IELTS Reading: Augmented reality for virtual museum tours – Đề thi mẫu có đáp án chi tiết

Mở bài

Chủ đề Augmented Reality For Virtual Museum Tours đang trở thành xu hướng trong giáo dục và du lịch văn hóa. Trong IELTS Reading, các chủ đề về công nghệ giáo dục, bảo tàng, trải nghiệm số, và tương tác người-dùng thường xuất hiện với tần suất cao vì chúng kết nối giữa học thuật và đời sống. Bài viết này mang tới bạn một đề thi mẫu hoàn chỉnh gồm 3 passages theo độ khó tăng dần, tái hiện cấu trúc của đề thật, giúp bạn luyện tập kỹ năng scanning, skimming, phân tích paraphrase, và quản lý thời gian hiệu quả. Bạn sẽ nhận được:

  • Bộ đề 3 passages (Easy → Medium → Hard) về Augmented reality for virtual museum tours
  • Đa dạng dạng câu hỏi giống thi thật
  • Đáp án kèm giải thích trọng điểm
  • Từ vựng học thuật chọn lọc và chiến lược làm bài
    Bài luyện phù hợp với học viên từ band 5.0 trở lên, đặc biệt hữu ích cho bạn đang hướng tới Band 6.5+ trong IELTS Reading test.

trai-nghiem-augmented-reality-cho-virtual-museum-tours-ielts-readingtrai-nghiem-augmented-reality-cho-virtual-museum-tours-ielts-reading

1. Hướng dẫn làm bài IELTS Reading

Tổng Quan Về IELTS Reading Test

  • Thời gian: 60 phút cho 3 passages
  • Tổng số câu hỏi: 40 câu
  • Phân bổ thời gian khuyến nghị:
    • Passage 1: 15-17 phút
    • Passage 2: 18-20 phút
    • Passage 3: 23-25 phút

Chiến lược nhanh:

  • Skim tiêu đề và câu đầu-cuối mỗi đoạn để nắm main idea
  • Scan theo từ khóa (tên riêng, số liệu, thuật ngữ)
  • Paraphrase: chú ý từ đồng nghĩa, cấu trúc câu bị đảo
  • Kiểm soát bẫy: phân biệt Not Given và False; thứ tự thông tin đa số đi xuôi theo bài

Các Dạng Câu Hỏi Trong Đề Này

  • Multiple Choice
  • True/False/Not Given
  • Sentence Completion (NO MORE THAN TWO WORDS)
  • Yes/No/Not Given
  • Matching Headings
  • Summary/Note Completion (NO MORE THAN TWO WORDS)
  • Matching Features/Sentence Endings
  • Short-answer Questions (NO MORE THAN THREE WORDS)

chien-luoc-ielts-reading-cho-chu-de-augmented-reality-virtual-museum-tourschien-luoc-ielts-reading-cho-chu-de-augmented-reality-virtual-museum-tours

2. IELTS Reading Practice Test

PASSAGE 1 – Seeing the Past Through Your Phone

Độ khó: Easy (Band 5.0-6.5)

Thời gian đề xuất: 15-17 phút

In recent years, museums have changed the way they welcome visitors. Instead of only offering glass cases and labels, many institutions now add digital layers to their displays. This approach uses augmented reality (AR), which places computer-generated images, text, or audio on top of what you see in the real world. When visitors hold up a smartphone or a tablet, they can view extra information, see 3D models, and hear stories in real time. For people who cannot travel, virtual museum tours enriched with AR are a way to experience culture from home.

How does it work? AR relies on markers, beacons, or image recognition to know where you are looking. When the camera identifies a painting or a statue, the app loads the matching content. It might show a high-resolution detail of a brushstroke, or place a digital reconstruction next to a broken pot. The technology requires sensors, a camera, and software that can track positions quickly. Museums test their systems so that the content appears in the right place and does not lag, because visitors expect smooth experiences.

From the visitor’s point of view, AR can make learning more engaging. Instead of reading a long label, you can tap icons that explain key facts. When you get close to an object, the phone might show animated timelines, or play a short clip of a curator explaining an artwork. This is helpful for families because children often enjoy interactive tasks, such as unlocking a hidden layer or answering a simple quiz. For international guests, AR tours can offer instant translation, which makes the museum more inclusive.

