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[单选题]When saying "lt's noisy outside" to get someone to close the window,the speaker intends to perform a(n)________.
A. direct speech act
B. locutionary act
C. indirect speech act
D. perlocutionary act
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学习资料:
[单选题]"按照一个人自己的兴趣和认知结构组织起来的材料,就是最有希望在记忆中'自由出入'的材料。"这句话来自( )。
A. 布鲁纳
B. 奥苏伯尔
C. 加涅
D. 维特罗克
[单选题] A teacher showed students an example and explained the usage of past perfect tense, and asked students to list ten "past perfect tense" sentences by imitating that example. What's the teacher's grammar teaching method?
A. Consolidation.
B. Presentation.
C. Deduction.
D. Induction.
[单选题]学生回答选择题时所使用的记忆过程主要是( )。
A. 识记
B. 保持
C. 再认
D. 回忆
[单选题]学生在心理上、道德上有一个重要的特点,就是模仿性强,往往是"染于苍则苍,染于黄则黄"。这就要求老师要恪守()的职业道德规范。
A. 爱岗敬业
B. 热爱学生
C. 严谨治学
D. 为人师表
[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
[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.
All ofthe following methods are employed to attract new customers EXCEPT__________.
A. to expand business into other fields
B. to embrace mobile devices
C. to develop big-budget games
D. to develop "casual" games
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