题目内容

在考核临床疗效的一项实验设计中,下列哪项是不恰当的

A. 需要设立比较组
B. 分组要遵循随机化的原则
C. 要有明确的疗效判断标准
D. 必须使观察者和研究对象清楚分组
E. 要使研究对象从实验中获益

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外来化合物在机体内最主要的结合反应是

A. 硫酸结合
B. 氨基酸结合
C. 葡萄糖醛酸结合
D. 谷胱甘肽结合
E. 乙酰基结合

环境有害因素作用下形成人群健康效应谱的图形是

A. 少数人体内负荷增加、多数人严重受害的金字塔形
B. 体内负荷增加和死亡均为少数,而中间型为多数的菱形
C. 多数人体内负荷增加、少数人死亡的梯形
D. 多数人体内负荷增加、少数人死亡的金字塔形
E. 少数人体内负荷增加、多数人死亡的梯形

证券公司直接营销渠道包括______。

A. 传统的证券公司营业部的直接销售
B. 通过经纪人销售
C. 通过直接邮寄宣传单
D. 证券公司的营销人员直接销售

Video games get a bad press. Many are unquestionably violent and, as has been the way with new media from novels to comic books to television, they have been accused of corrupting the moral fabric of youth. Nor are such accusations without merit. There is a body of research suggesting that violent games can lead to aggressive thoughts, if not to violence itself.But not allgames are shoot-them-ups, and what is less examined is whether those that reward more constructive behavior also have lingering impacts. That, however, is starting to change. Two studies showing that video games have a bright side as well as a dark one have been carried out recently. One, to be published in June by the Journal of Experirnental Social Psychology, was conducted by Douglas Gentile, of Iowa State University"s media research laboratory. He and his colleagues tested the effects of playing so-called "pro-social" games on children and young adults in three countries. A group of 161 American students played one of six games for 20 minutes. Some were given"Ty2" or "Crash Twinsanity", both of which involve cartoonish fighting and destruction. Others were assigned "Chibi-Robo!", which involves helping characters in the game by doing their chores, or "Super Mario Sunshine", in which players clean up pollution and graffiti. A third group, acting as a control, played "Pure Pinball" or "Super Monkey Ball Deluxe", both of which involve guiding a ball through mazes. Their games over, the participants were asked to choose 11 of 30 easy, medium or hard shape-based puzzles for a partner to complete, and told that their partner would receive a $10 gift voucher if he could complete ten of them. Those who had been playing prosocial games were significantly more likely to help their partner by selecting easy puzzles. The opposite was true for those assigned violent games. The other parts of Dr Gentile"s study looked at established behavior. In one, a group of 680 Singaporeans aged 12-14 were asked to list their three favorite games and state the number of hours they played. They were then given questionnaires, the answers to which suggested that those who spent the longest playing games which involved helping others were most likely to help, share, co-operate and empathize with others. They also had lower scores in tests for hostile thoughts and the acceptance of violence as normal. In the second, Japanese aged 10-17 were asked how much time they spent playing games in which the main character helps others. When questioned three to four months later, those who played these types of games the most were also rated as more helpful to those around them in real life. Pro-social games enable participants to

A. skillfully accomplish the required tasks.
B. select medium puzzles for their partner.
C. be integrated into different social groups.
D. conduct helping actions to their partner.

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