1) hopscotch
[英]['hɔpskɔtʃ] [美]['hɑp'skɑtʃ]
"跳房子"游戏
3) romp
[英][rɔmp] [美][rɑmp]
蹦跳游戏
4) to play leapfrog
跳背游戏; 跳蛙游戏
5) play-house
儿童游戏房
6) 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。
补充资料:蹦跳
跳跃:他高兴得~起来ㄧ孩子们从院子里蹦蹦跳跳地跑进来。
说明:补充资料仅用于学习参考,请勿用于其它任何用途。
参考词条