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听力选择题-长对话 | 较难(0.4) |
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1 . 听下面一段较长对话,回答以下小题。
1. What are the man’s hobbies?
A.Snow and ice climbing.B.Jumping and running.C.Running and climbing.
2. What is the main reason that the man runs every day probably?
A.To keep fit and healthy.
B.To work out difficult problems.
C.To finish a course in physical training.
3. What is the man going to do next year?
A.Do cross-country running.
B.Climb the Alps with his wife.
C.Enter for the London Marathon.
4. What is the man speaker’s main topic?
A.His after-work activities,
B.His experience of mountain climbing.
C.A training schedule for a professional athlete.
2023-10-13更新 | 42次组卷 | 1卷引用:四川省宜宾市叙州区第一中学校2023-2024学年高二上学期10月月考英语试题(含听力)
语法填空-短文语填(约190词) | 较难(0.4) |
2 . 阅读下面短文,在空白处填入1个适当的单词或括号内单词的正确形式。

Tree-climbing class takes root in Hubei

Recently, a tree-climbing class has grown popular among students at the Sport Institute of Hubei University.

At a class on Monday, Lu Junpei showed 16 students some of     1     most important techniques.After     2     (put) on a helmet, fastening straps and tying rope knots, Lu spent less than eight minutes reaching the top of a 25-meter tree     3     (easy) .

Student Zhu Jinhan climbed up the trunk and then     4     the help of ropes, he jumped to a neighbouring tree,     5     won bursts of applause(掌声).

“I     6     (grow) up in an area with a lot of mountains and trees and I liked climbing trees when I was a kid,” said Zhu.Tree climbing is not only a sport, but a way to help others, Zhu said, who is also a member of the Enshi Blue Sky Rescue Team.

Because more and more students are showing interest, the school plans to add     7    (many) seats to the class to allow more students     8     (learn) and practice.

Hubei University is one of the first     9     (university) in China to include courses on tree climbing.Teachers and students at the university won two golds     10     two silvers at the Hong Kong Tree Climbing Championship in 2017.

2022-01-21更新 | 183次组卷 | 1卷引用:四川省宜宾市2021-2022学年高一上学期期末考试英语试题

3 . E-Sports,short for electronic sports,is one of the growing industries in the world,with prizes totaling around $25 million up for grabs in some tournaments. E-Sports are professional multiplayer video game competitions. Any video game with a strong competitive element is considered e-Sports.The competition models itself after traditional professional sports in several ways: it uses corresponding tournament formats,involves player contracts, and is governed by regulations. The athletes who compete in e-Sports competitions are gamers.

The history of e-Sports dates back to 1972 when some Stanford University students competed in the Intergalactic Space War Olympics for the opportunity to win a one-year subscription to the Rolling Stone Magazine. E-Sports pretty much continued on the rather quiet path until the 80s when competitions like the Space Invaders Championship shot them to the spotlight. 2002 marked the beginning of a new era for the sport and laid the foundation for what e-Sports would become thanks to the release of the Xbox live, which brought online play to consoles. Halo Ⅱ became the first game to be shown on national television for Major League Gaming in 2004, paving the way for e-Sports to become a global phenomenon.

Today, e-Sports are growing at a rapid pace thanks to advance in technology and the arrival   of streaming services like Twitch which have exposed video game competitions to a new audience due to their extensive reach.

To understand how much impact Twitch has made, data from gaming analyst group Newzoo show that e-Sports global audience increased 43 percent from 204 million to 292 million between 2014 and 2016. Interestingly, this coincides (一致) with Amazon's acquisition of Twitch in 2014 and its effort to make the competition a spectator sport.

1. What do we know about e-Sports?
A.They are strongly competitive.
B.They spread worldwide overnight.
C.They totally differ from traditional ones.
D.The athletes in the sports are programmers.
2. What is the main idea of Paragraph 2?
A.The origin of e-Sports.
B.The variety of e-Sports.
C.The advantages of e-Sports.
D.The development of e-Sports.
3. How does the author feel about e-Sport's future?
A.Doubtful.B.Uncertain.
C.Hopeful.D.Worried.
4. What is the purpose of quoting data in the last paragraph?
A.To introduce Newzoo.B.To conduct a research.
C.To show the influence of Twitch.D.To arouse the audience's interest.
共计 平均难度:一般