題目列表(包括答案和解析)
When first______ to the market, these products enjoyed great success. (04全國II)
A introducing B introduced C introduce D being introduced
It shames me to say it, but I told a lie when___ at the meeting by my boss. (04全國IV) A questioning B have questioned C questioned D to be questioned
日前,由教育部、國家體育總局、共青團中央聯(lián)合舉辦了“全國億萬青少年學生陽光體育運動”啟動儀式,其影響巨大,意義深遠。你在本校參與了此項活動,請你根據(jù)表格中所給信息寫一篇英語短文。
| 內(nèi)容 | 感想 |
| ☆學校師生收看了啟動儀式; ☆開展了一小時的集體體育活動,如:跑步,做操,打籃球等。www.zk5u.考資源網(wǎng) | ☆鍛煉有利于強身健體; ☆運動使大腦休息,學習效果更好; ☆每天鍛煉一小時,幸福生活一輩子。 |
2007年4月29日上午10點到11點,全國億萬學生陽光體育活動在各地大中小學校同時舉行。江蘇省1100萬學生積極參與了這項活動。
教育部倡導學生:
·每天鍛煉一小時
·健康工作五十年
·幸福生活一輩子
請你根據(jù)以上提示,用英語準備一份發(fā)言稿,向同學們講述一下陽光體育活動的有關情況,并就高三學生是否需要每天花一小時鍛煉,談談你的看法及理由。
注意:
.1.發(fā)言稿應包括以上所有信息,要有適當發(fā)揮。
.2.詞數(shù):120左右。發(fā)言稿的開頭和結尾已經(jīng)寫好,不計入總詞數(shù)。
.3.參考詞匯:陽光體育活動—a national student sports program;
教育部—the Ministry of Education
Good afternoon,everyone,
__________________________________________________________________________________________________________________________________________________________
Thank you!
B
China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(總收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.
The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.
U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.
In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
55.The second and third paragraphs show that ________.
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20% in 2008.
C.China’s online game market will become 60% less in 2009.
D.US, China and Korea together account for 90% of the global online game market.
56.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.a(chǎn)mong the three largest online game markets
57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
58.According to the last paragraph, which of the following is TRUE?
A.CNNC and iResearch worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and iResearch are contradictory.
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