Unit9kidsandcomputerdigitaldanger市公开课一等奖省赛课微课金奖_第1页
Unit9kidsandcomputerdigitaldanger市公开课一等奖省赛课微课金奖_第2页
Unit9kidsandcomputerdigitaldanger市公开课一等奖省赛课微课金奖_第3页
Unit9kidsandcomputerdigitaldanger市公开课一等奖省赛课微课金奖_第4页
Unit9kidsandcomputerdigitaldanger市公开课一等奖省赛课微课金奖_第5页
已阅读5页,还剩80页未读 继续免费阅读

下载本文档

版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领

文档简介

Unit9KidsandComputers:DigitalDangerAlisonSperry1/85Whatisdigitaldanger?

2/851)ThehookofconstantcuriosityDigitaldevicesofferanever-endingpossibilityfordiscovery.Eventhebasicoperatingsystemscanconsumehoursofcuriouspunchingandexperimenting.Thentherearetheendlessappsconsumingweeksofyourtimeastheylureyouintotheirintricacies.Allthisisverydeceptive,givingtheillusionofpowerandeffectiveness,butleavingyouwithafeelingofemptinessandnervousnessattheendoftheday.

3/852)TheemptyworldofvirtualrealityHowsadtoseebrilliant,creativepeoplepouringhoursanddaysoftheirlivesintocreatingcitiesandarmiesandadventuresthathavenoconnectionwithreality.Wehaveonelifetolive.AllourpowersaregiventousbytherealGodfortherealworldleadingtoarealheavenandrealhell.4/853)“Personal”relationswithamachineLikenootherinvention,acomputercomesclosesttobelikeaperson.Youcanplaygameswithit.Itwilltalktoyou.Itwillalwaysbethereforyou.Thegreatdangerhereisthatwereallybecomecomfortablewiththismanageableelectronic“person,”andgraduallydriftawayfromtheunpredictable,frustrating,sometimespainfuldealingswithhumanspersons.

5/85AlisonSperrygraduatedwithabachelor'sdegreeinhistoryandmuseumstudiesinfromtheStateUniversityofNewYork,CollegeatPotsdam.Upongraduation,heobtainedamanager’spositionattheBellagioGalleryofFineArtinLasVegas,NV.AfterrelocatingtoHawaiiheiscurrentlyenrolledintheLibraryandInformationScienceGraduateProgramattheUniversityofHawaiiatManoa.Healsoworksasafreelancewriterforonlinepublications.Abouttheauthor6/851.Whatgamesdidyouplaywhenyouwereachild?Pre-readingquestions2.Howaboutnow?Howdoyouentertainyourself?7/85TheEagleandchicken8/85Seesaw9/85Clapat7Pattingpaper10/85blindtouchkickingshuttlecock11/85RopeskippingRollingahoop12/85JumpgoatHopscotch13/85Playingsandbag14/85Slingshot15/85rubberbandskipping16/85ShowchildrenhowtoincooperationwithothersStrengthenchildren’shealthFostercreativitiesandenhancepracticalabilitiesChildrengamescan17/85Howhappyyouare!18/85Dear!Whataretheydoing?19/8520/85CausetheconfusionofselfroleDirectlyaffectsthedevelopmentofsocialandcommunicationskillsDirectlyaffectsthedevelopmentofthebodyThenegativeinfluenceofnetworkorvideogames21/85CulturenotesNintendobabies(Paragraph2) childrenwhogrewupduringaperiodwhenvideogamesdevelopedbyNintendoCo.,Ltd.(任天堂企业),aleadingmanufacturerofhomevideogamesandportablevideogames,wereverypopular.WhatdoesNintendomean?Therough,Englishtranslationis“theplacewhereweleaveituptothegodsanddothebestwecan”,however,mostpeoplejustsay“dothebestwecan”.22/8523/85VirtualBoyandMortalKombat(Paragraph2) VirtualBoyisNintendo'sunique3-Dgamingsystemandwasreleasedinfall,1995;MortalKombatisaseriesofNintendo'sfightinggames.24/8525/85Play-Doh

(Paragraph3) atrademarkforasoftcoloredmodelingmaterialusedespeciallybychildren26/85Monopoly

