是政府说 建完项目是出于财务考虑
立场:加强政府,说明建完项目是处于财务考虑

选项:
B: 建一半的项目搁置或者处理掉 都会带来额外100million的花费。(建完和搁置成本一样,建完至少还有收益  加强)

(2)B
题干:某地经常发生摩托车事故。政府出台了新的更严格的法律惩罚。但是新法律发布后,装完跑路的司机加倍了。
立场:解释原因
选项:
B: 新法律对于装完跑路的情况比装完留在原地的情况惩罚的更轻。

RC
文章主旨:游戏化在商业领域的应用和一些建议。
文章结构:
P1 游戏化是现在的商业领域趋势,普通的事情游戏化可以增加用户投入度。
P2 Nike等一些大公司游戏化的例子,正向说明游戏化的作用。
P3 但是,游戏化正在从顶峰逐渐下滑。
P4 很多游戏化都会失败,游戏化想要成功需要从涉及到落实一系列的工作。
P5 想要做好游戏化的几个注意事项:1)区分成功和活动2)尊重用户,把用户当玩家而非玩偶  3)确定商业目标 4)以用户为中心,让用户目标和商业目标绑定在一起

做题:C; B; C; C; D

作者: xuelin99    时间: 2024-3-18 23:06
看一下!               
作者: pinx    时间: 2024-3-18 23:22
感谢分享!               
作者: dualaria    时间: 2024-3-18 23:31
CR:

1.
P1: 预估用100万造,造一半时候已经花了150w,专家预估还需要花100w
P2: 投资者不太确认盈利是否能覆盖成本,政府认为完成这个项目在资金上是合理的。

支持政府B

B 不继续项目的成本超过100w
C 该项目预计会带来名声及大量的游客,提高整体收益
D 其它城市类似的项目获得了盈利增长
E 政府有预备储蓄

2.
P1: 摩托车与行人的事故很多,政府加大惩罚
P2:政策实施后,撞人后跑了的事故翻倍

翻倍解释
B

RC:

P1: G对个体有好处
P2: G的应用,举了几个品牌的例子。但是,盛行引发了早起企业实施的。。
P3: 讲它的弊端,啥GHC, unrealistc
P4: 长期有益短期有弊
P5: 发展
P6: 如何做

ABCCD

DI:
shuaijiao
3000-2500=500
qigong
1200-500-400-150=150
作者: xuelin99    时间: 2024-3-18 23:32
D86
1.加强题
P:预算100,做到一半已经花了150,还需要100,投资者没有信心收益可覆盖额外投资
C:政府认为完成这个项目是划算的
A:政府可逐渐提高税费,弥补短板,这只是解决措施
B:放弃完成导致花费1亿元,保留
C:体育馆将提高声望和旅游,可能会增加总收入,不能确定是否能覆盖
D:其他城市建成这样的体育馆盈利了,不知道花费
E:政府有基金专门用来支付
我的答案:B  正确答案:B
2.加强题
P:摩托车撞人的事故很多,出了政策严厉惩罚
C:逃逸时间双倍
预测:害怕惩罚所以逃逸
A:很多事故由于司机喝酒,与事故原因无关
B:逃逸的惩罚会比在现场轻,备选
C:很多事故的错误因为行人,与事故原因无关
D:政策实施后摩托车越来越多
E:科技进步可快速逃逸,这与政策无关
我的答案:B  正确答案:B
作者: MidoriXIN    时间: 2024-3-18 23:40
D86
CR1         : C
P:the expense for building a sports complex is much higher than the budget, and the revenue is unlikely to cover the additional costs
C: continue to build the complex is financially justifiable
A: it has nothing to do with shortfall from revenue.
B: continue to build...or leave it unfinished will cost equally.
D: even if there’s a similar case in other cities, increase in revenue does not have to be able to cover the additional costs of building the sports complex.
E: it cannot be support for gov’s position in terms of financial benefit


