练习题
根据提示,完成下面句子,使其更符合学术论文写作的要求。
1. 比较两种观点:
Although some researchers argue that _____, others maintain that _____.
2. 表达研究目标:
The primary aim of this study is to investigate _____.
3. 引用他人研究:
According to [Author, Year], _____ is a critical factor influencing _____.
4. 描述研究方法:
This study employs _____ to examine _____.
5. 提出研究结果:
The findings indicate that _____, which suggests that _____.
你可以尝试自己填空,再与答案对比,看看如何改进!
答案示例
比较两种观点:
Although some researchers argue that digital health applications are not effective in enhancing physical activity among adolescents, others maintain that such tools can significantly improve motivation and participation.
表达研究目标:
The primary aim of this study is to investigate the impact of digital health applications on physical activity behaviors among Chinese adolescents.
引用他人研究:
According to Deci and Ryan (1985), intrinsic motivation is a critical factor influencing sustained physical activity engagement.
描述研究方法:
This study employs a mixed-methods approach to examine the relationship between digital health applications and adolescent physical activity.
提出研究结果:
The findings indicate that adolescents using gamified health applications exhibit higher levels of physical activity, which suggests that gamification may enhance user engagement and motivation.
比较两种观点:
Although some researchers argue that digital health applications are not effective in enhancing physical activity among adolescents, others maintain that such tools can significantly improve motivation and participation.
表达研究目标:
The primary aim of this study is to investigate the impact of digital health applications on physical activity behaviors among Chinese adolescents.
引用他人研究:
According to Deci and Ryan (1985), intrinsic motivation is a critical factor influencing sustained physical activity engagement.
描述研究方法:
This study employs a mixed-methods approach to examine the relationship between digital health applications and adolescent physical activity.
提出研究结果:
The findings indicate that adolescents using gamified health applications exhibit higher levels of physical activity, which suggests that gamification may enhance user engagement and motivation.
THE END