(Paragraph7) atrademarkforareal-estatetradingboardgame27/85TextIntroduction

Thisexpositoryessay,developedmainlybycontrast,containsvividaccounts,andimpressivedescriptionsofbothtypicallyactiveandpassivegamesthatkidsoftenplay.Asissuggestedbythetitle,thisessaymainlyprovesorillustratesthedigitaldangertowhichsomanychildrenareexposed.Arecomputergamesfundamentallydifferentfromboardgames?Doestalkingonthephonedevelopthesameskillsaschattingonline?What'sthedifferencebetweenpaintingwithwatercolorsand"coloring"withadesktoppaintboxprogram?AlisonSperry,thewriterofthisessayexploredthesequestionsandcameupwithsomedisturbinganswers.28/85StructurePart1:Part2:Part3:1—23—89—10Firstcontrast:

Positiveinfluenceofactivegames

theImpactofpassivegames

ThreeotherconcretecontrastsConclusion:

Indirectlyemphasizestheawfulimpactonchildren29/85Howwouldyourlifebeifyouhadbeenaddictedtovideogames?

Noonecanknowtheexactanswer.Buteveryoneshouldknowwhatismeaningfulinhislifeanddorightthings.30/85

KIDSANDCOMPUTERS:DIGITALDANGERAlisonSperry 1. There'safamiliarsaying,"Playischildren'swork."Throughplay,peoplewhostudychilddevelopmenttellus,childrendeveloptheskillsandoutlooksthatdeterminetheadultstheywillbecome.

Playinghouseorschool,forexample,helpsthem"tryon"therolesofMomorDadorteacher.Athleticactivitieshelpkidsdevelopcoordination,learntoworkaspartofagroup,andgainconfidenceandasenseoffairplay.

Evensolitaryactivitieslikereadingconnectchildrenwiththewiderworld,encouragingasenseofempathywiththegreaterhumanfamily.DetailedReading31/85 2. Butinveryrecentyears,otherformsofentertainmenthavehadanenormousimpactongrowingchildren.Formanykids,computeractivitiesandvideogamesnowtakeupmuch—evenmost—ofthetimeformerlydevotedtomoretraditionalformsofplay.EnteringadulthoodnowarethefirstNintendobabies,agenerationraisedmoreonVirtualBoyandMortalKombatthanbaseballandUncleWiggly.Howhavetheybeenaffectedbythischangeintheconceptof"play"?Socialscientists,parents,andtalkshowpunditswillbedebatingthequestionforyearstocome.Butwecanstartdrawingourownconclusions.DetailedReading32/85

Asamusingandingeniousaselectronicentertainmentcanbe,children—andsocietytheylivein—aretheloserswhentheyrelyontheseformsoffun.

Unliketraditionalgamesandtoys,"wired"entertainmentencourageskidstobeunimaginative,sociallyimmature,andcrudelydesensitizedtotheworldaroundthem.DetailedReading33/85 3. WatchachildtakeaballofPlay-Dohinherhandandbegintorollitexperimentally.Firstit'sasimpleball,thenasnake.Thesnakemightbecomeafigureeightorabracelet.Shecoilsthebraceletontopofitselftocreateapotthatsheusesforamake-believeteaparty.Nextshesmashesthepotbackintoaball,whichmaynextmorphintoasnowman,ahorse'shead,abunny,aseaserpent,oraskyscraper.Withnothingbutherhandsandaninexpensivechunkofflourandsalt,sheformsauniverseinwhichshemakestherulesandcreatestheinhabitants.Whenshetiresofit,shecanwaditbackintoashapelessmassthatawaitshernextcreativeimpulse.DetailedReading34/85 TheactofplayingwiththePlay-Dohsparksotherinterests—maybeshe'llworkwithmodelingclaythatshecanbakeintoapermanentform,orpaints,orpapier-mâchéAlthoughshedoesn'tgivewhatshe'sdoingagreatdealofthought,she'slearningsomethingvaluable:Iamacreator.Icangivemyideastangibleform.DetailedReading35/85 4. Avideogame,ontheotherhand,iscynicallyprogrammedtogivetheillusionofcreativity.Theplayerisgivenvariouschoicesateveryturn—WhichdoorwillIgothrough?WhichweaponwillIuse?WhatclueshallIread?—Buttheyarechoicesinthesamesensethatapigeon'speckingatalevertogetagrainofcornisachoice.Theplayerisasmuchatoolofthegameasthejoystick.Hermomentaryfunisunsatisfyingbecauseitleadsnottoanygenuinesenseofachievementbutonlytothehypnoticexperienceofwatchingsomeoneelse'screationunfold.DetailedReading36/85

