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環球雅思學校雅思考試指定輔導用書:雅思全真模考(3)(附光碟)(簡體書)
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環球雅思學校雅思考試指定輔導用書:雅思全真模考(3)(附光碟)(簡體書)

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人民幣定價:55 元
定價
:NT$ 330 元
優惠價
87287
海外經銷商無庫存,到貨日平均30天至45天
下單可得紅利積點:8 點
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《雅思全真模考3》針對雅思學術、培訓類考試,不僅提供充足的雅思學術類、培訓類全真模擬試題,而且包含具有針對性的題型講解,是不可多得的雅思考試培訓教材和考生自學參考用書。本書不但含有學術類模擬試題及其出題、解題技巧,而且包含培訓類模擬試題及其出題、解題技巧。本書作者馬修斯、索爾茲伯裡為雅思考試考官,深諳出題方向,為雅思考試的權威。

名人/編輯推薦

《環球雅思學校雅思(IELTS)考試指定輔導用書:雅思IELTS全真模考3》作者馬修斯、索爾茲伯里為雅思考試考官,深諳出題方向,為雅思考試的權威,是不可多得的雅思考試培訓教材和考生自學參考用書。

目次

考試簡介評分方法雅思考試9分制評分表雅思考試概要聽力學術類閱讀學術類寫作培訓類閱讀培訓類寫作口語測試一聽力模塊閱讀模塊寫作模塊口語模塊測試二聽力模塊閱讀模塊寫作模塊口語模塊測試三聽力模塊閱讀模塊寫作模塊口語模塊測試四聽力模塊閱讀模塊寫作模塊口語模塊測試五聽力模塊閱讀模塊寫作模塊口語模塊測試六聽力模塊閱讀模塊寫作模塊口語模塊測試七聽力模塊閱讀模塊寫作模塊口語模塊培訓類測試閱讀模塊寫作模塊口語攻略寫作攻略答案聽力原文

書摘/試閱



Video game research
Although video games were first developed for adults, they are no longer exclusively reserved for thegrown ups in the home. In 2006, Rideout and Hamel reported that as many as 29 percent of preschoolchildren (children between two and six years old) in the United States had played console video games,and 18 percent had played hand-held ones. Given young children's insatiable eagerness to learn, coupledwith the fact that they are clearly surrounded by these media, we predict that preschoolers will bothcontinue and increasingly begin to adopt video games for personal enjoyment. Although the majorityof gaming equipment is still designed for a much older target audience, once a game system enters thehousehold it is potentially available for all family members, including the youngest. Portable systemshave done a particularly good job of penetrating the younger market.
Research in the video game market is typically done at two stages: some time close to the end of theproduct cycle, in order to get feedback from consumers, so that a marketing strategy can be developed;and at the very end of the product cycle to 'fix bugs' in the game. While both of those types of researchare important, and may be appropriate for dealing with adult consumers, neither of them aids in designingbetter games, especially when it comes to designing for an audience that may have particular needs, suchas preschoolers or senior citizens. Instead, exploratory and formative research has to be undertaken inorder to truly understand those audiences, their abilities, their perspective, and their needs. In the springof 2007, our preschool-game production team at Nickelodeon had a hunch that the Nintendo DS-withits new features, such as the microphone, small size and portability, and its relatively low price point-was a ripe gaming platform for preschoolers. There were a few games on the market at the time whichhad characters that appealed to the younger set, but our game producers did not think that the gamemechanics or design were appropriate for preschoolers. What exactly preschoolers could do with thesystem, however, was a bit of a mystery. So we set about doing a study to answer the query: What couldwe expect preschoolers to be capable of in the context of hand-held game play, and how might the childdevelopment literature inform us as we proceeded with the creation of a new outlet for this age group?

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優惠價:87 287
海外經銷商無庫存,到貨日平均30天至45天

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