Exam question 4 · In-game currency: coins and gems are real money
Identify the principal purpose of a countdown timer displayed upon an offer within a game.
Mova's choice: option 2 · The right answer: option 2 · right ✓ · Who acts: you, principal purpose, countdown timer · What happens: identify, display, purpose
This is exam question 4 of lesson 16 «In-game currency: coins and gems are real money» of the money course of Mova's primary school, asked in stiff, formal language. The page gives the question's syntax tree — a dependency tree in the style of Universal Dependencies — and its pragmatics clause by clause, then the 4 options as the student saw them, each with its tree and pragmatics. Every text is parsed by Mova itself. How the student answered it, with the score of every option and why: the test at school.
The question
The words, one row each (CoNLL-U)
| # | word | lemma | UPOS | features | head | relation |
|---|---|---|---|---|---|---|
| 1 | Identify | identify | VERB | Mood=Imp VerbForm=Fin | root | root |
| 2 | the | the | DET | Definite=Def PronType=Art | 4 purpose | det |
| 3 | principal | principal | ADJ | Degree=Pos | 4 purpose | amod |
| 4 | purpose | purpose | NOUN | Number=Sing | 9 displayed | nsubj |
| 5 | of | of | ADP | _ | 8 timer | case |
| 6 | a | a | DET | Definite=Ind PronType=Art | 8 timer | det |
| 7 | countdown | countdown | NOUN | Number=Sing | 8 timer | compound |
| 8 | timer | timer | NOUN | Number=Sing | 4 purpose | nmod |
| 9 | displayed | display | VERB | Mood=Ind Number=Sing Person=3 Tense=Past VerbForm=Fin | 1 Identify | parataxis |
| 10 | upon | upon | ADP | _ | 12 offer | case |
| 11 | an | a | DET | Definite=Ind PronType=Art | 12 offer | det |
| 12 | offer | offer | NOUN | Number=Sing | 9 displayed | obl |
| 13 | within | within | ADP | _ | 15 game | case |
| 14 | a | a | DET | Definite=Ind PronType=Art | 15 game | det |
| 15 | game | game | NOUN | Number=Sing | 9 displayed | obl |
| 16 | . | . | PUNCT | _ | 1 Identify | punct |
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
|---|---|---|---|---|---|---|---|---|---|
| 1 | identify | imperative | you not said here | vn empathize-88.2 «NP V»: agent=Experiencer | |||||
| 2 | display | past | the principal purpose of a countdown timer | upon a offer; within a game | vn reflexive_appearance-48.1.2 «NP V NP»: agent=Agent | ||||
| 3 | purpose | a countdown timer | nom purpose «cognition intransitive»: of=agent |
One row per clause the reader finds. «not said here»: a role filled from the clause above. «roles by»: a VerbNet class and frame when one fits the verb, else the reader's rules on the tree.
The options
Option 1
To guarantee that the offer shall never recur
The words, one row each (CoNLL-U)
| # | word | lemma | UPOS | features | head | relation |
|---|---|---|---|---|---|---|
| 1 | To | to | PART | _ | 2 guarantee | mark |
| 2 | guarantee | guarantee | VERB | Mood=Imp VerbForm=Fin | root | root |
| 3 | that | that | SCONJ | _ | 8 recur | mark |
| 4 | the | the | DET | Definite=Def PronType=Art | 5 offer | det |
| 5 | offer | offer | NOUN | Number=Sing | 8 recur | nsubj |
| 6 | shall | shall | AUX | VerbForm=Fin | 8 recur | aux |
| 7 | never | never | ADV | PronType=Neg | 8 recur | advmod |
| 8 | recur | recur | VERB | VerbForm=Inf | 2 guarantee | ccomp |
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
|---|---|---|---|---|---|---|---|---|---|
| 1 | guarantee | to-infinitive | vn ensure-99 «NP V that S»: agent=Precondition clause=Theme | ||||||
| 2 | not recur | shall | the offer | vn occur-48.3 «NP V»: agent=Theme |
Option 2 · ← Mova's choice · ✓ the right answer
To induce haste and thereby discourage consideration of the price
The words, one row each (CoNLL-U)