HandaballofPlay-Dohtoachildrearedonthesterileadventureofvideogames,andyou'reapttogetablanklookandthehesitantquestion,"WhatdoIdowithit?"Thevideogameplayerlearnsherownlesson:Idon'tcreate.Iletsomeoneelse'screativityhappeninfrontofme.DetailedReading37/85 5. It'sabeautifulSaturdayinautumn,andagroupofkidsareplayingapickupgameofsoccer.Adisputearisesaboutwhetherakickwentoverthefoulline.Someofthekidsaresureitdid;othersinsistthatitdidnot.Voicesareraised;tempersflare.Maybeahotheadortwowillstalkoffthefield.Buttheskyiscrystalblue,andtherearechoreswaitingathome.Makingaquickcalculationabouttherelativebenefitsofcontinuingthegame,theplayersworkoutasolution.Maybetheyreplaythekick.Maybetheyflipacoin.DetailedReading38/85 Maybetheyagreetosaythattheballwasfair,orfoul.Theirwillingnesstocompromise,toaccepttheideathatsuchgive-and-takeispartoflife,allowsthegametoproceed.Theplayersmoveon,havinglearnedasmalllessonaboutgettingalongwithothers.DetailedReading39/85 6. ContrastthatscenewiththeworldoftheInternetchatrooms,wheremanyadolescentsspenduncountablehours.OnthatsamelovelySaturday,ayoungInternetqueenhunchesoverherkeyboard,aloneinherroom.Herbuddylistincludesdozens,evenscores,of"friends"she'snevermet.Herfingersflyacrossthekeyboardassheracesfromonedialogueboxtoanother,keepingupmultipleconversations.

Thesearepeculiarconversations,however,includingnoneofthevulnerabilitythatispartofreal-worldfriendship.Inthebuddy-chatworld,statusisbasedontheabilitytokeepuparapidpaceofone-liners,insultingzingers,causticput-downs.DetailedReading40/85

Thechatqueen'smostintimatefriendshipstaketheformofbriefallianceswithbuddieswhojoinwithherto"flame"anotherchatterwhohasdispleasedthem.Ifthatallyeventuallybecomesannoying,too,zap!Shecaninstantaneouslyerasehimfromherbuddylist,orevenblockhimsoheisunabletocontactheragain.It'snogreatloss.Thereareliterallymillionsofnewacquaintanceswaitingtobepickedupinachatroomtofillthatvoid.Thelesson:Ishouldn'thavetoworkatrelationships.Theycomeandgoinstantlyandatmyconvenience.Ifsomeonedispleasesme,Icanmakethatpersondisappear.DetailedReading41/85 7. WhenkidssitdowntoplayMonopoly,theyformalooselyknitgroupthatisstillpartoftheworldaroundit.Whencompanyarrivesatthehouse,it'snoproblemtohaltthegamebriefly.Theplayerscangreetvisitors,laughtogether,talkaboutthegame,evenquicklyrearrangeittoincludenewplayers.Evenafterthegamecontinues,chattingwithotherplayersandnon-playersiseasilyaccomplished.Despitetheirinvolvementinthegame,theplayersarenotruledbyit.Humancontact,courtesy,andcommunicationarenotseenasthreatstotheirenjoyment.Theyarelearningthattheycanenjoytheirownactivitiesandstillbesensitivetothelargerworldaroundthem.DetailedReading42/85 8. Contrastthisboardgamescenewithonethathasbecomedepressinglyfamiliarinmanylivingrooms.VisitorsarriveatahometofindachildhunchedinfrontoftheTVset,videocontrolsinhislap.Evenwhenspokentodirectly,hedoesnotpullhiseyesfromthescreen."I'mplaying!"ishisfuriousresponseifthevisitorspersistintryingtoengagehisattention.

Fartoooften,evenhisparents,intimidatedbythehigh-priced,high-techgadgetthathassuckedtheirchild'shumanityaway,tiptoearoundratherthandisturbhim.

DetailedReading43/85

Thegameitselfisalltoolikelytobeonethatpresentsthemosthideoussufferingasentertainment,withtheplayerintheroleofpsychotickiller—maybeinDukeNukem,withits"twenty-threelevelsofnonstopcarnage!"orBloodyRoar,whichofferstheplayer"morewaystomaim,crush,anddevouryourenemiesthanever."

