传承千年古语文明,远播文化在city&guilds 圆梦

传承千年古语文明,远播文化在city&guilds 圆梦

经过几辈人的智慧总结,形成了很多值得传扬的名家古谚,陕西师范大学city&guilds国际汉语教师考试中心在这里给大家一一展示。

夏不睡石,秋不睡板。春不露脐,冬不蒙头。白天多动,夜里少梦。

枕头不选对, 越睡人越累。

先睡心,后睡人,睡觉睡出大美人。

头对风,暖烘烘;脚对风,请郎中。

睡觉莫睡巷,最毒穿堂风。

睡觉不点灯,早起头不晕。

要想睡得人轻松,切莫脚朝西来头朝东。

◆千学不如一看,千看不如一练。

◆久住坡,不嫌陡。

◆马看牙板,人看言行。

◆不经冬寒,不知春暖。

◆不挑担子不知重,不走长路不知远。

◆不在被中睡,不知被儿宽。

◆不下水,一辈子不会游泳;不扬帆,一辈子不会撑船。

◆不当家,不知柴米贵;不生子,不知父母恩。

◆不摸锅底手不黑,不拿油瓶手不腻。

◆水落现石头,日久见人心。

◆打铁的要自己把钳,种地的要自己下田。

◆打柴问樵夫,驶船问艄公。

◆宁可做过,不可错过。

◆头回上当,二回心亮。

◆发回水,积层泥;经一事,长一智。

◆耳听为虚,眼见为实。

◆老马识路数,老人通世故。

◆老人不讲古,后生会失谱。

◆老牛肉有嚼头,老人言有听头。

◆老姜辣味大,老人经验多。

◆百闻不如一见,百见不如一干。

◆吃一回亏,学一回乖。

◆当家才知盐米贵,出门才晓路难行。

◆光说不练假把式,光练不说真把式,连说带练全把式。

◆多锉出快锯,多做长知识。

◆树老根多,人老识多。

◆砍柴上山,捉鸟上树。

◆砍柴砍小头,问路问老头。

◆砂锅不捣不漏,木头不凿不通。

◆草遮不住鹰眼,水遮不住鱼眼。

◆药农进山见草药,猎人进山见禽兽。

◆是蛇一身冷,是狼一身腥。

◆香花不一定好看,会说不一定能干。

◆经一番挫折,长一番见识。

◆经得广,知得多。

◆要知山中事,乡间问老农。

◆要知父母恩,怀里抱儿孙。

◆要吃辣子栽辣秧,要吃鲤鱼走长江。

◆树老半空心,人老百事通。

谚语第二缉

◆一人说话全有理,两人说话见高低。

◆一正辟三邪,人正辟百邪。

◆一时强弱在于力,万古胜负在于理。

◆一理通,百理融。

传播汉语需要符合国际标准的对外汉语教师,快来陕西师范大学City&Guilds考试中心参加专业对外汉语培训,考取City&Guilds国际教师资格,成为传播中国文化的使者。

 

第二篇:Personal Statement For Marshall Scholar application 个人陈述

Personal Statement For Marshall Scholar

application 个人陈述

If concerned parents ever try to argue that video games rot your brain, I think I will be their nemesis. From the age of seven, I was a video game junkie, rushing home from school to defeat the forces threatening virtual worlds. At recess, my friends and I would pretend to be our favorite video game characters, imagining our own stories and saving the world at least once a day. By the age of twelve my thumb muscles had become overdeveloped, hampering my ability to grip a pencil. I would argue, however, that this was the only unhealthy effect that playing video games had caused me. I maintained a large group of friends, developed a great imagination, and spent just as much time playing outside as I did in front of the screen.

Initially, I think the dramatic storylines and characters of video games appealed to me more than what I saw as a lackluster social reality. Like many in my generation, I grew up believing that wanting to change the world was immature and naive. At the same time, I felt deeply devoted to a set of ideals originally influenced by my Catholic upbringing. Though I had slowly grown frustrated with the hypocrisy I saw in the church, my faith had remained. As a result, I felt a need to search for a way to truly change the world for the better - to help in some

way to alleviate the suffering caused by poverty and selfishness. At the same time, I felt an intense desire to pursue video game design as a career. At the time, these two passions seemed incompatible.

Studying philosophy as an undergraduate introduced me to a whole new world. I learned that I was not alone in my search for truth or ideals. Voices throughout history were there to teach me, and through them my life took on new meaning and direction. In particular, non-violent protest and civil disobedience provided an inspirational example. Heroes like Gandhi and Martin Luther King Jr. had effectively changed the world without losing sight of the humanity in their adversaries. They had used their words and their bodies to stand up against what seemed like insurmountable opposition, awakening their opponents to the folly of their own actions. I joined in peaceful protests myself against the World Bank and IMF as part of the anti-globalization movement. I knew, the first time I heard the chants of my fellow protesters and stood before a line of policemen that I had found a method to contribute to real social change. Spreading awareness of the destructive policies of the World Bank and IMF was just one of many ways that I discovered the ability to be part of the solution to large-scale social problems.

My interdisciplinary project in London demonstrated that I could combine my dual passions. Working in a team, I designed and implemented a pair of web-based, educational computer games for

Science Year, a British organization that aims to make science engaging for younger students. In the process, I realized that the goal of my project was not merely to make science fun and entertaining for kids. It was to engage them with the science at a deeper level: to create a space through which they could interact with scientific ideas, developing connections and thoughts of their own.

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This experience taught me the enormous potential to transform video games from an escapist entertainment into a provocative medium of communication. Such games have the ability to tell profound stories with thought-provoking characters and themes, similar to classic literature or film. At the same time, they are unique in their ability to involve the audience directly in the experience. Players are able to affect significantly the virtual worlds set before them, taking an active and immediate role. Consequently, they can direct the events of the game in their own way, exploring the different sides of a given conflict or influencing its resolution. In the process, the players can be motivated to think about their own lives and the world around them.

The majority of the media today seems to promote a passive participation. Popular television, movies, and even video games direct people towards disconnecting from their own lives. Many people appear to pass through their days bored and unaware, while so many social problems threaten their freedom and safety. I believe that video games, when designed the right way, could push these people back into reality by teaching and inspiring them. I can envision designing a video game that could vividly illustrate the reality of the ecological crisis or the devastating effects of globalization. Such games could follow the plight of characters faced with the different forces and effects involved in these problems. I also see the potential for provocative games focused on the ills of mindless consumerism, or on the importance of social activism and involvement. Video games can be so much more than an escape or a way to pass the time - they can wake you up, make you think, and inspire you to act.

I know that the idea of video games as more than mindless entertainment may seem farfetched, to the academic community as well as to the game development industry. I am, however, only searching for a chance to help the medium prove itself. As a child, I was always drawn into the drama of saving imagined worlds or fictitious characters from monsters and evil forces. Maybe now, I can live to draw others into saving the real one.

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