n. 风景,山水,风景画
v. 美化景观
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[21:42.98]Section C
[21:45.17]Directions: In this section,
[21:47.69]you will hear a passage three times.
[21:50.53]When the passage is read for the first time,
[21:53.26]you should listen carefully for its general idea.
[21:56.33]When the passage is read for the second time,
[21:59.39]you are required to fill in the blanks
[22:02.24]numbered from 36 to 43 with the exact words you
[22:06.39]have just heard. For blanks numbered from 44 to 46
[22:11.53]you are required to fill in the missing information.
[22:14.49]For these blanks, you can either use the exact words
[22:18.87]you have just heard or write down the main points
[22:22.26]in your own words. Finally, when the passage is read
[22:26.30]for the third time, you should check what you have written.
[22:29.70]Now listen to the passage.
[22:33.63]For some educators, there is nothing wrong
[22:37.46]with fun and games. A group called the Education Arcade
[22:41.62]recently held a conference in Los Angeles to
[22:44.79]discuss the future of educational games,
[22:47.42]and it brings together international game designers,
[22:50.48]publishers, teachers and policymakers.
[22:53.88]The Education Arcade commenced at
[22:56.61]the Massachusetts Institute of Technology, near Boston.
[22:59.67]Professors cooperated with the Microsoft Company
[23:02.74]to create what they called the Games-to-Teach Project.
[23:05.58]The group began to explore techniques to
[23:08.75]use technology in teaching and learning.
[23:11.05]They worked with game designers to develop ideas about
[23:14.77]how mathematics and science could associate with game playing.
[23:18.60]The group recently announced that
[23:21.00]a “Games for Learning” statement will be placed
[23:23.85]on some products. The goal is to help people find games that
[23:27.57]are recreational but will also teach.
[23:30.30]The Entertainment Software Association says
[23:32.60]approximately fifty percent of all Americans at age six and
[23:36.87]older play computer and video games. Sales of such games
[23:41.03]in the United States grew eight percent last year,
[23:44.20]to seven-thousand-million dollars.
[23:46.72]Experts say developing a successful computer game
[23:50.11]can take millions of dollars and years of work.
[23:52.95]They say many companies are not willing to invest that
[23:56.67]much money and time in educational games
[23:59.41]when other kinds sell better.
[24:01.70]Still, companies have been creating systems
[24:04.88]like hand-held educational devices made by LeapFrog.
[24:08.48]And new educational role-playing games
[24:11.11]are being developed on the basis of the results from
[24:14.09]recent surveys and related research. For example,
[24:17.48]M.I.T. is developing a game so that players will
[24:20.98]get to experience the American Revolution online.
[24:25.24]Now the passage will be read again.
[24:29.19]For some educators, there is nothing wrong with fun and games.
[24:33.34]A group called the Education Arcade recently
[24:36.73]held a conference in Los Angeles to
[24:39.35]discuss the future of educational games,
[24:41.76]and it brings together international game designers,
[24:44.72]publishers, teachers and policymakers.
[24:48.22]The Education Arcade commenced at
[24:50.84]the Massachusetts Institute of Technology, near Boston.
[24:54.02]Professors cooperated with the Microsoft Company to create
[24:58.06]what they called the Games-to-Teach Project.
[25:00.36]The group began to explore techniques to use technology
[25:03.75]in teaching and learning. They worked with game designers
[25:07.47]to develop ideas about how mathematics and science
[25:11.08]could associate with game playing.
[25:13.27]The group recently announced that
[25:15.57]a “Games for Learning” statement will be placed
[25:17.76]on some products. The goal is to help people find games that
[25:21.59]are recreational but will also teach.
[25:24.54]The Entertainment Software Association
[25:26.62]says approximately fifty percent of all Americans
[25:29.68]at age six and older play computer and video games.
[26:44.82]Sales of such games in the United States
[26:46.79]grew eight percent last year, to seven-thousand-million dollars.
[26:51.17]Experts say developing a successful computer game
[26:54.55]can take millions of dollars and years of work.
[26:57.29]They say many companies are not willing to invest that
[27:01.12]much money and time in educational games
[27:03.74]when other kinds sell better.
[28:16.75]Still, companies have been creating systems
[28:19.38]like hand-held educational devices made by LeapFrog.
[28:22.98]And new educational role-playing games
[28:25.39]are being developed on the basis of the results from
[28:28.23]recent surveys and related research.
[29:41.22]For example,M.I.T. is developing a game so that players will
[29:45.48]get to experience the American Revolution online.
[29:49.86]Now the passage will be read for the third time.
[29:53.03]For some educators, there is nothing wrong with fun and games.
[29:56.97]A group called the Education Arcade recently
[30:00.47]held a conference in Los Angeles to
[30:02.99]discuss the future of educational games,
[30:05.50]and it brings together international game designers,
[30:08.46]publishers, teachers and policymakers.
[30:12.18]The Education Arcade commenced at
[30:14.70]the Massachusetts Institute of Technology, near Boston.
[30:17.87]Professors cooperated with the Microsoft Company to create
[30:21.59]what they called the Games-to-Teach Project.
[30:24.21]The group began to explore techniques to use technology
[30:27.60]in teaching and learning. They worked with game designers
[30:31.54]to develop ideas about how mathematics and science
[30:34.82]could associate with game playing.
[30:37.34]The group recently announced that
[30:39.31]a “Games for Learning” statement will be placed
[30:41.83]on some products. The goal is to help people find games that
[30:45.44]are recreational but will also teach.
[30:48.50]The Entertainment Software Association says
[30:50.91]approximately fifty percent of all Americans at age six and
[30:55.06]older play computer and video games.
[30:57.48]Sales of such games in the United States
[31:00.54]grew eight percent last year,
[31:02.29]to seven-thousand-million dollars.
[31:05.02]Experts say developing a successful computer game
[31:08.30]can take millions of dollars and years of work.
[31:11.04]They say many companies are not willing to invest that
[31:14.86]much money and time in educational games
[31:17.66]when other kinds sell better.
[31:19.85]Still, companies have been creating systems
[31:22.92]like hand-held educational devices made by LeapFrog.
[31:26.86]And new educational role-playing games
[31:29.15]are being developed on the basis of the results from
[31:31.89]recent surveys and related research. For example,
[31:35.39]M.I.T. is developing a game so that players will
[31:38.78]get to experience the American Revolution online.
[31:41.96]This is the end of listening comprehension.
重点单词 | 查看全部解释 | |||
landscape | ['lændskeip] | |||
disguise | [dis'gaiz] | 联想记忆 | ||
revolution | [.revə'lu:ʃən] | 联想记忆 | ||
approach | [ə'prəutʃ] | 联想记忆 | ||
entertainment | [.entə'teinmənt] | 联想记忆 | ||
draft | [dræft] | |||
check | [tʃek] | 联想记忆 | ||
minutes | ['minits] | |||
competitive | [kəm'petitiv] | 联想记忆 | ||
environment | [in'vaiərənmənt] |
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