
2026년 고2 6월 전국 연합 모의고사 변형 문제 Part 4 (66문항) (PDF)
일반 워크북 형태의 문제에서 벗어나 The Makings가 만든 2026년 고2 6월 전국 연합 모의고사 변형 문제 Part 4
출판사에서 오랫동안 영어 번역과 교정을 하셨던 원어민 선생님과
현직에서 강사를 하고 있는 연구진들이 학생들을 위한 최상의 2026년 고2 6월 전국 연합 모의고사 변형 문제 Part 4을 선보입니다.
사고력과 이해력을 요구하는 문제들로 내신 대비 뿐만이 아니라 수능도 한꺼번에 공부하실 수 있는 자료입니다.
중간고사&기말고사 전에 더메이킹스(The Makings)에서 제작한 2026년 고2 6월 전국 연합 모의고사 변형 문제로 마무리 하세요.
The Makings의 2026년 고2 6월 전국 연합 모의고사 변형 문제는 총 11개의 유형으로 구성되어 있습니다.
1. 빈칸 채우기(객관식)
2. 글의 내용 일치/불일치(객관식/한글 선택지)
3. 글의 내용 일치/불일치(객관식/영어 선택지)
4. 글 끼어 넣기(객관식)
5. 어법(서술형)
6. 어휘(서술형)
7. 주제문(객관식/영어 선택지)
8. 어휘 빈칸 채우기(서술형)
9. 영작(서술형)
10. 요약문 완성하기(서술형)
11. 문단 재배열 하기(객관식)
정답은 포함되어 있습니다.
해설지를 원하시면 해설지도 같은 카테고리에서 구입하실 수 있습니다.
이 파일은 PDF파일이며 가독성에 방해가 전혀 되지 않지만 지적재산권 보호를 위해 워터마크가 희미하게 있습니다.
파일을 원하시는 데로 변형 하고 싶으시면 DOC파일 형태의 상품을 구입하시기 바랍니다.
전체 지문 중에 실제 내신 시험에 출제 할 수 있는 지문을 위주로 출제 되어있습니다.
구매 전 지문을 꼭 확인 하시고 구입하시기 바랍니다.
더메이킹스(The Makings)가 제작한 2026년 고2 6월 전국 연합 모의고사 변형 문제 Part 4의 지문입니다.
1번 지문(문항 번호 35번)
The process we go through when we look at a work of art to determine if we recognize and can make sense of its content is not just a visual one. It is a mental process as well, largely based on the elements within and about the work we can identify and categorize. As we look and think, we may be given clues about what the work means by where it is, when it was made, what culture it came from, who created it, or why it was made. Any information we can gather helps us understand the work's context, that is, for what historical, social, personal, political, or scientific reasons the work of art was made. And then, using all the contextual information we have gathered, we interpret the work of art's content to discover what it means or symbolizes.
2번 지문(문항 번호 36번)
For most animals the struggle to survive takes up all their time. Finding food and drink, keeping warm and clean, avoiding predators, migrating and reproducing use up all their energies. If they do have any time to spare, they spend it resting or sleeping. Only very young animals, under the protection of their parents, have enough surplus energy to engage in lively bouts of play. This was also true for our early ancestors. The constant search for food would have put heavy demands upon them. But as they slowly evolved into more and more efficient hunters, the situation changed. The secret of their success was the development of much greater intelligence. They used brain not brawn to kill their prey. At the end of the long hunting era, before they turned to farming, they were already enjoying some degree of affluence. In certain regions, at particular times of year, the prey was sufficiently plentiful and their hunting techniques sufficiently advanced for them to experience a remarkable degree of prosperity. They had time on their hands.
3번 지문(문항 번호 37번)
Think about a time when you were startled. Did you come to a sudden stop, freeze all your movements, and hold your breath as you scanned the environment for a threat? All these responses maximize our ability to avoid detection, locate the source of possible danger, and prepare to fight or flee. As sophisticated as language has become, it is still the creation of sound that might give away our location to a potential predator. Because of this, the freeze response results in the inhibition of language in highly stressful and traumatic situations. Natural selection promoted the evolution of language but conserved the freeze rule. When the threat passes, we begin to relax and find our voices again, perhaps even to laugh at our own reactions. But what if we can never relax? What if our experiences shape our brain to be in a constant state of fear? This interference with the proper development and integration of neural networks can result in chronic stress and even mental illness.
