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单选题
209-Conversation 2 What ages is the computer game suitable for?    
A

Eight to thirteen.

B

Under eight.

C

Over thirteen.


参考答案

参考解析
解析: 女士明确提到This game is good for 8-13 year olds,因此A项为正确答案。
更多 “单选题209-Conversation 2 What ages is the computer game suitable for? A Eight to thirteen.B Under eight.C Over thirteen.” 相关考题
考题 Peter has a computer game.(改为一般疑问句)_______Peter_______ a computer game?

考题 Moscow, Russia (Space news) ——"The computer is a better chess player, insisted Viktor Prozorov, the loser. It seemed as if it were laughing after every good move. I know I should have beaten it for the sake of mankind (人类), but I just couldn't win", he announced and shook his head sadly. Prozorovs disappointment was shared by several grand masters who were present, some of whomwere so upset that they shouted at the machine. Many chess players said that this meant the end of chess championships (冠军) around the world, since the fun had been taken out of the game. The computer walked——or rather——rolled away with 5 000 dollars in prize money and limited its remarks to a set of noises and lights.1、Which of the following best gives the main idea of this newspaper article? ( )A、5 000 dollars goes to a computer!B、New invention : a laughing computer!C、World''s best chess player beaten!D、Computer defeats man in chess!2、How did some of the grand masters feel about the chess game between Prozorov and the computer? ( )A、They thought that the game was not fun.B、They thought that the game wasn''t fair.C、They agreed that Prozorov didn''t play well.D、They were unhappy that the cProzoro didn''t play well.3、What was it that Prozorov felt most bitter ( 痛苦 ) about? ( )A、That he didn''t win the $5 000.B、That he hadn''t tried his best.C、That he had lost to a machine.D、 That this was the end of the chess game.4、After wining the game, the computer( )A、laughedB、walked awayC、made some remarksD、gave out some lights and sounds5、Many chess players felt that playing with a computer would( )A、make the game tougherB、make the game less interestingC、make man appear foolishD、make man lose lots of money

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考题 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 not to make the same mistake again and to have'one last go' in the hope of doing better next time. 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 and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. What is the topic of this article? 查看材料 A.How does playing computer games affect the level of violence in children. B.There is no difference between Platform games and 'Beat-Them-Ups'. C.How to control anger while playing computer games. D.How to make children spend less time on computer games.

考题 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 not to make the same mistake again and to have'one last go' in the hope of doing better next time. 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 and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. According to the second paragraph, how does violence relate to playing computer games? 查看材料 A.When losing computer games children tend to experience frustration and anger. B.Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior. C.People who have good hand-eye-coordination tend to be more violent than others. D.The violent content in the games gets children addicted to the games.

考题 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 not to make the same mistake again and to have'one last go' in the hope of doing better next time. 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 and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. Which of the following games is supposed to contain violent content? 查看材料 A.Sonic. B.Super Mario. C.Platformer. D.Beat-Them-Up.

考题 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 not to make the same mistake again and to have'one last go' in the hope of doing better next time. 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 and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability. What does "unscathed" (Para. 1) probably mean? 查看材料 A.unsettled B.unbeaten C.unharmed D.unhappy

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考题 单选题Which of the following activities is the most suitable for group work?A Guessing game.B Story telling.C Information-gap.D Drama performance.

考题 单选题209-Conversation 2 What ages is the computer game suitable for? A Eight to thirteen.B Under eight.C Over thirteen.

考题 单选题Which of the following activities is the most suitable for group work?A Guessing game.B Story telling.C Information gap.D Drama performance.