2026년 고1 9월 전국 연합 모의고사 변형 문제 Part 1 (44문항) (워드파일/편집가능)
2026년 고1 9월 전국 연합 모의고사 변형 문제 Part 1
- 원어민 선생님과 현직 강사가 만든 모의고사 영어 변형 문제
- 중간고사 & 기말고사 완전 대비
- 영문 세부 사항 문제(Correct/Incorrect)
- 빈칸 문제
- 영어 Summary 완성
간편결제 가능320 포인트 적립예정 적립예정
간편결제 가능
2026년 고1 9월 전국 연합 모의고사 변형 문제 Part 1 (44문항) (워드파일/편집가능)
일반 워크북 형태의 문제에서 벗어나 The Makings가 만든 2026년 고1 9월 전국 연합 모의고사 변형 문제 Part 1
출판사에서 오랫동안 영어 번역과 교정을 하셨던 원어민 선생님과
현직에서 강사를 하고 있는 연구진들이 학생들을 위한 최상의 2026년 고1 9월 전국 연합 모의고사 변형 문제 Part 1 을 선보입니다.
사고력과 이해력을 요구하는 문제들로 내신 대비 뿐만이 아니라 수능도 한꺼번에 공부하실 수 있는 자료입니다.
중간고사&기말고사 전에 더메이킹스(The Makings)에서 제작한 2026년 고1 9월 전국 연합 모의고사 변형 문제로 마무리 하세요.
The Makings의 2026년 고1 9월 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 워드파일이며 편집이 가능한 형태의 상품입니다.
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 고1 9월 전국 연합 모의고사 변형 문제 Part 1의 지문입니다.
1번 지문(문항 번호 18번)
Dear Parents and Guardians,
We appreciate your support and cooperation in our school programs. We would like to share important information regarding this Friday's school field trip. Our school had originally planned an outdoor field trip to Dreamland Amusement Park. However, according to the latest weather forecast, extremely low temperatures are expected throughout Friday. Spending long hours outdoors under these conditions may be potentially unsafe for students. After careful consideration, we have decided to change the location. Instead of the amusement park, students will visit the City Science Museum, where they will participate in guided exhibitions and hands-on learning activities. We kindly ask for your understanding.
Sincerely, Michael Thompson Vice Principal
2번 지문(문항 번호 19번)
Maggie stood up, her hands gripping the seat in front of her. She had never sung alone before, and as she opened her mouth to begin, her voice started shaking. A few children turned around to look at her, and her heart began to race. She focused hard on the lyrics, trying not to forget the words. Then she noticed movement beside her. Durwood quietly stood up and began to sing along. His voice was steady and calm, carrying the song forward. Maggie let out a breath she hadn't realized she was holding. The tightness in her shoulders slowly faded. With Durwood singing beside her, the tension in her chest eased. She continued the song, no longer frozen, and they finished it together.
3번 지문(문항 번호 20번)
Learning games need to be what we call 'fun enough.' Many new learning-game developers try to design an entertaining game. Unfortunately, that often makes learning harder rather than easier. Remember, you are not creating the next great commercial game to entertain your learners; you are creating a learning game in which success will be measured by the achievement of learning outcomes. Resist the temptation to create a ton of rules, pile on different game elements, and incorporate multiple dynamics to keep player interest high. Yes, the game should be engaging with a mild level of fun, but learning should be the goal. Focus on engagement rather than entertainment. The goals of the game play should be interactivity and engagement. Research shows that what makes games instructional is the level of interactivity and engagement the learners have with the content. Given those parameters, making sure the learners are engaged and active is far more important than making sure they are entertained.
4번 지문(문항 번호 21번)
We are wonderfully made, yet we don't allow ourselves to participate in the wonder for which we were created. Instead of moving anywhere and everywhere, most of us spend our time moving nowhere. We occupy the same square footage of a chair for hours and hours every day. Many kids today are being held captive by 'smart' devices like phones and tablets. They are not going outside to play, they are not learning how to socialize and read physical cues from others. As a result they are not learning or building their movement repertoire, the very thing that will help them learn, communicate, create, and become emotionally mature. They are not even learning how to run, how to skip, or how to climb. Instead, they are learning how to live with anxiety, depression, and even diseases they were never meant to have. The point is we are getting further and further away from our design. We were made to move ─ and through movement, we are meant to live extraordinary lives. Movement is life to us.
