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请阅读 Passage 2,完成 1~5小题。   Passage 2   Old stereo

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  • [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.

  • What can you learn from "freemium" model?

  • A. It makes people inclined to pay for content on the web.
    B. It relies on non-paying customers to make a profit.
    C. It makes money only from a few fanatical customers.
    D. It earns little for the game-publishers.

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  • [单选题]教师的认知行为调适方法不包括( )。
  • A. 自我指导训练
    B. 问题解决训练
    C. 自我监控训练
    D. 自我刺激训练

  • [单选题]在下列中国戏曲种类中,最早被列入联合国非物质文化遗产名录的是( )
  • A. 京剧
    B. 粤剧
    C. 昆曲
    D. 黄梅戏

  • [单选题]下列太阳系行星中,已证实拥有卫星最多的是( )。
  • A. 地球
    B. 木星
    C. 水星
    D. 火星

  • [单选题]有的学生在课堂上忧心忡忡,不信任教师,害怕教师提问和批评;有的学生不信任自己的能力,缺乏信心和兴趣;有的学生在教室里焦虑不安,心神不定,常常手足无措,答非所问。这属于( )课堂问题行为的表现。
  • A. 人格型
    B. 行为型
    C. 情绪型
    D. 情感型

  • [多选题]教育在人的身心发展中起决定作用。
  • A. 参考答案 题干中的说法是错误的。影响人的身心发展的因素包括遗传、环境、教育、主观能动性。这四个因素,对人的身心发展分别起到了不同的作用:遗传是人的身心发展的物质前提,为人的身心发展提供可能性。环境是人的身心发展的外部的客观条件,环境使遗传提供的发展可能性变成现实。学校教育在人的发展中起主导作用。个体的主观能动性是人的身心发展的动力,是促进个体发展的决定性因素。在人的身心发展中决定作用的是个体的主观能动性,而非教育。故题干中的说法是错误的。

  • [单选题]列宁说,没有人的情感就从来没有,也不可能有人们对真理的追求,这种情感是( )。
  • A. 道德感
    B. 美感
    C. 理智感
    D. 责任感

  • [单选题] After the violent earthquake that shook Los Angeles in 1994, earthquake scientists had good news to report: The damage and death toll could have been much worse. More than 60 people died in this earthquake. By comparison, an earthquake of similar intensity that shook America in 1988 claimed 25,000 victims. Injuries and deaths were relatively less in Los Angeles because the quake occurred at 4:31 am on a holiday, when traffic was light on the city's highways. In addition, changes made to the construction codes in Los Angeles during the last 20 years have strengthened the city's buildings and highways, making them more resistant to quakes. Despite the good news, civil engineers aren't resting on their successes. Pinned to their drawing boards are blueprints for improved quake resistant buildings. The new designs should offer even greater security to cities where earthquakes often take place. In the past, making structures quake-resistant meant firm yet flexible materials, such as steel and wood, that bend without breaking. Later, people tried to lift a building off its foundation, and insert rubber and steel between the building and its foundation to reduce the impact of ground vibrations, The most recent designs give buildings brains as well as concrete and steel supports. Called smart buildings, the structures respond like living organisms to an earthquake's vibrations. When the ground shakes and the building tips forward, the computer would force the building to shift in the opposite direction. The new smart structures could be very expensive to build. However, they would save many lives and would be less likely to be damaged during earthquakes.
  • The smart buildings discussed in the Passage ________.

  • A. would cause serious financial problems
    B. would be worthwhile though costly
    C. would increase the complexity of architectural design
    D. can reduce the ground vibrations caused by earthquake

  • [单选题]人们常说的"少年得志"或"大器晚成"是指个体身心发展的( )。
  • A. 个别差异性
    B. 阶段性
    C. 不平衡性
    D. 互补性

  • [单选题]跳跃:动作,正确答案是( )。
  • A. 幸福:相聚
    B. 大楼:小屋
    C. 蜡笔:图画
    D. 郁闷:心情

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