“Making our brains sharper” SQA MODEL ANSWERS

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Presentation transcript:

“Making our brains sharper” SQA MODEL ANSWERS S6 Higher Close Reading

2. “. . . how much time you spend not having fun.” (lines 18– 19) Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of: (a) sentence structure (2) (b) imagery (2)

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of sentence structure (2) Answer 1 The use of semi colons in line 19 conveys the difficulty playing games. This is used alongside the parallel structure of the repetition of “you may be”. These have the effect of stressing a sense of confusion and frustration as they suggest that you constantly find yourself in difficulty and the sentence being broken up by semi colons stresses the sense of confusion adding to our understanding of how difficult it is.

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of sentence structure (2) Answer 1 The use of semi colons in line 19 conveys the difficulty playing games. This is used alongside the parallel structure of the repetition of “you may be”. These have the effect of stressing a sense of confusion and frustration as they suggest that you constantly find yourself in difficulty and the sentence being broken up by semi colons stresses the sense of confusion adding to our understanding of how difficult it is. Identifies features of sentence structure Lift Appropriate analysis lift

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of sentence structure (2) Answer 2 The list (lines 19-20) separated by semi colons of the feelings that the difficulty of video games provokes emphasises the negative emotions that they can provoke, showing how hard they are. “And the first and last thing … hard” This sentence builds up to what the main problem is, by adding more pieces of information like “sometimes maddeningly”. This builds up to the slightly climactic “hard”, which emphasises the monosyllabic word, conveying how difficult they really are.

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of sentence structure (2) Answer 2 The list (lines 19-20) separated by semi colons of the feelings that the difficulty of video games provokes emphasises the negative emotions that they can provoke, showing how hard they are. “And the first and last thing … hard” This sentence builds up to what the main problem is, by adding more pieces of information like “sometimes maddeningly”. This builds up to the slightly climactic “hard”, which emphasises the monosyllabic word, conveying how difficult they really are. List of negative feelings = 1 mark Build up / extra info / slight climax / short word = 2 marks

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of imagery (2) Answer 1 The writer gives the image of “worrying a loose tooth”. This means that the person is constantly niggling away at the tooth wondering when it will come out. But metaphorically, it means that the problem in the game never leaves the person until it is solved like when you have a loose tooth and are worried about it and don’t stop until it comes out.

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of imagery (2) Answer 1 The writer gives the image of “worrying a loose tooth”. This means that the person is constantly niggling away at the tooth wondering when it will come out. Root of image (“Just as…”) explained = 1 mark But metaphorically, it means that the problem in the game never leaves the person until it is solved like when you have a loose tooth and are worried about it and don’t stop until it comes out. Metaphorical extension (So too…”) explained = 1 mark

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of imagery (2) Answer 2 “worrying a loose tooth” Just as a wobbly tooth is distracting and makes you want to fiddle with it until it comes out, problems with video games can be distracting and need to have time spent over them. This conveys how they can be annoying and very difficult, but also suggests the relief when problems are solved, similar to the satisfaction of a tooth finally falling out.

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of imagery (2) Answer 2 “worrying a loose tooth” Just as a wobbly tooth is distracting and makes you want to fiddle with it until it comes out, problems with video games can be distracting and need to have time spent over them. = 1 mark (too close for 2) This conveys how they can be annoying and very difficult, but also suggests the relief when problems are solved, similar to the satisfaction of a tooth finally falling out. = 1 mark Overall very good answer.

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of imagery (2) Answer 3 “mentally working through the problem you have been wrestling with” “Wrestling” is a sport in which people fight with no regard to rules and safety. This depicts how difficult the game is as wrestling involves physical endurance. So we understand the difficulty of the player of the video games. This image is enhanced through “a loose tooth” emphasising the difficulty through the connotations of the pain of losing a tooth and the upset it would cause.

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of imagery (2) Answer 3 “mentally working through the problem you have been wrestling with” “Wrestling” is a sport in which people fight with no regard to rules and safety. Relevance to this context?? This depicts how difficult the game is as wrestling involves physical endurance. Just about gets the idea of the game being demanding. 1 mark So we understand the difficulty of the player of the video games. Just repeats the question. Not needed.

Show how, in lines 15–22, the writer conveys the difficulty of playing video games by his use of imagery (2) This image is enhanced through “a loose tooth” emphasising the difficulty through the connotations of the pain of losing a tooth and the upset it would cause. Classic example of failing to look at the context. Image is about the distraction of a loose tooth, not the pain.

4. Read lines 31–45. (b) Show how the writer’s use of language in lines 40–45 (“In the game world . . . life.”) conveys the excitement generated by rewards in the world of video games.

