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原田英語の時事英語ジュニア|英語ニュース ワークシート(中学生レベル)

Class ____ No. ____ Name ____________________

ゲームはメンタルにいい?心の健康を学ぶゲームで1年後の落ちこみが少し軽く 532人の実験

A Video Game About Feelings May Help Teens

音声・ゲームはこちらから

1Teens who played a special video game had fewer signs of depression a year later. They were compared with teens who played other games. The difference was small, and it showed up only after a full year.

2The game is called PlaySmart. A team at Dartmouth College in the United States tested it. In the game, players make hard choices in the life of a teen. For example, a friend seems very sad, and the player must decide how to help.

3In the study, 532 high school students were put into two groups at random. One group played PlaySmart. The other group played normal games, like The Sims. Both groups played once or twice a week for up to six weeks.

4After a year, the PlaySmart group scored a little lower on a depression test than the other group. The players also became more positive about getting help from a counselor. But the game made no clear difference in how worried the students felt.

Words 単語

depressionB1名うつ、気分の落ちこみa sickness that makes you feel sad for a long time
differenceA1名ちがい、差the way two things are not the same
comparedA2動くらべられた(compare の過去分詞)looked at two things to see how they differ
choicesA2名選択、選ぶこと(choice の複数形)things you pick from two or more ideas
decideA2動決めるto make up your mind about something
at randomA1熟無作為に、くじ引きのようにwithout any plan, like a coin toss
positiveB1形前向きな、よいと思うthinking that something is good
counselor外名カウンセラー、相談員a person whose job is to listen and give advice

単語のレベル:CEFR-J(『CEFR-J Wordlist Version 1.6』 東京外国語大学投野由紀夫研究室. (URL: https://www.cefr-j.org/download.html より 2026年8月ダウンロード))

1. Reading Quiz 本文の内容に合うものを選ぼう

  1. What is the name of the game in the study?

    A. SmartLifeB. PlaySmartC. The SimsD. HappyPlay

  2. How many high school students took part in the study?

    A. 532B. 150C. 1,000D. 60

  3. What do players do in PlaySmart?

    A. They build cities.B. They race cars.C. They fight monsters.D. They make hard choices in the life of a teen.

  4. What happened to the PlaySmart group after a year?

    A. They stopped playing all games.B. They felt much more worried.C. They scored a little lower on a depression test than the other group.D. They became game makers.

2. True or False 正しければ T、違っていれば F

  1. (     ) The students chose their own group.

  2. (     ) The difference between the groups was very big.

  3. (     ) The other group played normal games, like The Sims.

  4. (     ) PlaySmart players became more positive about getting help from a counselor.

3. Fill in the Blanks 下の語から選んで空らんをうめよう(形を変えずに)

comparedpositivechoicesdecidedifferencedepression

  1. In the game, players make hard _____ in the life of a teen.

  2. For example, a friend seems very sad, and the player must _____ how to help.

  3. The players also became more _____ about getting help from a counselor.

  4. The _____ was small, and it showed up only after a full year.

  5. They were _____ with teens who played other games.

  6. Teens who played a special video game had fewer signs of _____ a year later.

4. Word Order 語を並べかえて正しい文にしよう

  1. ( PlaySmart / game / The / is / called ) .

  2. ( One / played / PlaySmart / group ) .

  3. ( who / They / games / with / were / other / compared / teens / played ) .

5. Think and Write 英語で答えてみよう

  1. Who would you talk to when you feel down?(落ちこんだとき、あなたはだれに話す?)

  2. What kind of game would you like to make to help people?(人の役に立つゲームを作るとしたら、どんなゲームにしたい?)

Answers 解答

1. (1) B (2) A (3) D (4) C

2. (1) F (2) F (3) T (4) T

3. (1) choices (2) decide (3) positive (4) difference (5) compared (6) depression

4.

  1. The game is called PlaySmart.
  2. One group played PlaySmart.
  3. They were compared with teens who played other games.

全文訳

1ある特別なテレビゲームで遊んだ10代は、1年後、気分の落ちこみ(うつ)のサインが少なかったのです。くらべたのは、ほかのゲームで遊んだ10代です。ちがいは小さく、はっきり出たのは、まる1年たってからでした。

2そのゲームは PlaySmart(プレイスマート)という名前です。アメリカのダートマス大学のチームが、このゲームを調べました。ゲームの中で、プレイヤーは10代の毎日で、むずかしい選択をします。たとえば、友だちがとても悲しそうにしていて、プレイヤーはどう助けるかを決めなければなりません。

3この研究では、高校生532人が、くじのような方法で2つの組に分けられました。1つの組は PlaySmart で遊びました。もう1つの組は、「ザ・シムズ」のようなふつうのゲームで遊びました。どちらの組も、週に1〜2回、最大で6週間遊びました。

41年後、PlaySmart の組は、落ちこみをはかるテストの点数が、もう一方の組より少しだけ低かったのです。このゲームで遊んだ人は、カウンセラーに助けてもらうことを、前よりよいことだと考えるようにもなりました。でも、生徒がどのくらい不安を感じるかには、はっきりしたちがいは出ませんでした。

文法ポイント:受け身(be動詞+過去分詞)

「~される」は be動詞+過去分詞で表す。本文の The game is called PlaySmart.(そのゲームは PlaySmart と呼ばれている)と 532 high school students were put into two groups at random(532人の高校生が無作為に2つの組に分けられた)がその例。過去のことなら be動詞を was / were にする。

出典:JAMA Network Open、Dartmouth College、Science News Explores ほか(記事は原田英語の時事英語ジュニアのオリジナル)|https://www.haradaeigo.com/jijieigo-junior/news/2026-11-16-health-video-game-teen-depression/