---
title: You walk into a shopping centre with your eyes always on a game. Wha… — Eyes up: noticing your surroundings · tree and pragmatics
description: You walk into a shopping centre with your eyes always on a game. What might you not know if a fire alarm rang? Test 4 of lesson 11 «Eyes up: noticing your surroundings» of the everyday course of Mova's primary school, with the dependency tree and pragmatics of the question and of each option; Mova's
---

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# Test 4 · Eyes up: noticing your surroundings

<!-- .ven lang=en -->
You walk into a shopping centre with your eyes always on a game. What might you not know if a fire alarm rang?

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**Mova's choice:** option 1 · **The right answer:** option 2 · wrong ✗ · **Who acts:** You, fire alarm · **What happens:** walk, not know, ring · **To what, where:** shopping centre

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This is test 4 of lesson 11 «Eyes up: noticing your surroundings» of the everyday course of Mova's primary school. The page gives the question's syntax tree — a dependency tree in the style of Universal Dependencies — and its pragmatics clause by clause, then the 4 options as the student saw them, each with its tree and pragmatics. Every text is parsed by Mova itself. How the student answered it, with the score of every option and why: [the test at school](https://md.mova.elamur.ai/free/en/school-run/everyday/11-eyes-up/#t4).

## The question {#question}

<!-- .note -->
*Sentence 1:* You walk into a shopping centre with your eyes always on a game.

```conllu
# sent_id = question:everyday:11-eyes-up:t4:1
# text = You walk into a shopping centre with your eyes always on a game.
1	You	you	PRON	PRP	Case=Nom|Person=2|PronType=Prs	2	nsubj	_	_
2	walk	walk	VERB	VBP	Mood=Ind|Number=Sing|Person=2|Tense=Pres|VerbForm=Fin	0	root	_	_
3	into	into	ADP	IN	_	6	case	_	_
4	a	a	DET	DT	Definite=Ind|PronType=Art	6	det	_	_
5	shopping	shopping	NOUN	NN	Number=Sing	6	compound	_	_
6	centre	centre	NOUN	NN	Number=Sing	2	obl	_	_
7	with	with	ADP	IN	_	9	case	_	_
8	your	your	PRON	PRP$	Case=Gen|Person=2|Poss=Yes|PronType=Prs	9	nmod:poss	_	_
9	eyes	eye	NOUN	NNS	Number=Plur	6	nmod	_	_
10	always	always	ADV	RB	PronType=Tot	2	advmod	_	_
11	on	on	ADP	IN	_	13	case	_	_
12	a	a	DET	DT	Definite=Ind|PronType=Art	13	det	_	_
13	game	game	NOUN	NN	Number=Sing	2	obl	_	SpaceAfter=No
14	.	.	PUNCT	.	_	2	punct	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **walk** | present | You |  |  |  |  | into a shopping centre with your eyes *result*; on a game; always *property* | vn run-51.3.2-2-1 «NP V PP.result»: agent=Theme into centre=Result |

<!-- .note -->
One row per clause the reader finds. «not said here»: a role filled from the clause above. «roles by»: a VerbNet class and frame when one fits the verb, else the reader's rules on the tree.

<!-- .note -->
*Sentence 2:* What might you not know if a fire alarm rang?

```conllu
# sent_id = question:everyday:11-eyes-up:t4:2
# text = What might you not know if a fire alarm rang?
1	What	what	PRON	WP	PronType=Int	0	root	_	_
2	might	might	AUX	MD	VerbForm=Fin	5	aux	_	_
3	you	you	PRON	PRP	Case=Nom|Person=2|PronType=Prs	5	nsubj	_	_
4	not	not	PART	RB	Polarity=Neg	5	advmod	_	_
5	know	know	VERB	VBP	Mood=Ind|Number=Sing|Person=2|Tense=Pres|VerbForm=Fin	1	acl:relcl	_	_
6	if	if	SCONJ	IN	_	10	mark	_	_
7	a	a	DET	DT	Definite=Ind|PronType=Art	9	det	_	_
8	fire	fire	NOUN	NN	Number=Sing	9	compound	_	_
9	alarm	alarm	NOUN	NN	Number=Sing	10	nsubj	_	_
10	rang	ring	VERB	VBD	Mood=Ind|Number=Sing|Person=3|Tense=Past|VerbForm=Fin	5	advcl	_	SpaceAfter=No
11	?	?	PUNCT	.	_	1	punct	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **not** **know** | might | you |  |  |  |  |  | vn comprehend-87.2-1-1-1 «NP V»: agent=Experiencer |
| 2 | **ring** *a condition, not said to happen* | past | a fire alarm |  |  |  |  |  | vn sound\_emission-43.2 «NP V»: agent=Theme |