9. Thelesson? 10. Isn'tittooawfultothinkabout?

DetailedReading44/85

“Throughplay,childrendeveloptheskillsandoutlooksthatdeterminetheadultstheywillbecome.”DetailedReadingParaphrase

Byplayinggames...kidsacquiretheskillsandformtheviewsthatwilldecidewhatkindofgrown-upstheywillbe.45/85

“Playinghouseorschool,”

DetailedReadingParaphraseNote

PlayingoractingthepartofMomorDadorteacherHerethetwowordshouseandschoolareusedascasesof

metonymy

46/85Metonymy(转喻、借代)Metonymy

or

Metonymy

isa

figureofspeech

usedin

rhetoric

inwhichathingorconceptisnotcalledbyitsownname,butbythenameofsomethingintimatelyassociatedwiththatthingorconcept.Forinstance,"Hollywood"isusedasa

metonym

(aninstanceofmetonymy)for

Americancinema,becauseofthefameandculturalidentityofHollywood,adistrictof

LosAngeles,California

asthehistoricalcenterofmoviestudiosandmoviestars.

47/85

“Asamusingandingeniousaselectronicentertainmentcanbe,children—andsocietytheylivein—aretheloserswhentheyrelyontheseformsoffun.”DetailedReadingParaphrase

Thoughgames,shows,etc.providedbyelectronicdevicessuchascomputersandvideomachinescanbeenjoyableandoriginal,children—andsocietytheylivein—arethevictimsiftheyindulgeintheseformsofamusementsolely.48/85

“Unliketraditionalgamesandtoys,"wired"entertainmentencourageskidstobeunimaginative,sociallyimmature,andcrudelydesensitizedtotheworldaroundthem.”DetailedReadingParaphrase

Differentfromtraditionalgamesandtoys,entertainmentprovidedbyelectronicdevices,whichispassivebynature,makeschildrenbecomedullandunoriginal.Asaresultofspendingtoomuchtimeonsuchentertainment,childrenlackemotionaldevelopmentinsocialcommunicationandmaybecomecrudelyinsensitivetothepeoplearoundthem.49/85

“Whenshetiresofit,shecanwaditbackintoashapelessmassthatawaitshernextcreativeimpulse.”DetailedReadingParaphrase

Whenshelosesinterestinit,shecanturnitbackintoaformlessmass,whichwillbechangedintosomethingelsewhenhernextwhimtoplaywithitoccurs.50/85

“Avideogame,ontheotherhand,iscynicallyprogrammedtogivetheillusionofcreativity.”DetailedReadingParaphrase

Avideogame,ontheotherhand,isdesignedsarcasticallytogiveitsplayersthefalseimpressionthattheyarebeingcreativebecausetheyatleastcanmakechoicesoftheirown.51/85

“HandaballofPlay-Dohtoachildrearedonthesterileadventureofvideogames,andyou'reapttogetablanklookandthehesitantquestion,"WhatdoIdowithit?“”

DetailedReadingParaphrase

IfyouhandaballofPlay-Dohtoachildwhospendstoomuchtimeonexcitingbutunproductivevideogames,youarelikelytoseeanexpressionlesslookonhisfaceandtobeasked,inanuncertainmanner,"WhatdoIdowithit?"52/85

“Voicesareraised;tempersflare.”DetailedReadingParaphrase

Voicesgrowlouderandlouderandthekidsflyintoafitofanger.53/85

“Herfingersflyacrossthekeyboardassheracesfromonedialogueboxtoanother,keepingupmultipleconversations.”

DetailedReadingParaphrase

Herfingersmoveswiftlyacrossthekeyboardassheswitchesquicklyfromonechatboxtoanother,managingtotalkwithseveralnetpalsatthesametime.54/85

“Thesearepeculiarconversations,however,includingnoneofthevulnerabilitythatispartofreal-worldfriendship.”DetailedReadingParaphrase

Buttheseareunusualdialoguesbecausetheparticipantsarefreefromthepossibilityofbeinghurtorwoundedemotionally,whichisacommonoccurrencebetweenfriendsinreal-lifesituations.55/85

“Whencompanyarrivesatthehouse,it'snoproblemtohaltthegamebriefly.”DetailedReadingParaphrase

Whenguestsorvisitorsshowupatthehouse,theycaneasilystopthegametemporarily.56/85

“Fartoooften,evenhisparents,intimidatedbythehigh-priced,high-techgadgetthathassuckedtheirchild'shumanityaway,tiptoearoundratherthandisturbhim.”DetailedReadingParaphrase

Fartoooften,evenhisparents,scaredbythesmallhigh-priced,high-techdevicethathasdeprivedtheirchildofhumanqualities,walkaboutcarefullyandquietlyontiptoeratherthanbreakhisconcentrationordiverthisattention.57/85

