综合英语教程第五册-课后答案-Unit-09-K课件.ppt
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- 综合 英语 教程 第五 课后 答案 Unit 09 课件
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1、.Unit 9Kids and Computers:Digital Danger新世纪高等院校英语专业本科系列教材(修订版)综合教程第五册(第2版)电子教案上海外语教育出版社 南京信息工程大学 刘杰海综合教程5(第2版)电子教案Contents Learning Objectives Pre-reading Activities Global Reading Detailed Reading Consolidation Activities Further Enhancement综合教程5(第2版)电子教案Learning Objectives Rhetorical skill:contras
2、t Key language&grammar points Writing strategies:persuasive writing Theme:humanity and technology综合教程5(第2版)电子教案Picture Activation|Pre-questionsIs the invention of computer a bliss or a nightmare for human beings?综合教程5(第2版)电子教案1.Computers are indispensable in and out of class for our studies.Computer
3、s can be used for information,instruction and entertainment.How do you take advantage of your computer?Picture Activation|Pre-questionsOpen to discussion.综合教程5(第2版)电子教案2.With the advent of computers,video games came into being,which have aroused great controversy.Do you play them?And whats your opin
4、ion about them,helpful or harmful in your life?Picture Activation|Pre-questionsOpen to discussion.综合教程5(第2版)电子教案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 th
5、e 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?Whats the difference between painting with watercolors and colorin
6、g with a desktop paintbox program?Alison Sperry,the writer of this essay explored these questions and came up with some disturbing answers.Text Introduction|Culture Notes|Author|Structure综合教程5(第2版)电子教案Nintendo babies(Paragraph 2)children who grew up during a period when video games developed by Nint
7、endo Co.,Ltd.(任天堂公司),a leading manufacturer of home video games and portable video games,were very popular.Text Introduction|Culture Notes|Author|Structure综合教程5(第2版)电子教案Virtual Boy and Mortal Kombat(Paragraph 2)Virtual Boy is Nintendos unique 3-D gaming system and was released in fall,1995;Mortal Ko
8、mbat is a series of Nintendos fighting games.Text Introduction|Culture Notes|Author|Structure综合教程5(第2版)电子教案Uncle Wiggly(Paragraph 2)a series of popular childrens stories themed around a kindly,elderly,rabbit gentleman,Uncle Wiggly Longears,which were first written in 1910 by Howard R.Garris who wrot
9、e a new adventure every day for 50 yearsText Introduction|Culture Notes|Author|Structure综合教程5(第2版)电子教案Play-Doh(Paragraph 3)a trademark for a soft colored modeling material used especially by children Text Introduction|Culture Notes|Author|Structure综合教程5(第2版)电子教案Monopoly(Paragraph 7)a trademark for a
10、 real-estate trading board gameText Introduction|Culture Notes|Author|Structure综合教程5(第2版)电子教案 Alison Sperry graduated with a bachelors degree in history and museum studies in 2004 from the State University of New York,College at Potsdam.Upon graduation,he obtained a managers position at the Bellagio
11、 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综合教程5(第2版)
12、电子教案Text Introduction|Culture Notes|Author|StructurePart 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.Part 2(3-8)concretely ill
13、ustrate the positive influence of active games on kids and the negative impact of passive electronic games or activities.Part 3(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.综合
14、教程5(第2版)电子教案KIDS AND COMPUTERS:DIGITAL DANGERAlison Sperry1.Theres a familiar saying,Play is childrens 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 o
15、n 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 fami
16、ly.Detailed Reading综合教程5(第2版)电子教案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
17、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 dr
18、awing our own conclusions.Detailed Reading综合教程5(第2版)电子教案As amusing and ingenious as electronic entertainment can be,children and society they live in are the losers when they rely on these forms of fun.Unlike traditional games and toys,wired entertainment encourages kids to be unimaginative,socially
19、 immature,and crudely desensitized to the world around them.Detailed Reading综合教程5(第2版)电子教案3.Watch a child take a ball of Play-Doh in her hand and begin to roll it experimentally.First its a simple ball,then a snake.The snake might become a figure eight or a bracelet.She coils the bracelet on top of
20、itself to create a pot that she uses for a make-believe tea party.Next she smashes the pot back into a ball,which may next morph into a snowman,a horses head,a bunny,a sea serpent,or a skyscraper.With nothing but her hands and an inexpensive chunk of flour and salt,she forms a universe in which she
21、makes the rules and creates the inhabitants.When she tires of it,she can wad it back into a shapeless mass that awaits her next creative impulse.Detailed Reading综合教程5(第2版)电子教案The act of playing with the Play-Doh sparks other interests maybe shell work with modeling clay that she can bake into a perm
22、anent form,or paints,or papier-mch Although she doesnt give what shes doing a great deal of thought,shes learning something valuable:I am a creator.I can give my ideas tangible form.Detailed Reading综合教程5(第2版)电子教案4.A video game,on the other hand,is cynically programmed to give the illusion of creativ
23、ity.The player is given various choices at every turn Which door will I go through?Which weapon will I use?What clue shall I read?But they are choices in the same sense that a pigeons pecking at a lever to get a grain of corn is a choice.The player is as much a tool of the game as the joystick.Her m
24、omentary fun is unsatisfying because it leads not to any genuine sense of achievement but only to the hypnotic experience of watching someone elses creation unfold.Detailed Reading综合教程5(第2版)电子教案Hand a ball of Play-Doh to a child reared on the sterile adventure of video games,and youre apt to get a b
25、lank look and the hesitant question,What do I do with it?The video game player learns her own lesson:I dont create.I let someone elses creativity happen in front of me.Detailed Reading综合教程5(第2版)电子教案5.Its a beautiful Saturday in autumn,and a group of kids are playing a pickup game of soccer.A dispute
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