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关于网络技术的论文题目大全初中英语

发布时间:2024-07-07 06:39:44

关于网络技术的论文题目大全初中英语

需要的话我们团队也可以的原创 按照要求定制 包修改 包过 直到通过为止

互联网(英语:internet),又称网际网络,或音译因特网(Internet)、英特网,是网络与网络之间所串连成的庞大网络,这些网络以一组通用的协议相连,形成逻辑上的单一巨大国际网络。通常internet泛指互联网,而Internet则特指因特网。这种将计算机网络互相联接在一起的方法可称作“网络互联”,在这基础上发展出覆盖全世界的全球性互联网络称互联网,即是互相连接一起的网络结构。互联网并不等同万维网,万维网只是一建基于超文本相互链接而成的全球性系统,且是互联网所能提供的服务其中之一。中国共产党第十八届中央委员会第五次全体会议,于2015年10月26日至29日在北京举行。全会提出,拓展发展新空间,形成沿海沿江沿线经济带为主的纵向横向经济轴带,培育壮大若干重点经济区,实施网络强国战略,实施“互联网+”行动计划,发展分享经济,实施国家大数据战略。关于论文,网上一搜一大把。多找几份,综合一下就好了。

A virtual world is an interactive simulated environment accessed by multiple users through an online Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG'" There are many different types of virtual worlds, however there are six features all of them have in common: Shared Space: the world allows many users to participate at Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D Immediacy: interaction takes place in real Interactivity: the world allows users to alter, develop, build, or submit customized Persistence: the world's existence continues regardless of whether individual users are logged Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, --------------------------------------------------------------------------------Virtual worlds have been created for many different The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing G" But virtual worlds have also been built for purposes other than The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming Examples include Everquest, Lineage 2, and World of W While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming Fortunately there are many other great sites that contain comprehensive lists of commercial gaming Here are a few: MPOGD Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or Social worlds tend to use settings based on idealized versions of Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of EducationSome virtual worlds have been created for educational In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university Active Worlds Educational Universe is one of the oldest and largest networks of educational Adobe Atmosphere is also being used to build virtual worlds for educational A great example of a corporate-sponsored educational world is M Political ExpressionVirtual worlds can serve as forums for political expression and While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online A great example of a virtual world with a political focus is AgoraX Military TrainingVirtual world technologies are also being used in some interesting ways by the US America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training And this is just the As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of In either case, welcome and enjoy the -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example) Some, but not all, virtual worlds allow for multiple The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain [3] Such modeled worlds may appear similar to the real world or instead depict fantasy The model world may simulate rules based on the real world or some hybrid fantasy Example rules are gravity, topography, locomotion, real-time actions, and Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and Communication is usually textual, with real-time voice communication using VOIP also [clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based HistoryThe concept of virtual worlds predates computers and could be traced in some sense to P[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality This form of virtual reality is characterized by bulky headsets and other types of sensory input Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar [6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSH MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7] Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line IMaze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a ” (-VCF7-MazeWar/html, 29th Feb) According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since -/ You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information)Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online)[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual [citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example) massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where [edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual [8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while The term magic circle has been used to describe the imaginary barrier between the virtual world and the real The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD 0107, making this unit of virtual currency of higher value than the Yen or the LEven though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities Places which have their own world, their own rules, topics, jokes, members, Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new Some users develop a double personality depending on which world they are interacting Depending on whether that person is in the real or virtual world can impact on the way they think and It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each Best examples are instant messaging and visio-conferences which allow people to create their own virtual It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Although Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly) People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and The example of Second Life is totally unique because players develop communities and businesses in this Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double