4번 지문(문항 번호 38번)
Video gaming is one of the most studied technologies with regard to empathy. Because there have been longstanding concerns about the impact of violent video games on youth, much research has been conducted over the last couple of decades on the topic. While measuring and documenting the impact of video game violence, scientists have formulated credible explanations of how video gaming could affect empathy. Part of a normal, healthy reaction to witnessing violent events is to feel negative emotions, and to experience physiological arousal that is connected to fear or disgust. With repeated exposure to violent events ─ such as what might happen when a person plays violent video games ─ this normal reaction might become blunted, a phenomenon known as desensitization. The next step in this problematic process would be having diminished emotional responses to violence, which could also interfere with the ability to recognize and/or to sympathize with others, leading to reduced empathy. A significant body of work shows an association between extensive violent video gaming and reduced empathy in people.
5번 지문(문항 번호 39번)
Realising the benefits of differentiation, some brands broadcast their social purpose before they do much actual good. Their marketers are using social purpose to boost the brand's reputation, rather than embracing the purpose itself. Making a real difference with social problems is hard enough; to succeed, it has to follow from an authentic, company-wide commitment to the purpose. Otherwise the mission is just window-dressing, or what we call "purpose-washing" ― similar to green-washing, where purpose-driven activities serve mainly for publicity purposes. We end up with what Anand Giridhardas describes in Winners Take All: "social purpose that just furthers the charade of elites disrupting the old order without giving much back". Purpose-washing brands gain one of the benefits of social purpose, differentiation, but only for a short while. They lose out on positioning for future markets, and they might even make employees feel worse about working for them.
6번 지문(문항 번호 40번)
The brain needs to create a model of a constant pulse ― a schema ― so that we know when the musicians are not conforming to it. This is similar to variations of a melody: We need to have a mental representation of what the melody is in order to know ― and appreciate ― when the musician is taking liberties with it. Metrical extraction, knowing what the pulse is and when we expect it to occur, is a crucial part of musical emotion. Music communicates to us emotionally through systematic violations of expectations. These violations can occur in any domain ― the domain of pitch, rhythm, tempo, and so on ― but occur they must. Music is organized sound, but the organization has to involve some element of the unexpected or it is emotionally flat and robotic. Too much organization may technically still be music, but it would be music that no one wants to listen to.
전자 제품의 관계로 단순 변심에 의한 반품/교환이 불가 합니다.

2026년 고2 6월 전국 연합 모의고사 변형 문제 Part 4 (66문항) (PDF)
일반 워크북 형태의 문제에서 벗어나 The Makings가 만든 2026년 고2 6월 전국 연합 모의고사 변형 문제 Part 4
출판사에서 오랫동안 영어 번역과 교정을 하셨던 원어민 선생님과
현직에서 강사를 하고 있는 연구진들이 학생들을 위한 최상의 2026년 고2 6월 전국 연합 모의고사 변형 문제 Part 4을 선보입니다.
사고력과 이해력을 요구하는 문제들로 내신 대비 뿐만이 아니라 수능도 한꺼번에 공부하실 수 있는 자료입니다.
중간고사&기말고사 전에 더메이킹스(The Makings)에서 제작한 2026년 고2 6월 전국 연합 모의고사 변형 문제로 마무리 하세요.
The Makings의 2026년 고2 6월 전국 연합 모의고사 변형 문제는 총 11개의 유형으로 구성되어 있습니다.
1. 빈칸 채우기(객관식)
2. 글의 내용 일치/불일치(객관식/한글 선택지)
3. 글의 내용 일치/불일치(객관식/영어 선택지)
4. 글 끼어 넣기(객관식)
5. 어법(서술형)
6. 어휘(서술형)
7. 주제문(객관식/영어 선택지)
8. 어휘 빈칸 채우기(서술형)
9. 영작(서술형)
10. 요약문 완성하기(서술형)
11. 문단 재배열 하기(객관식)
정답은 포함되어 있습니다.
해설지를 원하시면 해설지도 같은 카테고리에서 구입하실 수 있습니다.
이 파일은 PDF파일이며 가독성에 방해가 전혀 되지 않지만 지적재산권 보호를 위해 워터마크가 희미하게 있습니다.
파일을 원하시는 데로 변형 하고 싶으시면 DOC파일 형태의 상품을 구입하시기 바랍니다.
전체 지문 중에 실제 내신 시험에 출제 할 수 있는 지문을 위주로 출제 되어있습니다.
구매 전 지문을 꼭 확인 하시고 구입하시기 바랍니다.
더메이킹스(The Makings)가 제작한 2026년 고2 6월 전국 연합 모의고사 변형 문제 Part 4의 지문입니다.
