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2016下半年教师资格证考试全真模拟卷及答案五——英语学科知识与教学能力(高级中学)

来源:233网校 2016年8月27日

  16. Which stage of the speaking lesson is the least controlled by teachers?

  A. Presentation.

  B. Practice.

  C. Preparation.

  D. Production.

  17. Which of the folIowing statements about take-based language teaching is NOT true?

  A. Students should be given tasks to perform or problems to solve in the classroom.

  B. Students are task-driven.

  C. Task-based language teaching is student-centered.

  D. Task-based language teaching is teacher-centered.

  18. To achieve fluency, when should correction be conducted?

  A. After class.

  B. The moment error occurs.

  C. At the summary stage of the activity.

  D. During the course of the communication.

  19. Cooperative learning emphasizes on__________and collective responsibility.

  A. teachers' responsibility

  B. individual responsibility

  C. solely responsibility

  D. team responsibility

  20.__________assessment is designed to provide a measure of performance that is it

  interpretable in terms of an individual's relative standing in some known group.

  A. Criterion-referenced

  B. Norm-referenced

  C. Formative

  D. Summative

  请阅读Passage l。完成第21—25小题。

  Passage 1

  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.

  21. What is the topic of this article?

  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.

  22. Which of the following games is supposed to contain violent content?

  A. Sonic.

  B. Super Mario.

  C. Platformer.

  D. Beat-Them-Up.

  23. What does "unscathed" (Para. 1) probably mean?

  A. unsettled

  B. unbeaten

  C. unharmed

  D. unhappy

  24. According to the second paragraph, how does violence relate to playing computer games?

  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.

  25. According to the author, why do video games lead to violence more than TV or movies?

  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.

  请阅读Passage 2。完成第26—30小题。

  Passage 2

  Modern scientists divide the process of dying into two stages--clinical or temporary death and biological death. Clinical death occurs when the vital organs, such as the heart or lungs, have ceased to function, but have not suffered permanent damage. The organism can still be revived.

  Biological death occurs when changes in the organism lead to the disintegration of vital cells and tissues. Death is then irreversible and final.

  Scientists have been seeking a way to prolong the period of clinical death so that the organism can be revived before biological death occurs. The best method developed so far involves cooling of the organism, combined with narcotic sleep. By slowing down the body's metabolism, cooling delays the processes leading to biological death.

  To illustrate how this works, scientists performed an experiment on a six-year-old female monkey called Keta. The scientists put Keta to sleep with a narcotic. Then they surrounded her body with ice-bags and began checking her body temperature. When it had dropped to 28 degrees the scientists began draining blood from its body. The monkey's blood pressure decreased and an hour later both the heart and breathing stopped; clinical death set in. For twenty minutes Keta remained in this state. Her temperature dropped to 22 degrees. At this point the scientists pumped blood into its body in the direction of the heart and started artificial breathing. After two minutes the monkey's heart became active once more. After fifteen minutes, spontaneous breathing began,and after four hours Keta opened her eyes and lifted her head. After six hours, when the scientists tried to give her a penicillin injection, Keta seized the syringe and ran with it around the room. Her behavior differed little from that of a healthy animal.

  26. This passage focuses on__________.

  A. the difference between biological and clinical death

  B. the process of dying

  C. prolonging the period of clinical death

  D. the nature of clinical death

  27. The best statement of the main idea of this passage is that__________.

  A. scientists have found a way to prolong the period of clinical death

  B. biological death occurs when vital organs have suffered permanent damage

  C. modern scientists divide the process of dying into clinical and biological death

  D. cooling delays the processes leading to biological death

  28. One characteristic of clinical death is__________.

  A. lasting damage to the lungs

  B. destruction of the tissues

  C. temporary non-functioning of the heart

  D. that the organism cannot be revived

  29. According to the passage, cooling an organism__________.

  A. speeds up the body's metabolism

  B. slows disintegration of body tissues

  C. prevents damage to organs

  D. revives damaged organs

  30. One possible benefit of the experiment discussed in the passage is__________.

  A. less crowded cities

  B. victory over death

  C. protection against fatal injury

  D. fewer deaths from heart attacks

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