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教師資格證《英語學(xué)科知識(shí)與教學(xué)能力(初級(jí)中學(xué))》(題庫)預(yù)測(cè)試卷一[單選題]1.Thiscel(江南博哥)lphonewilllastfor6hoursof________use.Thenyou'llhavetorechargethebattery.A.complexB.temporaryC.exclusiveD.fragile參考答案:B參考解析:本題考查形容詞辨析。complex“綜合的,復(fù)雜的”,temporary“暫時(shí)的,臨時(shí)的”,exclusive“獨(dú)有的,排外的”,fragile“脆的,易碎的”。句意為“這個(gè)手機(jī)只能暫時(shí)維持6個(gè)小時(shí)的使用,之后你必須給電池充電”。故本題選B。[單選題]2.ScientistsinCaliforniathinktheymayhavediscoveredawayto_____theagingprocess.A.putasideB.putoffC.putoutD.putaway參考答案:B參考解析:本題考查動(dòng)詞短語辨析。putaside“儲(chǔ)存,保留”,putoff‘推遲,延遲”,putout“熄滅”,putaway“放回原處,收起來”。根據(jù)句意“加利福尼亞的科學(xué)家們認(rèn)為他們可能已經(jīng)發(fā)現(xiàn)了一種延緩衰老的方法”可知本題選B。[單選題]3.Whenaskedabouttheiropinionsabouttheschoolmaster,manyteacherswouldprefertoseehimstepaside_______youngmen.A.intermsofB.inneedofC.infavorofD.inpraiseof參考答案:C參考解析:本題考查介詞短語辨析。句意為“當(dāng)被問到對(duì)于校長(zhǎng)的看法時(shí),許多教師更愿意看到他讓賢于年輕人”。stepaside表示“讓位,讓開”,后面接介詞短語infavorof表示這些老師更贊成起用更年輕的人。Intermsof“就……而論”,inneedof“需要”,infavorof“贊成”,inpraiseof“表揚(yáng),贊揚(yáng)”。根據(jù)句意可知,本題選C。[單選題]4.Doyouthinkshoppingonlinewill_______taketheplaceofshoppinginstores?A.especiallyB.frequentlyC.merelyD.finally參考答案:D參考解析:本題考查副詞辨析。句意為“你認(rèn)為網(wǎng)上購(gòu)物會(huì)代替商場(chǎng)購(gòu)物嗎?”especially“尤其,特別”,frequently“頻繁地”,merely“只不過”,finally“最終”。根據(jù)句意可知,“最終”最為恰當(dāng),故本題選D。[單選題]5.Givingupmyjobtogobacktofull-timeeducationwasabig_______,butnowIknowitwasthebestdecisionIevermade.A.projectB.commitmentC.competitionD.ambition參考答案:B參考解析:本題考查名詞辨析。句意為“當(dāng)初放棄工作重新接受全日制的教育是個(gè)了不起的_______,現(xiàn)在我知道那是我做出的最好的決定”。project“項(xiàng)目,計(jì)劃,方案,課題”,commitment“承諾,許諾,保證”,competition“比賽,競(jìng)爭(zhēng)”,ambition“抱負(fù),雄心,野心”。commitment與后面的decision相呼應(yīng)。故本題選B。[單選題]6.Thepresentsituationis_______andthepeopleinthetownare______A.terrify;terrifiedB.terrifying;terrifyC.terrifying;terrifiedD.terrified;terrifying參考答案:C參考解析:本題考查詞義辨析。terrify“使非常害怕”,為動(dòng)詞;terrified“非常害怕的”,為形容詞,形容人的感受;terrifying“令人恐懼的”,為形容詞,形容事物給人的感受。句意為“目前的情況令人恐懼,城鎮(zhèn)里的人們感到非常害怕”。故本題選C。[單選題]7.I'msurethatyourletterwillget_______attention.Theyknowyou'rewaitingforthereply.A.continuedB.immediateC.carefulD.general參考答案:B參考解析:本題考查形容詞辨析。由后句waitingforthereply可知“你的信將會(huì)很快得到關(guān)注”,immediate“立即的”,符合題意。continue“繼續(xù)”,careful“小心的;用心的”,general“普遍的”[單選題]8._______thecompetitionwasfierce,Davidrosetothechallengewithouttheslightesthesitation.A.RealizeB.RealizedC.TorealizeD.Realizing參考答案:D參考解析:本題考查非謂語動(dòng)詞。句意為“(盡管他)意識(shí)到競(jìng)爭(zhēng)很激烈,但是戴維毫不猶豫地接受了挑戰(zhàn)”。分析句子成分可知,句子不缺少謂語,所以空白處需填非謂語動(dòng)詞。realize意為“意識(shí)到,認(rèn)識(shí)到”,句子的主語David與動(dòng)詞realize構(gòu)成邏輯上的主謂關(guān)系,所以此處使用現(xiàn)在分詞作讓步狀語。故本題選D。[單選題]9.InEnglish,thephonemesof/t/in"top"and"stop"are_______.A.nasalB.approximantC.minimalpairD.allophones參考答案:D參考解析:本題考查音系學(xué)。top中的[th]是送氣音,stop中的[t]是不送氣音,兩者是同一音位[t]的音位變體。故本題選D。[單選題]10.Whichofthefollowingindicatesthatthespeakerisuncertainordoubtful?A.It'sgoingtorain↘,I'mafraid↘.B.It'sgoingtorain↗,I'mafraid↗.C.It'sgoingtorain↘,I'mafraid↗.D.It'sgoingtorain↗,I'mafraid↘.參考答案:C參考解析:本題考查語調(diào)意義。前面是陳述句,后面有表示不肯定或疑慮的附加語,先用降調(diào)后用升調(diào)。故本題選C。升降調(diào)一般用于反義疑問句,升調(diào)一般用于一般疑問句,降調(diào)用于陳述句、特殊疑問句、感嘆句。