题目列表(包括答案和解析)
When first______ to the market, these products enjoyed great success. (04全国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全国IV) A questioning B have questioned C questioned D to be questioned
日前,由教育部、国家体育总局、共青团中央联合举办了“全国亿万青少年学生阳光体育运动”启动仪式,其影响巨大,意义深远。你在本校参与了此项活动,请你根据表格中所给信息写一篇英语短文。
| 内容 | 感想 |
| ☆学校师生收看了启动仪式; ☆开展了一小时的集体体育活动,如:跑步,做操,打篮球等。www.zk5u.考资源网 | ☆锻炼有利于强身健体; ☆运动使大脑休息,学习效果更好; ☆每天锻炼一小时,幸福生活一辈子。 |
2007年4月29日上午10点到11点,全国亿万学生阳光体育活动在各地大中小学校同时举行。江苏省1100万学生积极参与了这项活动。
教育部倡导学生:
·每天锻炼一小时
·健康工作五十年
·幸福生活一辈子
请你根据以上提示,用英语准备一份发言稿,向同学们讲述一下阳光体育活动的有关情况,并就高三学生是否需要每天花一小时锻炼,谈谈你的看法及理由。
注意:
.1.发言稿应包括以上所有信息,要有适当发挥。
.2.词数:120左右。发言稿的开头和结尾已经写好,不计入总词数。
.3.参考词汇:阳光体育活动—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(总收入) 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.among 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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