必典考网

教师在教育教学中应当平等对待学生,关注学生的( )。

  • 下载次数:
  • 支持语言:
  • 252
  • 中文简体
  • 文件类型:
  • 支持平台:
  • pdf文档
  • PC/手机
  • 【名词&注释】

    因材施教、个体差异(individual difference)、科学知识(scientific knowledge)、系统阐述(systematic exposition)、硕士研究生入学考试、充分发展(fully developed)、人民政府(s government)、普及初等教育、《中华人民共和国教师法》、县教育局

  • [单选题]教师在教育教学中应当平等对待学生,关注学生的( )。

  • A. 个体差异
    B. 年龄差异
    C. 性格差异
    D. 民族差异

  • 查看答案&解析 查看所有试题
  • 学习资料:
  • [单选题]对某一数学题,小卫和小波用不同的方法得出了同样的答案。周老师没有简单判断孰优孰劣,而是请他们上台陈述自己思考、推理、证明的步骤,这   一做法,突出体现了周老师具有( )。
  • A. 关注过程的教学理念
    B. 关注结果的教学理念
    C. 关注情感的教学理念
    D. 关注知识的教学理念

  • [单选题]王某担任某县高二英语教师期间通过了硕士研究生入学考试,学校以王某服务期未满,学校英语教师不足为由不予批准王某在职学习。王某欲以剥夺其参加进修权利为由提出申诉,受理申诉的机构应当是( )。
  • A. 当地县教育局
    B. 当地县人民政府(s government)
    C. 地市教育局
    D. 省教育厅

  • [单选题]"教育的目的在于使个人能够继续他们的教育,或者说,学习的目的和报酬,是继续不断的生长能力。"持这种观点的人,在教育目的上主张( )。
  • A. 教育准备生活说
    B. 教育适应生活说
    C. 教育超越生活说
    D. 教育改造生活说

  • [单选题]提出"泛智"教育思想,探讨"把一切事物教给一切人类的全部艺术"的教育家是( )。
  • A. 夸美纽斯
    B. 赞科夫
    C. 苏霍姆林斯基
    D. 杜威

  • [单选题]个体对他人的外表有良好的印象,往往也会倾向于肯定其人格品质。这种效应是( )。
  • A. 晕轮效应
    B. 首因效应
    C. 近因效应
    D. 投射效应

  • [单选题]Passage 1 NBA centre Jason Collins recently announced he was gay in a cover story for Sports Illustraied. In other words, he "came out of the closet." This expression for revealing one's homosexuality may seem natural. Being in the closet implies hiding from the outside world, and the act of coming out of it implies the will to stop hiding. But though the closet has long been a metaphor for privacy or secrecy, its use with reference to homosexuality is relatively recent. According to George Chauncey's comprehensive history of modern gay culture, Gay New York, the closet metaphor was not used by gay people until the 1960s. Before then, it doesn't appear anywhere "in the records of the gay movement or in the novels, diaries, or letters of gay men and lesbians." "Coming out," however, has long been used in the gay community, but it first meant something different than it does now. "A gay man's coming out originally referred to his being formally presented to the largest collective manifestation of prewar gay society, the enormous dra~; balls that were patterned on the debutante and masquerade balls of the dominant culture and were regularly held in New York, Chicago, New Orleans, Baltimore, and other cities." The phrase "coming out" did not refer to coming out of hiding, but to joining into a society of peers. The phrase was borrowed from the world of debutante balls, where young women "came out" in being officially introduced to society. The gay debutante balls were a matter of public record and often covered in the newspaper, so "coming out" within gay society often meant revealing your sexual orientation in the wider society as well, but the phrase didn't necessarily carry the implication that if you hadn't yet come out, you were keeping it a secret. There were other metaphors for the act of hiding or revealing homosexuality. Gay people could "wear a mask" or "take off the mask". A man could "wear his hair up" or "let his hair down", or "drop hairpins" that would only be recognized by other gay men. It is unclear exactly when gay people start.ed using the closet metaphor, but "it may have been used initially because many men who remained 'covert' thought of their homosexuality as a sort of 'skeleton in the closet'." It may also have come from outsiders who viewed it that way. It seems that "coming out of the closet" was born as a mixture of two metaphors: a debutante proudly stepping into the arms of a community and a shocking secret being kept in hiding. Now the community is the wider community, and the secret is no longer shocking. "Coming out" is a useful phrase, but it need not imply a closet.
  • Which of the following statement about "coming out" is True?

  • A. Closet is always the metaphor of homosexuality.
    B. The original meaning of the phrase is the revealing of homosexuality.
    C. The phrase was borrowed from the world of debutante balls.
    D. The phrase "coming out" only refers to coming out of hiding.

  • [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.
  • One special factor of the success of video games is that__________.

  • A. demography
    B. fiexible pricing
    C. digital technology
    D. cinematic design

  • 本文链接:https://www.51bdks.net/show/pw6eex.html
  • 推荐阅读

    必典考试
    @2019-2025 必典考网 www.51bdks.net 蜀ICP备2021000628号 川公网安备 51012202001360号