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单选题
Many critics believe that video games are harmful to children that contain violent imagery.
A
are harmful to children that contain violent imagery
B
containing violent imagery are harmful to children
C
that contain violent imagery that harms children
D
containing violent imagery that are harmful to children
E
harmful to children containing violent imagery
参考答案
参考解析
解析:
原句意思是孩子他们自己拥有暴力的画面而不是指那些电子游戏,B纠正了这个错误。
原句意思是孩子他们自己拥有暴力的画面而不是指那些电子游戏,B纠正了这个错误。
更多 “单选题Many critics believe that video games are harmful to children that contain violent imagery.A are harmful to children that contain violent imageryB containing violent imagery are harmful to childrenC that contain violent imagery that harms childrenD containing violent imagery that are harmful to childrenE harmful to children containing violent imagery” 相关考题
考题
Children in the United States are exposed to many influences other than that of their families. Television is the most significant of these influences, because the habit of watching television usually begins before children start attending school.Parents are concerned about the lack of quality in television programs for children. The degree of violence in many of these shows also worries them. Studies indicate that, when children are exposed to violence, they may become aggressive or insecure.Parents are also concerned about the commercials (商业广告) that their children see on television. Many parents would like to see fewer commercials during programs for children. And some parents feel that these shows should not have any commercials at all because young minds are not mature enough to deal with the claims made by advertisers.Educational television has no commercials and has programs for children that many parents approve of. The most famous of these is Sesame Street, which tries to give preschool children a head start in learning the alphabet (字母) and numbers. It also tries to teach children useful things about the world in which they live.Even though most parents and educators give Sesame Street and shows like it high marks for quality, some critics argue that all television, whether educational or not, is harmful to children. These critics feel that the habit of watching hours of television every day turns children into bored and passive (被动的) consumers of their world rather than encouraging them to become active explorers of it1). Which of the following statements is not based on the passage?A. Parents are worried about the influence from television on their children.B. Television has much influence on children.C. Both parents and their children like watching educational television.D. Some critics think that television is no good for children.2). In what ways do children suffer from television?A. They become the victims of social violence.B. They spend hours watching television instead of doing school work.C. The programs make the children lose interest in the world.D. The programs make the children spend too much of their parents’ money.3). Parents would not like their children to see commercials because ______A. they think that their children are not old enough to handle advertisingB. commercials teach children alphabet and numbersC. commercials help to sell productsD. they don’t like commercials4). Educational television is widely appreciated because _____A. it does have the same commercials as othersB. it offers programs for both children and their parentsC. many parents like the programs it offers for their childrenD. children can learn some school subjects before they go to school5). Which of the following can best serve as the title of the passage?A. Watching Too Much Television Is Harmful to Young Minds.B. Television Is More Harmful than Educational.C. Television’s Influence on Children.D. More Education Television.
考题
A strong,often violent,northerly wind occurring on the Pacific coast of Mexico,particularly during the colder months,is called ______.A.TehuantepecerB.PapagayoC.NortherD.Pampero
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
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 author, why do video games lead to violence more than TV or movies?
查看材料
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.
考题
The announcement led to violent civil disorders in the society.A:administration
B:disability
C:chaos
D:anguish
考题
The police crept up from behind and took the gangsters by surprise.A:violent criminals
B:politicians
C:musicians
D:industrialists
考题
The gangster disappears into the crowd.A:politicians
B:musicians
C:industrialists
D:violent criminals
考题
单选题Which of the following statements about the Grimm's fairy tales is TRUE according to the passage?A
They were originally intended to be children's stories.B
Generally speaking, the tales that have endured can help children deal with the challenges life bring to them.C
A large number of the tales made it to the modem age.D
They are less violent than the children's stories being written today.
考题
单选题The best title for the passage could be _____.A
The Dark Side of Computer GamesB
Computer Games—Advantages and DisadvantagesC
The Development of Violent Computer GamesD
A Study on the Influence of Computer Games
考题
单选题Which statement is TRUE when comparing cold and warm fronts?()A
Cold fronts are more violent and of shorter durationB
Cold fronts are milder and last longerC
They are very similar with the exception of wind directionD
Warm fronts are more violent and of longer duration
考题
单选题According to the passage, Piaget and Keasey would not have agreed on which of the following points?A
The kinds of excuses children give for harmful acts they commitB
The age at which children begin to discriminate between intentional and unintentional harmC
The intentions children have in perpetrating harmD
The circumstances under which children punish harmful acts
考题
单选题Which type of precipitation is a product of the violent convection found in thunderstorms().A
SnowB
Freezing RainC
HailD
Sleet
考题
单选题When revising the fairy tales, Wilhelm did all of the following EXCEPT _____.A
adding character judgmentsB
making the tales much longerC
deleting the violent scenesD
polishing up the language
考题
单选题A strong,often violent,northerly wind occurring on the Pacific coast of Mexico,particularly during the colder months,is called().A
Tehuan tepecerB
PapagayoC
NortherD
Pampero
考题
判断题On a global scale people killed or injured by violent acts come close to 1.6 million.A
对B
错
考题
单选题The mayor made a radio _____ for help for the victims of the violent earthquake which caused great damage.A
appealB
failureC
objectionD
support
考题
单选题We can infer from the text that ______.A
parents are strongly opposed to children watching TVB
a cartoon program is not harmful if it is not realC
children may imitate what they have seen on televisionD
the quality of children’s programs is not the parents’ main concern
考题
单选题A survey was recently given to all high school students in a certain town to measure the effect of environmental factors on attitudes and behavior, and the results indicated that students who play a minimum of two hours per day of violent video games are more likely to engage in violent behavior in school and at home. Therefore, playing violent video games encourages violence among teens. Which of the following, if true, would most weaken the argument above?A
The same survey was conducted in a neighboring town with similar results.B
Playing violent video games keeps violent teenagers at home and prevents them from engaging in publicly aggressive behavior.C
The survey used a standard question format that did not allow students to produce responses that could not be interpreted incorrectly.D
Students who play violent video games often have a history of behavioral issues leading back to early childhood.E
The survey was given over a period of days to ensure that all students attending the high school would participate.
考题
单选题A strong,often violent,northerly wind occurring on the Pacific coast of Mexico,particularly during the colder months,is a().A
PapagayoB
fall windC
foehnD
williwaw
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