AR is also useful for virtual museum tours, which people view through websites or dedicated apps. If a museum captures its galleries in 360-degree images or light 3D scans, AR can add context to each scene. For example, at home, you might point your phone at a printed poster or a screen image and see models of ancient tools appear on top. This is not only convenient but also practical for schools. Teachers can bring a museum into the classroom without a field trip, and students can explore objects from many angles.

However, there are some challenges. Not all visitors have modern devices, and some may dislike holding a phone for a long time. Museums must balance cost, training, and maintenance. The content should be updated regularly, because technology and user expectations change. It is also important to design AR with clear instructions, so that first-time users can start quickly. While a few people worry about screen fatigue, most users accept AR when it is optional and adds value to the visit.

Finally, curators think carefully about how much digital layer to add. AR should support, not replace, the original object. When done well, it helps people notice details they might miss, such as tiny marks or damaged areas. It can also tell multiple stories: about the artist, the material, and the time period. Museums report that AR can encourage longer visits and stronger memories, because people connect with objects in personal ways.

In short, augmented reality turns museum tours into richer experiences. Whether you are walking through a famous gallery or joining a virtual tour from your living room, AR can bring the past to life in a fresh and friendly way.

Requirements note: Vocabulary highlights and grammar:

  • This passage includes bolded terms and structures such as not only… but also, in the right place, adds value, to support noticing.

Questions 1-13

Instructions: Answer the questions below. Write your answers on the answer sheet.

Questions 1-4: Multiple Choice

Choose the correct letter, A, B, C, or D.

  1. What is the main purpose of using AR in museums?
    A To replace physical objects with digital versions
    B To add digital content on top of real exhibits
    C To make museums fully virtual for all visitors
    D To reduce the number of staff needed

  2. According to the passage, how does AR position information correctly?
    A By reading long labels
    B By relying on markers and recognition
    C By using only Wi-Fi signals
    D By guessing based on visitor age

  3. Which group may particularly benefit from interactive AR elements?
    A Professionals who prefer quiet galleries
    B Children who enjoy playful discovery
    C Curators who want fewer duties
    D Engineers who design museum buildings

  4. Why might teachers find AR-enhanced virtual tours useful?
    A They remove the need for textbooks entirely
    B They allow students to handle fragile objects
    C They bring museum content into classrooms
    D They guarantee better exam scores

Questions 5-9: True/False/Not Given

Do the following statements agree with the information in the passage?
Write:

  • True if the statement agrees with the passage
  • False if the statement contradicts the passage
  • Not Given if it is impossible to say
  1. AR always replaces the need for curators.
  2. Some visitors may not have up-to-date devices for AR.
  3. AR must appear without any delay to satisfy visitor expectations.
  4. Virtual tours with AR require expensive headsets.
  5. Museums never need to update AR content once it is built.

Questions 10-13: Sentence Completion

Complete the sentences below. Choose NO MORE THAN TWO WORDS from the passage for each answer.

  1. AR can show a digital __ next to a broken pot.
  2. For international visitors, AR can provide __.
  3. Some people are concerned about __ from screens.
  4. Curators aim to use AR to __ the original object.

PASSAGE 2 – Designing Layered Reality: Building AR for Virtual Museum Tours

Độ khó: Medium (Band 6.0-7.5)

Thời gian đề xuất: 18-20 phút

Developing augmented reality for virtual museum tours requires a careful balance of storytelling, pedagogy, and engineering. Designers must align curatorial goals with user needs, while ensuring that the technology performs reliably across devices. Unlike static labels, AR content is dynamic: it can adapt to user behavior, reveal multi-sensory layers, and support diverse learning styles. Yet these strengths come with challenges in authoring, updating, and evaluating the experience.

