雅思阅读摘要填空Summary题型解题技巧
雅思阅读摘要填空Summary题型解题技巧这篇文章如题目所示,针对雅思阅读中的摘要填空这一题型进行题目要求和特征,做题步骤和做题技巧的讲解。下面小编就和大家分享,来欣赏一下吧。
雅思阅读摘要填空Summary题型解题技巧
Summary(摘要填空)
1. 题型要求:该类题目是一小段文字,是原文或原文中的几个段落主要内容的缩写或改写,我们称之为摘要。摘要中有几个空白部分要求填空。
摘要可分为两种:全文摘要和部分段落摘要。全文摘要信息来自全文,题目空格的数目较多。部分段落摘要信息来自原文某几个连续的段落,题目空格的数目较少。
考试中出现的大部分是部分段落摘要,信息来自原文连续的两到三段,题目空格的数量在5题左右。
对于部分段落摘要,有的在题目要求中会指出它来自原文的哪些段落,但大部分的部分段落摘要只是在题目要求中说它是原文的一个摘要或部分段落摘要,并不指出它来自原文的哪些段落。
按照填空内容,摘要也可分为三种:
1. 原文原词
2. 从多个选项中选词
3. 自己写词。
原文原词的题目要求中常有from the Reading Passage 的字样。从多个选项中选词,选项的数目常常超过题目空格的数目。最近考试中,绝大部分是原文原词或从多个选项中选词,很少有自己写词的。
这类题在A类和G类考试中出现的频率一般都是每两次考一次,每次考一组,共五题左右。
雅思阅读摘要填空题出题特点
1. 考查内容均为细节
每一道填空题的题目基本上都是对原文的一句话或者几句话进行的同义改写,不会出现对多句话或者是整段的主旨进行的概括回纳。
2. 所填答案基本唯一
固然这种考试需要考生自己书写答案,但是所有答案均来自于原文,不需要进行考生用自己的语言对原词进行改写。极个别情况下会出现词序颠倒,但是基本上不需要考生进行词性、时态、单复数等屈折形式的转换。这是由雅思阅读的目的所决定的,雅思阅读只考查考生的阅读能力,而无意检验考生的写作能力。
3. 所有题目均有字数限制
所有这类题目的指令里面都包括字数限制的要求,一般都是不超过 3 个字,这同样是由阅读考试客观性、标准性的性质所决定的。假如对答案不设字数限制,那么往往会导致出现多个标准答案的现象,这也是不符合考试的原则的。由于阅卷的时候标准答案越少,试卷的批阅的过程就越客观、越公正。
4. 题目都是原文的同义改写
雅思阅读考试的本质是考查英语使用者的书面英语能力,在很大程度上就是看考生在一定的英语语言基础上的阅读技能。寻找原文的过程是对考生阅读技能的检验,而题目本身则是考查考生的语言功底,即词汇和语法基础。所以每道填空题目都会用另外一种方式对原文中的句子进行同义改写,这种同义转换包括词汇的转换和句型的转换两种方式。
5. 基本都讲顺序原则
除了带选项的段落摘要题比较不稳定之外,其它所有的填空题都比较严格地遵循顺序原则,即题号的顺序与原文的顺序一致。把握这条原则,考生将有效地缩短寻找答案的时间。
雅思阅读摘要填空题解题步骤
(1) 仔细读摘要的第一句话,找出它在原文中的出处,通常是和原文某段话的第一句相对应。如果题目要求中已经指出了摘要的出处,则此步可以略去不做。
(2) 注意空格前后的词,到原文中去找这些词的对应词。
对应词的特点如下:
A. 原词
B. 词性变化;如空格前的词为threatening, 是形容词,原文中的词为threat, 是名词。
C. 语态变化;一个是主动语态,一个是被动语态。
D. 同义词;如空格前的词为throw away,原文中的词为discard(丢弃,抛弃,遗弃),它们是同义词。
(3) 仔细阅读对应所在的句子,确定正确答案。
(4) 注意语法,所填答案必须符合语法规定。
(5) 注意顺序性,即题目的顺序和原文的顺序基本一致。
NOTICE
1. 注意题目要求中是否有字数限制。
若要求从原文选词或自己写词,会有字数要求,如Use ONE OR TWO WORDS等,答案必须满足这个要求。
2. 若从原文选词,只能选原文中连续的几个词,不能改变它们的顺序。
如原文为virgin fibre, 发生答案不可能是fibre virgin。原文为 advances in the technology,答案不可能是technology advances。
3. 若要求从原文选词,越是生词,越可能是答案。
下列比较生僻的词如sustainable(可持续的)、biodegradable(可生物降解的)、contaminants(废物,杂物)、nostrils(鼻孔)都是一些题目的答案。
4. 从选项中选词,要注意看题目要求是写答案本身,还是写选项前的代表字母。
选项前有代表字母的,肯定是要求答代表字母。最近的考试中,选项前大部分都有代表字母。
5. 从选项中选词,答案与原文的六大对应关系。
(1) 原文原词:与原文完全相同的词或短语。
(2) 词性变化:原文为necessary,是形容词,选项为necessity,是名词。
(3) 语态变化:原文为Governments have encouraged waste paper collection and sorting schemes,是主动语态。摘要中的句子为people have also been encouraged by government to collect their waste on a regular basis,是被动语态。
(4) 图表:如果原文中有图表,一般会有一题答案来自图表。
(5) 同义词:原文为tight,选项为restricted,是同义词。
(6) 归纳:有时文中没有直接提及,须从几句话中归纳出答案。一般比较难,目前考试中,至少有一个空格是归纳出来的。
6.从选项中选词,如果时间不够,可以直接从选项中选择,不看原文。
这时,要特别注意语法。这样做的准确性50%左右(视题目的难易及考生的水平而定)。所以除非时间不够,否则不建议大家这样做。
7. 如果要求自己写词,答案绝大部分是原文原词,少部分是对原文原词做的形式上的修改。
要求自己写词的机率很小,遇到过一次。在这一次的5个题目中有4个答案是原文原词,剩下一个,原文原词是de-inked,答案根据语法的需要改为de-ink。
雅思阅读考前必看文章之教育心理类
雅思阅读:Coarse work