CR2: C (explain the discrepancy)
Plan: stricter penalties imposed for motorcycle accidents
Effects: number of hit and run motorcycle accidents doubled
in the answer, relationships of penalties, accidents
A: out of scope
B: irrelevant comparison
D: no causation between increase in total number of motorcycle and increase in number of hnr accidents
E: out of scope
作者: 蛋花棋    时间: 2024-3-18 23:50
Day86
CR
1、支持C(B)
背景:政府预算100m,已经花费150m,预计还需100m
投资人:不认为体育场收入可以覆盖额外100m
政府:认为完成这个工程是经济上正当的
C选项,体育馆会带来额外的收入,所以经济上是正当的
B选项,当时是有纠结的,确实意思是放弃这个项目,会再带来超过100m的成本,那么确实更不合算了。
2、解释B
目的:减少电动车事故
方法:对于电动车更严格的惩罚
结果:政策实行后,hit-and-run的事故翻倍了
B选项,hit-and-run的惩罚更轻,所以很多原来会在原地的人会hit-and-run,导致翻倍了
CR
P1:G在迷惑个人,改变行为,获得技能,解决问题等方面有显著功效
P2:现在,G被用于一系列领域——以nike+平台举例+KA,Q的例子——上述例子是inspiring和informative的——however转折,混淆了早期企业使用的实际
P3:G和GHC的zenith很接近
P4:while G长期看起来发展很好,短期也是less sanguine——论据:80%的应用未达预期——however转折,随着设计成熟,组织优于,G会对商业有深远的影响
P5:G的作用:有利于形成一个效率高的工作间——consequently,到2015年,预期40%的组织会使用G作为主要机制
P6:方法:1)避免成功的困惑行为 2)对待观众为玩家,而不是木偶3)准确定义商业目标 4)以玩家为中心设计
CBCCD
作者: Rosie2022    时间: 2024-3-19 00:17
感谢分享!               
作者: Rosie2022    时间: 2024-3-19 00:37
day 86
1. CR
(1)B✅
Category: supports
- 100m project; halfway 150m,+100m,
- worry revenue could not cover
(2)B✅
### Category: explain
- Reasoning:
    - fact: frequent m accidents,
    - policy: penalty
    - result: hit&run double
2. RC
ABCCD
- **Main Idea and structure:**
    - gamification, useful.
    - AD:now diverse used, e.g. Nike,  Khan Academy, Quirky, =inspiring informative
           Disa: obscure
    - Disa: gartner’ hype cycles, trendy, suboptimal, disillusion
    - AD: long-term promising, short-term less, 80% failed due to flawed design; getting more profound
    - AD: more engaging, prodctive
    - how to use:
(1)没选C是因为觉得文章tone依然是支持gamification的
3. DI
(1)<90%,taichi, qigong, wingchun, chinese kenpo
(2)3000*0.96-2500=380❌, 原理同(4),》90%不需要省政府拨款了,=0
(3)qigong
(4)原答案: 1200-400-500-150=150❌
难点在于: 不能直接用broadcasting+corporate sponsorships去减, 应该用未被cover的比例去乘, 因为还存在个人赞助也会cover掉一部分成本.
provincial 也存在两者取低: 10%*cost. vs. cap
1️⃣ provincial allocation: 10%*1200=120 🆚 150,  10% ✅
2️⃣ 资金缺口=(1-82%-10%)*1200=96万
?答案怎么8%*1200=960???
作者: setmefree1    时间: 2024-3-19 11:26
DAY86
CR
CB
RC
CBCCD
围绕游戏化-游戏化成功案例-游戏化炒作-前景不佳-措施提高成功
- 游戏化成功实施的作用
- 游戏化应用多个领域。举例nike、K、Q。然而,游戏炒作掩盖了早期企业实施的事实
- 游戏化将经历炒作从充满希望的丁点到失望的低谷
- 短期不乐观,原因是设计缺陷
- 游戏化促进高效的工作
- 游戏化早期采用者需要考虑:避免将活动和成功混为一谈;对待顾客为玩家;清晰定义经营目标;以玩家为中心设计
作者: Rita糖糖    时间: 2024-3-19 11:41
CR
B, B

RC
C,B, C, C, D

作者: 我是小酥皮    时间: 2024-3-19 15:48
CR:B B
1)果因/方案推理
P:建体育馆已超支很多,投资者对其预计收入回本无信心
C:但政府认为该项目于财务上合理
2)果因/方案推理
P:城市摩托车撞人事故频发,政府因此实施了更严格的处罚,但政策实施后摩托车肇事逃逸更多了
Q:why

RC:C?B C C D
P1:游戏化的积极作用
P2:游戏化的具体应用;举例
P3:游戏化发展周期预测
P4:游戏化短期前景不乐观
P5:游戏化对工作改变的积极作用
P6:为成功而需考虑的四点因素
作者: entertaininguse    时间: 2024-3-19 15:50
Mark一下!               
作者: 陌小夏    时间: 2024-3-19 16:07
DAY86
CR B D
1-以前做过了
2-解释 手段目的
手段:the city government imposed stricter penalties for motorcycle accidents.
目的:To address this issue(motorcycle accidents involving pedestrians were frequent)
矛盾:肇事逃逸的摩托车翻倍了。
比较的是政策执行前后摩托车肇事逃逸的数量,
有2种情况 一种是事故变多,逃逸的在大基数下也变多;一种是事故变少了,但是逃逸的比之前多,有什么原因导致逃逸的动力加强。
BD是相关的选项 但是B选项对比的是现场和逃逸的惩罚,不是政策执行前后逃逸的惩罚变化。

