Computer Games For Preschoolers Reading Answers: IELTS Reading Practice Test with Answers

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Updated on Mar 26, 2025, 11:50

The IELTS Reading section assesses your ability to understand and interpret various types of texts. You will encounter 40 questions based on three passages, covering different question types such as sentence completion, Flow Chart Completion, and Yes/No/Not Given. The test evaluates your reading skills, including skimming, scanning, and identifying key details within a time limit of 60 minutes.
 

Computer Games For Preschoolers reading answer passage explores the impact of computer games on preschool-aged children, focusing on their cognitive and social development. It examines both the benefits and potential drawbacks of early exposure to digital games.


Let’s look at the Computer Games For Preschoolers reading answer passage, questions, and answers with explanations.

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1. Computer Games For Preschoolers Reading Answer Passage

You should spend approximately 20 minutes answering Questions 1 – 13 based on the Computer Games For Preschoolers Reading Answer Passage below.

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2. Computer Games For Preschoolers Reading Answers with Sample Questions

Discover exciting and informative IELTS reading answers about Computer Games For Preschoolers.

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3. Check Out Top 35+ IELTS Reading Practice Test Questions with Answers

Below are some top free IELTS Reading Practice test online questions with detailed answers to enhance your IELTS preparation online. 

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1.

Computer Games For Preschoolers Reading Answer Passage

General Information

  • Read Instructions: Understand each question before answering.
  • Manage Time: Spend about 20 minutes per passage.
  • Skim and Scan: Quickly get the main idea and find specific information.
  • Highlight Key Info: Underline essential words or phrases.
  • Answer All Questions: Attempt every question; no penalty for wrong answers.
  • Stay Focused: Avoid distractions and keep your attention on the task.
  • Check Spelling: Ensure correct spelling and grammar.
  • Transfer Answers Clearly: Write answers neatly on the answer sheet.
  • Don’t Dwell: Move on if stuck and return later.
  • Review: If time allows, review your answers.

 

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Computer Games For Preschoolers Reading Answer Passage

 


Paragraph A. For a long time, game developers have focused on “hard core” game enthusiasts, hence, it has become a daunting task for developers to design computer games for children. This article chronicles the research and design process that went into making the Nintendo DS for preschoolers.

 

Paragraph B. We eventually agreed on three significant goals for our project after meeting with our producers, who are passionate about designing for the Nintendo DS. First, to comprehend the range of physical and cognitive abilities of preschoolers in the context of handheld system game play; second, to understand how preschool gamers control the various forms of play and game mechanics offered by the games that are currently available for this platform moreover to interact with the DS ; third, to appreciate preschooler's parents expectations for portable systems, as well as the purchasing and play circumstances in which game play occurs. We began by conducting 26 in-home ethnographies with preschoolers and their families in three markets across the United States: an East coast urban/suburban area, a West coast urban/suburban area, and a Midwest suburban/rural area, with the goal of yielding a comprehensive database with which to provide more information and insights to our producers.

 

Paragraph C. There were 15 girls and 11 boys in this study, ranging from 3 years and 3 months to 5 years and 11 months. Additionally, households with a mix of preschoolers with and without elder peers were used because earlier research had indicated that older siblings have an effect on game play (demonstrated, for example, by more advanced motor coordination while using a computer mouse). We stratified the sample into 13 families who had at least one Nintendo DS and 13 families who did not in order to comprehend both "experienced" and "new" preschool users of the platform. One DS was brought to the interview for the kid to play, however, it was only provided to those whose households did not own a DS. This allowed us to see both the instinctive and intuitive movements of the new players (and of the more experienced players when playing new games), as well as the learned movements of the more experienced players. These interviews consisted of the preschooler, at least one parent and often siblings and another caregiver hence, each interview could take about 60 to 120 minutes.

 

Paragraph D. After each interview, three kinds of information were collected. We gathered data about: the buying decisions surrounding game systems in the household, the family’s typical game play patterns, levels of parental moderation with regard to computer gaming, and the most favourite games played by family members from any older siblings and the parents that were available. Because of these in-home interviews: what types of spaces were used for gameplay, how the system were installed, where the handheld play occurred in the house (as well as on-the-go play), and the number and type of games and game systems owned, we could also understand the ideology of gaming in these homes. The most important thing is that we gathered the game-playing information for every single kid.

 

Paragraph E. Prior to conducting the interviews, the research team had consulted with the in-house game producers to compile a list of game mechanics and problems related to preschoolers' motor and cognitive abilities that were crucial for them to comprehend before writing the games. These concerns varied from general dexterity challenges with game controllers to the effectiveness of in-game instructions to specific aspects in current games that the producers were incorporating for future preschool games. The moderator gave particular instructions to the preschooler through a series of games throughout the interviews so that he or she could monitor the interaction and probe both the preschooler and his or her parents on sentiments, attitudes, and frustrations that developed in the various circumstances.