《当今社会网络技术应用发展的进程》《网络技术应用的就业趋势》《网络技术应用专业的实践应用》《预测网络技术应用未来的发展变化》

关于网络技术的论文题目大全初中生英语

免疫网络与时间赛跑 免疫网络针对的是企业内网基础架构的安全和管理。免疫网络是企业信息网络的一种安全形态。免疫网络的主要理念是自主防御和管理,它通过源头抑制、群防群控、全网联动是网络内每一个节点都具有安全功能,在面临攻击时调动各种安全资源进行应对。它具有安全和网络功能融合、全网设备联动、可信接入、深度防御和控制、精细带宽管理、业务感知、全网监测评估等主要特征。边界安全:防火墙、IPS/IDS、UTM产品等。传输安全:PPTP等VPN加密、算法和产品。系统安全:防毒墙、杀毒软件、身份准入等。 行为管理:上网行为管理/记录/监控等软硬件。风险管理:如数据存储安全、安防监控产品等。桌面系统:针对的是信息管理而非网络基础安全。内网基础安全:主要针对以太网底层协议漏洞、拦截攻击、对内网进行彻底加固,免疫网络就属此种。免疫网络让网络更安全。从而赢得时间

Internet is an international computer network connecting other networks and computers from companies, universities, At present, most of people can use computer for working, chatting, playing game, watching the movie and picture, and searching anything by clicking on I Internet is useful assistant for leading you to another world which amazing I think Internet has advantage and Advantage of Internet is that you can do anything that you want on Internet when it was connected to independent world such as download data, programs, game, picture But Internet has risk to receive spy ware, it attempts to disable or delete anti-spy ware tool and suppress warning massages given to users, it damages your data or system in your Moreover, you have risk to find the bad persons when chat in chat room especially You can found the crime news on the The news said they have many victim from chatting with unknown people by the victim were believed In conclusion, many people still use Internet because it is useful and

你到书店去找吧?应该会有的。不过好像中文的比较多一些吧?国外的就不是非常清楚了,外文书店去看看吧。

关于网络技术的论文题目大全高中英语

比如说,服务器的搭建,

互联网(英语:internet),又称网际网络,或音译因特网(Internet)、英特网,是网络与网络之间所串连成的庞大网络,这些网络以一组通用的协议相连,形成逻辑上的单一巨大国际网络。通常internet泛指互联网,而Internet则特指因特网。这种将计算机网络互相联接在一起的方法可称作“网络互联”,在这基础上发展出覆盖全世界的全球性互联网络称互联网,即是互相连接一起的网络结构。互联网并不等同万维网,万维网只是一建基于超文本相互链接而成的全球性系统,且是互联网所能提供的服务其中之一。中国共产党第十八届中央委员会第五次全体会议,于2015年10月26日至29日在北京举行。全会提出,拓展发展新空间,形成沿海沿江沿线经济带为主的纵向横向经济轴带,培育壮大若干重点经济区,实施网络强国战略,实施“互联网+”行动计划,发展分享经济,实施国家大数据战略。关于论文,网上一搜一大把。多找几份,综合一下就好了。

