题目

Passage 1Plants 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 from home and let go. On sunny days none of the magnet-pigeons was fooled. They were just as good as the brass-pigeons in starting out in the right direction toward home. On cloudy, overcast days, however, with no sun the brass-pigeons chose the right direction,but the magnet-pigeons were in trouble. They later started out in different directions and acted completely lost.What does the author want to say by citing the last experiment?查看材料
A.On heavily cloudy days, pigeons that are not well trained do not fly.B.Pigeons use different sources to find directions on different weather.C.Magnetic field is an important source in helping pigeons to find directions.D.The little magnet bars make it easier for pigeons to find directions.

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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 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
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Passage 1Plants 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 from home and let go. On sunny days none of the magnet-pigeons was fooled. They were just as good as the brass-pigeons in starting out in the right direction toward home. On cloudy, overcast days, however, with no sun the brass-pigeons chose the right direction,but the magnet-pigeons were in trouble. They later started out in different directions and acted completely lost.Which of the following can best describe the organization of the passage?查看材料
A.Questions are raised first and then experiments to answer them are cited.B.Opinions are given first and then evidences against them are quoted.C.Statements come first and examples supporting them follow.D.People's long held beliefs are cited first and exceptions come after.
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.
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