六級(jí)考試核心考點(diǎn)精確打擊

出版時(shí)間:2007  出版社:原子能出版社  作者:王邁邁  頁(yè)數(shù):266  字?jǐn)?shù):620000  

內(nèi)容概要

  《六級(jí)考試核心考點(diǎn)精確打擊》是為即將參加新六級(jí)考試的考生們精心準(zhǔn)備的。  六級(jí)考試改革之后,六級(jí)考卷的題型、難度和容量發(fā)生了巨大變化,快速閱讀理解、聽(tīng)力長(zhǎng)對(duì)話(huà)、選詞填空、漢譯英等全新題型為考生們逾越六級(jí)考試大關(guān)增添了變數(shù)。本書(shū)按照最新六級(jí)考試精神.依據(jù)最新公布的《大學(xué)英語(yǔ)六級(jí)考試樣卷和說(shuō)明》,對(duì)考生們?cè)诹?jí)考試過(guò)程中可能遇到的各種疑難目標(biāo)。精確定位。精確打擊。  本書(shū)對(duì)新六級(jí)考試的所有題型全面出擊,重點(diǎn)目標(biāo)是本次改革后的新增題型和傳統(tǒng)題型中的核心考點(diǎn),分析考試題型,預(yù)測(cè)命題趨勢(shì),探索命題規(guī)律:  本書(shū)關(guān)注各種新六級(jí)題型的應(yīng)試技巧,研究答題策略,總結(jié)考試方法。揭示高分秘訣:  本書(shū)嚴(yán)格按照最新六級(jí)考試精神,針對(duì)六級(jí)考試的核心考點(diǎn),精心設(shè)計(jì)15套新題 型押題預(yù)測(cè)卷,按照各個(gè)擊破的原則,分題型精確定位,按目標(biāo)精確打擊。

作者簡(jiǎn)介

  王邁邁,中國(guó)書(shū)刊發(fā)行協(xié)會(huì)非國(guó)有書(shū)業(yè)工作委員會(huì)常務(wù)理事,湖北省出版物發(fā)行協(xié)會(huì)副會(huì)長(zhǎng),武漢現(xiàn)代外國(guó)語(yǔ)言文學(xué)研究所所長(zhǎng),長(zhǎng)期從事大學(xué)英語(yǔ)和中學(xué)英語(yǔ)教學(xué)與研究,編著出版了大量深受讀者喜愛(ài)的暢銷(xiāo)圖書(shū),調(diào)查顯示,全國(guó)許多大學(xué)、中學(xué)的學(xué)生,擁有王邁邁品牌圖書(shū),幾乎人手一冊(cè),其深受歡迎的程度可見(jiàn)一斑。

書(shū)籍目錄

Pan 1 Reading Comprehension(Skimming and Scanning) 快速閱讀理解 一、快速閱讀理解題型聚焦 二、快速閱讀理解三大題型精確定位 三、快速閱讀理解六大技巧精確突破 四、快速閱讀理解核心考點(diǎn)精確打擊Part 2 Listening CompreherlsiOll聽(tīng)力理解 一、聽(tīng)力理解題型聚焦 二、短對(duì)話(huà)命題規(guī)律與應(yīng)試技巧  三、長(zhǎng)對(duì)話(huà)命題規(guī)律與應(yīng)式技巧 四、短文理解命題規(guī)律與應(yīng)試技巧 五、復(fù)合式聽(tīng)寫(xiě)命題規(guī)律與應(yīng)試技巧 六、聽(tīng)力理解核心考點(diǎn)精確打擊Part 3  Reading Comprehension(Reading in Depth) 仔細(xì)閱讀理解 一、短句回答命題規(guī)律與應(yīng)試技巧 二、選詞填空命題規(guī)律與應(yīng)試技巧 三、多項(xiàng)選擇閱讀理解命題規(guī)律與應(yīng)試技巧 四、仔細(xì)閱讀理解核心考點(diǎn)精確打擊Part 4 Error Correction&C10ze改錯(cuò)和完形填空 一、改錯(cuò)命題規(guī)律與應(yīng)試技巧 二、完形填空命題規(guī)律與應(yīng)試技巧 三、改錯(cuò)和完型填空核心考點(diǎn)精確打擊Part 5 TransIation翻譯(漢譯英) 一、漢譯英題型聚焦 二、漢譯英應(yīng)試技巧精確突破 三、漢譯英核心考點(diǎn)精確打擊Part 6 Writing寫(xiě)作 一、寫(xiě)作七大步驟精確突破 二、寫(xiě)作七大題型精確定位 三、寫(xiě)作核心考點(diǎn)精確打擊

