【单选题】

教师在编制历史初中试题时,要关注难度与区分度。为保证试题有较好的区分度,试题难度应控制的区间是()。

A.
0.1~0.2
B.
0.2~0.4
C.
0.4~0.6
D.
0.7~0.9
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【单选题】

具有清热燥湿功效,善清肺热的药物是

A.
龙胆草
B.
黄芩
C.
黄连
D.
黄柏
E.
苦参
【单选题】

Passage2

     Old stereotypes diehard. Picture a video-game player and you will likely imagine a teenage boy, byhimself, compulsively hammering away at a game involving rayguns and aliensthat splatter when blasted. Ten years ago that might have borne some relationto reality. But today a gamer is as likely to be a middle-aged commuterplaying  "Angry Birds" on hersmartphone. In America, the biggest market, the average game-player is 37 yearsold. Two-fifths are female.

     Over the past tenyears the video-game industry has grown from a small business to a huge, mainstreamone. With global sales of $56 billion in 2010, it is more than twice the sizeof the recorded-music industry. Despite the downturn, it is growing by almost9% a year.

    Is this success dueto luck or skill? The answer matters, because the rest of the entertainmentindustry has tended to treat gaming as being a lucky beneficiary of broadertechnological changes. Video gaming, unlike music, film or television, had theluck to be born digital. In fact, there is plenty  for old media to learn.

    Video games have certainly been swept along bytwo forces: demography and technology. The first gaming generation-the childrenof the 1970s and early 1980s-is now over 30. Many still love gaming, and canafford to spend far more on it now. Meanwhile rapid improvements in computingpower have allowed game designers to offer experiences that are now often morecinematic than the cinema.

     But even grantedthis good fortune, the game-makers have been clever. They have reached out tonew customers with new methods. They have branched out into education,corporate training and even warfare, and have embraced digital downloads andmobile devices with enthusiasm. Though big-budget games are still popular, muchof the growth now comes from  "casual" games that are simple, cheap and playable in shortbursts on mobile phones or in web browsers.

     The industry hasexcelled in a particular area-pricing. In an era when people are disinclined topay for content on the web, games publishers were quick to develop"freemium" models, where you rely on non-paying customers to build anaudience and then extract cash only from a fanatical few.

Asgaming comes to be seen as just another medium, its tech-savvy approachcould provide awelcome shot in the arm for existing media groups.


All of the following methods are employed to attract new customers EXCEPT______.

A.
to expand business into other fields
B.
to embrace mobile devices
C.
to develop big-budget games
D.
to develop "casual" games
【单选题】

肺癌所致阻塞性肺炎有以下临床征象,除了

A.
患者一般不发热或仅有低热
B.
血白细胞计数常不增高
C.
抗生素治疗后炎症很快吸收消散
D.
经抗生素治疗炎症吸收后出现肿块阴影
E.
短期内同一部位可反复出现炎症
【A型选择题】

嗜碱性粒细胞减少常见于(    )

A.

速发型过敏反应

B.

疱疹样皮炎

C.

寄生虫病

D.

伤寒

E.

血液病

【A4型选择题】

中年女性,左上肢外展牵拉伤,患肩疼痛,以健手托患侧前臂。检查:患侧方肩,Dugas征阳性。其可能诊断是(    )。

A.

锁骨骨折

B.

肱骨解剖颈骨折

C.

肱骨外科颈骨折

D.

肩关节脱位

E.

肩锁关节脱位

【单选题】

已知F[f(t)]=402.png,则信号f(2t-5)的傅里叶变换为(   )。

40.png

A.
A
B.
B
C.
C
D.
D
【单选题】

女,36岁,确诊肾病综合征,血白蛋白15g/L。近两日感右侧腰部隐痛,尿色偏深,无明显尿频、尿急、尿痛。尿常规:RBC20~40/HP,WBC0~2/HP,B超:双肾、输尿管未见异常。应首先考虑的并发症是

A.
急性肾盂肾炎
B.
隐匿性肾炎
C.
肾结核
D.
肾静脉血栓形成
E.
肾肿瘤
【单选题】

如图所示,A、B是两质量相等的物体,原本静止在平板小车C上,A和B间夹一被压缩了的轻弹簧,A、B与平板车上表面动摩擦因数之比为3:2,地面光滑。当弹簧突然释放后,A、B相对C滑动的过程中,以下说法中正确的是(   )。

①A、B系统动量守恒
②A、B、C系统动量守恒
③小车向左运动
④小车向右运动

A.
①②
B.
①③
C.
②③
D.
①④
【单选题】

禄丰公司是一家智能数控机床制造企业。该公司在确立风险管理目标时,为使权责相应,提升风险管理的效果,将风险管理的目标分为基本目标.直接目标.核心目标及支撑目标。禄丰公司的上述做法符合风险管理目标设置的原则是(  )。

A.
一致性原则
B.
现实性原则
C.
明晰性原则
D.
层次性原则
【单选题】

拔罐治疗时,临床上最常用的吸附方法是

A.
闪火法
B.
投火法
C.
滴酒法
D.
水吸法
E.
抽气吸法