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Exce12003中,使用"格式"菜单中的"重命名"命令,则下面说法正确

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  • 【名词&注释】

    积极作用(positive role)、电子游戏(video game)、自上而下、自下而上(from below)、体育竞赛(sports competition)、奥林匹亚(olympia)、世界坐标(world coordinates)、两个方面(two sides)、顾此失彼、总结性评价(summative evaluation)

  • [单选题]Exce12003中,使用"格式"菜单中的"重命名"命令,则下面说法正确的是( )。

  • A. 只改变工作表的名称
    B. 只改变它的内容
    C. 既改变名称又改变内容
    D. 既不改变名称又不改变内容

  • 查看答案&解析 查看所有试题
  • 学习资料:
  • [单选题]教师进行人格修养最好的策略是()。
  • A. "取法乎下"
    B. "取法乎上"
    C. "取法乎中"
    D. "无法即法"

  • [多选题]材料: 永恒的坐标 余秋雨   终于来到了奥林匹亚。   没想到这个全人类的体育圣地有这么好的风景,在快要到达之时就已经是密树森森、清溪浅浅,道路、房舍也变得越来越齐整,空气中洋溢着一种不知来自何处的自然的清香,一脚踏入圣地,你一定会猛然停步,因为被一种阵势吓着了:无数苍老的巨石,不管是当年的楼础、殿基还是雕塑,全都从千年的颓废或掩埋中踉跄走出。整整齐齐地排列在大道两旁。就像无数古代老将军烟尘满面地站立着,接受现代人的检阅。这条大街看不到尽头,只知道它通向一个最简单的终点:为了人类的健康。   见到了宙斯神殿和希拉神殿,搞清了古代每次运动会前点燃圣火的路线,抬头仰望昂首云天的无数石柱,不能不承认,健康是他们的宗教。   走进一个连环拱廊,便到了人类黎明期最重要的竞技场。跑道四周的观众看台是一个绿草茵茵的环行斜坡,能坐四万人。中间有几个石座,那是主裁判和贵宾的席位。   漫步在奥林匹亚,我很少说话,领受着不轻的文明冲撞。我们也有灿烂的文化,但把健康的概念如此强烈的地纳入文明,并被全人类接受,实在是希腊文明值得我们永远仰望的地方。古代希腊追求人的双重健康:智力的健康和肢体的健康。智力的健康无须多言,正如一些西方学者所说,在哲学、伦理学、逻辑学、数学、美学、医学、法学等领域,我们至今仍是用希腊的基础话语在思考:肢体的健康更有一系列强大的证明,例如今天全世界还在以奥林匹克和马拉松的名义进行体育竞赛,希腊的人体雕塑至今仍是人类形体美无可企及的标本。   把智力健康和肢体健康发挥到极致然后集合在一起,才是他们有关人的完整理想。我不止一次看到出土的古希腊哲学家和贤者的全身雕像,大多须发茂密,肌肉发达,身上只披一幅布,以别针和腰带固定,上身有一年袒露,赤着脚,偶尔有鞋,除了忧郁深思的眼神,其他与运动员没有太大的差别。   别的文明多多少少也有这两方面的提倡,但做起来常常顾此失彼,或流于愚勇,或流于酸腐,或追慕骑士,或仿效寒士,很少构想两相熔铸、两相提升的健全状态。因此,奥林匹亚是永恒的世界坐标(world coordinates)。   我历来认为各种伟大的文明都自成结构,很难拆开了作局部比较。但在奥林匹亚,我明确无误地感受到了古代中华文明的差距,而这个差距的产生,不是由于局部,而是关及人的整体。中华文明较少关注个体意义和机体意义上的自我,在人际关系上做了太多的文章。结果,真正的健全缺少标志,缺少赛场,只有一些孤独的个人,在林泉间悄悄强健,又悄悄衰老。   问题:   (1)根据全文看,为什么奥林匹亚是"永恒的世界坐标(world coordinates)"?   (2)文章的最后一段写道:"我明确无误地感受到了古代中华文明的差距。"作者认为这个"差距"是什么?
  • A. (1)这里是全人类的体育圣地;把智力的健康和肢体的健康发挥到极致,然后再结合在一起。(2)古代希腊文明追求人的双重健康,关注人的整体:古代中华文明较少关注个体意义和集体意义上的自我。

  • [单选题]批改学生作业时,张老师使用了"你最近进步很快,祝贺!""关于某某知识点的掌握还不够好,加油!"等批语,并对后续学习提出针对性建议。从评价功能与进行的时间来看,这种评价方式属于( )。
  • A. 诊断性评价
    B. 形成性评价
    C. 总结性评价(summative evaluation)
    D. 赞赏性评价

  • [多选题]记忆的品质主要有( )。
  • A. 记忆,的情境性
    B. 记忆的敏捷性
    C. 记忆的持久性
    D. 记忆的准确性

  • [单选题]一种学习对另一种学习起到了积极的作用,说明发生了( )。
  • A. 水平迁移
    B. 正迁移
    C. 垂直迁移
    D. 一般迁移

  • [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

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