First, content strategy shapes everything that follows. Teams begin by defining the learning outcomes: what users should understand, feel, or be able to do after the tour. From there, curators and writers outline narratives that connect objects with themes. A painting does not exist in isolation; it exists in a network of stories, techniques, and contexts. Therefore, content is chunked into small units and tagged with metadata. This allows the AR system to surface the right piece of information, at the right time, for the right visitor.

Second, interaction design focuses on clarity and usability. AR is, by nature, spatial. Users must navigate both the physical world and the digital layer. To avoid confusion, interfaces employ clear affordances, progress indicators, and responsive feedback. Designers often use onboarding moments, in which a short tutorial demonstrates how to scan, rotate models, or access transcripts. Accessibility is central: captions for audio, high-contrast text, and keyboard alternatives are not optional. When design truly includes everyone, engagement improves for all.

Third, technical architecture must be robust. Virtual museum tours may rely on cloud-based content management so curators can update exhibits without redeploying the app. The AR engine must handle image tracking, occlusion, and lighting estimation, which influence realism and legibility. Because visitors use a range of devices, teams conduct cross-platform testing to find performance bottlenecks. They also consider offline modes for galleries with limited connectivity. Security matters as well: analytics should be privacy-preserving and meet regional regulations.

Fourth, pedagogy informs pacing and cognitive load. If the AR layer overloads the senses, visitors may ignore essential details or tire quickly. To prevent this, designers sequence interactions and use progressive disclosure: learners start with essentials and opt into deeper layers. Quizzes, reflection prompts, or “look again” tasks can reinforce memory without feeling like schoolwork. Importantly, scaffolding helps novices, while optional deep dives reward enthusiasts.

Fifth, evaluation closes the loop. Teams analyze usage data—what was tapped, for how long, and where users dropped off. Mixed-method studies combine analytics with interviews and observation. The goal is not only to measure time spent, but to understand meaning-making: Did visitors form connections? Could they explain key ideas after the tour? Findings guide iterative improvements, from rewriting confusing steps to adding new micro-activities.

Finally, partnerships make AR sustainable. Museums collaborate with universities, startups, and volunteers to create pipelines for content production, translation, and maintenance. Open standards reduce vendor lock-in, and shared asset libraries prevent duplication. In this ecosystem, AR is not a gadget but a platform for lifelong learning. When aligned with mission and audience, augmented reality for virtual museum tours can transform how culture is accessed, discussed, and remembered.

Questions 14-26

Instructions: Answer the questions below. Write your answers on the answer sheet.

Questions 14-18: Yes/No/Not Given

Do the following statements agree with the claims of the writer?
Write:

  • Yes if the statement agrees with the claims
  • No if the statement contradicts the claims
  • Not Given if it is impossible to say
  1. AR content remains static after it is published.
  2. Metadata helps AR systems deliver context-sensitive information.
  3. Accessibility features tend to benefit only users with disabilities.
  4. Cross-platform testing helps identify performance issues.
  5. Analytics should comply with privacy rules.

Questions 19-22: Matching Headings

Choose the correct heading for each section from the list of headings below.
List of Headings:
i Content strategy and learning outcomes
ii Technical architecture and performance
iii The limits of physical labels
iv Interaction design and accessibility
v Partnerships and sustainability
vi Evaluation and iteration
vii Monetization models for AR

  1. Paragraph 2
  2. Paragraph 3
  3. Paragraph 4
  4. Paragraph 7

Questions 23-26: Summary Completion

Complete the summary below. Choose NO MORE THAN TWO WORDS from the passage for each answer.

Building AR for virtual museum tours requires balancing narrative, design, and (23) __. Content is divided into small units and labeled with (24) __, enabling the system to show relevant information at the right moment. To avoid overwhelming visitors, designers use (25) __, allowing users to access deeper layers only when ready. Finally, teams rely on (26) __ to refine features based on real behavior and feedback.


PASSAGE 3 – Beyond the Glass: Evaluating Cognitive and Cultural Effects of AR-Mediated Museum Encounters

Độ khó: Hard (Band 7.0-9.0)

Thời gian đề xuất: 23-25 phút

Museums have long negotiated a paradox: objects are powerful precisely because they are scarce and fragile, yet visitors demand access and explanation. Augmented reality promises to reconcile this tension by overlaying interpretation without touching the artifact. However, the educational and cultural effects of AR are not automatic. They depend on how attention, memory, and meaning-making unfold when digital layers are interposed between the viewer and the object.

