综合英语教程第五册-课后答案-Unit-09-K课件.ppt

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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

26、 arises about whether a kick went over the foul line.Some of the kids are sure it did;others insist that it did not.Voices are raised;tempers flare.Maybe a hothead or two will stalk off the field.But the sky is crystal blue,and there are chores waiting at home.Making a quick calculation about the re

27、lative benefits of continuing the game,the players work out a solution.Maybe they replay the kick.Maybe they flip a coin.Detailed Reading综合教程5(第2版)电子教案Maybe they agree to say that the ball was fair,or foul.Their willingness to compromise,to accept the idea that such give-and-take is part of life,all

28、ows the game to proceed.The players move on,having learned a small lesson about getting along with others.Detailed Reading综合教程5(第2版)电子教案6.Contrast that scene with the world of the Internet chat rooms,where many adolescents spend uncountable hours.On that same lovely Saturday,a young Internet queen h

29、unches over her keyboard,alone in her room.Her buddy list includes dozens,even scores,of friends shes never met.Her fingers fly across the keyboard as she races from one dialogue box to another,keeping up multiple conversations.These are peculiar conversations,however,including none of the vulnerabi

30、lity that is part of real-world friendship.In the buddy-chat world,status is based on the ability to keep up a rapid pace of one-liners,insulting zingers,caustic put-downs.Detailed Reading综合教程5(第2版)电子教案The chat queens most intimate friendships take the form of brief alliances with buddies who join w

31、ith her to flame another chatter who has displeased them.If that ally eventually becomes annoying,too,zap!She can instantaneously erase him from her buddy list,or even block him so he is unable to contact her again.Its no great loss.There are literally millions of new acquaintances waiting to be pic

32、ked up in a chat room to fill that void.The lesson:I shouldnt have to work at relationships.They come and go instantly and at my convenience.If someone displeases me,I can make that person disappear.Detailed Reading综合教程5(第2版)电子教案7.When kids sit down to play Monopoly,they form a loosely knit group th

33、at is still part of the world around it.When company arrives at the house,its no problem to halt the game briefly.The players can greet visitors,laugh together,talk about the game,even quickly rearrange it to include new players.Even after the game continues,chatting with other players and non-playe

34、rs is easily accomplished.Despite their involvement in the game,the players are not ruled by it.Human contact,courtesy,and communication are not seen as threats to their enjoyment.They are learning that they can enjoy their own activities and still be sensitive to the larger world around them.Detail

35、ed Reading综合教程5(第2版)电子教案8.Contrast this board game scene with one that has become depressingly familiar in many living rooms.Visitors arrive at a home to find a child hunched in front of the TV set,video controls in his lap.Even when spoken to directly,he does not pull his eyes from the screen.Im pl

36、aying!is his furious response if the visitors persist in trying to engage his attention.Far too often,even his parents,intimidated by the high-priced,high-tech gadget that has sucked their childs humanity away,tiptoe around rather than disturb him.Detailed Reading综合教程5(第2版)电子教案The game itself is all

37、 too likely to be one that presents the most hideous suffering as entertainment,with the player in the role of psychotic killer maybe in Duke Nukem,with its twenty-three levels of nonstop carnage!or Bloody Roar,which offers the player more ways to maim,crush,and devour your enemies than ever.9.The l

38、esson?10.Isnt it too awful to think about?Detailed Reading综合教程5(第2版)电子教案Paragraph 1-2 AnalysisThese two paragraphs,making up the beginning part of the text,introduce the topic of the essay.The first paragraph exemplifies the statement that through play children develop the skills and outlooks that d

39、etermine the adults they will become.The second paragraph points out the enormous impact of electronic entertainment on children.Detailed Reading综合教程5(第2版)电子教案Paragraph 3-8 AnalysisThese paragraphs,the body of this persuasive essay,illustrate the positive influence of active games and activities on

40、kids,and vividly exemplify the negative impact of passive electronic games or activities on children.Through the three contrasts presented in this part,the authors viewpoint becomes unequivocally clear.Detailed Reading综合教程5(第2版)电子教案Paragraph 9-10 AnalysisThese two paragraphs,only two short questions

41、,serve as the conclusion of this expository essay.Short as the two questions are,they immediately plunge us into deep meditation.The writer does not answer the first question.Maybe he thinks that it is too obvious to answer.What is your answer to the first question?The second question is a rhetorica

42、l question that need not be answered.What is the emphatic or emphasized meaning expressed by the second question?Detailed Reading综合教程5(第2版)电子教案Detailed ReadingParagraph 1:QuestionWhat is the main idea of the first paragraph?The first paragraph exemplifies the statement that through play children dev

43、elop the skills and outlooks that determine the adults they will become.综合教程5(第2版)电子教案Paragraph 2:QuestionWhat is the main idea of the second paragraph?Detailed ReadingThe second paragraph points out the enormous impact of electronic entertainment on children.In other words,just as the writer conclu

44、des,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 immature,and crudely desensitized to the world arou

45、nd them.综合教程5(第2版)电子教案Detailed ReadingParagraph 3-8:Questions1.Please explain the first contrast presented in this part in detail.The first contrast is presented in paragraphs three and four.First,the writer describes how a child plays with a ball of Play-Doh and how she changes it from one shape in

46、to another;next,the writer concludes that although she is not giving much thought to what she is doing,she is learning something valuable:she realizes that she is a creator and that she can give her ideas a tangible form.Then,the writer recounts how a child plays a video game,pointing out that the p

47、layer is as much a tool of the game as the joystick.综合教程5(第2版)电子教案Finally,the writer tells us how a child reared on the sterile diet of video games reacts when he is given a ball of Play-Doh,and draws the conclusion that the video game player learns his own lesson:he doesnt create;he just lets someo

48、ne elses creativity happen in front of him.Thus,the writer creates a sharp contrast through both the vividly recounted examples and his own comments and conclusions about the different effects of the active game and the passive game upon the players.Detailed Reading综合教程5(第2版)电子教案Paragraph 3-8:Questi

49、ons2.How are the other two contrasts presented in this part?Detailed ReadingThe other two contrasts presented in this part follow a similar pattern.The writer creates the two sharp contrasts both by vividly relating different activities and describing lessons the participants have learned through th

50、eir experiences,and by offering his own conclusions about the different effects of the active games and activities and the passive ones upon the participants.综合教程5(第2版)电子教案Detailed ReadingParagraph 3-8:Questions3.Which kind of games are most harmful to children according to the writer?The writer ind

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