Present Continuous Susan
Mary
Peter
Emily
John
Mark
Carl
Kate
Rosie
Laura
Mike
Jane
Betty
Ana
Sam
Sara
Sally
Linda
Who is who?
1. He is sleeping.
2. She is playing the guitar.
3. They are watching TV._
4. He is taking photos.
5. They are running
6. They are drinking coffee.
What are they doing?
1. Sara
2. Mike
3. Emily and Susan
4. John
5. Jane
6. Sally
7. Carl
8. Mark
Paul
Answer the questions.
1. Is Laura running?
2. Are Betty and Ana eating?
3. Is Kate eating?
4. Is Sally studying?
5. Are Emily and Susan cooking?
6. Is Paul working?
Объяснение:
фото 1 про компьютер.
I use the computer to find some information for my lessons. I can make new friends on the net and I can chat with my friends and exchange information on the Internet. I need my pc for the translation of different large texts. For example: from Russian into English and vice versa. I sometimes make presentations or some other work on my pc. The Internet helps me in my studies. I can also play computer games or send emails to my friends or relatives.
Я использую компьютер, чтобы найти информацию для своих уроков. Я могу завести новых друзей в сети, общаться с друзьями и обмениваться информацией в интернете. Мне нужен мой компьютер для перевода различных больших текстов. Например: с русского на английский и наоборот. Иногда я делаю презентации или другую работу на компьютере. Интернет мне в учебе. Я также могу играть в компьютерные игры или отправлять электронные письма своим друзьям или родственникам.
объяснение:
dmitry davidoff (russian: дми́трий давы́дов, dmitry davydov) is generally acknowledged as the game's creator. he dates the first game to spring 1987 at the psychology department of moscow state university, spreading to classrooms, dorms, and summer camps of moscow university.[3][note 1] wired attributes the creation to davidoff but dates the first game to 1987,[4] with 1986 being the year in which davidoff was starting the work which would produce mafia. he developed the game to combine psychology research with his duties teaching high school students.[4] the game became popular in other soviet colleges and schools and in the 1990s it began to be played in other parts of europe and then the united states. by the mid 1990s a version of the game became a latvian television series (with a parliamentary setting, and played by latvian
andrew plotkin gave the rules a werewolf theme in 1997,[6] arguing that the mafia were not that big of a cultural reference, and that the werewolf concept fit the idea of a hidden enemy who looked normal during the daytime.[4] mafia and a variant called thing[note 2] have been played at science fiction writers' workshops since 1998,[7] and have become an integral part of the annual clarion[8] and viable paradise[9] workshops. the werewolf variant of mafia became widespread at major tech events, including the game developers conference, etech, foo camps, and south by southwest.[4] in 1998 the kaliningrad higher school of the internal affairs ministry published the methodical textbook nonverbal communications. developing role-playing games 'mafia' and 'murderer' for a course on visual psychodiagnostics, to teach various methods of reading body language and nonverbal signals.[10] in september 1998 mafia was introduced to the graduate college at princeton university, where a number of variants were developed.[11] the werewolf theme was also incorporated in the french adaption of mafia, the werewolves of millers hollow.
in august 2000, a user under the alias "mithrandir" of the grey labyrinth, a website devoted to puzzles and puzzle solving, ran a game of mafia adapted for play on a forum board.[12] both the grey labyrinth[13] and sister site mafiascum[14] claim that this was the first game of mafia run on a forum board. from there, mafia has spread to numerous online communities.
in march 2006 ernest fedorov was running a mafia club in kiev, using his own patented variation of the rules. the club organizes games, rates players, and awards prizes (including a sicily trip for their tournament-series
in june 2006 a rockingham school inquiry was launched after parents complained of the traumatic effects classroom mafia was having on their fifth-grade children. davidoff responded to the reports, saying that as a parent who had studied child psychology for 25 years, he felt that the game could "teach kids to distinguish right from wrong", and that the positive message of being honest could overcome the negative effects of an "evil narrator" moderating the game as if it were a scary story.[16]
mafia was called one of the 50 most historically and culturally significant games published since 1890 according to about.com.[17]