综合英语教程第五册课后答案课件Unit09KidsandComputers

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Is the invention of computer a bliss or a nightmare for human beings?
Picture Activation | Pre-questions
1. Computers are indispensable in and out of class for our studies. Computers can be used for information, instruction and entertainment. How do you take advantage of your computer?
(9-10) concluding part of the essay, indirectly emphasizes the awful impact on children exerted by such depressingly familiar games as are described in the eighth paragraph.
Detailed Reading
KIDS AND COMPUTERS: DIGITAL DANGER
Alison Sperry
1. There's a familiar saying, "Play is children's work." Through play, people who study child development tell us, children develop the skills and outlooks that determine the adults they will become. Playing house or school, for example, helps them "try on" the roles of Mom or Dad or teacher. Athletic activities help kids develop coordination, learn to work as part of a group, and gain confidence and a sense of fair play. Even solitary activities like reading connect children with the wider world, encouraging a sense of empathy with the greater human family.
Part 2 (3-8) concretely illustrate the positive influence of active games on kids and the negative impact of passive electronic games or activities.
Part 3
Text Introduction | Culture Notes | Author | Structure
Play-Doh (Paragraph 3) a trademark for a soft colored modeling material used especially by children
Text Introduction | Culture Notes | Author | Structure
Uncle Wiggly (Paragraph 2) a series of popular children's stories themed around a kindly, elderly, rabbit gentleman, Uncle Wiggly Longears, which were first written in 1910 by Howard R. Garris who wrote a new adventure every day for 50 years
Open to discussion.
Picture Activation | Pre-questions
2. With the advent of computers, video games came into being, which have aroused great controversy. Do you play them? And what's your opinion about them, helpful or harmful in your life?
Text Introduction | Culture Notes | Author | Structure
Part 1 (1-2) the beginning part, present the first contrast: the first paragraph exemplifies the positive influence of active games on kids, while the second paragraph points out the enormous impact of passive games on children.
Detailed Reading
2. But in very recent years, other forms of entertainment have had an enormous impact on growing children. For many kids, computer activities and video games now take up much — even most — of the time formerly devoted to more traditional forms of play. Entering adulthood now are the first Nintendo babies, a generation raised more on Virtual Boy and Mortal Kombat than baseball and Uncle Wiggly. How have they been affected by this change in the concept of "play"? Social scientists, parents, and talk show pundits will be debating the question for years to come. But we can start drawing our own conclusions.
Open to discussion.
Text Introduction | Culture Notes | Author | Structure
This expository essay, developed mainly by contrast, contains vivid accounts, and impressive descriptions of both typically active and passive games that kids often play. As is suggested by the title, this essay mainly proves or illustrates the digital danger to which so many children are exposed. Are computer games fundamentally different from board games? Does talking on the phone develop the same skills as chatting online? What's the difference between painting with watercolors and "coloring" with a desktop paintbox program? Alison Sperry, the writer of this essay explored these questions and came up with some disturbing answers.
Alison Sperry graduated with a bachelor's degree in history and museum studies in 2004 from the State University of New York, College at Potsdam. Upon graduation, he obtained a manager’s position at the Bellagio Gallery of Fine Art in Las Vegas, NV. After relocating to Hawaii he is currently enrolled in the Library and Information Science Graduate Program at the University of Hawaii at Manoa. He also works as a freelance writer for online publications.
Text Introduction | Culture Notes | Author | Structure
Virtual Boy and Mortal Kombat (Paragraph 2) Virtual Boy is Nintendo's unique 3-D gaming system and was released in fall, 1995; Mortal Kombat is a series of Nintendo's fighting games.
Text Introduction | Culture Notes | Author | Structure
Monopoly (Paragraph 7) a trademark for a real-estate trading board game
Text Introduction | Culture Notes | Author | Structure
Text Introduction | Culture Notes | Author | Structure
Nintendo babies (Paragraph 2) children who grew up during a period when video games developed by Nintendo Co., Ltd. (任天堂公司), a leading manufacturer of home video games and portable video games, were very popular.
Learning Objectives
Rhetorical skill: contrast Key language & grammar points Writing strategies: persuasive writing Theme: humanity and technology
Picture Activation | Pre-questions
综合英语教程第五册课后答案课 件Unit09KidsandComputers
Contents
Learning Objectives Pre-reading ies Global Reading Detailed Reading Consolidation Activities Further Enhancement
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