“Thelesson?”DetailedReadingExplanation

Thisisanellipticalquestion.Itscompleteformmaybelikethis:Whatisthelesson(thegameplayerhaslearned)?58/85

“Isn'tittooawfultothinkabout?”DetailedReadingExplanation

Thisisarhetoricalquestion,whichindirectlytellsthereadersthehorribleimpactonchildrenexertedbysuchgamesasaredescribedabove.59/85 第1段汉字译文 有一句众人皆知俗语:“玩是孩子们工作。”研究儿童发展人告诉我们,孩子就是在玩过程中培养技能和世界观,并由此决定他们长成怎样成人。比如说,扮家家或假装上学帮助他们“尝试”妈妈、父亲或老师角色。体育活动帮助他们养成协作精神,学会作为团体一员工作方法,以及培养自信心和光明磊落意识。甚至独自一人开展活动,像阅读,让孩子们接触更为辽阔世界,勉励他们养成对更多人富有同情心。DetailedReading60/85 第2段汉字译文

然而,近几年来,其它娱乐形式对孩子成长产生了巨大冲击。现在有许多孩子,电脑活动和电子游戏占据了他们许多——甚至全部——时间,以前这些时间是花在比较传统游戏上面。现在长大成人是第一批玩“任天堂”孩子,是一代凭借玩“虚拟男孩”和“致命战斗”养大,而并非靠打垒球或看连环画《维格列大叔》带大。这种“玩”理念上改变对孩子产生了什么影响?社会科学家、家长,还有脱口秀教授在未来岁月里将对这个问题争论不休。不过,我们能够开始得出我们自己结论。(续)DetailedReading61/85

即使电子娱乐可能是很有趣,也很富有创意,不过,一旦沉湎于这种形式娱乐,孩子以及他们生活社会必定是输家。与传统游戏和玩具不一样,“联网”娱乐形式会造成孩子缺乏想象力、社会生活不成熟,以及对身边世界毫无掩饰地麻木不仁后果。DetailedReading62/85 第3段汉字译文

看着一个孩子抓起一团橡皮泥,开始试着让它滚动起来。开始是一个普通球,接着变成了一条蛇。这条蛇或许会变成8字形或一个手镯。孩子把手镯上端卷起来,做出一把茶壶,她用这把茶壶举行一场假装茶话会。接下来,她把茶壶又捏成一团,或许再做成雪人、马头、小兔子、海蛇,或者摩天大楼。除了用自己双手、一团用面粉和盐混成不值钱一团东西,她不需要其它东西,就能够做出一个世界,为之制订规则和创造居民。等她玩腻了,能够把它再次捏成没有形状一团,等候下一次创作冲动。(续)

DetailedReading63/85

玩耍橡皮泥还会激发其它兴趣——她可能会用建模黏土做一样东西,烤制成一个永久形状,或者图画,再或者纸浆制品。即使她对自己做事情没花太多心思,不过她学会了有价值东西:我是个创造者,我能给自己想法赋予详细形状。DetailedReading64/85第4段汉字译文

然而,电子游戏很可笑,是人为编程,给人创新性假想。玩游戏人每一步有各种选择:要进那扇门?要用哪种武器?要阅读哪条线索?不过,这种选择,与鸽子口啄杠杆得到一粒玉米选择是一样道理。玩游戏人与游戏操纵杆一样,都是游戏工具。她那短暂高兴是无法让她满足,因为游戏带来并非真正意义上成就感,只不过是迷迷糊糊地看着他人创作东西展现眼前一个体验。DetailedReading65/85

那一团橡皮泥要是交给在电子游戏贫乏冒险经历中长大孩子,很可能看到一脸茫然,还有犹豫不定问题:“我用它干什么啊?”玩电子游戏人吸收她自己经验:我不创造。我让他人创造发生在我眼前。DetailedReading66/85第5段汉字译文

那是一个秋天漂亮周六,有一群孩子暂时组织了一场足球赛。突然他们为足球是不是踢出了边线争论了起来。有几个说必定踢出界了;其余几个坚持说没有。嗓门提升了,火气也大了。可能一两个暴脾气家伙会大步走出场地。不过,天空一片湛蓝,而且家里还有些杂活要干。很快地盘算一下继续踢球有什么好处,于是球员们做出决定。可能他们重新踢一脚。可能他们掷硬币。DetailedReading67/85

