Semester Exam
Key Terms
Context Clues |
These are in the text surrounding a word and give hints for
the meaning of the word |
Conclusion |
when you use pieces of information on a subject to base your
opinion or make a decision |
Denotation |
the literal definition of a word |
Inference |
taking something that you read and putting it together with
something that you already know to make sense of what you read |
Figurative |
A language that goes beyond the literal meanings of words to
create special effects or feelings |
Chronological Order |
arrangement of events in the order in which they occur. |
Tone |
the attitude that an author takes toward the audience, the
subject, or a character. |
Directions |
instructions that tell how to do something. |
Dash |
small horizontal mark is used to set off part of a sentence |
Event |
anything that happens to or is done by a character in a story. |
Hyphen |
the small horizontal line used to set off parts of sentences
or to create compounds |
Explicit Directions |
Directions that are clearly stated |
Homonym |
the word that has multiple meanings and is spelled in the same
way for both purposes. |
Fact |
a statement that can be proved to be true or false |
Homophones |
words that are pronounced the same, but have different
meanings |
Informational Text |
type of real-world writing that presents material that is
necessary or valuable to the reader. |
Central |
the critical point made in a passage |
Opinion |
expression of an author's personal belief. |
Summarize |
To restate briefly |
Question And Answer |
way to organize a paragraph or composition in which the author
states an issue and then proposes a solution for it |
Theme |
the message, usually about life or society, that an author
wishes to convey through a literary work |
Sequence |
group of steps or events that are in order |
Main Idea |
the most fundamental idea of a reading passage or
presentation. |
Dictionary |
a reference book containing an alphabetical list of words,
with the information given for each word, usually including meaning,
pronunciation, and etymology |
Literary Elements |
components used together to create a fictional work |
Reference |
source used to find information |
Setting |
time and place in which a literary work happens |
Usage |
way words and phrases are utilized correctly in written or
spoken language. |
Short Story |
brief work of fiction |
Compare And Contrast |
method of examining similarities and differences between two
or more objects in a piece of work. |
Plot |
the literary element that describes the structure of a story |
Media |
primary means of mass communication |
Rising Action |
Events leading up to the climax |
Synthesize |
form (an idea, opinion, conclusion, etc.) by combining parts
or elements; to collect information on a topic to summarize, analyze, AND
interpret it. |
Climax |
Most exciting moment of the story |
Claim |
something which might or might not be accurate. It must be
argued |
Falling Action |
Events after the climax, leading to the resolution |
Persuasive Text |
type of text attempts to convince a reader to adopt a
particular opinion or course of action. |
Resolution |
part of the plot where the conflict is ended |
Thesis |
main point or central idea that a writer states and then
endeavors to prove |
Exposition |
beginning of a work that provides necessary background
information about the characters and their circumstances |
Nonfiction |
writing that tells about real people, places, and events |
Conflict |
the main problem in a literary work |
Fiction |
A story that is not true or is made up |
Structure |
The way a piece of writing is organized |
author's purpose |
The reason the author has for writing. ( Inform, persuade,
express, & entertain) |
Citation |
notation of a source used for a paper |
author's point of view |
How the author feels about the subject, he or she is writing
about |
Key Passages
Usage and References |
Cancer Webster's 1913
Dictionary Cancer (Page: 209) Can' cer (?), n. [L. cancer, cancri, crab, ulcer, a sign of
the zodiac; akin to Gr. , Skr. karkaa crab, and prob. Skr. karkara hard, the
crab being named from its hard shell. Cf. Canner, Chancre.] 1. (Zoöl.) A genus of decapod Crustacea, including some of the
most common shore crabs of Europe and North America, as the rock crab, Jonah
crab, etc. See Crab. 2. (Astron.) (a) The fourth of the twelve signs of the zodiac.
The first point is the northern limit of the sun's course in summer; hence,
the sign of the summer solstice. See Tropic. (b) A northern constellation
between Gemini and Leo. 3. (Med.) Formerly, any malignant growth, esp. one attended
with great pain and ulceration, with cachexia and progressive emaciation. It
was so called, perhaps, from the great veins which surround it, compared by
the ancients to the claws of a crab. The term it now restricted to such a
growth made up of aggregations of epithelial cells, either without support or
embedded in the meshes of a trabecular framework. &hand; Four kinds of
cancers are recognized: (1) Epithelial cancer, or Epithelioma, in which there
is no trabecular framework. See Epithelioma. (2) Scirrhous cancer, or Hard
cancer, in which the framework predominates, and the tumor is of hard
consistence and slow growth. (3) Encephaloid, Medullary, or Soft cancer, in
which the cellular element predominates, and the tumor is soft, grows rapidy,
and often ulcerates. (4) Colloid cancer, in which the cancerous structure
becomes gelatinous. The last three varieties are also called carcinoma.
