3、 A group called the Education Arcade recently held a conference in Los Angeles to discuss the future of educational games.The Education Arcade brings together international game designers, publishers, teachers and policymakers.They say they want to lead a change in the way the world learns through computer and video games.
The conference is part of the E-three, the Electronic Entertainment Exposition.This is a yearly trade show where companies show off new games and educational products.
The Education Arcade started at the Massachusetts Institute of Technology, near Boston.Professors worked with the Microsoft Company to create what they called the Games-to-Teach Project.The group began to explore ways to use technology in teaching and learning.They worked with game designers to develop ideas about how mathematics and science could mix with game playing.The Education Arcade is the research part of this Games-to-Teach Project.
The group recently announced that a “Games for Learning” statement would be placed on some products.Their goal is to help people find games that are fun but will also teach.The Education Arcade says it also wants to get businesses to produce more games that teach.
The Entertainment Software Association says fifty percent of all Americans who are around six years old play computer and video games.Sales of such games in the United States grew eight percent last year, to seven thousand million dollars.The industry group says the average age of a game player is twenty-nine years old.And it says thirty-nine percent are women.
1.The Education Arcade recently held a conference ________.
A.to create a new way of learning with computer and video games
B.to bring together international game designers, publishers, teachers and policymakers
C.to show off new games and educational products
D.to discuss the history of educational games
2.Which of the following statements is NOT true about the Education Arcade?
A.It is a yearly trade show at the Massachusetts Institute of Technology.
B.The Microsoft Company is its work partner.
C.It tries to explore ways to use technology in teaching and learning.
D.It is the research part of the Games-to-Teach Project.
3.Which is the closest in meaning to the underlined part in Paragraph 4?
A.Force the company to make new games.
B.Make money by creating the games of learning.
C.Force the company to hire more teachers.
D.Make teachers teach with games.
4.What is the best title for this passage?
A.The Education Arcade. B.The Conference of Games.
C.Games-to-Teach Project. D.Games for Learning.
3、AABD


科目:高中英語 來源: 題型:閱讀理解
A group called the Education Arcade recently held a conference in Los Angeles to discuss the future of educational games.The Education Arcade brings together international game designers, publishers, teachers and policymakers.They say they want to lead a change in the way the world learns through computer and video games.
The conference is part of the E-three, the Electronic Entertainment Exposition.This is a yearly trade show where companies show off new games and educational products.
The Education Arcade started at the Massachusetts Institute of Technology, near Boston.Professors worked with the Microsoft Company to create what they called the Games-to-Teach Project.The group began to explore ways to use technology in teaching and learning.They worked with game designers to develop ideas about how mathematics and science could mix with game playing.The Education Arcade is the research part of this Games-to-Teach Project.
The group recently announced that a “Games for Learning” statement would be placed on some products.Their goal is to help people find games that are fun but will also teach.The Education Arcade says it also wants to get businesses to produce more games that teach.
The Entertainment Software Association says fifty percent of all Americans who are around six years old play computer and video games.Sales of such games in the United States grew eight percent last year, to seven thousand million dollars.The industry group says the average age of a game player is twenty-nine years old.And it says thirty-nine percent are women.
1.The Education Arcade recently held a conference ________.
A.to create a new way of learning with computer and video games
B.to bring together international game designers, publishers, teachers and policymakers
C.to show off new games and educational products
D.to discuss the history of educational games
2.Which of the following statements is NOT true about the Education Arcade?
A.It is a yearly trade show at the Massachusetts Institute of Technology.
B.The Microsoft Company is its work partner.
C.It tries to explore ways to use technology in teaching and learning.
D.It is the research part of the Games-to-Teach Project.
3.Which is the closest in meaning to the underlined part in Paragraph 4?
A.Force the company to make new games.
B.Make money by creating the games of learning.
C.Force the company to hire more teachers.
D.Make teachers teach with games.
4.What is the best title for this passage?
A.The Education Arcade. B.The Conference of Games.
C.Games-to-Teach Project. D.Games for Learning.
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