当前位置:首页职业资格教师资格中学英语学科知识与教学能力->请阅读Passage2,完成题:Abigfocusofthe

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

  • A.Because children cannot tell fiction from reality
  • B.Because children like to act out the scenes in the games on the playground
  • C.Because computer games involve children more than TV or films
  • D.Because computer games can produce more anti-social behavior
查看答案 纠错
答案: C
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。

更新时间:2021-09-16 15:24

你可能感兴趣的试题

单选题

教师职业道德区别于其他职业道德的显著标志就是(  )。

  • A.为人师表
  • B.清正廉洁
  • C.敬业爱业
  • D.团结协作
查看答案
单选题

教师在直观教学时,应用“变式”方法的目的在于( )。

  • A.激发兴趣
  • B.引起注意
  • C.丰富想象力
  • D.分化概念
查看答案
单选题

《普通高中数学课程标准(实验)》提出五种基本能力,没有包含在其中的是

  • A.推理论证能力
  • B.运算求解能力
  • C.数据处理能力
  • D.几何作图能力
查看答案
单选题

在教学过程中,教师指导学生体验客观事物的真善美的方法是( )。

  • A.参观法
  • B.演示法
  • C.情境教学法
  • D.欣赏教学法
查看答案
单选题

在学校教育依照特定教学目标组织教学的过程中,起关键作用的是( )。

  • A.学生
  • B.教学内容
  • C.教师
  • D.教学环境
查看答案
单选题

被毛泽东主席誉为“一代天骄”的成吉思汗( )

  • A.统一了蒙古
  • B.建立了元朝
  • C.灭亡了南宋
  • D.创立了行省制度
查看答案
单选题

"三五步行遍天下,六七人百万雄兵”描写的是( )。

  • A.下棋
  • B.战场
  • C.戏台
  • D.房间
查看答案
问答题

简述学习动机的分类。

查看答案
问答题

简述学生心理发展的基本特征。

查看答案
单选题

在教育史上主张“不愤不启,不悱不发”的教育家是()。

  • A.孔子
  • B.孟子
  • C.荀子
  • D.韩非子
查看答案