综合英语教程第五册-课后答案-课件unit-09-kids-and-computers

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1、Unit 9 Kids 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,Contents page,Contents,Learning Objectives Pre-reading Activities Global Reading Detailed Reading Consolidation Activities Further Enhancement,Learning Objectives,Learning Objectives,Rhetorical

2、skill: contrast Key language & grammar points Writing strategies: persuasive writing Theme: humanity and technology,Pre-R: picture activation,Picture Activation | Pre-questions,Is the invention of computer a bliss or a nightmare for human beings?,Pre-R: Q1,1. Computers are indispensable in and out o

3、f class for our studies. Computers can be used for information, instruction and entertainment. How do you take advantage of your computer?,Picture Activation | Pre-questions,Open to discussion.,Pre-R: Q2,2. With the advent of computers, video games came into being, which have aroused great controver

4、sy. Do you play them? And whats your opinion about them, helpful or harmful in your life?,Picture Activation | Pre-questions,Open to discussion.,G-R: text introduction-1,This expository essay, developed mainly by contrast, contains vivid accounts, and impressive descriptions of both typically active

5、 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?

6、Whats 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.,Text Introduction | Culture Notes | Author | Structure,G-R: culture note-1,Nintendo babies

7、 (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.,Text Introduction | Culture Notes | Author | Structure,G-R: culture note-2,Virtual Boy and Mortal Komb

8、at (Paragraph 2) Virtual Boy is Nintendos unique 3-D gaming system and was released in fall, 1995; Mortal Kombat is a series of Nintendos fighting games.,Text Introduction | Culture Notes | Author | Structure,G-R: culture note-3,Uncle Wiggly (Paragraph 2) a series of popular childrens stories themed

9、 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,Text Introduction | Culture Notes | Author | Structure,G-R: culture note-4,Play-Doh (Paragraph 3) a trademark for a soft colored m

10、odeling material used especially by children,Text Introduction | Culture Notes | Author | Structure,G-R: culture note-5,Monopoly (Paragraph 7) a trademark for a real-estate trading board game,Text Introduction | Culture Notes | Author | Structure,G-R: author,Alison Sperry graduated with a bachelors

11、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 Gallery of Fine Art in Las Vegas, NV. After relocating to Hawaii he is currently enrolled in the Library and Information Science Gr

12、aduate Program at the University of Hawaii at Manoa. He also works as a freelance writer for online publications.,Text Introduction | Culture Notes | Author | Structure,G-R: structural analysis,Text Introduction | Culture Notes | Author | Structure,Part 1,(1-2) the beginning part, present the first

13、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 illustrate the positive influence of active games on kids and the negative impact of passive elect

14、ronic 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.,DR-p1 text,KIDS AND COMPUTERS: DIGITAL DANGER Alison Sperry 1. Theres a familiar saying, “Pl

15、ay 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 on“ the roles of Mom or Dad or teacher. Athletic activities help kids develop co

16、ordination, 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.,Detailed Reading,DR-p2a text,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 e

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