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教师资格证《英语学科知识与教学能力(初级中学)》(题库)预测试卷一[单选题]1.Thiscel(江南博哥)lphonewilllastfor6hoursof________use.Thenyou'llhavetorechargethebattery.A.complexB.temporaryC.exclusiveD.fragile参考答案:B参考解析:本题考查形容词辨析。complex“综合的,复杂的”,temporary“暂时的,临时的”,exclusive“独有的,排外的”,fragile“脆的,易碎的”。句意为“这个手机只能暂时维持6个小时的使用,之后你必须给电池充电”。故本题选B。[单选题]2.ScientistsinCaliforniathinktheymayhavediscoveredawayto_____theagingprocess.A.putasideB.putoffC.putoutD.putaway参考答案:B参考解析:本题考查动词短语辨析。putaside“储存,保留”,putoff‘推迟,延迟”,putout“熄灭”,putaway“放回原处,收起来”。根据句意“加利福尼亚的科学家们认为他们可能已经发现了一种延缓衰老的方法”可知本题选B。[单选题]3.Whenaskedabouttheiropinionsabouttheschoolmaster,manyteacherswouldprefertoseehimstepaside_______youngmen.A.intermsofB.inneedofC.infavorofD.inpraiseof参考答案:C参考解析:本题考查介词短语辨析。句意为“当被问到对于校长的看法时,许多教师更愿意看到他让贤于年轻人”。stepaside表示“让位,让开”,后面接介词短语infavorof表示这些老师更赞成起用更年轻的人。Intermsof“就……而论”,inneedof“需要”,infavorof“赞成”,inpraiseof“表扬,赞扬”。根据句意可知,本题选C。[单选题]4.Doyouthinkshoppingonlinewill_______taketheplaceofshoppinginstores?A.especiallyB.frequentlyC.merelyD.finally参考答案:D参考解析:本题考查副词辨析。句意为“你认为网上购物会代替商场购物吗?”especially“尤其,特别”,frequently“频繁地”,merely“只不过”,finally“最终”。根据句意可知,“最终”最为恰当,故本题选D。[单选题]5.Givingupmyjobtogobacktofull-timeeducationwasabig_______,butnowIknowitwasthebestdecisionIevermade.A.projectB.commitmentC.competitionD.ambition参考答案:B参考解析:本题考查名词辨析。句意为“当初放弃工作重新接受全日制的教育是个了不起的_______,现在我知道那是我做出的最好的决定”。project“项目,计划,方案,课题”,commitment“承诺,许诺,保证”,competition“比赛,竞争”,ambition“抱负,雄心,野心”。commitment与后面的decision相呼应。故本题选B。[单选题]6.Thepresentsituationis_______andthepeopleinthetownare______A.terrify;terrifiedB.terrifying;terrifyC.terrifying;terrifiedD.terrified;terrifying参考答案:C参考解析:本题考查词义辨析。terrify“使非常害怕”,为动词;terrified“非常害怕的”,为形容词,形容人的感受;terrifying“令人恐惧的”,为形容词,形容事物给人的感受。句意为“目前的情况令人恐惧,城镇里的人们感到非常害怕”。故本题选C。[单选题]7.I'msurethatyourletterwillget_______attention.Theyknowyou'rewaitingforthereply.A.continuedB.immediateC.carefulD.general参考答案:B参考解析:本题考查形容词辨析。由后句waitingforthereply可知“你的信将会很快得到关注”,immediate“立即的”,符合题意。continue“继续”,careful“小心的;用心的”,general“普遍的”[单选题]8._______thecompetitionwasfierce,Davidrosetothechallengewithouttheslightesthesitation.A.RealizeB.RealizedC.TorealizeD.Realizing参考答案:D参考解析:本题考查非谓语动词。句意为“(尽管他)意识到竞争很激烈,但是戴维毫不犹豫地接受了挑战”。分析句子成分可知,句子不缺少谓语,所以空白处需填非谓语动词。realize意为“意识到,认识到”,句子的主语David与动词realize构成逻辑上的主谓关系,所以此处使用现在分词作让步状语。故本题选D。[单选题]9.InEnglish,thephonemesof/t/in"top"and"stop"are_______.A.nasalB.approximantC.minimalpairD.allophones参考答案:D参考解析:本题考查音系学。top中的[th]是送气音,stop中的[t]是不送气音,两者是同一音位[t]的音位变体。故本题选D。[单选题]10.Whichofthefollowingindicatesthatthespeakerisuncertainordoubtful?A.It'sgoingtorain↘,I'mafraid↘.B.It'sgoingtorain↗,I'mafraid↗.C.It'sgoingtorain↘,I'mafraid↗.D.It'sgoingtorain↗,I'mafraid↘.参考答案:C参考解析:本题考查语调意义。