BRITISH universities, it appears, are considering abandoning a 200-year old system of degree classification in favour of the American GPA model. At present, students are bunched into grade clusters. The top 10-20% receive a "1st", the majority receive a "2.1" or "two-one" and the stragglers receive either a "two-two" or a "3rd". The latter group can be very small (5%) at the elite universities but is larger nationally.
The main reasoning for this is that it is hard for employers to distinguish between graduates if everyone has a 2.1 grade. But it is possible for employers to ask for a full transcript of individual grades, though this is not nearly as common in Britain as you might expect. The stronger point (which you might have already picked up on) is that the existing system can be difficult to interpret internationally. Adopting the GPA system would be helpful to undergraduates wishing to study or work abroad.
I think this might be missing a trick. My experience of the 1st/2.1/2.2 system is that it has a very strong effect on students' work effort. For weaker students, either those of lower natural ability or the more workshy, fear of the notorious "Desmond" (cockney rhyming slang after the eponymous archbishop) is the ultimate motivator. Many attractive careers simply advertise the minimum requirement of a 2.1, and therefore getting the lower grade can be quite a handicap in the job market.
For stronger students, the aspiration of a first, the only true distinguisher in the system, is also a strong incentive. The risk is that working quite hard could leave you with only a high 2.1, largely indistinguishable from all other 2.1's. The crudeness of the grading system drags everyone up.
An interesting paper by Pradeep Dubey and John Geanakoplos of the Cowles foundation at Yale Univeristy makes the same point. They write:
Suppose that the professor judges each student's performance exactly, though the performance itself may depend on random factors, in addition to ability and effort. Suppose also that the professor is motivated solely by a desire to induce his students to work hard. Third and most importantly, suppose that the students care about their relative rank in the class, that is, about their status. We show that, in this scenario, coarse grading often motivates the student to work harder.
One might think that finer hierarchies generate more incentives. But this is often not the case. Coarse hierarchies can paradoxically create more competition for status, and thus better incentives for work.
They give a simple example. Suppose there are two students, Brainy and Dumbo, with disparate abilities. Brainy achieves a uniformly higher score even when he shirks and Dumbo works. Suppose, for example, that Dumbo scores between 40 and 50 if he shirks, and between 50 and 60 if he works, while Brainy scores between 70 and 80 if he shirks and 80 and 90 if he works. With perfectly fine grading, Brainy will come ahead of Dumbo regardless of their effort levels. But since they only care about rank, both will shirk.