 

Paragraph F.  If the subject in the experiment had previous exposure to the DS system, he or she was first asked to play his or her favourite game on the machine. This provided the researchers with information about the child's present gaming competence in relation to the complexity of the selected game, allowing them to observe the child playing a game with familiar mechanics. The Nintendo DS selections were fairly broad among the 26 preschoolers, including New Super Mario Bros, Sonic Rush, Nintendogs, and Tony Hawk's Proving Ground. The interview observed the child play, noting preferences for game mechanic and motor interactions with the device as well as the complexity level each game mechanic was for the tested subject. The researchers asked all of the preschoolers to play a specific game in consultation with our producers, The Little Mermaid: Ariel’s Undersea Adventure. For two major reasons, the game was chosen. The characters that appeal to this young age group was one of the few games on the market. Moreover, a wide range of mechanics was incorporated by it that showcase the distinctiveness of the DS platform which has the ability to use the microphone for blowing or singing.

 

Paragraph G.  The first experiment yielded extensive information. We detailed the designing needs and handed the findings to a firm specialising in game design after examining the results and discussing the implications for the game design with our internal game production team. We collaborated extensively with those specialists to build the game design for the two preschool-targeted DS games under development on what we had gathered.

 

Paragraph H.  A formative research course of action was set up as the two DS games went into the development process. We brought kids into our in-house utility lab whenever we developed new game mechanics to test the mechanics and to evaluate their simplicity as well as engagement. In addition to looking at the overarching game structure, we evaluated either alpha or beta versions of several game elements. We went back into the field test with a dozen preschoolers and their parents once the entire version of the DS game was available to make sure that each of the game aspects worked for the kids, moreover, the overall objective of the game was understandable and the process was enjoyable for players. Parents' opinions on whether the game was appropriate, engaging and worth the purchase were also gathered.

 

Let’s explore the questions and answers of the Computer Games For Preschoolers  Reading passage.

2.

Computer Games For Preschoolers Reading Answers with Sample Questions

Have you read the passage? Now, take the test and find Computer Games For Preschooler's Reading answers! Try to answer these questions by yourself before you sneak a peek at the answers given below.

Questions and Answers 1-5
  • Complete the sentences below.
  • Choose ONE WORD ONLY from the passage for each answer.
  • Write your answers in boxes 1-5 on your answer sheet.

 

Main Objectives:
 

Determine the relevant (1) ________ in the context

Observe how preschoolers manage to play

Investigate attitudes of (2) _________ towards games
 

Subjects:
 

26 children from different US (3) __________

Age range: 3 years and 3 months to 5 years and 11 months

Some children have older (4) __________ in the house as playing peers.

Equal number of new and (5) __________ players

Some households have Nintendo DS, and some don’t

Length of Interview: 1-2 hours
 

Computer Games For Preschoolers  Reading Answers with Explanations (1-5)

 

Type of question: Sentence Completion

 

In this question type, you are required to fill in the blanks in a given sentence with words or phrases taken directly from the passage. These questions test your ability to understand specific details and information presented in the text.

 

How to best answer: 

 

  • Read the sentence carefully to understand the context.
  • Identify keywords or clues that can help you find the answer in the passage.
  • Scan the passage for relevant information, focusing on the area around the blank.
  • Choose the answer that fits grammatically and contextually.
  • Verify your answers and finalise them.
     
1. abilities

 

Reference: From Paragraph B: “First, to comprehend the range of physical and cognitive abilities of preschoolers in the context of handheld system gameplay; second, to understand how preschool gamers control the various forms of play and game mechanics offered by the games that are currently available for this platform moreover to interact with the DS; third, to appreciate preschooler's parent's expectations for portable systems, as well as the purchasing and play circumstances in which gameplay occurs.”

 

Explanation: This line highlights that one of the main objectives of the research was to understand the physical and cognitive abilities of preschoolers while playing handheld games, making "abilities" the correct answer.

 

2. parents

 

Reference: From Paragraph B: “First, to comprehend the range of physical and cognitive abilities of preschoolers in the context of handheld system gameplay; second, to understand how preschool gamers control the various forms of play and game mechanics offered by the games that are currently available for this platform moreover to interact with the DS ; third, to appreciate preschooler's parent's expectations for portable systems, as well as the purchasing and play circumstances in which gameplay occurs.”

 

Explanation: This line indicates that the research aimed to investigate parents' expectations and attitudes towards portable gaming systems, making "parents" the correct answer.
 