RC C B C C D
1- Gamification has demonstrated remarkable efficacy and provided engaging, game-like experiences .Gamification 游戏化 captivate使入迷galvanize激励harness利用engaging迷人的
2-Currently, gamification is being employed across a diverse spectrum of domains.These luminous examples of gamification are both inspiring and informative. However, the prevailing hype surrounding gamification obscures the realities of early enterprise implement ation.exemplifies 例示 ; 举例说明 ; 例证 ; 是…的典型 ; exemplify  crowdsource众包luminous光亮的 hype炒作
3-  Gamification即将从炒作的颠覆进入低谷 zenith 峰顶akin to 类似于 ; 类似的 ; 类似 ; 近似于 ; 近似nascent新生的engender产生 引起suboptimal 次优的 ; 次优 ; 次优化 ; 次佳emerging 新兴的inflated 膨胀的 ; 过高的 ; 夸张的 ;trough低谷disillusionment 幻灭 ; 幻想破灭 ; 醒悟 ; 不再抱幻想
4-the short-term outlook is less sanguine. as design practices mature and organizations prioritize the articulation of clear business objectives, gamification will exert a profound impact .sanguine 乐观的 ; 充满信心的 articulation  表达 ;
5-组织目标明晰后,gamification can contribute to fostering a more engaging and productive workplace,将有40%的组织运用gamification

四个要点最大化成功的可能。
作者: 陌小夏    时间: 2024-3-19 16:07
DAY86
CR B D(B)
1-以前做过了
2-解释 手段目的
手段:the city government imposed stricter penalties for motorcycle accidents.
目的:To address this issue(motorcycle accidents involving pedestrians were frequent)
矛盾:肇事逃逸的摩托车翻倍了。
比较的是政策执行前后摩托车肇事逃逸的数量,
有2种情况 一种是事故变多,逃逸的在大基数下也变多;一种是事故变少了,但是逃逸的比之前多,有什么原因导致逃逸的动力加强。
BD是相关的选项 但是B选项对比的是现场和逃逸的惩罚,不是政策执行前后逃逸的惩罚变化。

RC C B C C D
1- Gamification has demonstrated remarkable efficacy and provided engaging, game-like experiences .Gamification 游戏化 captivate使入迷galvanize激励harness利用engaging迷人的
2-Currently, gamification is being employed across a diverse spectrum of domains.These luminous examples of gamification are both inspiring and informative. However, the prevailing hype surrounding gamification obscures the realities of early enterprise implement ation.exemplifies 例示 ; 举例说明 ; 例证 ; 是…的典型 ; exemplify  crowdsource众包luminous光亮的 hype炒作
3-  Gamification即将从炒作的颠覆进入低谷 zenith 峰顶akin to 类似于 ; 类似的 ; 类似 ; 近似于 ; 近似nascent新生的engender产生 引起suboptimal 次优的 ; 次优 ; 次优化 ; 次佳emerging 新兴的inflated 膨胀的 ; 过高的 ; 夸张的 ;trough低谷disillusionment 幻灭 ; 幻想破灭 ; 醒悟 ; 不再抱幻想
4-the short-term outlook is less sanguine. as design practices mature and organizations prioritize the articulation of clear business objectives, gamification will exert a profound impact .sanguine 乐观的 ; 充满信心的 articulation  表达 ;
5-组织目标明晰后,gamification can contribute to fostering a more engaging and productive workplace,将有40%的组织运用gamification

四个要点最大化成功的可能。
作者: 匕    时间: 2024-3-19 22:44
CR:

1):B
P:一项工程超过了预算,继续这项工程需要额外的一亿美元
C:政府说完成这项工程在经济上是合理的
Q:加强
思考方向:完工带来的收入大于花费

2):B
P:为减少摩托车事故,增加摩托车肇事的罚款,但是肇事逃逸却加倍了
C:
Q:解释
思考方向:逃逸可以摆脱罚款
作者: tdcq1993    时间: 2024-3-19 23:18
RC
第1段:游戏化如果正确应用,可以有效地吸引对方、激励对方的行动。
第2段:游戏化的应用范围很广,Nike、KA、Q等。
第3段:游戏化的炒作过高,大家的期望虚高,泡沫最终会破灭。
第4段:游戏化长期的影响显著,短期的影响不乐观,主要因为设计缺陷,如企业目标、概念、部署、接受等。但当设计成熟、企业目标清晰时,游戏化的影响巨大。
第5段:当机构越来越清晰企业目标时,游戏化可以促进员工适应,创建一个更有效的工作环境。
第6段:游戏化的注意事项。
第7段:1-避免混淆事件和成功。
第8段:2-将听众视为参与玩家。
第9段:3-明确定义企业目标。
第10段:以玩家为中心,并将企业目标与个人目标相辅相成。
A、B、C、C、D

CR
市政府预算100W建一个体育中心
建到一半时已经花了150W,剩下可能还需要100W
虽然投资者不确定未来的收益是否可以补偿成本,但是政府却认为建好最划算
问加强
选了B:留着未完成也要超过100W的成本,建好的损失更小
C:题干中已提高收益可能小于成本

一个城市摩托车事故在上升
为了解决这个问题,政府加重了摩托车事故的处罚
这个政策后,摩托车肇事逃逸更多了
问原因
B:肇事逃逸的处罚更小

作者: dawn.1    时间: 2024-3-20 09:51
Mark一下!               
作者: Yeelin椰林    时间: 2024-3-20 11:23
【CR】
1、B:投资者的concern是营收是否能cover住投入,本质上是从经济角度思考。B就是从经济角度分析。
2、B:A无关。C能解释accident ratio increases,无法解释hit-and-run increases。D和E不够直接。


【RC】
ABCCA
第一题原本用排除法选的C,但没完全读懂C答案的意思,又改成了A。
最后一题错的原因是没看完全文,答案就在最后一段。

作者: gmatcantkillme    时间: 2024-3-20 12:22
C B
CBCCE

作者: Bonet    时间: 2024-3-20 14:26
cr:bd(b)
rc:cbccd
作者: gmatcantkillme    时间: 2024-3-20 16:23
CR
增强选C,答案是B
逻辑链:本来只花100m,结果发现需要花250m — 政府认为花费是justifiable
A - 不能解释为什么花费是justifiable
B - 也不能解释
C - 正确
D - 与其他城市无关
E - 同AB
解释选B
逻辑链:车祸很多 - 政府出台policy加重惩罚 - 肇事逃逸double
A - 无关
B - 正确:肇事逃逸的惩罚比事故后留在原地更轻,所以更多人肇事逃逸
C - 跟谁的对错无关
D - 无关
E- 和新的科技无关

RC
第一段:引出gamification概念
第二段:Gamification的应用,并举了几个例子,但是reality是初期的公司很难应用
第三段:讲gamification的热度降低之后会让大家意识到应用其实不现实
第四段:长期是好的,但是短期不好,作者举了具体的例子。也说技术成熟之后会有好的结果
第五段:以后会被广泛应用
第六段:early adopter应该考虑到的四个点
主旨题:C,讲了gamification的热点和一些pitfalls是正确的
选B:定位第四段第二句
选C:定位第二段第一句
选C:定位第五段
选E,答案是D

作者: 來不及    时间: 2024-3-20 20:25
Cr
1. P: programs exceed initial budget 1)support: financially justifiable 2) unsupported : revenue cannot cover
(B) reason cannot give up
2. P: imply policy to decrease accidents,  bit double, why?
(D) because more people ride motor

Rc
P1 G capacity
P2 implementation of G, ex NIKe, KA
P3 shift: suboptimal,  cycle
P4 short-term,  less sanguine
P5 more engage & productive workplace
P6 way to success G
1. C
2. B flawed design
3. C (P2)
4. C
5. D

Di
1. Tai, qigong, wing, Chinese
2. 1500-1000-300=200
3. Qigong
4. 1200-1050=150
作者: hyjsamantha    时间: 2024-3-21 02:50
看一下!               
作者: hyjsamantha    时间: 2024-3-21 06:32
Day 86 打卡CR
1. B
2. D (B)
做题时候把accident等同于hit-and-run, 读B的时候没读完,以为意思是惩罚不够严,看答案再回看B的时候发现比D更合理,B主要说明hit-and-run事件变多的原因,D只能说明accident变多的原因,不如B

RC
CBCCD

作者: Daisyxxxxxy    时间: 2024-3-22 21:33
D86

CR
D(其他的城市有类似的工程完成的例子且revenue有增长)
D(摩托基数有增长)