Cancer cells, cells once believed to be peculiar to cancers, but now know to
be epithelial cells differing in no respect from those found elsewhere in the
body, and distinguished only by peculiarity of location and grouping. --
Cancer root (Bot.), the name of several low plants, mostly parasitic on
roots, as the beech drops, the squawroot, etc. -- Tropic of Cancer. See
Tropic. |
Nonfiction |
W. E. B. Du Bois Jon Reese 1 An outstanding critic, editor, scholar, author, and civil
rights leader, W. E. B. Du Bois is certainly among the most influential
blacks of the twentieth century. Born in Great Barrington, Massachusetts on
February 23, 1868, Du Bois received a bachelor's degree from Fisk University
and went on to earn a second bachelor's, as well as a Ph.D., from Harvard. He
was for a time professor of Latin and Greek at Wilberforce and the University
of Pennsylvania, and also served as a professor of economics and history at
Atlanta University. 2 One of the founders of the National Association for the
Advancement of Colored People (NAACP) in 1909, Du Bois served as that
organization's director of publications and editor of Crisis magazine until
1934. In 1944, he returned from Atlanta University to become head of the
NAACP's special research department, a post he held until 1948. Dr. Du Bois
emigrated to Africa in 1961, and became editor-in-chief of the Encyclopedia
Africana, an enormous publishing venture which had been planned by Kwame
Nkrumah, since then deposed as president of Ghana. Du Bois died in Ghana on
August 27, 1963, at the age of 95. 3 Du Bois wrote numerous books, and it is this enormous
literary output on such a wide variety of themes which offers the most convincing
testimony to Du Bois's lifetime position that it was vital for blacks to
cultivate their own aesthetic and
cultural values even as they made valuable strides toward social
emancipation. In this he was opposed by Booker T. Washington, who felt that
black people should concentrate on developing technical and mechanical skills
before all else. 4 Du Bois was one of the first male civil rights leaders to
recognize the problems of gender discrimination. He was among the first men
to understand the unique problems of black women, and to value their
contributions. He supported the women's suffrage movement and strove to
integrate this mostly white struggle for the right to participate in
elections. He encouraged many black female writers, artists, poets, and
novelists, featuring their works in Crisis and sometimes providing personal
financial assistance to them. Several of his novels feature women as
prominently as men, an unusual approach for any author of his day. Du Bois
spent his life working not just for the equality of all men, but for the
equality of all people. |
Fiction |
Basketball Blues Raquel Lindell Looking at the hard, plaster cast that extended from her hand
to her shoulder, Jillian groaned for the billionth time. She couldn't believe
that—in a split second—she had broken her arm in two places and had ruined
her chances of becoming the leading scorer on the girls' varsity basketball
team. She thought back to the moment that had led to her current situation.
What seemed at the time as a snappy solution quickly snowballed into a
catastrophe. Jillian sat on her bedroom floor organizing notebooks,
folders, and textbooks. She had designated a color to each class—yellow for
Accelerated Geometry, green for Chemistry I, orange for American Government, and
so on. Jillian always joked that she was only good at two things:
organization and basketball. Jillian's mother even teased her daughter about
the military precision with which she performed everyday tasks such as making
her bed and ironing her clothes. "A place for everything and everything
in its place," Jillian always said. In her bedroom, that meant books on
the bookshelf, clothes in the closet, and blankets neatly tucked beneath the
corners of her mattress. On the basketball court, that meant Jillian poised
to make a free throw or a three-pointer at the buzzer. Jillian glanced at the clock and realized that she would have
to hurry to meet her best friend, Vanessa, at the park. She stacked the
rainbow of books on her desk and grabbed her sneakers. Suddenly, a light bulb
above Jillian flickered a few times and went dark. Jillian checked the clock
again and decided that she had to time to change the bulb before she left.
She grabbed a new bulb and rolled her desk chair under the light. She
unscrewed the old bulb and replaced it with a new one. As she was about to
step down, the chair rolled ever so slightly and Jillian lost her balance.