可能他们一致同意,说那球没出线,或出线了。他们愿意妥协,接收在生活中就得互谅互让理念,使得这场游戏继续下去。踢足球孩子继续踢球,稍稍学会了与人相处道理。DetailedReading68/85第6段汉字译文

拿互联网聊天室场景来做个比较。有许多孩子在聊天室里不知道花费了多少个小时。一样在那个可爱星期六,一名年青互联网皇后躬身坐在键盘前,房间里就她一个人。她网友名单包含十几个,甚至几十个从来没有见过面“朋友”。她手指飞快地在键盘上移动,不停地从一个对话框转换到另一个对话框,同时与好几个人对话。然而,这是些奇怪对话,并不包含现实世界里情谊会给人带来伤害内容。在与网友聊天世界里,状态取决于能否跟得上在线朋友快速节奏,羞辱那些话多、言词尖刻人们。DetailedReading69/85

那位聊天皇后与什么人关系亲密,就看谁能不能马上接手,和她一起对另一个惹他们生气网友群起而攻之。假如这位盟友也变得讨厌了,那么嗒一下!她会随时将他从网友名单上删去,或者甚至将他拒之圈外,让他永远不能再与她联络。这没有多大损失。毫不夸大地说,聊天室里有是成千上万新搭档等着填补那个空缺。取得经验是:我并不非得为关系而忙碌。他们说来就来,说走就走,而且按照我意愿。假如有些人惹我生气,我能够让那家伙消失。DetailedReading70/85 第7段汉字译文

孩子们坐下来玩“大赢家”游戏时,他们形成结构涣散小组,依然是身边现实世界朋友中一部分。有些人来了,立刻停顿游戏,没有问题。玩游戏人与来访者打招呼,一起欢笑,讨论这个游戏,甚至马上重新安排,带上新人一起玩。甚至在游戏继续之后,与其它玩游戏人以及不玩人谈话聊天都方便得很。即使参加了这场游戏,不过玩游戏人不受其限制。与人接触、客套寒暄,以及与人交际都不会被认为妨碍他们玩得开心。从中他们能学到自娱自乐和关心身边人和事能够兼得。DetailedReading71/85 第8段汉字译文

用这个棋盘游戏场景与许多起居室里越来越常见场景对照一下,后者令人失望。客人来造访,发觉一个孩子躬身坐着在电视屏幕前,腿上放着电脑游戏控制杆。连客人直接找他说话时,他两只眼睛依然紧盯着屏幕。假如客人仍想吸引他注意力,他会愤恨地回答道:“我在打游戏!”更经常发生是,连孩子父母宁愿踮着脚尖走路,而不去打搅他。他们已经被那套把孩子弄得丧失了人性昂贵、高科技玩意儿吓得胆战心惊。(续)

DetailedReading72/85 第8-10段汉字译文

(接)这种游戏本身在很大程度上把令人发指苦难作为娱乐。游戏玩家饰演精神病杀手角色,如同“纽克姆公爵”里23级不停大屠杀,或者在“血腥咆哮”里,让玩家拥有从未有过更多摧残、碾压,甚至吞噬敌人方法。 学到东西呢?

一想到这些,莫非不令人难受吗?DetailedReading73/85Whichparagraphsdescribeorrecountactivegamesoractivities?Andwhichparagraphsprovidevividaccountsofpassiveelectronicgamesoractivities?Active:one,three,fiveandsevenPassive:two,four,sixandeightcontrast74/85WritingstrategiesRethinkingthepassageTheme

75/85persuasivewriting

apieceofworkinwhichthewriteruseswordstoconvincethereaderthatthewriter'sopinioniscorrectwithregardtoanissue.Persuasivewritersemploymanytechniquestoimprovetheirargumentandshowsupportfortheirclaim.Writingstrategies76/85

Themainmethodusedinthispersuasiveessayiscontrast.

Whatcontrastshavetheauthormadehere?Andwhatconclusionshashereachedaftereachcontrast?Threecontrastshavebeenmadeinparagraphs3-8,oneineverytwoconsecutiveparagraphs.Writingstrategies77/85

Three

contrasts

WritingstrategiesPlay-Dohandvideogamessoccergamesandchattingonthenet.

(Theconclusion:Theformerhelpsdevelopkids'socialabilitieswhilethelatterrendersthekidspoorathandlinginterpersonalrelationships.)Monopolyandvideogames.(Theconclusion:theformeriscreativeandthel

温馨提示

  • 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
  • 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
  • 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
  • 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
  • 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
  • 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
  • 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。

评论

0/150

提交评论