正确答案: C

indirect speech act

题目:When saying "lt's noisy outside" to get someone to close the window,the speaker intends to perform a(n)________.

解析:本题考查言语行为理论。奥斯汀言语行为理论指出,说话者说话时可能同时实施三种行为:言内行为( locutionary act)是说出词、短语和分句的行为,它是通过句法、词汇和音位来表达字面意义的行为;言外行为( illocutionary act)是表达说话者的意图的行为,它是在说某些话时所实施的行为;言后行为( perlocutionary act)是通过某些话所实施的行为,或讲某些话所导致的行为,它是话语所产生的后果或所引起的变化,是通过讲某些话所完成的行为。塞尔在奥斯汀言语行为理论的基础上,提出了间接言语行为理论。间接言语行为(indirect speech act)指的是通过一种言外行为间接地完成另外一种言外行为的情况。也就是说,交际者在实施间接言语行为时往往不直接说出自己要说的话,而是凭借另外一种(常常是直接的)言语行为来间接地表达其用意。根据以上言语行为理论可知,说话者说“It's noisy outside”的意图是嫌外面吵,想让听话者听到他的话语之后关上门,那么说话者完成的是言外行为,也是一种间接言语行为。故本题选C。

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学习资料的答案和解析:

  • [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( )。
  • 布鲁纳

  • 解析:布鲁纳说:"一个人按照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。"因此,他认为学生的记忆过程也是一个解决问题的过程,是一个发现的过程。

  • [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?
  • Deduction.

  • 解析:考查语法教学知识。教师通过一个例子讲了语法过去完成时的用法,然后让学生模仿此例子造十个过去完成时的句子,是典型的"演绎"教学法。consolidation意为"巩固",presentation意为"呈现",deduction意为"演绎",induction意为"归纳"。

  • [单选题]学生回答选择题时所使用的记忆过程主要是( )。
  • 再认

  • 解析:学生回答选择题的记忆活动是再认,回答填空和问答题时候的记忆活动是回忆。

  • [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。
  • 为人师表

  • 解析:《中小学教师职业道德规范》规定"为人师表"。为人师表要求教师坚守高尚情操,知荣明耻,严于律己,以身作则。衣着得体,语言规范,举止文明。学生善于模仿,具有向师性,要求教师更要做到为人师表,以身作则。故选择D。

  • [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。
  • 人格型

  • 解析:人格型问题行为带有神经质特征,常常表现为退缩行为。题干所述情况属于人格型问题行为的表现。故选择A。

  • [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__________.

  • to develop big-budget games

  • 解析:细节题。第五段提到“…reached out to new customers'with new methods”。因此答案信息在此句后面。根据“…branched out into education,corporate training and even warfare…”可知A项正确。根据“…have embraced digital downloads and mobile devices…”可知B项正确。根据“Though big-budget games are still popular,much of the growlh now comes from ecasual' games…”可知D项正确,排除C项。故本题选C。

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