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For more advanced learners,group work may be more appropriat

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    必典考网发布"For more advanced learners,group work may be more appropriat"考试试题下载及答案,更多教师资格证-高中英语的考试试题下载及答案考试题库请访问必典考网高中教师资格频道。

  • [单选题]For more advanced learners,group work may be more appropriate than pair work for tasks that are________.

  • A. linguistically simple
    B. structurally controlled
    C. cognitively challenging
    D. thematically non-demanding

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  • 学习资料:
  • [单选题]在学校教育中起关键作用的是( )。
  • A. 学生
    B. 教师
    C. 教学内容
    D. 教学方法

  • [单选题]请阅读 Passage 2,完成 1~5小题。   Passage 2   Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage boy,by himself,compulsively hammering away at a game involving rayguns and aliens that splatter when blasted.Ten years ago that might have bome some relation to reality.But today a gamer is as likely to be a middle-aged commuter playing "Angry Birds" on her smartphone.In AmericA.the biggest market,the average game-player is 37 years old.Two-fifths are female.   Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one.With global sales of $56 billion in 2010,it is more than twice the size of the recorded-music industry.Despite the downturn,it is growing by almost 9% a year.   Is this success due to luck or skill? The answer matters,because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming,unlike musiC.film or television,had the luck to be born digital.In fact,there is plenty for old media to learn.   Video games have certainly been swept along by two forces: demography and technology.The first gaming generation-the children of the 1970s and early 1980s-is now over 30.Many still love gaming,and can afford to spend far more on it now.Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.   But even granted this good fortune,the game-makers have been clever.They have reached out to new customers with new methods.They have branched out into education,corporate training and even warfare,and have embraced digital downloads and mobile devices with enthusiasm.Though big-budget games are still popular,much of the growth now comes from "casual" games that are simple,cheap and playable in short bursts on mobile phones or in web browsers.   The industry has excelled in a particular area-pricing.In an era when people are disinclined to pay for content on the weB.games publishers were quick to develop "freemium" models,where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.   As gaming comes to be seen as just another medium,its tech-savvy approach could provide a welcome shot in the arm for existing media groups.
  • The phrase "tech-savvy approach" in the last paragraph probably means________.

  • A. approach of understanding technology
    B. approach of using technology
    C. approach of developing technology
    D. approach of relying on technology

  • [多选题]中学生记忆的发展特点表现为( )。
  • A. 有意记忆逐渐占主导地位
    B. 以理解意义为主要记忆手段
    C. 抽象记忆占主导地位
    D. 正处于记忆发展的"黄金"时期

  • [单选题]早期文艺复兴运动中最杰出的艺术家和科学家的是( )。
  • A. 达·芬奇
    B. 米开朗基罗
    C. 维萨留斯
    D. 法兰西斯·培根

  • [单选题]在Word2003中,下面哪个视图方式是默认的视图方式( )。
  • A. 普通视图
    B. 页面视图
    C. 大纲视图
    D. Web.版式视图

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