[單選題]11._______isspeechvariationaccordingtotheparticularareawhereaspeakercomesfrom.A.RegionalvariationB.LanguagevariationC.SocialvariationD.Registervariation參考答案:A參考解析:本題考查社會(huì)語言學(xué):A項(xiàng)“區(qū)域變體”,B項(xiàng)“語言變體”,c項(xiàng)“社會(huì)變體”,D項(xiàng)“語域變體”。由于說話者從某個(gè)特定區(qū)域而來所產(chǎn)生的語言變體為區(qū)域變體。故本題選A。[單選題]12.InanEnglishclass,theteacher,firstly,playstheradioandasksstudentstolistentothetapeandunderstandthedialogue.Then,theteacherasksstudentstoreadafterthetapetoimitatethepronunciation.Next,theteacherasksstudentstorepeatthedialogueinpairs...Whatteachingmethoddoestheteacheruseinthisclass?A.TheCommunicativeApproach.B.Task-basedLanguageTeaching.C.TheAudio-lingualMethod.D.TheAudio-visualMethod.參考答案:C參考解析:本題考查英語教學(xué)法。根據(jù)題干描述可知,這位教師采取的是“聽音理解對(duì)話的含義一模仿一重復(fù)”這樣一個(gè)教學(xué)過程,由此可知,該教師用的是聽說法。[單選題]13.The_______approachinmodelsofteachingwritingfocusesonthecollectionofwritingmaterialsandrichnessofthewritingcontent.A.product-orientedB.content-orientedC.process-orientedD.communicative參考答案:B參考解析:本題考查寫作教學(xué)模式。重內(nèi)容的寫作教學(xué)模式強(qiáng)調(diào)寫作內(nèi)容的豐富性,主張通過不同渠道收集素材。[單選題]14.WhichofthefollowingisafeatureoftheCommunicativeApproach?A.Focusonaccuracy.B.Focusonfunctions.C.Focusonstrategies.D.Focusoncontext.參考答案:B參考解析:本題考查交際法。交際法重視培養(yǎng)學(xué)生的交際能力,強(qiáng)調(diào)外語教學(xué)除了重視語言形式、結(jié)構(gòu)外,更應(yīng)重視語言的內(nèi)容、意義和功能。[單選題]15.WhichofthefollowingstatementsabouttheSituationalApproachisNOTtrue?A.Adoptinganinductiveapproachtogrammarteaching.B.Encouragingexplanationsofthemeaningofnewitemsinforeignlanguage.C.Focusingonlanguageaccuracy.D.Practicingstructuresandpatternsthroughrepetitionandsubstitutionactivities.參考答案:B參考解析:本題考查情景教學(xué)法。情景法主張采用歸納法教授語法,但不鼓勵(lì)用外語講解詞語或結(jié)構(gòu)的語義,而強(qiáng)調(diào)在情景中呈現(xiàn)這些新知,學(xué)生可歸納其語義并概括遷移到新情景中使用。情景法基于語法,強(qiáng)調(diào)語言的準(zhǔn)確性。呈現(xiàn)新句型時(shí)可借助實(shí)物、圖片和直觀教具等創(chuàng)設(shè)情景,而進(jìn)行句型操練則是通過模仿和替換練習(xí)等活動(dòng)。A、C、D三項(xiàng)均正確,B項(xiàng)說法錯(cuò)誤。故本題選B。[單選題]16.Incommunicativeoutputactivities,thecriterionofsuccessiswhetherthelearnergetsthemessageacross,_______isnotaconsiderationunlessthelackofitinfluencestheunderstandingofthemessage.A.AccuracyB.ConsistencyC.FluencyD.Intelligibility參考答案:A參考解析:本題考查交際性活動(dòng)。在交際性輸出活動(dòng)中,在不影響交流的基礎(chǔ)上,不必過分強(qiáng)調(diào)語言的準(zhǔn)確性。[單選題]17.Beforedoingawritingtask,theteacherelicitsstudents'ideasbyaskingthemtolistasmanywordsorphrasesthatcomeintotheirmindsaboutthetopicaspossible.Heretheteacherisplayingtheroleofa(n)_______.A.controllerB.participantC.organizerD.prompter參考答案:C參考解析:本題考查課堂中的教師角色。在英語寫作課教學(xué)時(shí),教師讓學(xué)生盡可能多地列出與主題相關(guān)的詞匯或短語,這運(yùn)用的是頭腦風(fēng)暴法,體現(xiàn)了教師作為組織者的角色。故本題選C。[單選題]18.Role-playsinauthenticcontext,debates,questionnaires,interviewsanddialogueswithinformationcardsare________activities.A.openandcreativeB.semi-controlledC.semi-mechanicalD.controlledandmechanical參考答案:A參考解析:本題考查課堂活動(dòng)類型。模擬真實(shí)情境組織角色扮演、辯論、問卷調(diào)查、訪談和利用信息卡對(duì)話等這些活動(dòng)具有開放性和創(chuàng)新性的特點(diǎn)。[單選題]19.Whentheteachersays"Whowantstohaveatry?",he/shewantsto_______.A.controldisciplineB.promptclassactivityC.evaluatestudents'workD.drawstudents'attentiontothelesson參考答案:B參考解析:本題考查課堂提問的作用。A項(xiàng)“控制紀(jì)律”,B項(xiàng)“推動(dòng)班級(jí)活動(dòng)”,c項(xiàng)“評(píng)價(jià)學(xué)生的成果”,D項(xiàng)“把學(xué)生注意力吸引到課堂上”。教師問“誰想試一試”,對(duì)課堂活動(dòng)起到推動(dòng)作用。故本題選B。