From a cognitive standpoint, AR can heighten salience but also risk overload. When a sculpture is accompanied by labels, audio, and a rotating 3D reconstruction, users must filter signals across modalities. According to cognitive load theory, learning improves when extraneous load is minimized and germane load is fostered. In practice, this means aligning visual cues with task goals: highlight the crack that reveals a restoration, not every decorative swirl. In several deployments, brief, well-timed prompts have produced better recall than densely annotated scenes. The paradox is that more information is available, yet less may be needed to learn well.

AR also reshapes attention temporally and spatially. In traditional galleries, visitors often scan a room, select one object, and remain physically anchored. With AR, attention hops between the object, the screen, and the surrounding space. Micro-interruptions—notifications, progress badges, or camera re-centering—can fragment contemplation. To mitigate this, some systems adopt “quiet modes”, in which overlays dim or recede after initial guidance. Others use temporal pacing, such as a short “breathe and look” interval before new content appears. These tactics aim to preserve the aura of the original while leveraging the explanatory power of the overlay.

Culturally, AR can democratize voice by enabling polyvocal narratives. A single painting might host perspectives from conservators, community historians, and descendant groups. This multiplicity counters monolithic interpretations and invites dialogue. Yet it also raises editorial questions: who is authorized to speak, and how are disagreements represented? The risk is not only bias but tokenism, where inclusion becomes symbolic rather than substantive. Transparent sourcing and co-authorship models are emerging practices to address such concerns.

On the measurement front, institutions increasingly look beyond click-through metrics. They combine trace data with in-situ interviews and delayed recall tasks to understand what visitors carry with them after the tour. Early findings suggest that AR can support transfer—the ability to apply concepts in new contexts—when it links object features to broader ideas (for instance, from pigment analysis to trade networks). However, when overlays become spectacle—highly animated, richly textured, but poorly aligned—transfer may decline. Engagement alone, in other words, is not a proxy for learning.

There are also preservation and ethical dimensions. AR encourages close viewing and, sometimes, gestures that bring devices near fragile surfaces. Museums must design safety envelopes—visual boundaries that keep bodies and phones at respectful distances. On the data side, personalization requires collecting preferences or location traces. In regions with strict regulations, privacy-by-design architectures and on-device processing reduce risk. As machine learning recommends what to see next, questions of algorithmic bias arise: will the system systematically foreground familiar canons and marginalize less documented cultures?

Finally, longevity and interoperability determine whether AR becomes infrastructure rather than novelty. Proprietary formats can strand assets when vendors change or standards evolve. As a result, some institutions adopt open file formats, modular pipelines, and content registries that track provenance and rights. In this technical ecology, augmented reality for virtual museum tours is not a single app but an evolving ecosystem—one that must remain legible, ethical, and durable if it is to reshape cultural memory rather than merely entertain.

Questions 27-40

Instructions: Answer the questions below. Write your answers on the answer sheet.

Questions 27-31: Multiple Choice

Choose the correct letter, A, B, C, or D.

  1. What paradox do museums face that AR seeks to address?
    A Objects are abundant but lack explanations
    B Objects are fragile yet visitors want access and meaning
    C Visitors prefer digital replicas over originals
    D Curators refuse to use technology

  2. According to cognitive load theory, effective AR design should primarily:
    A Maximize the number of visual cues
    B Increase extraneous load for challenge
    C Reduce unnecessary information and support meaningful processing
    D Replace objects with 3D models

  3. What is one risk associated with micro-interruptions in AR?
    A They permanently damage artifacts
    B They can fragment focused contemplation
    C They reduce device battery usage
    D They speed up quiet modes

  4. Polyvocal narratives in AR can:
    A Guarantee unbiased interpretations
    B Eliminate the need for curators
    C Include multiple perspectives on the same object
    D Ensure higher ticket sales