전자 제품의 관계로 단순 변심에 의한 반품/교환이 불가 합니다.

2026년 고1 9월 전국 연합 모의고사 변형 문제 Part 1 (44문항) (워드파일/편집가능)
일반 워크북 형태의 문제에서 벗어나 The Makings가 만든 2026년 고1 9월 전국 연합 모의고사 변형 문제 Part 1
출판사에서 오랫동안 영어 번역과 교정을 하셨던 원어민 선생님과
현직에서 강사를 하고 있는 연구진들이 학생들을 위한 최상의 2026년 고1 9월 전국 연합 모의고사 변형 문제 Part 1 을 선보입니다.
사고력과 이해력을 요구하는 문제들로 내신 대비 뿐만이 아니라 수능도 한꺼번에 공부하실 수 있는 자료입니다.
중간고사&기말고사 전에 더메이킹스(The Makings)에서 제작한 2026년 고1 9월 전국 연합 모의고사 변형 문제로 마무리 하세요.
The Makings의 2026년 고1 9월 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 워드파일이며 편집이 가능한 형태의 상품입니다.
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 고1 9월 전국 연합 모의고사 변형 문제 Part 1의 지문입니다.
1번 지문(문항 번호 18번)
Dear Parents and Guardians,
We appreciate your support and cooperation in our school programs. We would like to share important information regarding this Friday's school field trip. Our school had originally planned an outdoor field trip to Dreamland Amusement Park. However, according to the latest weather forecast, extremely low temperatures are expected throughout Friday. Spending long hours outdoors under these conditions may be potentially unsafe for students. After careful consideration, we have decided to change the location. Instead of the amusement park, students will visit the City Science Museum, where they will participate in guided exhibitions and hands-on learning activities. We kindly ask for your understanding.
Sincerely, Michael Thompson Vice Principal
2번 지문(문항 번호 19번)
Maggie stood up, her hands gripping the seat in front of her. She had never sung alone before, and as she opened her mouth to begin, her voice started shaking. A few children turned around to look at her, and her heart began to race. She focused hard on the lyrics, trying not to forget the words. Then she noticed movement beside her. Durwood quietly stood up and began to sing along. His voice was steady and calm, carrying the song forward. Maggie let out a breath she hadn't realized she was holding. The tightness in her shoulders slowly faded. With Durwood singing beside her, the tension in her chest eased. She continued the song, no longer frozen, and they finished it together.
3번 지문(문항 번호 20번)
Learning games need to be what we call 'fun enough.' Many new learning-game developers try to design an entertaining game. Unfortunately, that often makes learning harder rather than easier. Remember, you are not creating the next great commercial game to entertain your learners; you are creating a learning game in which success will be measured by the achievement of learning outcomes. Resist the temptation to create a ton of rules, pile on different game elements, and incorporate multiple dynamics to keep player interest high. Yes, the game should be engaging with a mild level of fun, but learning should be the goal. Focus on engagement rather than entertainment. The goals of the game play should be interactivity and engagement. Research shows that what makes games instructional is the level of interactivity and engagement the learners have with the content. Given those parameters, making sure the learners are engaged and active is far more important than making sure they are entertained.
4번 지문(문항 번호 21번)
We are wonderfully made, yet we don't allow ourselves to participate in the wonder for which we were created. Instead of moving anywhere and everywhere, most of us spend our time moving nowhere. We occupy the same square footage of a chair for hours and hours every day. Many kids today are being held captive by 'smart' devices like phones and tablets. They are not going outside to play, they are not learning how to socialize and read physical cues from others. As a result they are not learning or building their movement repertoire, the very thing that will help them learn, communicate, create, and become emotionally mature. They are not even learning how to run, how to skip, or how to climb. Instead, they are learning how to live with anxiety, depression, and even diseases they were never meant to have. The point is we are getting further and further away from our design. We were made to move ─ and through movement, we are meant to live extraordinary lives. Movement is life to us.
전자 제품의 관계로 단순 변심에 의한 반품/교환이 불가 합니다.