| # | word | lemma | UPOS | features | head | relation |
|---|---|---|---|---|---|---|
| 1 | To | to | PART | _ | 2 induce | mark |
| 2 | induce | induce | VERB | Mood=Imp VerbForm=Fin | root | root |
| 3 | haste | haste | NOUN | Number=Sing | 2 induce | obj |
| 4 | and | and | CCONJ | _ | 6 discourage | cc |
| 5 | thereby | thereby | ADV | _ | 6 discourage | advmod |
| 6 | discourage | discourage | VERB | Mood=Imp VerbForm=Fin | 2 induce | conj |
| 7 | consideration | consideration | NOUN | Number=Sing | 6 discourage | obj |
| 8 | of | of | ADP | _ | 10 price | case |
| 9 | the | the | DET | Definite=Def PronType=Art | 10 price | det |
| 10 | price | price | NOUN | Number=Sing | 7 consideration | nmod |
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
|---|---|---|---|---|---|---|---|---|---|
| 1 | induce | to-infinitive | haste | vn compel-59.1-1 «NP V NP»: agent=Agent haste=Patient | |||||
| 2 | discourage | infinitive | consideration of the price | thereby property | vn amuse-31.1 «NP V NP»: agent=Stimulus consideration=Experiencer | ||||
| 3 | consider | the price | nom consideration «cognition transitive»: of=patient |
Option 3
To inform the player of the time remaining before bedtime
The words, one row each (CoNLL-U)
| # | word | lemma | UPOS | features | head | relation |
|---|---|---|---|---|---|---|
| 1 | To | to | PART | _ | 2 inform | mark |
| 2 | inform | inform | VERB | Mood=Imp VerbForm=Fin | root | root |
| 3 | the | the | DET | Definite=Def PronType=Art | 4 player | det |
| 4 | player | player | NOUN | Number=Sing | 2 inform | obj |
| 5 | of | of | ADP | _ | 7 time | case |
| 6 | the | the | DET | Definite=Def PronType=Art | 7 time | det |
| 7 | time | time | NOUN | Number=Sing | 4 player | nmod |
| 8 | remaining | remain | VERB | VerbForm=Ger | 4 player | acl |
| 9 | before | before | ADP | _ | 10 bedtime | case |
| 10 | bedtime | bedtime | NOUN | Number=Sing | 8 remaining | obl |
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
|---|---|---|---|---|---|---|---|---|---|
| 1 | inform speech: other | to-infinitive | the player of the time | vn tell-37.2 «NP V NP.recipient»: agent=Agent player=Recipient | |||||
| 2 | remain | gerund | the player of the time not said here | bedtime | vn exist-47.1 «NP V PP.location»: agent=Theme before bedtime=Location |
Option 4
To indicate the duration of play hitherto completed
The words, one row each (CoNLL-U)
| # | word | lemma | UPOS | features | head | relation |
|---|---|---|---|---|---|---|
| 1 | To | to | PART | _ | 2 indicate | mark |
| 2 | indicate | indicate | VERB | Mood=Imp VerbForm=Fin | root | root |
| 3 | the | the | DET | Definite=Def PronType=Art | 4 duration | det |
| 4 | duration | duration | NOUN | Number=Sing | 2 indicate | obj |
| 5 | of | of | ADP | _ | 6 play | case |
| 6 | play | play | NOUN | Number=Sing | 4 duration | nmod |
| 7 | hitherto | hitherto | ADV | _ | 8 completed | advmod |
| 8 | completed | complete | VERB | Tense=Past VerbForm=Part Voice=Pass | 2 indicate | advcl |
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
|---|---|---|---|---|---|---|---|---|---|
| 1 | indicate | to-infinitive | the duration of play | vn indicate-78-1 «NP V NP»: agent=Pivot duration=Topic | |||||
| 2 | complete | participle | hitherto property | vn complete-55.2 «NP V S_ING»: agent=Agent |
Text: the tests of Mova's primary school, written for Mova (world/data/school/), as the course runner gave them to the student. Trees: Mova's own parse — the en model on the CPU, when the site is built — not checked by a teacher; they may be wrong. Frames: Mova's frames reader (prag), each text read on its own. Elamur Cosmic License.
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