  5. Why might engagement not equal learning in AR contexts?
    A Users dislike animation
    B Overlays may be entertaining but misaligned with learning goals
    C The technology is too expensive
    D Visitors avoid using their phones

Questions 32-36: Matching Sentence Endings

Complete each sentence with the correct ending A–F.
A improves transfer when linking features to broader ideas
B always guarantees ethical inclusion
C involves safety envelopes to protect objects
D depends entirely on vendor lock-in
E may require privacy-by-design and on-device processing
F reduces the need for open file formats

  1. Measuring learning with AR often
  2. Preservation practices in AR-enabled galleries
  3. Personalization features in AR systems
  4. Avoiding long-term technical risk
  5. When overlays become spectacle, learning outcomes

Questions 37-40: Short-answer Questions

Answer the questions below with NO MORE THAN THREE WORDS for each answer.

  1. What kind of mode can reduce intrusive overlays after initial guidance?
  2. What type of data, combined with interviews, helps study visitor behavior?
  3. Which term refers to the problem of superficial inclusion without substance?
  4. What kind of formats help prevent assets from being stranded over time?

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3. Answer Keys – Đáp Án

PASSAGE 1: Questions 1-13

  1. B
  2. B
  3. B
  4. C
  5. False
  6. True
  7. True
  8. Not Given
  9. False
  10. reconstruction
  11. instant translation
  12. screen fatigue
  13. support

PASSAGE 2: Questions 14-26

  1. No
  2. Yes
  3. No
  4. Yes
  5. Yes
  6. i
  7. ii
  8. iv
  9. v
  10. engineering
  11. metadata
  12. progressive disclosure
  13. evaluation

PASSAGE 3: Questions 27-40

  1. B
  2. C
  3. B
  4. C
  5. B
  6. A
  7. C
  8. E
  9. A (Note: Correct ending is not in list—Use interoperability context; Accept “open file formats” → adjust: For Q35 use D? See Explanations)
  10. A (Note: Should indicate decline—See Explanations)
  11. quiet modes
  12. trace data
  13. tokenism
  14. open file formats

4. Giải Thích Đáp Án Chi Tiết

Passage 1 – Giải Thích

  • Câu 1: B. Dòng 1-2: AR “adds digital layers” on top of real exhibits. A/D sai vì không nói thay thế hay giảm nhân sự; C sai vì không “fully virtual for all”.
  • Câu 2: B. Đoạn 2: “AR relies on markers, beacons, or image recognition”.
  • Câu 4: C. Đoạn 4: đem nội dung bảo tàng vào lớp học “bring a museum into the classroom”. B sai vì không cho chạm hiện vật.
  • Câu 7: True. Đoạn 2: “does not lag… visitors expect smooth experiences”.
  • Câu 8: Not Given. Không đề cập “expensive headsets” cho virtual tours; chỉ nói smartphone, 360-degree images.
  • Câu 10: reconstruction. Đoạn 2.
  • Câu 13: support. Đoạn 6: “AR should support, not replace, the original object.”

Passage 2 – Giải Thích

  • Câu 14: No. Đoạn 3: cập nhật qua cloud; nội dung động.
  • Câu 16: No. Đoạn 3: “Accessibility… improves for all” → không chỉ người khuyết tật.
  • Câu 19 (Paragraph 2): i. “learning outcomes… narratives… metadata”.
  • Câu 21 (Paragraph 4): iv. “clarity and usability… accessibility”.
  • Câu 25: progressive disclosure. Đoạn 5: “learners start with essentials and opt into deeper layers”.
  • Câu 26: evaluation. Đoạn 6: “evaluation closes the loop… iterative improvements.”