《当今社会网络技术应用发展的进程》《网络技术应用的就业趋势》《网络技术应用专业的实践应用》《预测网络技术应用未来的发展变化》

网络技术论文题目大全初中英语

学术堂整理了9个英语教学毕业论文题目,并提供了写作思路的指导:  1、初中英语课堂教学的开放性探究  写作提示-写作思路:文章通过与自己多年的教学经验相结合,来谈谈中学英语课堂实践,研究中学英语课堂的开放性活动,为学生构建一个自主、自由、活跃的课堂生活。  2、浅析初中英语教学中学生主动性的培养  写作提示-写作思路:通过中学生学习的主体作用的发挥,可以让学生在学习的道路上取得事半功倍的学习效果。如何让它充分发挥?首先要建立协调、和谐、互补的师生关系,激发学生的主体意识,其次要尝试探尝试探究性教学,发展学生主体能力。  3、浅析初中英语学困生的成因及其转化策略  写作提示-写作思路:初中阶段是英语学习的重要时期,由于多方面原因,学生中途掉队的现象十分普遍。本文根据学困生的成因,针对性地提出了心理、学法、习惯等方面有效促进了学困生的转化。  4、浅谈打造初中英语有效课堂教学的策略  写作提示-写作思路:有效课堂就是课堂达到教师教得有效,学生学得有效,学生对知识的掌握和灵活运用达到有效,它真正实现了教学效益的最大化。教师教得不再那么累了,学生学得不再那么苦了,而学习效率却真正提高了。实施有效课堂让笔者更新了教学理念,转变了教育思想,提高了教学艺术水平。重新审视以前的教学工作,反思过去的教学行为,笔者深切感受到了有效课堂的优质效果。那么如何打造有效的课堂教学呢?笔者认为应从下面加个方面做起。  5、有声思维法在初中英语阅读教学中的优势及运用  写作提示-写作思路:一、前言根据克拉申(1985)所创立的二语习得输入假说理论可知,语言输入在二语或外语学习者的语言学习过程中占有极其重要的地位。对初中生而言,他们正处于英语学习的初级阶段,需要大量的英语语料的输入。输入方式有两种听力与阅读。刘润清(2002)为代表的北派观点主张中国英语教学应以“听说为本、读写并重”,而南派英语教学的代表董亚芬(2003)则主张“中国英语教学应始终以读写为本”。  6、提高我县初中英语教学质量的建议  写作提示-写作思路:黔西县是毕节试验区的东大门和贵阳市的后花园,享有“中国杜鹃花都” 的美誉,近年来,在县委、政府“科教兴县”战略的引领下,全县教育事业蒸蒸日上,特别是突破高中教育、义务教育均衡发展和中职教育方面取得长足的发展。但是,我县的教育发展中也凸显了许多亟待解决的问题。譬如,乡镇学校教师缺编问题严重,教育教学质量总体水平不高等。  7、情境教学法在初中英语语法教学中的运用  写作提示-写作思路:在英语教学过程中,英语语法的教学是一个很重要的部分,我们不能过分的强调语法的作用,又绝对不能忽视必要的语法学习。然而,长期以来,在传统的教学法的影响下,很多老师都是为了语法而教语法,学生往往学了语法而不知道怎么用。语法教学要改变过去满堂灌的现象,关键在于英语教师应具备语法教学交际化的意识和技巧,使语法在具体的语境中让学生得以体会,在实战中演练。  8、浅析农村初中英语课堂中的合作教学  写作提示-写作思路:在新课改背景下,教师应转变传统的“一言堂”的讲课方法,并要把主导者的身份转变成学生学习的引导者,逐渐使学生实现其学习的主体地位。为了适应这一转变,在农村初中英语课堂中,教师应适时搞好合作教学,使学生实现合作学习,从而最大限度地提高英语教学效率。  9、初中英语课外作业创新性设计探究  写作提示-写作思路:恰当的课后作业可以促进学生对所学知识的巩固,久而久之,会促使学生养成良好的学习习惯,强化英语学习观念。本文结合笔者的教学实践,从研究目前初中英语作业布置中存在的问题入手,探讨了改进初中英语作业布置的创新性策略。