## The options {#options}

### Option 1 · ← Mova's choice {#o1}

<!-- .ven lang=en -->
Which shop sells shoes

```conllu
# sent_id = question:everyday:11-eyes-up:t4:o1:1
# text = Which shop sells shoes
1	Which	which	DET	WDT	PronType=Int	2	det	_	_
2	shop	shop	NOUN	NN	Number=Sing	3	nsubj	_	_
3	sells	sell	VERB	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	0	root	_	_
4	shoes	shoe	NOUN	NNS	Number=Plur	3	obj	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **sell** | present | which shop | shoes |  |  |  |  | vn give-13.1-1 «NP V NP»: agent=Agent shoe=Theme |

### Option 2 · ✓ the right answer {#o2}

<!-- .ven lang=en -->
Where the nearest exit is

```conllu
# sent_id = question:everyday:11-eyes-up:t4:o2:1
# text = Where the nearest exit is
1	Where	where	ADV	WRB	PronType=Int	0	root	_	_
2	the	the	DET	DT	Definite=Def|PronType=Art	4	det	_	_
3	nearest	near	ADJ	JJS	Degree=Sup	4	amod	_	_
4	exit	exit	NOUN	NN	Number=Sing	1	nsubj	_	_
5	is	be	AUX	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	1	cop	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **is** | present | the nearest exit |  |  |  |  | where *property* | tree rules |

### Option 3 {#o3}

<!-- .ven lang=en -->
What the time is

```conllu
# sent_id = question:everyday:11-eyes-up:t4:o3:1
# text = What the time is
1	What	what	PRON	WP	PronType=Int	0	root	_	_
2	the	the	DET	DT	Definite=Def|PronType=Art	3	det	_	_
3	time	time	NOUN	NN	Number=Sing	1	obl:unmarked	_	_
4	is	be	AUX	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	1	cop	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **is a** | present |  |  |  |  | time |  | tree rules |

### Option 4 {#o4}

<!-- .ven lang=en -->
How many floors and lifts the building has

```conllu
# sent_id = question:everyday:11-eyes-up:t4:o4:1
# text = How many floors and lifts the building has
1	How	how	ADV	WRB	PronType=Int	2	advmod	_	_
2	many	many	ADJ	JJ	Degree=Pos	3	amod	_	_
3	floors	floor	NOUN	NNS	Number=Plur	5	nsubj	_	_
4	and	and	CCONJ	CC	_	3	cc	_	_
5	lifts	lift	VERB	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	0	root	_	_
6	the	the	DET	DT	Definite=Def|PronType=Art	7	det	_	_
7	building	building	NOUN	NN	Number=Sing	8	nsubj	_	_
8	has	have	VERB	VBZ	Mood=Ind|Number=Sing|Person=3|Tense=Pres|VerbForm=Fin	5	ccomp	_	_
```

<!-- .fr -->
| # | verb | tense, mood | who | what, whom | to whom | where | when | other | roles by |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1 | **lift** | present | many floors |  |  |  |  |  | tree rules |
| 2 | **have** | present | the building |  |  |  |  |  | vn birth-28.2-1 «NP V NP»: agent=Agent |

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**Text:** the tests of Mova's primary school, written for Mova (`world/data/school/`), as the course runner gave them to the student. **Trees:** Mova's own parse — the `en` model on the CPU, when the site is built — not checked by a teacher; they may be wrong. **Frames:** Mova's frames reader (`prag`), each text read on its own. Elamur Cosmic License.

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- ← previous: [Eyes up: noticing your surroundings, test 3](https://md.mova.elamur.ai/free/en/corpora/questions/everyday/11-eyes-up/t3/)
- next →: [Eyes up: noticing your surroundings, test 5](https://md.mova.elamur.ai/free/en/corpora/questions/everyday/11-eyes-up/t5/)
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