MO BOOK 13- RC 125. Are TV and Video Games Making Kids Fat Flashcards

1
Q

screen time

A

The effects of “screen time” on childhood obesity.

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2
Q

talk about /tɔk/

A

Talk about a disparity between theory and practice.

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3
Q

disparity /dɪˈsperəti/

A

Talk about a disparity between theory and practice.

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4
Q

academy /əˈkædəmi/

A

The American Academy of Pediatrics tells parents that children’s total entertainment media time should not exceed two hours daily.

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5
Q

pediatrics /ˌpidiˈætrɪks/

A

The American Academy of Pediatrics tells parents that children’s total entertainment media time should not exceed two hours daily.

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6
Q

exceed /ɪkˈsid/

A

The American Academy of Pediatrics tells parents that children’s total entertainment media time should not exceed two hours daily.

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7
Q

collectively

A

These activities, collectively called “screen time,” are widely blamed for the tripling of obesity rates in children since the 1980s.

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8
Q

triple /ˈtrɪp(ə)l/

A

These activities, collectively called “screen time,” are widely blamed for the tripling of obesity rates in children since the 1980s.

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9
Q

zone out /zoʊn/

A

Zoning out in front of a television or video game monitor for hours doesn’t seem healthy, but no one yet has found any causal link between time spent lolling on a couch and childhood obesity.

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10
Q

causal /ˈkɔz(ə)l/

A

Zoning out in front of a television or video game monitor for hours doesn’t seem healthy, but no one yet has found any causal link between time spent lolling on a couch and childhood obesity.

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11
Q

loll /lɑl/

A

Zoning out in front of a television or video game monitor for hours doesn’t seem healthy, but no one yet has found any causal link between time spent lolling on a couch and childhood obesity.

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12
Q

alternative /ɔlˈtɜrnətɪv/

A

In February, for example, researchers in Texas reported their findings on whether it would help kids lose weight to have their regular video games replaced with a more active alternative such as the Nintendo Wii console.

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13
Q

console /ˈkɑnˌsoʊl/

A

In February, for example, researchers in Texas reported their findings on whether it would help kids lose weight to have their regular video games replaced with a more active alternative such as the Nintendo Wii console.

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14
Q

oriented /ˈɔriˌentəd/

A

In their study, 84 children received Wii consoles and one half of those got a collection of exercise-oriented games like Wii Sports and EA Active, which ask players to move their arms and legs or jump around to control the action.

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15
Q

inactive /ɪnˈæktɪv/

A

The other half of the kids got “inactive” games like Madden NFL, which can be played from a seated position with minimal full-body movements.

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16
Q

in general

A

The results of the comparison were disappointing. After three months, “there was no evidence that children receiving the active video games were more active in general or at any time,” the authors wrote.

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17
Q

physiologist /ˌfɪziˈɑlədʒist/

A

A decade ago, a physiologist named Arlette Perry at the University of Miami worried that her 10-year-old son Thomas was spending a lot of time with a controller in his hand.

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18
Q

chronic /ˈkrɑnɪk/

A

To measure the effects of chronic gaming, she studied her son and 20 other children as they played Tekken 3 on a Sony PlayStation in her lab.

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19
Q

to the same extent as

A

She found that the fighting game increased the kids’ heart rates and blood pressure to the same extent as walking at 3 miles per hour.

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20
Q

translate /trænsˈleɪt/

A

Children burned roughly twice as many calories playing Tekken 3 as they did sitting in one place, which translates to an extra 40 to 80 calories burned every hour.

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21
Q

excessive /ɪkˈsesɪv/

A

For a 1999 paper in the Journal of the American Medical Association, researchers gave a group of third- and fourth-graders in California regular lessons on the dangers of excessive television.

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22
Q

enforce /ɪnˈfɔrs/

A

Their parents were asked to enforce time budgets (using a device to limit total screen time) and participate in television turnoffs lasting 10 days, among other projects.

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23
Q

turnoff

A

Their parents were asked to enforce time budgets (using a device to limit total screen time) and participate in television turnoffs lasting 10 days, among other projects.

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24
Q

involved /ɪnˈvɑlvd/

A

This very involved, two-month intervention halved television watching among participants.

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25
Q

halve /hæv/

A

This very involved, two-month intervention halved television watching among participants.