前面是陈述句,后面有表示不肯定或疑虑的附加语,先用降调后用升调。故本题选C。升降调一般用于反义疑问句,升调一般用于一般疑问句,降调用于陈述句、特殊疑问句、感叹句。[单选题]11._______isspeechvariationaccordingtotheparticularareawhereaspeakercomesfrom.A.RegionalvariationB.LanguagevariationC.SocialvariationD.Registervariation参考答案:A参考解析:本题考查社会语言学:A项“区域变体”,B项“语言变体”,c项“社会变体”,D项“语域变体”。由于说话者从某个特定区域而来所产生的语言变体为区域变体。故本题选A。[单选题]12.InanEnglishclass,theteacher,firstly,playstheradioandasksstudentstolistentothetapeandunderstandthedialogue.Then,theteacherasksstudentstoreadafterthetapetoimitatethepronunciation.Next,theteacherasksstudentstorepeatthedialogueinpairs...Whatteachingmethoddoestheteacheruseinthisclass?A.TheCommunicativeApproach.B.Task-basedLanguageTeaching.C.TheAudio-lingualMethod.D.TheAudio-visualMethod.参考答案:C参考解析:本题考查英语教学法。根据题干描述可知,这位教师采取的是“听音理解对话的含义一模仿一重复”这样一个教学过程,由此可知,该教师用的是听说法。[单选题]13.The_______approachinmodelsofteachingwritingfocusesonthecollectionofwritingmaterialsandrichnessofthewritingcontent.A.product-orientedB.content-orientedC.process-orientedD.communicative参考答案:B参考解析:本题考查写作教学模式。重内容的写作教学模式强调写作内容的丰富性,主张通过不同渠道收集素材。[单选题]14.WhichofthefollowingisafeatureoftheCommunicativeApproach?A.Focusonaccuracy.B.Focusonfunctions.C.Focusonstrategies.D.Focusoncontext.参考答案:B参考解析:本题考查交际法。交际法重视培养学生的交际能力,强调外语教学除了重视语言形式、结构外,更应重视语言的内容、意义和功能。[单选题]15.WhichofthefollowingstatementsabouttheSituationalApproachisNOTtrue?A.Adoptinganinductiveapproachtogrammarteaching.B.Encouragingexplanationsofthemeaningofnewitemsinforeignlanguage.C.Focusingonlanguageaccuracy.D.Practicingstructuresandpatternsthroughrepetitionandsubstitutionactivities.参考答案:B参考解析:本题考查情景教学法。情景法主张采用归纳法教授语法,但不鼓励用外语讲解词语或结构的语义,而强调在情景中呈现这些新知,学生可归纳其语义并概括迁移到新情景中使用。情景法基于语法,强调语言的准确性。呈现新句型时可借助实物、图片和直观教具等创设情景,而进行句型操练则是通过模仿和替换练习等活动。A、C、D三项均正确,B项说法错误。故本题选B。[单选题]16.Incommunicativeoutputactivities,thecriterionofsuccessiswhetherthelearnergetsthemessageacross,_______isnotaconsiderationunlessthelackofitinfluencestheunderstandingofthemessage.A.AccuracyB.ConsistencyC.FluencyD.Intelligibility参考答案:A参考解析:本题考查交际性活动。在交际性输出活动中,在不影响交流的基础上,不必过分强调语言的准确性。[单选题]17.Beforedoingawritingtask,theteacherelicitsstudents'ideasbyaskingthemtolistasmanywordsorphrasesthatcomeintotheirmindsaboutthetopicaspossible.Heretheteacherisplayingtheroleofa(n)_______.A.controllerB.participantC.organizerD.prompter参考答案:C参考解析:本题考查课堂中的教师角色。在英语写作课教学时,教师让学生尽可能多地列出与主题相关的词汇或短语,这运用的是头脑风暴法,体现了教师作为组织者的角色。故本题选C。[单选题]18.Role-playsinauthenticcontext,debates,questionnaires,interviewsanddialogueswithinformationcardsare________activities.A.openandcreativeB.semi-controlledC.semi-mechanicalD.controlledandmechanical参考答案:A参考解析:本题考查课堂活动类型。模拟真实情境组织角色扮演、辩论、问卷调查、访谈和利用信息卡对话等这些活动具有开放性和创新性的特点。[单选题]19.Whentheteachersays"Whowantstohaveatry?",he/shewantsto_______.A.controldisciplineB.promptclassactivityC.evaluatestudents'workD.drawstudents'attentiontothelesson参考答案:B参考解析:本题考查课堂提问的作用。