章節(jié)摘錄

  So far,the most popular treatment for ADHD has been Ritalin,a rapid-acting stimulant for adults that has the opposite effect in children,calming the jitters associated with the disorder. According to the National Institute of Mental Health, about three percent of American school children take stimulants like Ritalin regularly. However current research suggests a surprising new strategy for treating this disorder: video games linked to brain -wave biofeedback that can help kids with ADHD train their minds to tune in and settle down.  It is difficult for a child with ADHD to learn how to self - regulate and know what it feels like to concentrate. Biofeedback teaches patients to control normally involuntary body functions such as heart rate by providing real - time monitoring of such responses. More than 15 years of studies show that with the aid of a computer display and an EEG sensor attached to the scalp, ADHD patients can learn to modulate brain waves associated with focusing. Increasing the strength of high frequency beta waves and decreasing the strength of low - frequency the- ta waves, for example, creates a more attentive state of mind. With enough training, changes become automatic and lead to improvements in grades, sociability, and organizational skills.  Despite its proven success,the technique has not become a mainstream treatment for several good reasons. First, unlike drag the rapy,which can have immediate results, a typical course of biofeedback treatment takes a series of about 40 one - hour sessions over a span of several months before benefits become apparent. Second, it is more expensive than drugs. Costs range from $ 3,000 to $ 4,000 for these treatments. So insurance companies tend to pick the less expensive option. Finally, biofeedback training requires the very kind of prolonged concentration that patients with ADHD struggle to attain.  Alan Pope,a behavioral scientist at NASA Langley Research Center in Hampton., Virginia, came up with a more engaging approach through work with NASA flight simulators. He was determining the degree of interaction with cockpit controls necessary to help pilots stay attentive during routine flights. In an experiment, he linked the level of automation in the cockpit to the pilots brainwave signals, so that some controls switched from autopilot to manual when the pilot started to lose focus. He found that with practice the pilots could begin to adjust the controls to the level of automation that felt most comfortable by regulating their own brain waves.  Pope applied his findings to help ADHD patients stay focused by rewarding an attentive state of mind. He realized, however, that thesimple displays that were already part of biofeedback treatment may not be enough to hold the interest of restless youngsters. He then choseseveral common video games and linked the biofeedback signal from the players brain waves to the handheld controller that guides thegames actions. "In one auto - racing game, a cars maximum speed in creases if the players ratio of beta to theta waves improves. The samesort of feed - back also controls the steering," Pope says.  In the test, six Sony PlayStation games were used with 22 boys and girls between the ages of nine and thirteen who had ADHD. Half the group received traditional biofeedback training; the other half played the modified video games. After 40 one - hour sessions, both groups showed substantial improvements in everyday brain - wave patterns as well as in tests of measuring attention span, impulsiveness, and hyper-activity. Parents in both groups also reported that their children were doing better in school.  The difference between the two groups was motivation. "In the video game group, there were fewer no shows and no dropouts," according to Pope. The parents were more satisfied with the results of training, and the kids seemed to have more fun.  Since children are more motivated toward video - game biofeedback and may already be familiar with video games, they will not needone - on - one coaching to master the technique. As a result, the cost of the treatment should be reduced and maybe even permit "do - it -yourself" biofeedback. One North Carolina Company markets their system as a fun bike helmet and game - like video exercises that work on almost any computer. The helmet is lined with sensors that monitor the childs brain waves, and the child actually controls the computer video exercises by mind alone. Parents should not expect regular video games to help their children. The wrong kinds of video games might actu-ally hurt children with attention disorders.

編輯推薦

  如果您使用過(guò)各種四級(jí)考試輔導(dǎo)資料但成效不大  請(qǐng)您使用王邁邁英語(yǔ)系列叢書(shū)  王邁邁英語(yǔ) 暢銷(xiāo)15年 風(fēng)靡?guī)状恕 ∮⒄Z(yǔ)有品牌 認(rèn)準(zhǔn)王邁邁  快速閱讀理解2大題型精確定位,6大技巧精確突破  聽(tīng)力理解4大題型命題規(guī)律與應(yīng)試技巧  短句回答4種命題特點(diǎn),7大應(yīng)試技巧  選詞填空7大解題步驟  多項(xiàng)選擇5大題型命題特點(diǎn)與答題方法  改錯(cuò)3大命題規(guī)律精確定位  漢譯英題型聚焦

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