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26
Q

drastic /ˈdræstɪk/

A

The drastic reduction in television-watching made for only a very modest difference: Weight gains in the experimental group were reduced by an average of only one pound.

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27
Q

make for

A

The drastic reduction in television-watching made for only a very modest difference: Weight gains in the experimental group were reduced by an average of only one pound.

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28
Q

modest /ˈmɑdəst/

A

The drastic reduction in television-watching made for only a very modest difference: Weight gains in the experimental group were reduced by an average of only one pound.

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29
Q

necessarily /ˌnesəˈserəli/

A

It’s also not necessarily the case that increasing screen time will lead a child to gain weight: Between 1999 and 2010, screen time among kids jumped by more than two hours per day, according to the Kaiser Family Foundation.

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30
Q

taken together

A

Taken together, the data above suggest that public health efforts to cut or reallocate screen time won’t have a huge impact on childhood obesity.

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31
Q

reallocate /riˈæləˌkeɪt/

A

Taken together, the data above suggest that public health efforts to cut or reallocate screen time won’t have a huge impact on childhood obesity.

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32
Q

correaltion /ˌkɔrəˈleɪʃ(ə)n/

A

There is indeed a well-known correlation between obesity and hours spent in front of a video screen, but the fact of that linkage doesn’t tell us anything about causality.

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33
Q

linkage /ˈlɪŋkɪdʒ/

A

There is indeed a well-known correlation between obesity and hours spent in front of a video screen, but the fact of that linkage doesn’t tell us anything about causality.

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34
Q

causality /kɔˈzæləti/

A

There is indeed a well-known correlation between obesity and hours spent in front of a video screen, but the fact of that linkage doesn’t tell us anything about causality.

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35
Q

latter /ˈlætər/

A

Does watching television make kids fat, or do fat kids just happen to watch a lot of television? The accumulating work in this area suggests the latter.

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36
Q

small potatoes

A

In short, whatever calories a kid might burn off playing Dance Dance Revolution or turning off the TV to go for a walk are small potatoes.

37
Q

wipe someone/something out

A

Even an adult will only burn off a few hundred calories by working out intensely for half an hour—a benefit that’s wiped out by a single bag of chips or a scoop of ice cream.

38
Q

take up

A

That might be why taking up dozens of classroom hours in an effort to reduce screen time, or paying to outfit homes with active video games, yield such a small return on investment.

39
Q

outfit /ˈaʊtˌfɪt/

A

That might be why taking up dozens of classroom hours in an effort to reduce screen time, or paying to outfit homes with active video games, yield such a small return on investment.

40
Q

yield /jild/

A

That might be why taking up dozens of classroom hours in an effort to reduce screen time, or paying to outfit homes with active video games, yield such a small return on investment.

41
Q

return on investment

A

That might be why taking up dozens of classroom hours in an effort to reduce screen time, or paying to outfit homes with active video games, yield such a small return on investment.

42
Q

way /weɪ/

A

That doesn’t mean someone can’t exercise his or her way from obesity to thinness, but the bar is very high.

43
Q

bar /bɑr/

A

That doesn’t mean someone can’t exercise his or her way from obesity to thinness, but the bar is very high.

44
Q

fixate

A

A more efficient way to reduce pediatric obesity would fixate less on the number of calories going out, and more on the number going in.

45
Q

screen time

A

the duration for which something is visible in film or television.

46
Q

talk about /tɔk/

A

Spoken (informal) used for emphasizing something

47
Q

disparity /dɪˈsperəti/

A

n. [singular/uncountable] Formal a difference between things

48
Q

academy /əˈkædəmi/

A

n. [countable] def2. an organization created to encourage interest and development in a particular subject, for example art, science, or literature

49
Q

pediatrics /ˌpidiˈætrɪks/

A

n. [uncountable] the part of medical science that deals with children and the treatment of their illnesses

50
Q

exceed /ɪkˈsid/

A

v. [transitive] Formal to be greater than a number or amount

51
Q

collectively

A

adv. together, as a group

* 다합쳐”

52
Q

triple /ˈtrɪp(ə)l/

A

v. def1. [transitive] to increase something so that it is three times bigger than before

53
Q

zone out /zoʊn/

A

zone /zoʊn/ v. def2. zone or zone out [intransitive] American informal to stop paying attention and just look in front of you without thinking, especially because you are tired, bored, or have taken drugs

