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发布时间: 2021-09-29 11:13
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请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined
本题解析:
题干问的是为什么电子游戏比电视和电影更容易激发孩子们的暴力行为。根据文章第三段第二句“The problem with video games is that thev involve children more than television or films and this means there are more implications for their SOCial behavior.”即电子游戏比电视或电影都更容易让孩子们有身临其境的参与感,从而对他们的社会行为影响更大。可知C项正确。
请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined
本题解析:
文章第二段介绍了为什么沉迷于电子游戏会使孩子们产生暴力倾向。作者先将本段内容在开头进行综述,小孩打游戏总是过了头.游戏已经渗透到他们的生活中去。人们担心.孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。尤其是游戏即将失利的时候.玩家就会觉得沮丧.为自己曾经的失误气恼.总想再来一次。作者说,Platforms和Beat.Them.Ups同样会使孩子们感到失利后的沮丧,对应A项说法。B项“Beat—Them.Ups更受欢迎,因此更容易激发暴力行为”是错误的。C项“手眼协调的人更容易有暴力倾向”.文章并没有相关内容。D项“游戏中的暴力内容使得孩子们沉迷于游戏中”.文章也没有这样的说法。
请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined
本题解析:
unscathed出现在文章第一段最后一句“In many ways this violence can be compared to violence within children’S cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.”即从很多方面来说,可以把电子游戏里的暴力和卡通片里的暴力比较:卡通片中的人物被击中脑袋。或者从悬崖上掉下去,也可以毫发无损地走开。unsettled“(问题、争论等)未解决的,动荡的”。unbeaten"战无不胜的,未被击败的”,unharmed“未受伤的,未受损害的”,unhappy“不快乐的。不幸福的”,只有C项与unscathed的意思相近。
请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined
本题解析:
文章第一段介绍了两类主要的电子游戏:Platformers和Bea.Them.Ups。前者包括索尼克和超级玛丽游戏。后者是打游戏者作为游戏中的卡通人物的单人独斗类游戏.后者一般被认为有暴力内容。关键句为“Beat.them.ups are the games which have caused coneerll over their violent content.”
请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined
本题解析:
作者开头就说“A big focus of the criticism of computer games has concerned the content of
the games being played.”即计算机游戏的内容遭到很多非议。第二段开头.作者又用这样的话引出下文.“Controversy has occurred in part because of the intensity of the game play,which is said to spill over into children’s everyday lives.There are WOrl3es that children are becoming more violent and aggressive after prolonged exposure to these games.”即计算机游戏引起争议.有部分原因是因为小孩打游戏总是过了头.游戏已经渗透到他们生活中去。人们担心,孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。第三段开头.作者说“Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality”即对计算机游戏暴力的一些担心来自于孩子无法辨别虚拟世界和现实世界。可见.本文的主旨是讨论计算机游戏给孩子们带来暴力影响的问题.
Passage 1
Plants and animals that have been studied carefully seem to have built-in clocks. These biological clocks, as they are called, usually are not quite exact in measuring time. However, they work pretty well because they are "reset" each day, when the sun comes up.
Do pigeons use their biological clocks to help them find directions from the sun? We can keep pigeons in a room lit only by lamps. And we can program the lighting to produce artificial "days",different from the day outside. After a while we have shifted their clocks. Now we take them far away from home and let them go on a sunny day. Most of thegn start out as if they know just which way to go, but choose a wrong direction. They have picked a direction that would be correct for the position of the sun and the time of day according to their shifted clocks.
It is known and experimented that homing pigeons can tell directions by the sun. But what happens when the sky is darkly overcast by clouds and no one can see where the sun is? Then the pigeons still find their way home. The salne experiment has been repeated many times on sunny days and the result was always the same. But on very overcast days clock-shifted pigeons are just as good as normal pigeons in starting out in the right directions. So it seems that pigeons also have some extra sense of direction to use when they cannot see the sun.
Naturally, people have wondered whether pigeons might have a built-in compass—something that would tell them about the directions of the earth's magnetic field. One way to test that idea would be to see if a pigeon's sense of direction can be fooled by a magnet attached to its back.
With a strong magnet close by, a compass can no longer tell direction.
To test the idea, a group of ten pigeons had strong little magnet bars attached to their backs.
Another group carried brass bars instead which were not magnetic. In a number of experiments,both groups were taken away f
本题解析:
根据文章尾段的最后一个实验可知,在晴天的时候,两组鸽子都能准确辨别方向,因此鸽子在晴天是根据太阳辨别方向,跟磁场无关;在阴天时,背上无磁性铜棒的鸽子才能正确辨别方向.背上有磁棒的鸽子则不能,因此在阴天鸽子根据磁场辨别方向。综上可知.作者意在说明鸽子在不同的天气用不同的方法辨别方向。因此B项正确。
Passage 1
Plants and animals that have been studied carefully seem to have built-in clocks. These biological clocks, as they are called, usually are not quite exact in measuring time. However, they work pretty well because they are "reset" each day, when the sun comes up.
Do pigeons use their biological clocks to help them find directions from the sun? We can keep pigeons in a room lit only by lamps. And we can program the lighting to produce artificial "days",different from the day outside. After a while we have shifted their clocks. Now we take them far away from home and let them go on a sunny day. Most of thegn start out as if they know just which way to go, but choose a wrong direction. They have picked a direction that would be correct for the position of the sun and the time of day according to their shifted clocks.
It is known and experimented that homing pigeons can tell directions by the sun. But what happens when the sky is darkly overcast by clouds and no one can see where the sun is? Then the pigeons still find their way home. The salne experiment has been repeated many times on sunny days and the result was always the same. But on very overcast days clock-shifted pigeons are just as good as normal pigeons in starting out in the right directions. So it seems that pigeons also have some extra sense of direction to use when they cannot see the sun.
