问题 论述题

( 26 分)阅读材料,完成下列问题。

材料一   1978 年——2013 年我国粮食产量及政策变化图(万吨)

材料二 统计数据显示,从 2009 年起,我国粮食总体转为净进口。 2013 年 12 月召开的中央农村工作会议强调,我国是个人口众多的大国,解决好吃饭问题始终是治国理政的头等大事,稳定国内粮食价格,能一定程度抑制通货膨胀,保持经济持续、健康、稳定发展;中国人的饭碗任何时候都要牢牢端在自己手上。一个国家只有立足粮食基本自给,才能掌握粮食安全主动权,进而才能掌控经济社会发展这个大局。

材料三 保障粮食安全首先必须守住“耕地”红线。而随着工业化、城镇化的推进,我国每年减少耕地达600 多万亩。与此同时,随着征地规模和被征地农民数童的逐年增加,引发的社会矛盾也逐年增多,导致涉及征地的信访居高不下,个别地区群体事件时有发生:分析人士指出,“这既与现行法律法规执行不到位有关,也与一些地方政府征地范围过宽、征地补偿标准偏低、安置方式单一、社会保障不足、有效的纠纷调处和栽决机制缺乏有关”。

(l)请描述材料一中我国粮食生产呈现的态势。( 1 分)并分析其经济原因。( 9 分)联系材料二,从《 经济生活 》角度简要说明保障粮食安全对我国经济发展的意义。( 4 分)

(2)运用《政治生活》“为人民服务的政府”的有关知识,分析说明地方政府应如何避免材料三中出现的问题。( 12 分)

答案

(1)态势:总体呈现增长态势(在波动中增长的态势)(1分)经济原因:①通过改革实行家庭联产承包责任制,极大解放和发展了农村生产力;(3分)②充分发挥市场的基础性调节作用,激发和调动了农民种粮积极性;(3分)③国家加强宏观调控,综合运用经济、法律和行政手段进行调控,出台了一系列强农惠农富农政策,促进了农业和粮食生产发展。(3分)意义:①有利于稳定国内粮食价格,抑制通货膨胀,保持经济持续、健康、稳定发展(2分);②有利于防范经济风险,维护国家经济安全。(2分)

(2)①坚持依法行政,提高行政管理水平。遵守国家有关法律法规,严格规范征地行政行为,严禁滥用征地权。(4分)②审慎行使权力,科学民主决策。增强征地决策透明度和公众参与度,在征地补偿、安置方式、社会保障等方面统筹考虑,系统设计、协调推进,保障被征地农民合法权益。(4分)③自觉接受监督,打造“阳光政府”。完善信息公开制度和办事公开制度,切实保障人民群众对征地的“知情权、参与权、表达权和监督权”。(4分)

题目分析:(1)本题考查经济生活的相关知识。首先第一问,要求描述材料一中我国粮食生产呈现的态势。回答本题难度不大,考生只要根据图表中的内容加以用规范化的语言描述出来即可。通过分析,不难看出,总体呈现增长态势。然后回答原因,考查学生调动和运用知识的能力。我国粮食产量的增加的原因是多方面的,考生可以从农村生产关系的变革、市场在资源配置中的决定性作用、国家的宏观调控等方面回答。第三问,回答保障粮食安全对我国经济发展的意义。考查学生从材料中获取关键信息的能力。材料中强调了通货膨胀、粮食基本自给等方面,所以考生可以从有利于稳定国内粮食价格,抑制通货膨胀、有利于防范经济风险,维护国家经济安全等方面回答。

(2)本题考查政治生活的相关知识。知识指向明确,即回答政府的相关知识。考查学生调动和运用知识的能力。材料三中主要强调了涉及征地的信访居高不下,个别地区群体事件时有发生,所以政府要坚持依法行政,提高行政管理水平;审慎行使权力,科学民主决策;自觉接受监督,打造“阳光政府”。完善信息公开制度和办事公开制度,切实保障人民群众对征地的“知情权、参与权、表达权和监督权”。

单项选择题
单项选择题

Many video games feature an invincibility power-up that makes the players impervious to damage, at least for a while. As the economic crisis hit in late 2008, some said the same about the industry itself. The theory went that sales of video games, which had been p in 2008, would also be p in 2009, because games are a relatively cheap form of entertainment that let people escape from gloomy economic reality.

At first glance the sales figures seem to debunk the idea that video games are recession-proof. In June 2009, for example, sales of games in America were 31% lower than in June 2008, according to NPD, a market-research firm. In July sales were down 26% , the fifth successive monthly decline. But the year ended with a record-breaking December, as people bought consoles and games for Christmas. Globally, says Piers Harding-Rolls of Screen Digest, a consuhancy, sales of games were down by 6.3% in 2009. The number of Nintendo Win and Microsoft Xbox 360 consoles sold was flat in 2009 ; sales of Sow’s PlayStation 3 were up by 22% after a price cut.

In some respects, this stumble reflects gaming’s new popularity. When it was less of a mainstream activity it was not so connected to the wider economic cycle. The success of the family-friendly Wii has broadened gaming’s appeal, but the new players it has attracted are less fanatical garners who are more likely to cut back in hard times. During 2009 more people turned to mobile, web-based or second-hand games, says Mr Harding-Rofls.

Another way of looking at things, however, is to say that spending on gaming is driven by big hits, and that the slight decline in 2009 reflects creative rather than economic weakness. Entertainment industries always have their ups and downs, says Shigeru Miyamoto, the creative force behind many of Nintendo’s biggest games. There was an unusually large number of hits in 2008, which boosted sales, and fewer big releases in 2009 until late in the year, which may explain the weak mid-year sales. The biggest hit was "Modern Warfare 2", released in November, which became the fastest-selling game in history, selling 7 million copies worldwide on its first day. The top 20 games took a larger share of sales in 2009 than in 2008, which shows that the games industry is becoming increasingly polarised between hits and misses. Hence the hit-and-miss results of the big publishers of video games.

Overall, says Mr Miyamoto, 2009’s crop of games may just have been less compelling. "We were not able to produce fun-enough products," he says. That highlights the importance of continued innovation, he says—but it leaves unanswered the question of whether gaming is indeed recession-proof.

What does the third paragraph that gives the examples of Wii infer()

A. Wider economic cycle has been a little related to video games industry

B. Nintendo made the video games more attractive

C. Wii lost attractions to fanatical gamers

D. Recession had no influence in investing the video games