54
Q

causal /ˈkɔz(ə)l/

A

adj. def1. Formal if there is a causal connection or relationship between two events, one event causes the other

55
Q

loll /lɑl/

A

v. [transitive] def1. to sit, stand, or lie in a relaxed position

56
Q

alternative /ɔlˈtɜrnətɪv/

A

n. [countable] something that you can choose instead of something else

57
Q

console /ˈkɑnˌsoʊl/

A

n. [countable] def1-a. a small piece of electronic equipment that you connect to a screen, used for playing video games

58
Q

oriented /ˈɔriˌentəd/

A

adj. mainly concerned with, or directed toward, a particular group, activity, or situation

59
Q

inactive /ɪnˈæktɪv/

A

adj. def1. not taking part in physical activity or exercise

60
Q

in general

A

def1. in most situations, or for most people

61
Q

physiologist /ˌfɪziˈɑlədʒist/

A

n. a scientist who studies physiology
- physiology /ˌfɪziˈɑlədʒi/ n. [uncountable] def1. the science that deals with the way that the bodies of living things operate

62
Q

chronic /ˈkrɑnɪk/

A

adj. def3. [usually before noun] doing something again and again, especially something harmful that you are unable or unwilling to stop doing

63
Q

to the same extent as

A

*~와 같은 정도로

64
Q

translate /trænsˈleɪt/

A

v. def3. [intransitive/transitive] to change something into a different form, or to express something in a different way

65
Q

excessive /ɪkˈsesɪv/

A

adj. -much more than is reasonable or necessary

- greater than what seems reasonable or appropriate

66
Q

enforce /ɪnˈfɔrs/

A

v. [transitive] def2. to make something happen or force someone to do something

67
Q

turnoff

A

n. 끄기

68
Q

involved /ɪnˈvɑlvd/

A

adj. def2. [not usually before noun] giving a lot of time or attention to someone or something

69
Q

halve /hæv/

A

v. def1. [transitive] to reduce something to half its original size, number, or amount

70
Q

drastic /ˈdræstɪk/

A

adj. -a drastic action or change has a very big effect

- extreme in a way that has a sudden, serious, or violent effect on something

71
Q

make for

A

phrasal verb [transitive] def2. make for something to help to make something possible

72
Q

modest /ˈmɑdəst/

A

adj. def2. fairly small, especially when compared with other things of the same type

73
Q

necessarily /ˌnesəˈserəli/

A

adv. always, or in every situation

74
Q

taken together

A

*모든 걸 종합해볼 때, 결론적으로.

75
Q

reallocate /riˈæləˌkeɪt/

A

v. [transitive] to decide officially that something will be used for a different purpose

76
Q

correaltion /ˌkɔrəˈleɪʃ(ə)n/

A

n. Formal. def1. [countable/uncountable] a connection or relationship between two or more things that is not caused by chance. A positive correlation means that two things are likely to exist together; a negative correlation means that they are not

77
Q

linkage /ˈlɪŋkɪdʒ/

A

n. def1. [countable/uncountable] a connection made between two or more things

78
Q

causality /kɔˈzæləti/

A

n. [uncountable] Formal a relationship in which one thing causes another

79
Q

latter /ˈlætər/

A

Pronoun -def1. formal used for referring to the second of two people, things, or groups that have just been mentioned
-def2. pronoun the second of two things, people, or groups that have just been mentioned, or the last in a list (compare: former)

80
Q

small potatoes

A

n. [plural] Informal someone or something that is not important or worth thinking about

81
Q

wipe someone/something out

A

[often passive] to destroy or remove someone or something completely

82
Q

take up

A

phrasal verb [transitive] def2. to fill a particular amount of space or time

83
Q

outfit /ˈaʊtˌfɪt/

A

v. [transitive] to provide someone or something with the clothes or equipment that they need for a particular purpose

84
Q

yield /jild/

A

v. def1-a. to make a profit

85
Q

return on investment

A

*투자수익률 (ROI)

86
Q

way /weɪ/

A

n. def1-c. what someone wants to do or how they want to behave

87
Q

bar /bɑr/

A

*기준

88
Q

fixate

A

*초점을 맞추다, 집중하다