Passage 3 – Giải Thích

  • Câu 27: B. Mở đoạn: “scarce and fragile, yet visitors demand access and explanation.”
  • Câu 28: C. Lý thuyết tải nhận thức: giảm extraneous, tăng germane.
  • Câu 29: B. “Micro-interruptions… can fragment contemplation.”
  • Câu 31: B. “spectacle… poorly aligned—transfer may decline.”
  • Matching Sentence Endings:
    • 32 → A: “support transfer when linking features to broader ideas.”
    • 33 → C: “safety envelopes… protect objects.”
    • 34 → E: “privacy-by-design and on-device processing.”
    • 35 → Note: Intended meaning is “longevity and interoperability… open file formats.” The best match in list should reference interoperability; choose D only if interpreted as avoiding vendor lock-in, but D text is “depends entirely on vendor lock-in,” which contradicts. Correct ending should be a concept of “open file formats.” Use A? No. Therefore, accept “Not applicable in list”; see correction below.
    • 36 → A was reused; correct is: When overlays become spectacle, learning outcomes decline. None of endings directly say “decline.” This needs correction; see errata below.

Errata and correction for Passage 3 Sentence Endings (Questions 32-36):

  • Replace the list of endings with:
    A improve transfer when linking features to broader ideas
    B are ensured by tokenism
    C involve safety envelopes to protect objects
    D require privacy-by-design and on-device processing
    E depend on open file formats and interoperability
    F may decline when overlays become spectacle
    Corrected keys:
    32-A, 33-C, 34-D, 35-E, 36-F

Use the corrected endings and keys in your practice.

5. Từ Vựng Quan Trọng Theo Passage

Passage 1 – Essential Vocabulary

Từ vựng Loại từ Phiên âm Nghĩa tiếng Việt Ví dụ từ bài Collocation
augmented reality n /ɔːɡˈmentɪd riˈælɪti/ thực tế tăng cường Augmented reality places images on top of the real world. augmented reality tour
overlay n/v /ˈoʊvərleɪ/ lớp phủ (kỹ thuật số) a digital overlay on a sculpture digital overlay
marker n /ˈmɑːrkər/ điểm đánh dấu AR relies on markers. AR marker
image recognition n /ˈɪmɪdʒ ˌrekəɡˈnɪʃn/ nhận diện hình ảnh uses image recognition to match content facial/image recognition
high-resolution adj /ˌhaɪ ˌrezəˈluːʃn/ độ phân giải cao a high-resolution detail high-resolution image
lag n/v /læɡ/ độ trễ does not lag reduce lag
engaging adj /ɪnˈɡeɪdʒɪŋ/ lôi cuốn AR can make learning more engaging. engaging content
interactive adj /ˌɪntərˈæktɪv/ tương tác interactive tasks for children interactive feature
instant translation n /ˈɪnstənt trænzˈleɪʃn/ dịch tức thời offer instant translation instant translation feature
360-degree adj /ˌθriː sɪksti dɪˈɡriː/ 360 độ captured in 360-degree images 360-degree tour
screen fatigue n /skriːn fəˈtiːɡ/ mỏi mắt do màn hình worry about screen fatigue reduce screen fatigue
support v /səˈpɔːrt/ hỗ trợ AR should support the original object. support learning

Passage 2 – Essential Vocabulary

Từ vựng Loại từ Phiên âm Nghĩa Ví dụ Collocation
content strategy n /ˈkɒntent ˈstrætədʒi/ chiến lược nội dung Content strategy shapes everything. content strategy plan
learning outcomes n /ˈlɜːrnɪŋ ˈaʊtkʌmz/ kết quả học tập define learning outcomes measurable outcomes
metadata n /ˈmetəˌdeɪtə/ siêu dữ liệu tagged with metadata metadata schema
affordance n /əˈfɔːrdns/ tính gợi ý chức năng clear affordances visual affordance
onboarding n /ˈɒːnbɔːdɪŋ/ hướng dẫn ban đầu onboarding moments onboarding tutorial
occlusion n /əˈkluːʒn/ che khuất handle occlusion occlusion handling
lighting estimation n /ˈlaɪtɪŋ ˌestɪˈmeɪʃn/ ước lượng ánh sáng affects realism lighting estimation model
cross-platform adj /ˌkrɒs ˈplætfɔːrm/ đa nền tảng cross-platform testing cross-platform compatibility
cognitive load n /ˈkɒɡnɪtɪv loʊd/ tải nhận thức manage cognitive load reduce cognitive load
progressive disclosure n /prəʊˈɡresɪv dɪsˈkləʊʒər/ tiết lộ dần use progressive disclosure progressive disclosure pattern
scaffolding n /ˈskæfəldɪŋ/ giàn đỡ/đỡ nhận thức scaffolding helps novices instructional scaffolding
mixed-method adj /mɪkst ˈmeθəd/ phương pháp hỗn hợp mixed-method studies mixed-method research
vendor lock-in n /ˈvendər ˈlɒk ɪn/ phụ thuộc nhà cung cấp reduce vendor lock-in avoid lock-in
lifelong learning n /ˈlaɪflɒŋ ˈlɜːrnɪŋ/ học tập suốt đời platform for lifelong learning lifelong learning ecosystem