But, by assigning a grade A to scores above 85, B to scores between 50 and 85, and C to below 50, the professor can inspire Dumbo to work, for then Dumbo stands a chance to acquire the same status B as Brainy, even when Brainy is working. This in turn generates the competition which in fact spurs Brainy to work, so that with luck he can distinguish himself from Dumbo. He doesn't want to be mislabelled. With finer grading everyone gets their own label so this effect disappears.
The corollary to this in my example is that if the brainy student knows that even when slacking off he will still do measurably better than most students he may decide that he can still get a very good job with 70 to 80. There may be students who score 80 to 90 with superior credentials but academic performance is only part of the hiring criteria. If he can signal himself as a brainy student he might think this is enough.
However, critical to all this is that all exams are taken together, as they are at Oxford or Cambridge universities, usually at the end of the degree in a consecutive-day marathon. The trend in other British universities has been to examine various courses throughout the degree. The result is that those in the middle of the ability range can work very hard at the beginning, bank a 2.1 and then slack off in the remaining years. It is partly for this reason that those universities pushing hardest for the changes have exams split across years. Oxford and Cambridge are less keen.
雅思阅读考前必看文章之教育心理类
雅思阅读:Game lessons
It sounds like a cop-out, but the future of schooling may lie with video games
SINCE the beginning of mass education, schools have relied on what is known in educational circles as "chalk and talk". Chalk and blackboard may sometimes be replaced by felt-tip pens and a whiteboard, and electronics in the form of computers may sometimes be bolted on, but the idea of a pedagogue leading his pupils more or less willingly through a day based on periods of study of recognisable academic disciplines, such as mathematics, physics, history, geography and whatever the local language happens to be, has rarely been abandoned.
Abandoning it, though, is what Katie Salen hopes to do. Ms Salen is a games designer and a professor of design and technology at Parsons The New School for Design, in New York. She is also the moving spirit behind Quest to Learn, a new, taxpayer-funded school in that city which is about to open its doors to pupils who will never suffer the indignity of snoring through double French but will, rather, spend their entire days playing games.
Quest to Learn draws on many roots. One is the research of James Gee of the University of Wisconsin. In 2003 Dr Gee published a book called "What Video Games Have to Teach Us About Learning and Literacy", in which he argued that playing such games helps people develop a sense of identity, grasp meaning, learn to follow commands and even pick role models. Another is the MacArthur Foundation's digital media and learning initiative, which began in 2006 and which has acted as a test-bed for some of Ms Salen's ideas about educational-games design. A third is the success of the Bank Street School for Children, an independent primary school in New York that practises what its parent, the nearby Bank Street College of Education, preaches in the way of interdisciplinary teaching methods and the encouragement of pupil collaboration.
Ms Salen is, in effect, seeking to mechanise Bank Street's methods by transferring much of the pedagogic effort from the teachers themselves (who will now act in an advisory role) to a set of video games that she and her colleagues have devised. Instead of chalk and talk, children learn by doing—and do so in a way that tears up the usual subject-based curriculum altogether.
Periods of maths, science, history and so on are no more. Quest to Learn's school day will, rather, be divided into four 90-minute blocks devoted to the study of "domains". Such domains include Codeworlds (a combination of mathematics and English), Being, Space and Place (English and social studies), The Way Things Work (maths and science) and Sports for the Mind (game design and digital literacy). Each domain concludes with a two-week examination called a "Boss Level"—a common phrase in video-game parlance.
Freeing the helots
In one of the units of Being, Space and Place, for example, pupils take on the role of an ancient Spartan who has to assess Athenian strengths and recommend a course of action. In doing so, they learn bits of history, geography and public policy. In a unit of The Way Things Work, they try to inhabit the minds of scientists devising a pathway for a beam of light to reach a target. This lesson touches on maths, optics—and, the organisers hope, creative thinking and teamwork. Another Way-Things-Work unit asks pupils to imagine they are pyramid-builders in ancient Egypt. This means learning about maths and engineering, and something about the country's religion and geography.
Whether things will work the way Ms Salen hopes will, itself, take a few years to find out. The school plans to admit pupils at the age of 12 and keep them until they are 18, so the first batch will not leave until 2016. If it fails, traditionalists will no doubt scoff at the idea that teaching through playing games was ever seriously entertained. If it succeeds, though, it will provide a model that could make chalk and talk redundant. And it will have shown that in education, as in other fields of activity, it is not enough just to apply new technologies to existing processes—for maximum effect you have to apply them in new and imaginative ways.