3. markets

 

Reference: From Paragraph B: “We began by conducting 26 in-home ethnographies with preschoolers and their families in three markets across the United States: an East Coast urban/suburban area, a West Coast urban/suburban area, and a Midwest suburban/rural area, with the goal of yielding a comprehensive database with which to provide more information and insights to our producers..”

 

Explanation: This line clearly states that children were selected from different markets in the United States for the research, making "markets" the correct answer.
 

4. siblings

 

Reference: From Paragraph C: “Additionally, households with a mix of preschoolers with and without elder peers were used because earlier research had indicated that older siblings have an effect on gameplay (demonstrated, for example, by more advanced motor coordination while using a computer mouse).”

 

Explanation: This line explains that researchers considered the presence of older siblings in households as they influenced preschoolers' gameplay, making "siblings" the correct answer.
 

5. experienced

 

Reference: From Paragraph C: "We stratified the sample into 13 families who had at least one Nintendo DS and 13 families who did not in order to comprehend both 'experienced' and 'new' preschool users of the platform."

 

Explanation: This line clarifies that the researchers divided participants into experienced and new users of the Nintendo DS to compare their gameplay, making "experienced" the correct answer.

 

To build a strong word bank that can help you approach the Reading section with clarity and confidence, go through the list of IELTS Reading Vocabulary!

Questions and Answers 6-9
  • Complete the flowchart below.
  • Choose NO MORE THAN TWO WORDS from the passage for each answer.
  • Write your answers in boxes 6-9 on your answer sheet.

 

Using the Results of the Study

 

Presentation of design requirements to a specialist (6) _________

Testing the mechanics of two new games in the Nintendo lab (assess (7) __________ and interest)

A field test in (8) ________ trailed by twelve children.

Collection of (9) ________ from parents

 

Computer Games For Preschoolers  Reading Answers With Explanations (6-9)

 

Type of question: Flowchart Completion

 

In this task, you are required to fill in these gaps with specific information or steps described in the passage. The information might relate to a process, sequence of events, steps in a procedure, or stages in a development.
 

How to best answer: 

 

  • Pay close attention to the flowchart or diagram and the instructions provided.
  • Quickly scan the relevant section of the passage to gather information that fits the gaps in the flowchart.
  • Ensure that the information you choose accurately fits the context of the flowchart or diagram.
  • Look for keywords or synonyms in the passage that match the information needed for each gap.
  • Ensure your answers are grammatically correct and fit within any word limit specified.
  • Finalise your answers.

 

6. firm

 

Reference: From Paragraph G:  "We detailed the designing needs and handed the findings to a firm specialising in game design after examining the results and discussing the implications for the game design with our internal game production team."

 

Explanation: This line indicates that after analysing the research findings, the team collaborated with a specialised game design firm to refine the design and address any potential issues. This confirms that "firm" is the correct answer.

 

7. simplicity

 

Reference: From Paragraph H: "We brought kids into our in-house utility lab whenever we developed new game mechanics to test the mechanics and to evaluate their simplicity as well as engagement."

 

Explanation: This line indicates that the team assessed whether the game mechanics were easy for preschoolers to understand and play with, ensuring that the gameplay remained accessible. This confirms that "simplicity" is the correct answer.
 

8. Full version

 

Reference: From Paragraph H: “We went back into the field test with a dozen preschoolers and their parents once the entire version of the DS game was available to make sure that each of the game aspects worked for the kids. Moreover, the overall objective of the game was understandable, and the process was enjoyable for players.”

 

Explanation: This line indicates that after completing all modifications, the researchers tested the final version of the game with preschoolers to check its functionality and appeal. This confirms that "Full version" is the correct answer.
 

9. feedback

 

Reference: From Paragraph H: "Parents' opinions on whether the game was appropriate, engaging and worth the purchase were also gathered."

 

Explanation: This line indicates that the researchers collected parents’ opinions on the game’s suitability, engagement level, and value, which helped assess its effectiveness. This confirms that "feedback" is the correct answer.

Questions and Answers 10-13
Do the following statements agree with the information given in the Computer Games For Preschoolers Reading Answers Passage?
In boxes 10-13 on your answer sheet, write
  • TRUE if the statement agrees with the information.
  • FALSE if the statement contradicts the information.
  • NOT GIVEN if there is no information about this.

 

10. One area of research is how far mothers and fathers controlled children’s playing after school.

11. Some researchers are allowed access to the subjects’ houses.

12. The researchers regarded The Little Mermaid: Ariel’s Undersea Adventure as likely to appeal to preschoolers.

13. The Little Mermaid: Ariel’s Undersea Adventure is entirely designed for preschool children.

 

Computer Games For Preschoolers Reading Answers With Explanations (10-13)
 

Type of question: Yes/No/Not Given(True/False/Not Given)

 

In this question type, you are required to determine whether the statements provided agree with, contradict, or are not mentioned in the reading passage. 