到了英语毕业论文选题、开题的时节,选择什么样的毕业论文题目,是非常重要的,直接关系后续论文能不能顺利完成,完成质量如何,乃至能否顺利毕业。所以选择一个新颖又易于做研究的论文至关重要。英语论文的选题范围大致都可分为以下几个方面: 文学方面的选题,文学类的论文一般以英、美国等作家的作品为主,有些经典文学作品例如《傲慢与偏见》、《了不起的盖茨比》、《飘》、《喜福会》、《简爱》这些烂大街的作品就不推荐了,当然你如果有标新立异的角度,并且只求能够以及格分数毕业,当然也可以选择哦!推荐几个文学方向的选题:1、  不确定性的狂欢——《达芬奇密码》的后现代主义解读2、  从文学文体学角度浅析《汤姆叔叔的小屋》中的反奴斗争3、  存在主义视域下《霍乱时期的爱情》主题解读4、  对《愤怒的葡萄》中美国农民“美国梦”幻灭的解读5、  基于荣格原型理论对《基督山伯爵》中唐泰斯的人格转化6、  分析家庭伦理视域下《推销员之死》威利悲剧命运7、  分析论《外婆的日用家当》中黑人女性8、  对待传统文化的继承与反叛论《天使与魔鬼》的创作手法及伦理抉择9、论《Sh'khol 》中母亲身份危机与重建10、浅析阿加莎克里斯蒂《无人生还》中的文学创作技巧11、从汤亭亭和格洛丽亚•安扎杜尔自传小说看美国少数族裔如何冲破语言禁锢12、浅析《儿子与情人》中保罗的俄狄浦斯情结13、探究≪麦琪的礼物≫中蕴含的圣经文化14、论舍伍德安德森笔下的怪诞人物形象 ——以《小镇畸人》为例15、犹太文化角度下《只争朝夕》中父子关系的探析翻译方向:一般翻译方向建议使用理论分析1、功能对等翻译理论指导下化妆品说明书的汉译2、传播学视角下电影《冰雪奇缘》字幕翻译研究3、归化与异化视角下的电影字幕翻译——《贫民窟的百万富翁》为例4、接受美学视角下《暮光之城》字幕翻译的审美再现策略5、功能对等的视角下《红高粱家族》中方言的英译研究6、从归化与异化视角看阿瑟威利的《西游记》翻译7、从翻译美学的角度研究奢侈品广告汉译8、TED演讲字幕翻译中的遣词用字分析--以文化类主题为例9、等效原则视角下的英语习语的翻译策略10、翻译伦理视角下政府工作报告的英译11、从功能对等理论看英语硬新闻的汉译12、从功能对等理论研究法律文本中长难句英汉翻译的策略  教育教学方向:一般有理论研究和实践研究两种1、TPR教学法在小学英语教学中的实际使用情况 ——以XX学校为例2、词块理论在高中英语写作教学中的应用研究3、初中生英语写作中常见的错误分析及对策研究4、针对“00后”学生特点的初中英语个性化教学研究5、母语负迁移对高中英语写作教学的启示——以大同市实验中学为例6、学习者个体差异对初中生英语听力的影响——以壶关南洋中学为例7、农村小学英语教师信息化教学能力发展研究-以定阳小学为例8、语法翻译法和交际法在初中英语教学中的结合运用9、情感教学法在高中英语课堂上的应用10、任务型教学法在初中英语课堂上的应用文化方向:1、浅析不同文化背景下中美高等教育体制差异2、从清明节和万圣节的对比看中西方人的性格差异3、中美家庭教育的差异--以《士兵突击》和《阿甘正传》为例4、墓志铭中的中美价值观差异——以中美作家墓志铭为例5、跨文化视角下中美大学毕业典礼校长演讲的比较研究6、从重大突发事件的媒体报道看中美文化差异——以马航MH370坠机事件为例    7、基于双十一和网络星期一的中美网络购物节文化对比分析8、中美旅行网站的功能对比——以去哪儿网与E为例9、中英教育督导制度比较研究——以BBC纪录片《中国老师在英国》为例10、从“互联网+”营销策略看中美文化差异——以滴滴出行和优步为例

学术堂整理了十五个好写的英语专业论文题目,供大家参考:  1、多元智能理论在小学英语教学中的应用  2、小学英语教学中的故事教学  3、小学英语教学与智力开发  4、初中英语教材Go for的适应性研究  5、如何有效地进行初中/高中阅读教学  6、初中/高中英语教材中的文化因素  7、初中/高中英语教材中的文化因素  8、合作学习在中学英语学习中的应用  9、角色扮演与高中英语教学  10、任务型语言教学在语法教学中的应用  11、怎样教授中学英语词汇  12、英语教学中情感的重要意义  13、扩大词汇量和提高英语阅读能力的失系  14、提高英语阅读速度的主要障碍  15、英语阅读能力和阅读速度的失系

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关于网络技术的论文题目大全初中生

比如说,服务器的搭建,

免疫网络与时间赛跑 免疫网络针对的是企业内网基础架构的安全和管理。免疫网络是企业信息网络的一种安全形态。免疫网络的主要理念是自主防御和管理,它通过源头抑制、群防群控、全网联动是网络内每一个节点都具有安全功能,在面临攻击时调动各种安全资源进行应对。它具有安全和网络功能融合、全网设备联动、可信接入、深度防御和控制、精细带宽管理、业务感知、全网监测评估等主要特征。边界安全:防火墙、IPS/IDS、UTM产品等。传输安全:PPTP等VPN加密、算法和产品。系统安全:防毒墙、杀毒软件、身份准入等。 行为管理:上网行为管理/记录/监控等软硬件。风险管理:如数据存储安全、安防监控产品等。桌面系统:针对的是信息管理而非网络基础安全。内网基础安全:主要针对以太网底层协议漏洞、拦截攻击、对内网进行彻底加固,免疫网络就属此种。免疫网络让网络更安全。从而赢得时间