1번 지문(문항 번호 35번)
The process we go through when we look at a work of art to determine if we recognize and can make sense of its content is not just a visual one. It is a mental process as well, largely based on the elements within and about the work we can identify and categorize. As we look and think, we may be given clues about what the work means by where it is, when it was made, what culture it came from, who created it, or why it was made. Any information we can gather helps us understand the work's context, that is, for what historical, social, personal, political, or scientific reasons the work of art was made. And then, using all the contextual information we have gathered, we interpret the work of art's content to discover what it means or symbolizes.
2번 지문(문항 번호 36번)
For most animals the struggle to survive takes up all their time. Finding food and drink, keeping warm and clean, avoiding predators, migrating and reproducing use up all their energies. If they do have any time to spare, they spend it resting or sleeping. Only very young animals, under the protection of their parents, have enough surplus energy to engage in lively bouts of play. This was also true for our early ancestors. The constant search for food would have put heavy demands upon them. But as they slowly evolved into more and more efficient hunters, the situation changed. The secret of their success was the development of much greater intelligence. They used brain not brawn to kill their prey. At the end of the long hunting era, before they turned to farming, they were already enjoying some degree of affluence. In certain regions, at particular times of year, the prey was sufficiently plentiful and their hunting techniques sufficiently advanced for them to experience a remarkable degree of prosperity. They had time on their hands.
3번 지문(문항 번호 37번)
Think about a time when you were startled. Did you come to a sudden stop, freeze all your movements, and hold your breath as you scanned the environment for a threat? All these responses maximize our ability to avoid detection, locate the source of possible danger, and prepare to fight or flee. As sophisticated as language has become, it is still the creation of sound that might give away our location to a potential predator. Because of this, the freeze response results in the inhibition of language in highly stressful and traumatic situations. Natural selection promoted the evolution of language but conserved the freeze rule. When the threat passes, we begin to relax and find our voices again, perhaps even to laugh at our own reactions. But what if we can never relax? What if our experiences shape our brain to be in a constant state of fear? This interference with the proper development and integration of neural networks can result in chronic stress and even mental illness.
4번 지문(문항 번호 38번)
Video gaming is one of the most studied technologies with regard to empathy. Because there have been longstanding concerns about the impact of violent video games on youth, much research has been conducted over the last couple of decades on the topic. While measuring and documenting the impact of video game violence, scientists have formulated credible explanations of how video gaming could affect empathy. Part of a normal, healthy reaction to witnessing violent events is to feel negative emotions, and to experience physiological arousal that is connected to fear or disgust. With repeated exposure to violent events ─ such as what might happen when a person plays violent video games ─ this normal reaction might become blunted, a phenomenon known as desensitization. The next step in this problematic process would be having diminished emotional responses to violence, which could also interfere with the ability to recognize and/or to sympathize with others, leading to reduced empathy. A significant body of work shows an association between extensive violent video gaming and reduced empathy in people.
5번 지문(문항 번호 39번)
Realising the benefits of differentiation, some brands broadcast their social purpose before they do much actual good. Their marketers are using social purpose to boost the brand's reputation, rather than embracing the purpose itself. Making a real difference with social problems is hard enough; to succeed, it has to follow from an authentic, company-wide commitment to the purpose. Otherwise the mission is just window-dressing, or what we call "purpose-washing" ― similar to green-washing, where purpose-driven activities serve mainly for publicity purposes. We end up with what Anand Giridhardas describes in Winners Take All: "social purpose that just furthers the charade of elites disrupting the old order without giving much back". Purpose-washing brands gain one of the benefits of social purpose, differentiation, but only for a short while. They lose out on positioning for future markets, and they might even make employees feel worse about working for them.
6번 지문(문항 번호 40번)
The brain needs to create a model of a constant pulse ― a schema ― so that we know when the musicians are not conforming to it. This is similar to variations of a melody: We need to have a mental representation of what the melody is in order to know ― and appreciate ― when the musician is taking liberties with it. Metrical extraction, knowing what the pulse is and when we expect it to occur, is a crucial part of musical emotion. Music communicates to us emotionally through systematic violations of expectations. These violations can occur in any domain ― the domain of pitch, rhythm, tempo, and so on ― but occur they must. Music is organized sound, but the organization has to involve some element of the unexpected or it is emotionally flat and robotic. Too much organization may technically still be music, but it would be music that no one wants to listen to.
전자 제품의 관계로 단순 변심에 의한 반품/교환이 불가 합니다.
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