A项“控制纪律”,B项“推动班级活动”,c项“评价学生的成果”,D项“把学生注意力吸引到课堂上”。教师问“谁想试一试”,对课堂活动起到推动作用。故本题选B。[单选题]20.WhichofthefollowingisNOTtrueabouttheassessmentinlanguageteaching?A.Testingdoesnotequatewithassessment.B.Summativeassessmentfocusesontheprocessoflearning.C.Thestudentsthemselvesshouldbegiventhechancetoevaluatetheirownperformance.D.Assessmentmeanstodiscoverwhattheleamersknowandcandoatcertainstageoftheleamingprocess.参考答案:B参考解析:本题考查教学评价。关注学习的过程是形成性评价,而不是终结性评价。故本题选B。A项“测试不等于评估”,C项“学生自己应该有机会评价自己的表现”,D项“评估意味着发现学习者在学习过程的某个阶段知道什么和能做什么。”[问答题]1.课堂提问有哪些功能(8分)?简述展示性问题和参考性问题的内涵,并各写出一个英语例子加以说明(12分)。参考答案:详见解析参考解析:(1)①引起学生注意。学生注意力不集中时,教师进行提问可以唤回学生的注意力,让学生重新回归课堂。②提示学习重点。有针对性、有计划性地设计提问,可以帮助学生理解教学的重点和难点,掌握学习方法;并调动学生的思维活动,促进学生积极思考问题。③巩固课堂教学。教师在课堂教学中以一组问题前后相连的形式,不断启发、追问、质疑、概括、总结,那么学生就会比较全面、系统、牢固地掌握知识和技能。④获取教学反馈。学生的知识掌握情况能通过回答问题更及时、更清晰地展现在教师的面前,让教师能及时调整教学策略,达到合理引导学生思维的目的。⑤加强师生交流。课堂提问不仅可以锻炼学生的表达能力,培养他们的团队精神,还可以促进师生感情,从而更好地推动教学。(2)展示性问题:教师已经知道答案或者答案能在相关工具书中找到,用于检查学生对课文内容的字面理解。学生作答时只需凭借表层理解、短时记忆,或是快速查找课文,便能找到答案。如:WhatdidMandeladotohelpEliassolvetheproblems?过多的展示性问题会限制学生自由思考,不利于发展学生的创新思维和综合语言运用能力。参考性问题:参考性问题即真实性问题,教师不知道答案或者教师所提的问题没有预设的答案,目的是让学生发散思维,获取更多信息。学生作答时需在一定程度上参阅课文内容,同时结合个人的认知和经历,对课文信息进行综合分析。参考性问题可以促使课堂对话更具有交互性,促进学生对所学内容进行深层理解,有利于学生用所学知识进行真实的、具有独创性的语言输出,从而促进语言习得。如:WhydoyouthinkYangLiweiisagreatastronaut?[问答题]2.下面是某初中课堂教学实录片段。根据所给信息从下列三个方面作答。(1)分析该教师的教学目标。(8分)(2)该教学片段属于教学中的哪个环节?请评析教师在该片段中是如何实现其教学目标的。(10分)(3)请评析该教师的反馈方式。(12分)参考答案:详见解析参考解析:(1)教学目标:知识目标:学生通过完成任务能够知道文章的主要内容,以及文章的细节信息。能力目标:通过泛读和精读两个任务的分层训练,学生的阅读能力有所提升,能掌握略读的阅读策略。情感目标:通过小组活动,学生能够提高合作意识,体验合作学习的快乐。(2)该教学片段属于阅读教学中的读中环节。在本环节中,教师安排了初读感知和精细研读两个部分的阅读训练,层层深入地引导学生积极探索新知,通过设置具体的任务训练学生的阅读能力,使学生掌握阅读策略。在教学中运用了小组合作的学习方式,提高了学生的口语表达能力,培养了学生的团队精神和合作意识。(3)该教师采用的反馈方式是口头反馈、启发学生自己改错。该教师的做法启发了学生的思维,引导学生自己发现问题并改正,从而能更好地提高学生的学习效率,达到语言训练的目的。同时,该教师的反馈具有激励性,学生回答出错是很正常的情况,教师对此给予积极的鼓励会帮助学生树立学习的自信心,培养学生的学习兴趣。[问答题]3.设计任务:请阅读下面的学生信息和语言素材,设计20分钟的英语听说教学方案。教案没有固定格式,但须包含下列要点:·teachingobjectives·teachingcontents·keyanddifficultpoints·majorstepsandtimeallocation·activitiesandjustifications教学时间:20分钟学生概况:某城镇普通中学七年级(初中一年级)学生,班级人数40人。多数学生已达到《义务教育英语课程标准》二级水平。学生课堂参与积极性一般。语言素材: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.参考答案:详见解析参考解析:【参考设计】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.)共享题干题根据以下材料,回答21-25题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.[单选题]1.Whatisthetopicofthisarticle?A.Howdoesplayingcomputergamesaffectthelevelofviolenceinchildren.B.ThereisnodifferencebetweenPlatformgamesand"Beat-them-ups"C.Howtocontrolangerwhileplayingcomputergames.D.Howtomakechildrenspendlesstimeoncomputergames.参考答案:A参考解析:主旨题。