[單選題]20.WhichofthefollowingisNOTtrueabouttheassessmentinlanguageteaching?A.Testingdoesnotequatewithassessment.B.Summativeassessmentfocusesontheprocessoflearning.C.Thestudentsthemselvesshouldbegiventhechancetoevaluatetheirownperformance.D.Assessmentmeanstodiscoverwhattheleamersknowandcandoatcertainstageoftheleamingprocess.參考答案:B參考解析:本題考查教學(xué)評(píng)價(jià)。關(guān)注學(xué)習(xí)的過程是形成性評(píng)價(jià),而不是終結(jié)性評(píng)價(jià)。故本題選B。A項(xiàng)“測(cè)試不等于評(píng)估”,C項(xiàng)“學(xué)生自己應(yīng)該有機(jī)會(huì)評(píng)價(jià)自己的表現(xiàn)”,D項(xiàng)“評(píng)估意味著發(fā)現(xiàn)學(xué)習(xí)者在學(xué)習(xí)過程的某個(gè)階段知道什么和能做什么?!盵問答題]1.課堂提問有哪些功能(8分)?簡(jiǎn)述展示性問題和參考性問題的內(nèi)涵,并各寫出一個(gè)英語例子加以說明(12分)。參考答案:詳見解析參考解析:(1)①引起學(xué)生注意。學(xué)生注意力不集中時(shí),教師進(jìn)行提問可以喚回學(xué)生的注意力,讓學(xué)生重新回歸課堂。②提示學(xué)習(xí)重點(diǎn)。有針對(duì)性、有計(jì)劃性地設(shè)計(jì)提問,可以幫助學(xué)生理解教學(xué)的重點(diǎn)和難點(diǎn),掌握學(xué)習(xí)方法;并調(diào)動(dòng)學(xué)生的思維活動(dòng),促進(jìn)學(xué)生積極思考問題。③鞏固課堂教學(xué)。教師在課堂教學(xué)中以一組問題前后相連的形式,不斷啟發(fā)、追問、質(zhì)疑、概括、總結(jié),那么學(xué)生就會(huì)比較全面、系統(tǒng)、牢固地掌握知識(shí)和技能。④獲取教學(xué)反饋。學(xué)生的知識(shí)掌握情況能通過回答問題更及時(shí)、更清晰地展現(xiàn)在教師的面前,讓教師能及時(shí)調(diào)整教學(xué)策略,達(dá)到合理引導(dǎo)學(xué)生思維的目的。⑤加強(qiáng)師生交流。課堂提問不僅可以鍛煉學(xué)生的表達(dá)能力,培養(yǎng)他們的團(tuán)隊(duì)精神,還可以促進(jìn)師生感情,從而更好地推動(dòng)教學(xué)。(2)展示性問題:教師已經(jīng)知道答案或者答案能在相關(guān)工具書中找到,用于檢查學(xué)生對(duì)課文內(nèi)容的字面理解。學(xué)生作答時(shí)只需憑借表層理解、短時(shí)記憶,或是快速查找課文,便能找到答案。如:WhatdidMandeladotohelpEliassolvetheproblems?過多的展示性問題會(huì)限制學(xué)生自由思考,不利于發(fā)展學(xué)生的創(chuàng)新思維和綜合語言運(yùn)用能力。參考性問題:參考性問題即真實(shí)性問題,教師不知道答案或者教師所提的問題沒有預(yù)設(shè)的答案,目的是讓學(xué)生發(fā)散思維,獲取更多信息。學(xué)生作答時(shí)需在一定程度上參閱課文內(nèi)容,同時(shí)結(jié)合個(gè)人的認(rèn)知和經(jīng)歷,對(duì)課文信息進(jìn)行綜合分析。參考性問題可以促使課堂對(duì)話更具有交互性,促進(jìn)學(xué)生對(duì)所學(xué)內(nèi)容進(jìn)行深層理解,有利于學(xué)生用所學(xué)知識(shí)進(jìn)行真實(shí)的、具有獨(dú)創(chuàng)性的語言輸出,從而促進(jìn)語言習(xí)得。如:WhydoyouthinkYangLiweiisagreatastronaut?[問答題]2.下面是某初中課堂教學(xué)實(shí)錄片段。根據(jù)所給信息從下列三個(gè)方面作答。(1)分析該教師的教學(xué)目標(biāo)。(8分)(2)該教學(xué)片段屬于教學(xué)中的哪個(gè)環(huán)節(jié)?請(qǐng)?jiān)u析教師在該片段中是如何實(shí)現(xiàn)其教學(xué)目標(biāo)的。(10分)(3)請(qǐng)?jiān)u析該教師的反饋方式。(12分)參考答案:詳見解析參考解析:(1)教學(xué)目標(biāo):知識(shí)目標(biāo):學(xué)生通過完成任務(wù)能夠知道文章的主要內(nèi)容,以及文章的細(xì)節(jié)信息。能力目標(biāo):通過泛讀和精讀兩個(gè)任務(wù)的分層訓(xùn)練,學(xué)生的閱讀能力有所提升,能掌握略讀的閱讀策略。情感目標(biāo):通過小組活動(dòng),學(xué)生能夠提高合作意識(shí),體驗(yàn)合作學(xué)習(xí)的快樂。(2)該教學(xué)片段屬于閱讀教學(xué)中的讀中環(huán)節(jié)。在本環(huán)節(jié)中,教師安排了初讀感知和精細(xì)研讀兩個(gè)部分的閱讀訓(xùn)練,層層深入地引導(dǎo)學(xué)生積極探索新知,通過設(shè)置具體的任務(wù)訓(xùn)練學(xué)生的閱讀能力,使學(xué)生掌握閱讀策略。在教學(xué)中運(yùn)用了小組合作的學(xué)習(xí)方式,提高了學(xué)生的口語表達(dá)能力,培養(yǎng)了學(xué)生的團(tuán)隊(duì)精神和合作意識(shí)。(3)該教師采用的反饋方式是口頭反饋、啟發(fā)學(xué)生自己改錯(cuò)。該教師的做法啟發(fā)了學(xué)生的思維,引導(dǎo)學(xué)生自己發(fā)現(xiàn)問題并改正,從而能更好地提高學(xué)生的學(xué)習(xí)效率,達(dá)到語言訓(xùn)練的目的。同時(shí),該教師的反饋具有激勵(lì)性,學(xué)生回答出錯(cuò)是很正常的情況,教師對(duì)此給予積極的鼓勵(lì)會(huì)幫助學(xué)生樹立學(xué)習(xí)的自信心,培養(yǎng)學(xué)生的學(xué)習(xí)興趣。[問答題]3.設(shè)計(jì)任務(wù):請(qǐng)閱讀下面的學(xué)生信息和語言素材,設(shè)計(jì)20分鐘的英語聽說教學(xué)方案。教案沒有固定格式,但須包含下列要點(diǎn):·teachingobjectives·teachingcontents·keyanddifficultpoints·majorstepsandtimeallocation·activitiesandjustifications教學(xué)時(shí)間:20分鐘學(xué)生概況:某城鎮(zhèn)普通中學(xué)七年級(jí)(初中一年級(jí))學(xué)生,班級(jí)人數(shù)40人。多數(shù)學(xué)生已達(dá)到《義務(wù)教育英語課程標(biāo)準(zhǔn)》二級(jí)水平。學(xué)生課堂參與積極性一般。