 

How to best answer: 
 

  • Understand what information is being presented and what is being asked.
  • Find relevant information in the reading passage that relates to the statement.
  • Determine if the statement agrees with, contradicts, or is not mentioned in the passage.
  • If the information is not explicitly provided in the passage, select 'Not Given' rather than making assumptions.
  • Base your answers solely on the information presented in the passage, avoiding personal opinions or outside knowledge.

 

10. Not Given

 

Reference: N/A

 

Explanation: The passage does not mention how much control parents have over their children’s gaming after school. Since there is no reference to this aspect of parental moderation, the correct answer is “Not Given”.

 

11. True

 

Reference: From Paragraph D: “Because of these in-home interviews: what types of spaces were used for gameplay, how the system was installed, where the handheld play occurred in the house (as well as on-the-go play), and the number and type of games and game systems owned we could also understand the ideology of gaming in these homes.”

 

Explanation: This line confirms that researchers visited the homes of preschoolers, allowing them to observe gaming environments, family interactions, and household gaming setups, making "True" the correct answer.

 

12. True

 

Reference: From Paragraph F:  "The characters that appeal to this young age group was one of the few games on the market."

 

Explanation: This sentence highlights that The Little Mermaid: Ariel’s Undersea Adventure was chosen because its characters were appealing to preschoolers, suggesting that the game was considered attractive for children, making "True" the correct answer.

 

13. False

 

Reference: From Paragraph F: "Moreover, a wide range of mechanics was incorporated by it that showcase the distinctiveness of the DS platform, which has the ability to use the microphone for blowing or singing."

 

Explanation: This line indicates that the game includes various mechanics beyond simple hand controls, such as using a microphone for different interactions. Since it was not exclusively designed for preschoolers, the correct answer is “False”.

 

Read more about the IELTS General Reading Practice Test 2025

3.

Check Out Top 35+ IELTS Reading Practice Test Questions with Answers

Below are some top 35+ free IELTS Reading Practice test online questions with detailed answers to enhance your IELTS preparation online. We have provided sample passages for each test type for your reference.
 

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FAQs

Q. What are common keywords in Computer Games For Preschoolers reading passage?

Ans. Common keywords may include "early childhood development," "cognitive skills," "interactive learning," "educational benefits," and "screen time effects." These words often indicate key ideas and help locate relevant information in the passage.

Q. How to answer matching headings questions in the Computer Games For Preschoolers reading passage?

Ans. Read the headings first to understand the main themes. Skim each paragraph and identify its key idea. Look for synonyms and paraphrased terms that match the headings. Avoid choosing headings based on a single word match—focus on the overall meaning.

Q. What is a challenging aspect of Computer Games For Preschoolers reading passage?

Ans. A major challenge is distinguishing between the benefits and drawbacks of computer games for preschoolers. The passage may contain contrasting views, making it tricky to identify the author's stance or match information correctly.

Q. Are Computer Games For Preschoolers passages part of the IELTS Academic or General Reading?

Ans. Such passages are more likely to appear in the IELTS Academic Reading test as they discuss research-based topics related to education and child development. However, a simplified version could appear in General Reading.

Q. How much time do I have to complete the IELTS Reading test?

Ans. You have 60 minutes to complete the IELTS Reading test. There are three sections with a total of 40 questions, and no extra time is given to transfer answers in the paper-based test.

Q. Can I use a pen or pencil in the IELTS Reading test?

Ans. You must use a pencil for the IELTS Reading test, especially for the paper-based version. This ensures you can erase mistakes and make corrections easily before submitting your answers.

Q. Are the passages in the IELTS Reading test related to specific topics?

Ans. Yes, the passages cover a range of topics, including science, history, education, technology, and society. Academic Reading passages are more research-focused, while General Training passages relate to everyday situations.

Q. How are the questions structured in the IELTS Reading test?

Ans. The test includes different question types such as multiple choice, true/false/not given, matching headings, sentence completion, and summary completion. The questions follow the order of information in the passage.

Q. Is there negative marking for incorrect answers in the IELTS Reading test?

Ans. No, there is no negative marking. You should attempt all questions, even if you're unsure of the answer. Guessing might help you score additional points.

Q. What types of questions can I expect in the IELTS Reading test?

Ans. You will encounter various question types, including multiple-choice, matching headings, identifying information (true/false/not given), sentence completion, summary completion, and diagram labelling.

Q. How are the passages presented in the IELTS Reading test (e.g., chronologically, by difficulty)?

Ans. In the Academic test, the passages increase in difficulty from the first to the third section. In the General Training test, the first section contains simpler texts, while the last section features a more complex passage.