She collapsed to the floor with a loud thud, the full weight of her body
landing on her right arm. She lay there, whimpering in pain, as her mother
raced to her rescue. Four hours, five X-rays, and one heavy plaster cast
later, Jillian returned to her house discouraged, disappointed, and
disheartened. Jillian sighed as she picked up the phone. She did not want to
make this call. The line rang several times before Jillian's basketball
coach, Coach Muenster, answered. Jillian explained the situation and informed
Coach that between healing time and physical therapy, she would be unable to
play for the entire season. Coach tried to sound supportive and encouraging,
but Jillian knew that in her mind she was already reworking the entire
offense of the team without one of her star athletes. Nonetheless, she
invited Jillian to attend practices to lend moral support to the team. The following Monday, Jillian changed into her practice
uniform and took her place on the wooden bench. Jillian couldn't help but
feel jealous when the girls took to the court without her. As she sat there,
however, she became engrossed in the girls' movements—a bobbled pass here, a
missed block there, an incredible steal. She quickly created a chart, jotting
notes about each of her teammates' passes, points, free throws, fouls, and so
on in the blocks. Jillian was so focused that she didn't notice Coach Muenster
studying the impressive notes over her shoulder. At the end of practice, when the team huddled for a pep talk,
Coach Muenster made a surprise announcement: "I think it's obvious to
everyone that Jillian will be out for the season," she said, pointing to
Jillian's cast, "but that doesn't mean that she can't be a pivotal part
of this team. Until she regains full use of her arm, Jillian will assist me
as team manager." She turned to Jillian. "Jillian, let's hear some
of those notes." |
Persuasive Text |
Video Games—Play On Zachary Felton 1 Video games pull players into worlds they could never
imagine. In these worlds, players become top athletes, animated characters,
alien commanders, and so on. So, if video games use so much imagination, why
do people look down on them? News reports today often talk about the bad
effects of video games. For example, some blame video games for making
children more violent. Others blame them for causing children to sit in front
of the television, instead of getting exercise. While such claims may hold
some truth, not all video games are bad. In fact, some actually have great
benefits. 2 Playing video games on every platform, from large computer
displays to handheld devices or even cell phones, improves thinking skills, reaction
time, and hand-eye coordination. 3 Research has shown that playing video games is good for
players' minds. Video games improve players' thinking skills. A researcher
from one study said, "It's difficult to find kids who earn poor grades
but who do well in video games." Video games challenge players to
recognize patterns and think to survive in the game. Players must use their
brains to plan their next move to avoid losing the game. 4 Even simple games seem to boost brainpower. For example, the goal
of one popular game is to arrange falling blocks into a solid wall. When the
game begins, the blocks drop at a slow pace, giving the player plenty of time
to put them in the correct place. As the player gets better at arranging the
blocks, the game starts dropping them at a faster rate. The player must speed
up his or her thinking to reach the next level of the game. 5 Video games help to improve players' reaction time. Reaction
time is the time it takes for a person's body to respond to something. It is
important in many sports and day-to-day activities. For example, suppose your
mom makes you a cup of hot chocolate. You touch the hot cup and pull your
hand away quickly. That is reaction time—the time it takes your mind to tell
your hand to pull away from the hot cup. Because video games move at such a
fast pace, people who play them improve their reaction times. In video games
involving car races, for example, players face obstacles as they speed toward
the finish line. Players must rely on reaction time to avoid hitting anything
so they can make it to the end. 6 Video games also help hand-eye coordination. This
coordination involves turning what our eyes see into physical responses, such
as guessing where a ball will fall so we can catch it. People with unusually
high hand-eye coordination can go into professions where using their hands is
important. A recent study of surgeons found that doctors who played video
games were a lot faster at performing difficult operations. In addition,
surgeons who played video games made fewer mistakes in operations than those
surgeons who did not play video games. 7 Many people are starting to take notice of the benefits of
video games. For example, educational computer games are becoming more common
in schools as teaching tools. Teachers have found that students enjoy
learning through video games. They find the games both fun and educational.
This has led to the rise in "edu-tainment," or using educational
video games in the classroom to make learning fun. In addition, the U.S.
military is now using video games to prepare soldiers for the decision-making
skills they will need during combat. 8 On average, children spend one hour per day playing in video
game worlds. It is good to know that this time will help them in the future. |