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1)  stickball [英]['stikbɔ:l]  [美]['stɪk,bɔl]
棍子球游戏
2)  football game
足球游戏
1.
The football game is a important content of teaching activities for special course,the football game is a training mean too.
足球游戏是专修班教学活动的重要内容,也是训练手段之一。
2.
Based on the practical observation and studies in some related materials, it is believed that football game can stimulate student s interest and develop students energy and intelligence.
通过对文献资料的研究和实践观察分析 ,认为在足球教学中 ,运用足球游戏可以培养学生的兴趣 ,发展学生的体能和智力 ,有利于学生更好、更快地掌握足球运动的各种技术与技能 ,对足球教学起到良好的促进作用。
3)  basketball games
篮球游戏
1.
Using teaching experimental method, learning efficiency of middle school students who take part in basketball games is studied.
运用教学实验方法 ,对中学生进行篮球游戏教学与学习效能的研究。
2.
This paper focuses on how to apply basketball games to develope students interests, stamina and intelligence.
通过对文献资料的研究和观察分析提出 ,在篮球教学中 ,运用篮球游戏可以培养学生的兴趣 ,发展学生的体能和智力 ,有利于学生更好、更快地掌握篮球运动各种技术与技能 ,对篮球教学起到良好的促进作
4)  women hokey
女子曲棍球
1.
A comparative analysis on the athletes' function situation of the Guangdong women hokey players before 3 major competitions
广东女子曲棍球队三次重大比赛前运动员机能状态的比较研究
5)  video game
电子游戏
1.
Video games usually adopt the following time strategies such as suspending "present time","future time", breaking time, and combining objective and psychological time and so on, which are features of the arts of video games as well.
悬置"现在"、"未来",时间碎片化,客观时间与心理时间重合,强化时间刻度等,是电子游戏艺术常采用的时间策略,也是电子游戏艺术性的根本表征之一。
2.
It contains abundant education value and plays an important role in the initiation of learning motivation, the cultivation of creative thinking, the forming of research-based way of learning and the cultivation of information quality, especially in the merging of video games and school-based curriculum.
电子游戏是课程资源之一,因为游戏是生活——客观生活、虚拟生活、主观生活,是文化艺术,它理当作为一种课程资源。
3.
Adolescent engagement in video game playing is becoming one of the major concerns of parents and schools in China s urban areas.
 利用修订的中文版电子游戏问卷对济南市4所初中1762名被试进行了测查,考察初中生玩电子游戏的现状与特点。
6)  Video games
电子游戏
1.
Nowadays video games become favour of college students.
电子游戏成为现今大学生的宠爱,也是占有他们自由时间最多的娱乐,电子游戏的本质特征与大学生的个性特征有着很多的相似之处,电子游戏体现的就是一种个性追求的理念,是发掘大学生的个性潜能优势的有效媒介。
2.
There are very close contact between film and video games, because they have similar aesthetic theory, communication channel and target market.
同样以视听为主要传播手段,同样以视听体验为途径获得乐趣和享受,有着大致相同的目标市场的电影和电子游戏之间有着密切联系,而且呈现出一种全方位融合的趋势。
3.
Many students have no interesting in learning and a few students pay action to video games because of these problems.
这些问题导致学生在学习过程中体会不到读书的乐趣,个别学生将注意力转向电子游戏,有些甚至到了一发不可收拾的地步。
补充资料:棍子
用树枝、竹子截成,或用金属制成的圆长条。
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