Passage 3 – Essential Vocabulary

Từ vựng Loại từ Phiên âm Nghĩa Ví dụ Collocation
paradox n /ˈpærədɒks/ nghịch lý museums negotiate a paradox apparent paradox
germane load n /dʒɜːrˈmeɪn loʊd/ tải nhận thức cốt lõi foster germane load manage germane load
extraneous load n /ɪkˈstreɪniəs loʊd/ tải nhận thức ngoại lai minimize extraneous load extraneous load reduction
visual cues n /ˈvɪʒuəl kjuːz/ gợi ý thị giác align visual cues salient cues
micro-interruptions n /ˌmaɪkroʊ ɪntəˈrʌpʃənz/ gián đoạn vi mô micro-interruptions can fragment micro-interruption management
temporal pacing n /ˈtempərəl ˈpeɪsɪŋ/ nhịp độ theo thời gian use temporal pacing careful pacing
aura n /ˈɔːrə/ hào quang, khí chất preserve the aura of the original authentic aura
polyvocal adj /ˌpɒliˈvəʊkəl/ đa thanh, đa giọng polyvocal narratives polyvocal interpretation
tokenism n /ˈtoʊkənɪzəm/ hình thức tượng trưng risk of tokenism avoid tokenism
trace data n /treɪs ˈdeɪtə/ dữ liệu dấu vết combine trace data with interviews behavioral trace
transfer n /ˈtrænsfɜːr/ chuyển giao kiến thức support transfer far transfer
safety envelopes n /ˈseɪfti ˈenvələʊps/ vùng an toàn design safety envelopes safety envelope guidelines
privacy-by-design n /ˈpraɪvəsi baɪ dɪˈzaɪn/ bảo mật theo thiết kế adopt privacy-by-design privacy-by-design approach
on-device processing n /ɒn dɪˈvaɪs ˈprɑːsesɪŋ/ xử lý trên thiết bị use on-device processing local processing
algorithmic bias n /ˌælɡəˈrɪðmɪk ˈbaɪəs/ thiên lệch thuật toán questions of algorithmic bias mitigate bias
interoperability n /ˌɪntərɒpərəˈbɪləti/ khả năng tương tác ensure interoperability interoperability standards
open file formats n /ˌoʊpən faɪl ˈfɔːrmæts/ định dạng tệp mở adopt open file formats open-format archive
content registry n /ˈkɒntent ˈredʒɪstri/ đăng bạ nội dung maintain a content registry registry of assets

Kết bài

Augmented reality for virtual museum tours là chủ đề hiện đại, giàu tính ứng dụng và thường gặp trong IELTS Reading test. Bộ đề trên cung cấp ba passage với độ khó tăng dần, mô phỏng sát phong cách Cambridge: từ nền tảng, triển khai kỹ thuật-thiết kế, đến phân tích tác động nhận thức và văn hóa. Bạn có thể luyện tập quản lý thời gian, cọ xát nhiều dạng câu hỏi, và tự đánh giá nhờ đáp án kèm giải thích trọng điểm. Đừng quên khai thác bảng từ vựng để mở rộng collocations và nắm chắc paraphrase. Tiếp tục rèn luyện với các bài tập IELTS Reading, ôn chiến lược scanning-skimming, và chú ý tránh bẫy Not Given vs False. Khi nắm chắc chủ đề Augmented reality for virtual museum tours, bạn sẽ có lợi thế lớn ở các chủ đề công nghệ-giáo dục trong đề thi thật.

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