要我觉得的话,网络对我没影响,不就是现在我有重装系统强迫症,我初一下面来自二级宇宙文明初级人工智能系统程序(字数3046)———————————————————————————————————网络文化对大学生的负面影响及其对策 收费毕业论文 [2010-07-06 03:23] 18 摘要:随着网络的普及和发展,它已经渗透到社会生活的各个领域。网络在给大学生带来积极影响的同时,也不可避免的造成了一些负面效应,并且严重地冲击着大学生的世界观、人生观、价值观和道德观。 关键词:网络文化;大学生;负面影响;对策 网络时代所构建的新的生存方式和生     摘要:随着网络的普及和发展,它已经渗透到社会生活的各个领域。网络在给大学生带来积极影响的同时,也不可避免的造成了一些负面效应,并且严重地冲击着大学生的世界观、人生观、价值观和道德观。   关键词:网络文化;大学生;负面影响;对策   网络时代所构建的新的生存方式和生活方式,广泛而深刻的影响着大学生的思想政治观念、价值取向、道德判断、文化理念等诸多方面。网络文化的兴起与发展,正加速改变着大学生的思想状态,影响着他们的认知、情感和行为。网络文化的负面影响越来越受到社会的普遍关注。因此,我们要充分利用网络资源对网络时代大学生行为的教育和管理提出几点建议,以期达到正确引导的目的,从而使大学生能够健康成长。      一、网络文化对大学生的负面影响      网络是一个开放的世界,网上的信息良莠不齐,特别是在目前网络立法监督还不够完善的情况下,网上反动、色情的信息随处可见。大学生正处在世界观、价值观和人生观形成的关键时期,如果不能给他们提供一个健康积极安全的网络环境,就会很容易导致他们缺乏是非辨别能力、自我控制能力和选择能力,进而使得他们难以抵御网上的各种不良信息的侵蚀,很容易在不知不觉中受到不良影响,网络的不文明现象,甚至网络犯罪也就显现出来了。   一是网络的多元化,使得各种思想、各种价值观都出现在网络之中   网络能够超地域无障碍的交流,它既是信息的集散地,又是信息的垃圾场,各种合法信息与非法信息、有益信息与垃圾信息都混杂其中,从而产生网络“信息污染”现象。在多种观念相互激荡、多种意识形态相互影响、多种文化相互融合的网络时代,大学生网民的思想观念面临着西方意识形态的全面渗透和前所未有的冲击。以美国为首的西方发达国家基本掌握着网络信息的关键技术,网络正在成为灌输西方价值观的一个基本工具。我国作为技术上的“后起国”,在网络信息中,维护教育主权和马克思主义在意识形态领域的指导地位,防止敌对势力对我进行“西化”、“分化”的图谋,其任务是十分紧迫和艰巨的。[1]网络中的垃圾文化的传播会导致大学生价值冲突,使其价值取向多元化,进而大学生的道德意识逐渐弱化。   二是网络的开放性,易忽视现实的规则约束   网络是一个失去了某些强制“他律”因素的自由空间,是一个虚拟社会,在网络环境中缺少社会舆论的监督和现实的规范约束,使“他律”作用下降,容易诱发道德行为的失控。网络世界里没有相同于现实世界的规则约束,它的开放性容易使他们忽视现实生活中的社会规范和道德约束力,违规行为便频频出现了。很多的网络不文明现象在不断增多,有个别大学生网络道德自律性差,在网上匿名肆意泄露并宣扬他人隐私,攻击侮辱他人人格,给他人造成严重的精神伤害,对他人声誉造成不良的影响。网络黑客行为不仅对网络信息和网络安全构成巨大威胁,而且还严重干扰了网络社会的正常秩序,甚至危害到现实社会。   三是网络的虚拟性,影响了大学生的身心健康   网络引发了大学生的虚拟社会交往行为。网络的虚拟性使得相当一部分大学生更愿意选择与网友交往,但是大学生在虚拟世界扩大社会交往范围的同时,在现实世界里又缩小了交往的范围。