正确答案: C
排序
题目:在Excel中,对数据源进行分类汇总之前,应先完成的操作是( )。
解析:数据汇总是将经过排序之后已具有一定规律的数据进行汇总,生成各类汇总报表。操作步骤:1.进行数据汇总之前要对数据进行排序。2.单击"数据"一"分类汇总"命令,弹出"分类汇总"对话框,选择分类字段、汇总方式、汇总项。故此题选C。
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学习资料的答案和解析:
[单选题]强调人的身心发展的力量最主要源于人自身的内在需要的是( )。
内发论
解析:内发论强调人的身心发展的力量主要源于人自身的内在需要,身心发展的顺序也是由身心成熟机制决定的。内发论强调遗传在人的发展中的决定作用。教育所起作用只是为人的发展创造条件,但却不能改变和决定人的发展。故选择B。A项,外铄论(塑造说)认为人的发展主要依靠外在力量,诸如环境的刺激和要求、他人的影响和学校的教育等。由于外铄论强调外部力量的作用,故一般都注重教育的价值,对教育改造人的本性,形成社会所要求的知识、能力、态度等方面,都保持积极乐观的态度。他们关注的重点是人的学习、学习什么和怎样学习才能有效地学习。C项,环境决定论认为儿童心理的发展完全是受外界影响的结果,确信在儿童的发展过程中,其后天的生活经历和环境影响起着决定的作用。因而环境决定论又被称为养育论。D项,多因素相互作用论认为人的发展是个体内在因素(如先天遗传的素质、机体成熟的机制)与外部环境(外在刺激的强度、社会发展的水平、个体的文化背景等)相互作用的结果。这是一种辩证唯物主义的观点。
[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__________.
fiexible pricing
解析:推断题。根据题干关键词special factor定位到第六段。开头提到“The industry has excelled in a particular area-pricing”,题干是对原文的同义复现。四个选项都是电子游戏行业成功的原因,但特殊的因素之一就是pricing了,这是音乐、电影和电视等传统媒体尤其需要学习的。根据下文解释也可知道正确答案为B项“灵活的定价”。
[单选题]班主任田老师鼓励同学们开展兴趣小组活动,却招来了一些科任教师的反对,因为他们觉得这样做会影响学生的考试成绩。面对这种情况,田老师恰当的做法是( )。
取得同事支持,继续指导学生活动
解析:班主任田老师鼓励同学们开展兴趣小组活动,实际上是符合新课程改革的教育理念的。但科任教师却反对,因为他们觉得这样做会影响学生的考试成绩。因此,正确的做法是班主任加强沟通,交流意见。争取取得同事的支持,指导学生活动。故本题选A。