作者开头就说“Abigfocusofthecriticismofcomputergameshasconcernedthecontentofthegamesbeingplayed”,即电子游戏的内容遭到很多非议。第二段开头,作者又用这样的话引出下文,“Controversyhasoccurredinpartbecauseoftheintensityofthegameplay,whichissaidtospilloverintochildren’severydaylives.Thereareworriesthatchildrenarebecomingmoreviolentandaggressiveafterprolongedexposuretothesegames”,即电子游戏引起争议,有部分原因是孩子们打游戏总是过了头,游戏已经渗透到他们的生活中。人们担心,孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。第三段开头,作者说“Someoftheconcernovertheviolenceofcomputergameshasbeenaboutchildrenwhoareunabletotellthedifferencebetweenfictionandreality”,即对电子游戏暴力的一些担心来自孩子无法辨别虚拟世界和现实世界。由此可见,本文的主旨是讨论电子游戏给孩子们带来暴力影响的问题。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.[单选题]2.Whatdoes"unscathed"(Para.1)probablymean?A.unsettledB.unbeatenC.unharmedD.unhappy参考答案:C参考解析:词汇题。unscathed出现在文章第一段最后一句“InmanywaysthisviolenceCanbecomparedtoviolencewithinchildren’scartoonswhereacharacterishitovertheheadorfallsoffacliffbutwalksawayunscathed”,即从很多方面来说,电子游戏里的暴力与卡通片里的暴力类似,卡通片中的人物被击中脑袋,或者从悬崖上掉下去,也可以毫发无损地走开。unsettled“(问题、争论等)未解决的,动荡的”,unbeaten“战无不胜的,未被击败的”,unharmed“未受伤的,未受损害的”,unhappy“不快乐的,不幸福的”,只有C项与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.[单选题]3.Whichofthefollowinggamesissupposedtocontainviolentcontent?A.Sonic.B.SuperMario.C.Platformer.D.Beat-them-up.参考答案:D参考解析:细节题。文章第一段介绍了两类主要的电子游戏:Platformers和Beat-them-ups。前者包括索尼克和超级玛丽游戏。后者是打游戏者作为游戏中的卡通人物的单人独斗类游戏,一般被认为有暴力内容。关键句为“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.[单选题]4.Accordingtothesecondparagraph,howdoesviolencerelatetoplayingcomputergames?A.Whenlosingcomputergameschildrentendtoexperiencefrustrationandanger.B.Beat-them-upsaremorepopularwithchildrenthereforemorelikelytoproduceviolentbehavior.C.Peoplewhohavegoodhand-eyecoordinationtendtobemoreviolentthanothers.D.Theviolentcontentinthegamesgetschildrenaddictedtothegames.参考答案:A参考解析:细节题。文章第二段介绍了为什么沉迷于电子游戏会使孩子们产生暴力倾向。作者先将本段内容在开头进行综述,孩子们打游戏总是过了头,游戏已经渗透到他们的生活中。人们担心孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。尤其是在游戏即将通关的时候失败,玩家就会觉得异常沮丧,为自己曾经的失误气恼,总想再来一次。作者说,platformgames和Beat—them—ups同样会使孩子们感到失利后的沮丧,对应A项说法。B项“Beat—them—ups更受欢迎,因此更容易激发暴力行为”错误。C项“手眼协调能力强的人更容易有暴力倾向”,文章并没有相关内容。D项“游戏中的暴力内容使得孩子们沉迷于游戏中”,文章也没有这样的说法。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.[单选题]5.Accordingtotheauthor,whydovideogamesleadtoviolencemorethanTVormovies?A.Becausechildrencannottellfictionfromreality.B.Becausechildrenliketoactoutthescenesinthegamesontheplayground.C.BecausecomputergamesinvolvechildrenmorethanTVorfilms.D.Becausecomputergamescanproducemoreanti-socialbehavior.参考答案:C参考解析:细节题。题干:为什么电子游戏比电视和电影更容易激发暴力行为?根据文章第三段第二句“Theproblemwithvideogamesisthattheyinvolvechildrenmorethantelevisionorfilmsandthismeanstherearemoreimplicationsfortheirsocialbehavior”,即电子游戏比电
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