Naturally, people have wondered whether pigeons might have a built-in compass—something that would tell them about the directions of the earth's magnetic field. One way to test that idea would be to see if a pigeon's sense of direction can be fooled by a magnet attached to its back.
With a strong magnet close by, a compass can no longer tell direction.
To test the idea, a group of ten pigeons had strong little magnet bars attached to their backs.
Another group carried brass bars instead which were not magnetic. In a number of experiments,both groups were taken away f
本题解析:
文章中以“Do pigeons use their biological clocks to help them find directions from the sun ”提出问题,然后通过实验来解答问题。即采用了提出问题一解答问题的模式.因此A项正确。
Passage 1
Plants and animals that have been studied carefully seem to have built-in clocks. These biological clocks, as they are called, usually are not quite exact in measuring time. However, they work pretty well because they are "reset" each day, when the sun comes up.
Do pigeons use their biological clocks to help them find directions from the sun? We can keep pigeons in a room lit only by lamps. And we can program the lighting to produce artificial "days",different from the day outside. After a while we have shifted their clocks. Now we take them far away from home and let them go on a sunny day. Most of thegn start out as if they know just which way to go, but choose a wrong direction. They have picked a direction that would be correct for the position of the sun and the time of day according to their shifted clocks.
It is known and experimented that homing pigeons can tell directions by the sun. But what happens when the sky is darkly overcast by clouds and no one can see where the sun is? Then the pigeons still find their way home. The salne experiment has been repeated many times on sunny days and the result was always the same. But on very overcast days clock-shifted pigeons are just as good as normal pigeons in starting out in the right directions. So it seems that pigeons also have some extra sense of direction to use when they cannot see the sun.
Naturally, people have wondered whether pigeons might have a built-in compass—something that would tell them about the directions of the earth's magnetic field. One way to test that idea would be to see if a pigeon's sense of direction can be fooled by a magnet attached to its back.
With a strong magnet close by, a compass can no longer tell direction.
To test the idea, a group of ten pigeons had strong little magnet bars attached to their backs.
Another group carried brass bars instead which were not magnetic. In a number of experiments,both groups were taken away f
本题解析:
根据文中研究太阳和地球磁场对鸽子生物钟影响的实验可知,二者都能帮助鸽子辨别方向。因此C项正确。
Passage 1
Plants and animals that have been studied carefully seem to have built-in clocks. These biological clocks, as they are called, usually are not quite exact in measuring time. However, they work pretty well because they are "reset" each day, when the sun comes up.
Do pigeons use their biological clocks to help them find directions from the sun? We can keep pigeons in a room lit only by lamps. And we can program the lighting to produce artificial "days",different from the day outside. After a while we have shifted their clocks. Now we take them far away from home and let them go on a sunny day. Most of thegn start out as if they know just which way to go, but choose a wrong direction. They have picked a direction that would be correct for the position of the sun and the time of day according to their shifted clocks.
It is known and experimented that homing pigeons can tell directions by the sun. But what happens when the sky is darkly overcast by clouds and no one can see where the sun is? Then the pigeons still find their way home. The salne experiment has been repeated many times on sunny days and the result was always the same. But on very overcast days clock-shifted pigeons are just as good as normal pigeons in starting out in the right directions. So it seems that pigeons also have some extra sense of direction to use when they cannot see the sun.
Naturally, people have wondered whether pigeons might have a built-in compass—something that would tell them about the directions of the earth's magnetic field. One way to test that idea would be to see if a pigeon's sense of direction can be fooled by a magnet attached to its back.
With a strong magnet close by, a compass can no longer tell direction.
To test the idea, a group of ten pigeons had strong little magnet bars attached to their backs.
Another group carried brass bars instead which were not magnetic. In a number of experiments,both groups were taken away f
本题解析:
根据第二段中“And we can program the lighting to produce artificial‘days’,different from the day outside.After a while we have shifted their clocks."可以得知D项正确。
Passage 1
Plants and animals that have been studied carefully seem to have built-in clocks. These biological clocks, as they are called, usually are not quite exact in measuring time. However, they work pretty well because they are "reset" each day, when the sun comes up.
Do pigeons use their biological clocks to help them find directions from the sun? We can keep pigeons in a room lit only by lamps. And we can program the lighting to produce artificial "days",different from the day outside. After a while we have shifted their clocks. Now we take them far away from home and let them go on a sunny day. Most of thegn start out as if they know just which way to go, but choose a wrong direction. They have picked a direction that would be correct for the position of the sun and the time of day according to their shifted clocks.
It is known and experimented that homing pigeons can tell directions by the sun. But what happens when the sky is darkly overcast by clouds and no one can see where the sun is? Then the pigeons still find their way home. The salne experiment has been repeated many times on sunny days and the result was always the same. But on very overcast days clock-shifted pigeons are just as good as normal pigeons in starting out in the right directions. So it seems that pigeons also have some extra sense of direction to use when they cannot see the sun.
Naturally, people have wondered whether pigeons might have a built-in compass—something that would tell them about the directions of the earth's magnetic field. One way to test that idea would be to see if a pigeon's sense of direction can be fooled by a magnet attached to its back.
With a strong magnet close by, a compass can no longer tell direction.
To test the idea, a group of ten pigeons had strong little magnet bars attached to their backs.
Another group carried brass bars instead which were not magnetic. In a number of experiments,both groups were taken away f
本题解析:
根据第一段中的“However,they work pretty well because thev are‘reset’each dav,when the sun comes up.”与第二段的实验可推知B项正确。
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