語言素材:Conversation1Tom:Hey,Peter.Peter:Hi,Tom.Tom:How'stheweatherdownthereinShanghai?Peter:It'scloudy.How'stheweatherinMoscow?Tom:It'ssnowingrightnow.Conversation2Peter:Hi,AuntSally.AuntSally:Hello,Peter.Peter:How'stheweatherinBoston?AuntSally:Oh,it'swindy.Conversation3Peter:So,how'stheweatherinBeijing?Julie:It'ssunny.參考答案:詳見解析參考解析:【參考設(shè)計(jì)】TeachingContents:Theteachingmaterialforthislisteningandspeakingclassisthreedialoguesabouttheweather.TeachingObjectives:(1)Knowledgeobjectives①Studentscanmastersomewordsaboutweather,suchas"cloudy,snow,windy,sunny".②Studentscantalkaboutweatherwithothersbyusingthesentencepatterns"How'stheweatherin...?""It's...".(2)Abilityobjectives①Studentscanimprovetheirlisteningabilitiesthroughextensivelisteningandintensivelistening.②Studentscandeveloptheirspeakingabilitiesthroughrole-play.(3)Emotionalobjectives①StudentsarewillingtocommunicatewitheachotherinEnglish.②StudentscanbecomeinterestedinusingEnglishtodescribeweatherintheirdailylife.TeachingKeyPoint:Studentscanmasterthewordsaboutweatherandsentencepatterns"How'stheweatherin...?""It's...".TeachingDifficultPoint:Studentscanusenewsentencepatternstotalkabouttheweathercorrectly.MajorSteps:Step1Pre-listening(4minutes)Teachthesenewwordsbypresentingpicturesofdifferentweatherconditionsonthescreen,andthen,letstudentsreadthewordsafterthetape.(Justification:Thisstepcanarousestudents'interestandpavethewayforstudents'listeningactivities.)Step2While-listening(10minutes)Task1Playthetapeandaskstudentstosummarizethemainidea,thentalkaboutandwritedownwhichcitiesarementionedinthelisteningmaterial.Forexample:Shanghai,Moscow,BostonandBeijing.Task2Askstudentstolistentothetapeforthesecondtimeandfillinthefollowingtable.Task3Askstudentstofindoutthekeysentencesdescribingweather.Thenletstudentspracticethesentencepatternsbyusingthenewwords.E.g.--How'stheweatherinBeijing?--It'ssunny.(Justification:Throughextensivelistening,studentswillgraspthemaincontentofthislisteningmaterial.Throughintensivelistening,studentswillenhancetheirabilityofgraspingspecificinformation.)Step3Post-listening(6minutes)Groupwork:Role-playAskstudentstorole-playingroupsoffour.Studentsactasweatherreporterstogiveweatherforecastofdifferentcitiesinturn.After3minutes,eachgroupwillchoosearepresentativetoperformitinfrontoftheclass.Forexample:Goodmorning,ladiesandgentlemen.Hereistheweatherforecastofourcity.It'scloudytomorrow,andit'sverycold,soyoushouldwearmoreclotheswhenyougooutside.Thereisgoingtobeastrongwindintheafternoon,anditwillberainingthedayaftertomorrow.(Justification:Withpractice,studentscannotonlyreviewtheknowledgethattheyhavelearned,butalsodeveloptheirspeakingability.)共享題干題根據(jù)以下材料,回答21-25題Abigfocusofthecriticismofcomputergameshasconcernedthecontentofthegamesbeingplayed.Whenthenarrativesofthegamesareanalyzedtheycanbeseentofallintosomegenres.ThetwogenresmostpopularwiththechildrenIinterviewedwere"Platformers"and"Beat-them-ups".PlatformgamessuchasSonicandSuperMarioinvolveleapingfromplatformtoplatform,avoidingobstacles,movingonthroughthelevels,andprogressingthroughthedifferentstagesofthegame.Beat-them-upsarethegameswhichhavecausedconcernovertheirviolentcontent.Thesegamesinvolvefightsbetweenanimatedcharacters.Inmanywaysthisviolencecanbecomparedtoviolencewithinchildren'scartoonswhereacharacterishitovertheheadorfallsoffacliffbutwalksaway[unscathed].Controversyhasoccurredinpartbecauseoftheintensityofthegameplay,whichissaidtospilloverintochildren'severydaylives.Thereareworriesthatchildrenarebecomingmoreviolentandaggressiveafterprolongedexposuretothesegames.Playingcomputergamesinvolvesfeelingsofintensefrustrationandangerwhichoftenexpressesitselfinaggressive"yells"atthescreen.Itisnotonlythe"Beat-them-up"gameswhichproducethisaggression;platformgamesarejustasfrustratingwhenthecharacterslosealltheir"lives"and"die"justbeforetheendofthelevelisreached.Computergamingreliesuponintenseconcentrationonthemovingimagesonthescreenanddemandsgreathand-to-eyecoordination.Whentheplayerlosesandthewords"Gameover"appearonthescreen,thereisannoyanceandfrustrationatbeingbeatenbythecomputerandathavingmadeanerror.Thisangerandaggressioncouldperhapsbecomparedtotheaggressionfeltwhenplayingfootballandyoutakeyoureyeofftheballandenabletheoppositiontoscore.Theannoyanceexperiencedwhendefeatedatacomputergameiswhatmakesgaming"addictive":theplayerisdeterminednottomakethesamemistakeagainandtohave"onelastgo"inthehopeofdoingbetternexttime.Someoftheconcernovertheviolenceofcomputergameshasbeenaboutchildrenwhoareunabletotellthedifferencebetweenfictionandrealityandwhoactouttheviolentmovesofthegamesinfightontheplayground.Theproblemwithvideogamesisthattheyinvolvechildrenmorethantelevisionorfilmsandthismeanstherearemoreimplicationsfortheirsocialbehavior.Playingthesegamescanleadtoanti-socialbehavior,makechildrenaggressiveandaffecttheiremotionalstability.[單選題]1.Whatisthetopicofthisarticle?A.Howdoesplayingcomputergamesaffectthelevelofviolenceinchildren.B.ThereisnodifferencebetweenPlatformgamesand"Beat-them-ups"C.Howtocontrolangerwhileplayingcomputergames.D.Howtomakechildrenspendlesstimeoncomputergames.參考答案:A參考解析:主旨題。作者開頭就說“Abigfocusofthecriticismofcomputergameshasconcernedthecontentofthegamesbeingplayed”,即電子游戲的內(nèi)容遭到很多非議。第二段開頭,作者又用這樣的話引出下文,“Controversyhasoccurredinpartbecauseoftheintensityofthegameplay,whichissaidtospilloverintochildren’severydaylives.Thereareworriesthatchildrenarebecomingmoreviolentandaggressiveafterprolongedexposuretothesegames”,即電子游戲引起爭(zhēng)議,有部分原因是孩子們打游戲總是過了頭,游戲已經(jīng)滲透到他們的生活中。人們擔(dān)心,孩子們會(huì)因?yàn)榇蛴螒驎r(shí)間過長(zhǎng)而漸漸變得有暴力傾向。第三段開頭,作者說“Someoftheconcernovertheviolenceofcomputergameshasbeenaboutchildrenwhoareunabletotellthedifferencebetweenfictionandreality”,即對(duì)電子游戲暴力的一些擔(dān)心來自孩子無法辨別虛擬世界和現(xiàn)實(shí)世界。由此可見,本文的主旨是討論電子游戲給孩子們帶來暴力影響的問題。Abigfocusofthecriticismofcomputergameshasconcernedthecontentofthegamesbeingplayed.Whenthenarrativesofthegamesareanalyzedtheycanbeseentofallintosomegenres.ThetwogenresmostpopularwiththechildrenIinterviewedwere"Platformers"and"Beat-them-ups".PlatformgamessuchasSonicandSuperMarioinvolveleapingfromplatformtoplatform,avoidingobstacles,movingonthroughthelevels,andprogressingthroughthedifferentstagesofthegame.Beat-them-upsarethegameswhichhavecausedconcernovertheirviolentcontent.Thesegamesinvolvefightsbetweenanimatedcharacters.Inmanywaysthisviolencecanbecomparedtoviolencewithinchildren'scartoonswhereacharacterishitovertheheadorfallsoffacliffbutwalksaway[unscathed].Controversyhasoccurredinpartbecauseoftheintensityofthegameplay,whichissaidtospilloverintochildren'severydaylives.Thereareworriesthatchildrenarebecomingmoreviolentandaggressiveafterprolongedexposuretothesegames.Playingcomputergamesinvolvesfeelingsofintensefrustrationandangerwhichoftenexpressesitselfinaggressive"yells"atthescreen.Itisnotonlythe"Beat-them-up"gameswhichproducethisaggression;platformgamesarejustasfrustratingwhenthecharacterslosealltheir"lives"and"die"justbeforetheendofthelevelisreached.Computergamingreliesuponintenseconcentrationonthemovingimagesonthescreenanddemandsgreathand-to-eyecoordination.Whentheplayerlosesandthewords"Gameover"appearonthescreen,thereisannoyanceandfrustrationatbeingbeatenbythecomputerandathavingmadeanerror.Thisangerandaggressioncouldperhapsbecomparedtotheaggressionfeltwhenplayingfootballandyoutakeyoureyeofftheballandenabletheoppositiontoscore.Theannoyanceexperiencedwhendefeatedatacomputergameiswhatmakesgaming"addictive":theplayerisdeterminednottomakethesamemistakeagainandtohave"onelastgo"inthehopeofdoingbetternexttime.Someoftheconcernovertheviolenceofcomputergameshasbeenaboutchildrenwhoareunabletotellthedifferencebetweenfictionandrealityandwhoactouttheviolentmovesofthegamesinfightontheplayground.Theproblemwithvideogamesisthattheyinvolvechildrenmorethantelevisionorfilmsandthismeanstherearemoreimplicationsfortheirsocialbehavior.Playingthesegamescanleadtoanti-socialbehavior,makechildrenaggressiveandaffecttheiremotionalstability.[單選題]2.Whatdoes"unscathed"(Para.1)probablymean?A.unsettledB.unbeatenC.unharmedD.unhappy參考答案:C參考解析:詞匯題。unscathed出現(xiàn)在文章第一段最后一句“InmanywaysthisviolenceCanbecomparedtoviolencewithinchildren’scartoonswhereacharacterishitovertheheadorfallsoffacliffbutwalksawayunscathed”,即從很多方面來說,電子游戲里的暴力與卡通片里的暴力類似,卡通片中的人物被擊中腦袋,或者從懸崖上掉下去,也可以毫發(fā)無損地走開。unsettled“(問題、爭(zhēng)論等)未解決的,動(dòng)蕩的”,unbeaten“戰(zhàn)無不勝的,未被擊敗的”,unharmed“未受傷的,未受損害的”,unhappy“不快樂的,不幸福的”,只有C項(xiàng)與unscathed的意思相近。Abigfocusofthecriticismofcomputergameshasconcernedthecontentofthegamesbeingplayed.Whenthenarrativesofthegamesareanalyzedtheycanbeseentofallintosomegenres.ThetwogenresmostpopularwiththechildrenIinterviewedwere"Platformers"and"Beat-them-ups".PlatformgamessuchasSonicandSuperMarioinvolveleapingfromplatformtoplatform,avoidingobstacles,movingonthroughthelevels,andprogressingthroughthedifferentstagesofthegame.Beat-them-upsarethegameswhichhavecausedconcernovertheirviolentcontent.Thesegamesinvolvefightsbetweenanimatedcharacters.Inmanywaysthisviolencecanbecomparedtoviolencewithinchildren'scartoonswhereacharacterishitovertheheadorfallsoffacliffbutwalksaway[unscathed].Controversyhasoccurredinpartbecauseoftheintensityofthegameplay,whichissaidtospilloverintochildren'severydaylives.Thereareworriesthatchildrenarebecomingmoreviolentandaggressiveafterprolongedexposuretothesegames.Playingcomputergamesinvolvesfeelingsofintensefrustrationandangerwhichoftenexpressesitselfinaggressive"yells"atthescreen.Itisnotonlythe"Beat-them-up"gameswhichproducethisaggression;platformgamesarejustasfrustratingwhenthecharacterslosealltheir"lives"and"die"justbeforetheendofthelevelisreached.Computergamingreliesuponintenseconcentrationonthemovingimagesonthescreenanddemandsgreathand-to-eyecoordination.Whentheplayerlosesandthewords"Gameover"appearonthescreen,thereisannoyanceandfrustrationatbeingbeatenbythecomputerandathavingmadeanerror.Thisangerandaggressioncouldperhapsbecomparedtotheaggressionfeltwhenplayingfootballandyoutakeyoureyeofftheballandenabletheoppositiontoscore.Theannoyanceexperiencedwhendefeatedatacomputergameiswhatmakesgaming"addictive":theplayerisdeterminednottomakethesamemistakeagainandtohave"onelastgo"inthehopeofdoingbetternexttime.Someoftheconcernovertheviolenceofcomputergameshasbeenaboutchildrenwhoareunabletotellthedifferencebetweenfictionandrealityandwhoactouttheviolentmovesofthegamesinfightontheplayground.Theproblemwithvideogamesisthattheyinvolvechildrenmorethantelevisionorfilmsandthismeanstherearemoreimplicationsfortheirsocialbehavior.Playingthesegamescanleadtoanti-socialbehavior,makechildrenaggressiveandaffecttheiremotionalstability.[單選題]3.Whichofthefollowinggamesissupposedtocontainviolentcontent?A.Sonic.B.SuperMario.C.Platformer.D.Beat-them-up.參考答案:D參考解析:細(xì)節(jié)題。文章第一段介紹了兩類主要的電子游戲:Platformers和Beat-them-ups。前者包括索尼克和超級(jí)瑪麗游戲。后者是打游戲者作為游戲中的卡通人物的單人獨(dú)斗類游戲,一般被認(rèn)為有暴力內(nèi)容。關(guān)鍵句為“Beat-them-upsarethegameswhichhavecausedconcernovertheirviolentcontent”。Abigfocusofthecriticismofcomputergameshasconcernedthecontentofthegamesbeingplayed.Whenthenarrativesofthegamesareanalyzedtheycanbeseentofallintosomegenres.ThetwogenresmostpopularwiththechildrenIinterviewedwere"Platformers"and"Beat-them-ups".PlatformgamessuchasSonicandSuperMarioinvolveleapingfromplatformtoplatform,avoidingobstacles,movingonthroughthelevels,andprogressingthroughthedifferentstagesofthegame.Beat-them-upsarethegameswhichhavecausedconcernovertheirviolentcontent.Thesegamesinvolvefightsbetweenanimatedcharacters.Inmanywaysthisviolencecanbecomparedtoviolencewithinchildren'scartoonswhereacharacterishitovertheheadorfallsoffacliffbutwalksaway[unscathed].Controversyhasoccurredinpartbecauseoftheintensityofthegameplay,whichissaidtospilloverintochildren'severydaylives.Thereareworriesthatchildrenarebecomingmoreviolentandaggressiveafterprolongedexposuretothesegames.Playingcomputergamesinvolvesfeelingsofintensefrustrationandangerwhichoftenexpressesitselfinaggressive"yells"atthescreen.Itisnotonlythe"Beat-them-up"gameswhichproducethisaggression;platformgamesarejustasfrustratingwhenthecharacterslosealltheir"lives"and"die"justbeforetheendofthelevelisreached.Computergamingreliesuponintenseconcentrationonthemovingimagesonthescreenanddemandsgreathand-to-eyecoordination.Whentheplayerlosesandthewords"Gameover"appearonthescreen,thereisannoyanceandfrustrationatbeingbeatenbythecomputerandathavingmadeanerror.Thisangerandaggressioncouldperhapsbecomparedtotheaggressionfeltwhenplayingfootballandyoutakeyoureyeofftheballandenabletheoppositiontoscore.Theannoyanceexperiencedwhendefeatedatacomputergameiswhatmakesgaming"addictive":theplayerisdeterminednottomakethesamemistakeagainandtohave"onelastgo"inthehopeofdoingbetternexttime.Someoftheconcernovertheviolenceofcomputergameshasbeenaboutchildrenwhoareunabletotellthedifferencebetweenfictionandrealityandwhoactouttheviolentmovesofthegamesinfightontheplayground.Theproblemwithvideogamesisthattheyinvolvechildrenmorethantelevisionorfilmsandthismeanstherearemoreimplicationsfortheirsocialbehavior.Playingthesegamescanleadtoanti-socialbehavior,makechildrenaggressiveandaffecttheiremotionalstability.[單選題]4.Accordingtothesecondparagraph,howdoesviolencerelatetoplayingcomputergames?A.Whenlosingcomputergameschildrentendtoexperiencefrustrationandanger.B.Beat-them-upsaremorepopularwithchildrenthereforemorelikelytoproduceviolentbehavior.C.Peoplewhohavegoodhand-eyecoordinationtendtobemoreviolentthanothers.D.Theviolentcontentinthegamesgetschildrenaddictedtothegames.