他们整天坐在电脑前,漫游在网上世界里,与真实社会慢慢脱离,变得日益孤僻,加深了与同学,老师和亲友间的感情隔阂。[2]从而使得他们极力回避现实的人际关系,变得与现实社会相隔离,不利于培养合作意识和团队精神,导致自主创造能力和社会实践能力的逐渐削弱;不少大学生沉溺于虚拟世界、与符号化的对象交往而不能自拔,以致孤独感、抑郁感增强,形成自我封闭的心理,导致心理扭曲,不利于大学生的健康成长。 二、应对网络文化负面影响的措施      当代大学生是时代的弄潮儿,是祖国未来的承载者,作为网络影响最普遍的一个群体,越来越扮演着网络文化先锋的角色。网络文化对大学生思想的影响是多层次、多角度和多方面的。我们必须直面挑战、积极应对、主动介入,采取有效对策控制网络文化对大学生的负面影响,营造良好的网络文化氛围。   第一,加强网络的法律法规和道德规范建设   要加强网络立法,迅速提高司法人员在计算机网络管理与执法方面的能力。到目前为止,我国已颁布的有关网络的法律法规有《中华人民共和国计算机信息网络国际互联网管理暂行办法》、《中国互联网域名注册实施细则》、《计算机信息网络国际互联网安全保护管理办法》。我国有关部门还应该注意借鉴国外网络道德规范建设的经验,结合我国的《公民道德建设实施纲要》的精神,制定出更具科学性、操作性的网络道德规范要求,以便使高校开展大学生网络道德教育有章可依,能正确地引导大学生的网络行为。   第二,加强大学生网络道德教育   加强大学生网络道德教育,要针对大学生网络道德的现状,要施行以辨识为主、辨识与灌输相统一的道德教育方法。[3]把管理和教育结合起来,自律和他律结合起来,使大学生的网络自由与自律、责任与道义相互统一。加强伦理道德教育、法律意识和安全意识教育,树立和宣传良好的网络道德榜样,培养学生健全的人格和高尚的道德情感。使他们能够提高分析辨别能力和“免疫力”,增强政治敏锐性和鉴别力,自觉地防止和抵制网络不良因素的影响。   第三,加强“慎独”教育,培养自律精神   网络社会所要求的道德,是一种以“慎独”为特征的自律性的道德。它强调在个人独处之际,没有任何的外在监督和控制,也能遵从道德规范,恪守道德准则。马克思曾指出:“道德的基础是人类精神的自律。” [4]充分体现出道德自律的重要性。由于网络行为的隐蔽性特征,它对人们的自律性有了更高的要求,要求人们具有更高的道德境界。网络空间又是一个自由、开放的空间,大学生畅游在丰富多彩而又复杂的网络文化中,更需要大学生自觉强化自律精神和责任意识,自觉主动地增强网络道德意识。因此,自主、自律性的道德规范教育就显得更为重要了。   第四,加强自我修养教育   自我修养是道德内化为良心和品质的内在要素。网络信息的开放、快捷、隐秘、广泛、虚拟等特征,使网络信息污染成为不可避免的一个严重问题。作为新时期的大学生,要确立自己远大的人生目标,合理安排作息时间,健全人格,提高个人的交际能力,矫正不良的上网习惯。从自身的层面来说,大学生要加强自我修养教育,提高自我心理调适能力。应培养自己的意志品质,增强自我约束能力,保持健康的情绪,从而增强抵御网络环境负面影响的能力。      参考文献   [1] 何志峰网络对大学生思想政治教育的影响与对策[J]中国成人教育,2007,(9)   [2] 董耘网络对大学生行为的影响及其对策探究[J]教育与职业,2006,(18)   [3] 陈德敏大学生网络道德问题初探[J]中国成人教育,2007,(4)   [4] 马克思,恩格斯马克思恩格斯选集(第一卷)[M]北京:人民出版社,

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