4. Read lines 31–45. (b) Show how the writer’s use of language in lines 40–45 (“In the game world . . . life.”) conveys the excitement generated by rewards in the world of video games. (2) Answer 1 “teeming” is effective word choice because it emphasises the number of prizes that the player receives. “crucial” gives further emphasis to how important rewards are to keep the player interested in the game.

4. Read lines 31–45. (b) Show how the writer’s use of language in lines 40–45 (“In the game world . . . life.”) conveys the excitement generated by rewards in the world of video games. (2) Answer 1 “teeming” is effective word choice because it emphasises the number of prizes that the player receives. No analysis of word = 0 “crucial” gives further emphasis to how important rewards are to keep the player interested in the game.

4. Read lines 31–45. (b) Show how the writer’s use of language in lines 40–45 (“In the game world . . . life.”) conveys the excitement generated by rewards in the world of video games. (2) Answer 2 “teeming” means to be completely bursting with something or for something to be totally infested. This suggests that the rewards are everywhere, that the game is bursting with them, which creates a feeling of excitement because it creates a sense that there are lots to find.

4. Read lines 31–45. (b) Show how the writer’s use of language in lines 40–45 (“In the game world . . . life.”) conveys the excitement generated by rewards in the world of video games. (2) Answer 2 “teeming” means to be completely bursting with something or for something to be totally infested. This suggests that the rewards are everywhere, that the game is bursting with them, which creates a feeling of excitement because it creates a sense that there are lots to find. Excellent word choice answer, showing genuine appreciation = 2 marks

4. Read lines 31–45. (b) Show how the writer’s use of language in lines 40–45 (“In the game world . . . life.”) conveys the excitement generated by rewards in the world of video games. (2) Answer 3 The writer uses a mixture of long and short sentences with listing functions which build up to a climax, to create a sense of excitement about the rewards of gaming, for example “Rewards are larger, more vivid and more clearly defined than in life”.

4. Read lines 31–45. (b) Show how the writer’s use of language in lines 40–45 (“In the game world . . . life.”) conveys the excitement generated by rewards in the world of video games. (2) Answer 3 The writer uses a mixture of long and short sentences with listing functions which build up to a climax, to create a sense of excitement about the rewards of gaming, for example “Rewards are larger, more vivid and more clearly defined than in life”. = 0

5. Read lines 46–54. (b) Show how the writer’s use of language in these lines conveys a dismissive attitude towards the content of video games. (2)

5. Read lines 46–54. (b) Show how the writer’s use of language in these lines conveys a dismissive attitude towards the content of video games. (2) Answer 1 “childish” implies immaturity which suggests that the content of the games is rubbish and immature and lacks genuine excitement. “princess-rescuing” reinforces this as it implies a fairy-tale content to the games suggesting that it is too make-believe and far-fetched.

5. Read lines 46–54. (b) Show how the writer’s use of language in these lines conveys a dismissive attitude towards the content of video games. (2) Answer 1 “childish” implies immaturity which suggests that the content of the games is rubbish and immature and lacks genuine excitement. = 1 mark “princess-rescuing” reinforces this as it implies a fairy-tale content to the games suggesting that it is too make-believe and far-fetched.

5. Read lines 46–54. (b) Show how the writer’s use of language in these lines conveys a dismissive attitude towards the content of video games. (2) Answer 2 The imagery of “locked on the screen” creates the dismissive manner as it shows that it is not the subject matter which keeps them playing but the addictiveness. “Locked” shows that the gamers were unable to even look away. “It is not” is definite. This makes it appear that the writer is sure it is not this that has any effect.

5. Read lines 46–54. (b) Show how the writer’s use of language in these lines conveys a dismissive attitude towards the content of video games. (2) Answer 2 The imagery of “locked on the screen” creates the dismissive manner as it shows that it is not the subject matter which keeps them playing but the addictiveness. “Locked” shows that the gamers were unable to even look away. Doesn’t look at the description of the content of the games = 0 “It is not” is definite. This makes it appear that the writer is sure it is not this that has any effect. Not relevant to the discussion of content = 0

5. Read lines 46–54. (b) Show how the writer’s use of language in these lines conveys a dismissive attitude towards the content of video games. (2) Answer 3 “childish” and “gratuitously menacing” convey a dismissive attitude. “Childish” implies the games are not mature in their content. “Gratuitiously” means giving something for free or without reason, suggesting that this area of gaming can be frightening for no apparent reason. Both imply that the games lack variety or individuality, and help dismiss the content of the games.

5. Read lines 46–54. (b) Show how the writer’s use of language in these lines conveys a dismissive attitude towards the content of video games. (2) Answer 3 “Childish” implies the games are not mature in their content. = 1 mark “Gratuitiously” means giving something for free or without reason, suggesting that this area of gaming can be frightening for no apparent reason.