參考答案:A參考解析:細(xì)節(jié)題。文章第二段介紹了為什么沉迷于電子游戲會(huì)使孩子們產(chǎn)生暴力傾向。作者先將本段內(nèi)容在開頭進(jìn)行綜述,孩子們打游戲總是過了頭,游戲已經(jīng)滲透到他們的生活中。人們擔(dān)心孩子們會(huì)因?yàn)榇蛴螒驎r(shí)間過長(zhǎng)而漸漸變得有暴力傾向。尤其是在游戲即將通關(guān)的時(shí)候失敗,玩家就會(huì)覺得異常沮喪,為自己曾經(jīng)的失誤氣惱,總想再來一次。作者說,platformgames和Beat—them—ups同樣會(huì)使孩子們感到失利后的沮喪,對(duì)應(yīng)A項(xiàng)說法。B項(xiàng)“Beat—them—ups更受歡迎,因此更容易激發(fā)暴力行為”錯(cuò)誤。C項(xiàng)“手眼協(xié)調(diào)能力強(qiáng)的人更容易有暴力傾向”,文章并沒有相關(guān)內(nèi)容。D項(xiàng)“游戲中的暴力內(nèi)容使得孩子們沉迷于游戲中”,文章也沒有這樣的說法。Abigfocusofthecriticismofcomputergameshasconcernedthecontentofthegamesbeingplayed.Whenthenarrativesofthegamesareanalyzedtheycanbeseentofallintosomegenres.ThetwogenresmostpopularwiththechildrenIinterviewedwere"Platformers"and"Beat-them-ups".PlatformgamessuchasSonicandSuperMarioinvolveleapingfromplatformtoplatform,avoidingobstacles,movingonthroughthelevels,andprogressingthroughthedifferentstagesofthegame.Beat-them-upsarethegameswhichhavecausedconcernovertheirviolentcontent.Thesegamesinvolvefightsbetweenanimatedcharacters.Inmanywaysthisviolencecanbecomparedtoviolencewithinchildren'scartoonswhereacharacterishitovertheheadorfallsoffacliffbutwalksaway[unscathed].Controversyhasoccurredinpartbecauseoftheintensityofthegameplay,whichissaidtospilloverintochildren'severydaylives.Thereareworriesthatchildrenarebecomingmoreviolentandaggressiveafterprolongedexposuretothesegames.Playingcomputergamesinvolvesfeelingsofintensefrustrationandangerwhichoftenexpressesitselfinaggressive"yells"atthescreen.Itisnotonlythe"Beat-them-up"gameswhichproducethisaggression;platformgamesarejustasfrustratingwhenthecharacterslosealltheir"lives"and"die"justbeforetheendofthelevelisreached.Computergamingreliesuponintenseconcentrationonthemovingimagesonthescreenanddemandsgreathand-to-eyecoordination.Whentheplayerlosesandthewords"Gameover"appearonthescreen,thereisannoyanceandfrustrationatbeingbeatenbythecomputerandathavingmadeanerror.Thisangerandaggressioncouldperhapsbecomparedtotheaggressionfeltwhenplayingfootballandyoutakeyoureyeofftheballandenabletheoppositiontoscore.Theannoyanceexperiencedwhendefeatedatacomputergameiswhatmakesgaming"addictive":theplayerisdeterminednottomakethesamemistakeagainandtohave"onelastgo"inthehopeofdoingbetternexttime.Someoftheconcernovertheviolenceofcomputergameshasbeenaboutchildrenwhoareunabletotellthedifferencebetweenfictionandrealityandwhoactouttheviolentmovesofthegamesinfightontheplayground.Theproblemwithvideogamesisthattheyinvolvechildrenmorethantelevisionorfilmsandthismeanstherearemoreimplicationsfortheirsocialbehavior.Playingthesegamescanleadtoanti-socialbehavior,makechildrenaggressiveandaffecttheiremotionalstability.[單選題]5.Accordingtotheauthor,whydovideogamesleadtoviolencemorethanTVormovies?A.Becausechildrencannottellfictionfromreality.B.Becausechildrenliketoactoutthescenesinthegamesontheplayground.C.BecausecomputergamesinvolvechildrenmorethanTVorfilms.D.Becausecomputergamescanproducemoreanti-socialbehavior.參考答案:C參考解析:細(xì)節(jié)題。題干:為什么電子游戲比電視和電影更容易激發(fā)暴力行為?根據(jù)文章第三段第二句“Theproblemwithvideogamesisthattheyinvolvechildrenmorethantelevisionorfilmsandthismeanstherearemoreimplicationsfortheirsocialbehavior”,即電子游戲比電
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