ntkimchi1966 3/13/2025 8:25:36 PM

(I) This technology overlays virtual objects and information onto real-world environments, creating interactive experiences that were once unimaginable. (II) AR is making waves in education, gaming, and even social interactions, promising a future where technology feels more integrated into our daily lives. (III) Very soon, AR could revolutionize every aspect of how we interact, with information and entertainment, making the virtual world seem as real as the one around us. (IV)

In education, AR is proving to be a powerful tool for engagement and understanding. Students can now explore a 3D model of the solar system in their classrooms or dissect a virtual frog without harming a real one. These experiences bring lessons to life, making complex topics easier to grasp. AR also fosters creativity, encouraging students to think outside the box and engage with their studies in new ways. With AR, learning is no longer confined to textbooks and lectures. It allows students to start strong and immediately apply what they learn, helping them dive into real-world scenarios with ease.

The entertainment industry is another area which AR has a significant impact on. Games like Pokémon Go have shown how AR can create immersive, real-world experiences that capture the imagination of millions. In the future, AR could revolutionize how we watch movies, attend concerts, or even try on clothes while shopping online. Imagine sitting in your living room and having a holographic performance appear right before your eyes. AR can also break the mold, introducing groundbreaking ways to entertain audiences and keep them engaged like never before. The possibilities are endless.

AR is truly a golden opportunity to reshape our interaction with the world. However, like any new technology, it comes with challenges. Developers and educators must ensure that AR is accessible, user-friendly, and free from misuse. With thoughtful innovation, AR has the potential to become a game-changer in both education and entertainment, bridging the gap between imagination and reality.

Question 31. Where in paragraph 1 does the following sentence best fit?

Augmented reality (AR) is transforming the way we learn, work, and play by blending digital content with the physical world.

        А. (II)        B. (I)        C. (IV)        D. (III)

Question 32.

Which of the following could best replace the phrase "break the mold " in paragraph 3?

        A. show up        B. take up        C. shake up        D. put up

Question 33. The word It in paragraph 2 refers to________

        A. classroom learning                B. trading application

        C. AR technology                D. student creativity

Question 34. According to paragraph 2, which of the following is NOT mentioned as a benefit of AR in education?

A. Allowing students to explore complex ideas

B. Encouraging creativity and critical thinking

C. Offering engaging learning experiences

D. Increasing students' academic stability

Question 35. The word dissect in paragraph 2 is OPPOSITE in meaning to________.

        A. assemble        B. analyze        C. cut open        D. catch

Question 36. Which of the following best summarises paragraph 3?

A. Augmented Reality is primarily beneficial for enhancing online shopping rather than entertainment.

B. The entertainment industry has nearly reached its peak due to Augmented Reality technologies.

C. Augmented Reality is transforming entertainment by offering innovative and immersive experiences.

D. The entertainment industry uses Augmented Reality mainly to gradually replace traditional forms of gaming

Question 37. According to paragraph 4, which of the following is TRUE about AR?

A. It is ensured that AR technology remains free from misuse.

B. Developers need to make AR accessible and user-friendly.

C. AR's potential to revolutionize society outweighs its challenges.

D. AR requires no further innovation to become a game-changer.

Question 38. Which of the following best paraphrases the underlined sentence in paragraph 4?

A. Reshaping how people perceive the world can be achieved by adopting AR technology.

B. AR has the potential to replace traditional ways of interacting with the environment.

C. AR provides a valuable chance to transform the way we engage with the worlD.

D. AR is a minor chance to slightly alter how we interact with the world, offering limited benefits.

Question 39.

Which of the following can be inferred from the passage?

A. AR experiences are likely to replace traditional methods of education and entertainment soon.

B. Gaming applications might be the main driving force behind the development of AR technology.

C. AR will likely dominate both education and entertainment industries in the near future.

D. AR technology presents new opportunities for interactive learning and real-world applications.

Question 40. Which of the following best summarises the passage?

A. In education, AR enhances engagement and understanding, allowing students to explore 3D models and virtual dissections, fostering creativity and real-world application, making learning more interactive and effective.

B. AR significantly impacts entertainment, with games like Pokémon Go creating immersive experiences, and future applications like holographic performances and virtual shopping, revolutionizing how we consume media and shop.

C. AR technology is reshaping how we view the world, but its applications are still limited to gaming, entertainment, niche industries, and certain professions, indicating room for broader adoption.

D. AR overlays virtual objects onto real environments, transforming education, gaming, and entertainment, enhancing engagement, creativity, and real-world application despite challenges in accessibility and misuse.

36. Sở giáo dục và đào tạo Bắc Giang (Tốt nghiệp THPT 2025 môn Tiếng Anh)