RC
段一:解释gamification定义及优点
段二:举了若干例子来阐述其落地案例,但最后转折:现在的炒作遮盖了早期的很多问题
段三:描述这个概念现在在hype的顶峰,后续将会滑落
段四:虽然长期很有前途,但是短期比较危险。并且最后强调了design和clear business objective的重要性
段五:一个向好的预期:在2015前,预测40%的组织会employ it as a primary mechanism for transforming business operations
段六:一些先遣者们给出的建议:
1.        Avoid Confusing Activity with Success。将重点放在business results achieved 而不是solutions
2.        Treat the Audience as Players, Not Puppets: Target audience 需要被engaged
3.        Clearly Define Business Objectives: clearly defined business objectives和critical analysis of the suitability of gamification to achieve those objectives的重要性
4.        Design for Player-Centricity: 需要寻找游戏目标和商业目标的overlap,且游戏设计需要促使players来逼近这个goal,从而更加逼近业务goal

ABCCD

DI
1.        Based on the provided information, which disciplines would require provincial allocations to fully fund their expected costs?
Shuai Jiao (only one with 90% cost covered)

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?
30,000,000 – (1500+1000)*10,000 = 30,000,000-25,000,000 = 5,000,000, namely ¥5 million

3. Which discipline has the lowest percentage of its expected costs covered and will receive the highest provincial allocation?
Qigong

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?
12,000,000 – (500 + 400 + 150)*10,000 = 12,000,000 – 10,500,000 = 1,500,000, namely ¥1.5 million


作者: Jamie_ee    时间: 2024-3-23 13:45
CR

1. 预算超支,但政府还是认为完成项目financially justifiable

Support

选B,不完成则会cost增加

2. frequent accidents - penalties - doubled

Explain

选B,说明了政策的无效性
作者: leiyaqing1992    时间: 2024-3-23 22:47
Mark一下!               
作者: leiyaqing1992    时间: 2024-3-24 00:13

作者: Grapey    时间: 2024-3-24 20:59
打卡!


作者: 时间哪    时间: 2024-3-25 09:22
RC:dbccd
Cr: bb

作者: CamiNew    时间: 2024-3-25 18:57
看一下!               
作者: 有机盐    时间: 2024-3-25 19:12
Mark一下!               
作者: Alexandra-GMAT    时间: 2024-3-27 12:04
看一下!               
作者: fangjue987a    时间: 2024-3-31 14:14
Day 86

cr

1-b
F- a sport stadium construction project has exceeded proposed budget, the revenue may not cover the expense
P- the completion of the project will bring more income/leave it unfinished loss more
C- completing the project is financially justified
Q- Support +

2-b
F- more hit-and-run accidents despite stricter penalties implemented
Q- discrepency

rc

C B C C D

P1- an intro into Gamification and its utility
P2- G has been applied for various fields, take nike and Q as example
P3-???
P4- currently G is not as optimal as it supposed to be, a good G should considerxxxxx
P5- G is still a efficient and useful method to inspire employees
P6- 4 methods to develop a successful G


作者: Blair1001    时间: 2024-4-13 15:25
第八十六天
cr
工程建造到一半的时候已经话费了150百万,还需要100百万才能完成工程。投资者认为这个工程的收入赚不回来,但是政府认为完成这个工程经济上更合理。支持政府 b
为了避免行人和摩托车的撞击事故,政府发布了更加严格人行道政策,但是这个政策使得肇事逃逸的几率增加了。解释题 b
rc
gamification应用得好,可以将许多行为转化为类似游戏
gamification被广泛应用。但是它模糊了早起企业实施的现实性。
长期影响似乎是能憧憬的,但是短期的并不好。但是一个有设计的成熟的组织能够优化组织的目标。
gamification 能够增加生产力。
在实施gamification之前,需要遵守如下几个原则:
1.避免将行为与成功混淆。
2.将听众当成玩家,而不是宠物。
3.明确公司目标。
4.设计玩家centricity。明确玩家的目标。
主旨题d提供例子不是主要内容(答案c)
细节题b
细节题c
c
d
di
tai chi,qigong,wing chun,chinese kenpo
?(0 因为覆盖比为96% 所以不用return)
qigong

词汇
contingency n 意外
galvanize 激起某人行动起来
enthusiast a 热心的
zenith n 顶点
akin to 类似
nascent a 初期的
disillusionment n 醒悟
sanguine a 乐观的
replete a 充满的
align with 与。。。结盟




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