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Subject :IEO    Class : Class 4

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Subject :IEO    Class : Class 4

Post Your Answer

Subject :IEO    Class : Class 4

Post Your Answer

Subject :IEO    Class : Class 4

Post Your Answer

Subject :IEO    Class : Class 4

Post Your Answer

Subject :IEO    Class : Class 4

Post Your Answer

Subject :IEO    Class : Class 4

Post Your Answer

Subject :IEO    Class : Class 4

READ THE PASSAGE AND ANSWER THE QUESTIONS THAT FOLLOW.


(1) With over 64 million monthly active players, up to 1 million of whom are logged on simultaneously during peak times, chances are you have heard of the online game creation platform. Fans are probably also aware that all the games in the Lego-like virtual world are created by users, typically teens and young adults.
(2) What is not as widely known is that the California-based company gives 30 percent of any revenues earned from the games to the creators. In 2017, they paid out $30 million, $3 million of which went to one developer while two others received $2 million apiece. In 2018, the company has distributed an astounding $70 million to the most popular games created by members of its four-million-strong developer base. Although the percentage of player/developers is tiny, those lucky few, around 1 percent get substantial payouts.
(3) Among the biggest beneficiaries of the revenue-sharing policy is Alex Jafanz, the publisher of a role-playing game where inmates escape from prison and run from the police. While the 19-year-old and his business partner have created several other games on the platform, none have been as popular. Just three days after its release on April 21, 2017, the game boasted 75,000 concurrent players, the highest ever on the development platform game. Within three weeks, Jafanz's game reached 44 million place visits, making it the fastest-growing game ever in the company's 14-year history!
(4) As to what inspired these young entrepreneurs to develop or design games? They are all former game players and just wanted something different. Many just thought it would be fun to make a game that they wanted to play themselves, with little thought about the potential acclaim and remuneration they could receive for developing the highest grossing games. So, if you are a fan, you may be on the path to prosperity - provided you use your imagination and work hard, of course!

Choose the best title or heading for the passage.

AMost Popular Game in the World
BHappy Gamers Prove Games Work
CBad Luck for Late Comers in Game World
DYoung Developers Make Millions


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Subject :IEO    Class : Class 4

READ THE PASSAGE AND ANSWER THE QUESTIONS THAT FOLLOW.

Squadron leader Rakesh Sharma was born on January 13, 1949 in Patiala, Punjab. He was the first Indian and 138th person to travel in space.
He underwent schooling at Hyderabad and later graduated from Nizam College in Hyderabad.
When he was around 20 years of age, Rakesh Sharma joined the Indian Air Force. On 02, April 1984, when he was around 35 years old, Rakesh Sharma, then squadron leader and pilot with the Indian Air Force embarked on the historic mission as part of a joint space program between the ISRO and the Soviet Intercosmos space program and spent eight days in space aboard the ‘Salyut 7 Space Station'.
He was conferred with the honour of Hero of Soviet Union immediately upon his return from space. The Government of India conferred its highest gallantry award (during peace time), the Ashoka Chakra on him and the other two Russian members of his mission.
In November 2006, when was 57 years old, he took part in India's top scientists gathering organised by ISRO which gave the green light to an Indian manned space mission.

Rakesh Sharma was a __________ with Indian Air Force in 1984.

A pilot
B squadron leader
C Both ‘A' and ‘B'
D Neither A nor B


i did not read the question and paragraph properly

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Subject :IEO    Class : Class 4

READ THE PASSAGE AND ANSWER THE QUESTIONS THAT FOLLOW.
For more than ten years, there has been agreements with countries such as Switzerland that have been keen to have "brain exchange" programmes with India. In the past it was assumed that both or all countries that have signed agreements for cooperation in education management and science and technology could benefit from sharing their brightest and best minds. In general, these programmes have led to increased development for diversifying cooperation in economic and other sectors as well.
Of late there has been a move toward the supply of funding for international travel and engagement for younger and younger people. There are obvious issues when asking minors under the age of 18 to study abroad. There have been discussions about the ethics and coordination of the possibility of transplanting; not just moving the student but also their entire support network. People have put a whole range of ideas forward as to why being educationally mobile should be an option and an almost equal amount of negative reasons for students to stay in their home countries.
One thing that is definite is that even though there seems to be largescale competition throughout the world for resources, jobs and security. There is no doubt that the last decade has shown that there is a strong correlation between a country's success and its educational or knowledge based ties. This relationship is clearly beneficial but the issues concerning the answers to a range of questions that are now just being asked about the permissibility of allowing "brain exchanges" earlier and earlier are yet to be answered fully.
What does 'their' underlined in the second paragraph refer to?

A Funders
B Families
C Students
D Programmes


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