跟讀練習: Rubik's Cube: How to Develop FASTER Turning Speed! - 通過影片學習英語口語
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If your goal is to be a faster cuber, how much does it help to just pick up a cube and do this?
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and then start timing it for fun.
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So what I'm actually trying to improve on is regular solves, and this is slightly related, but specifically what I'm doing here is something I would never have to do normally.
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It also takes away from practicing more important things, and it also tires me out so I would perform worse.
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When you think about it that way, it might sound kind of dumb, but what I really just described to you is going to the gym to get better at sports.
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So you don't have to do things that are technically useless like this.
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What you can do instead is just the algorithms you would normally use during your solves.
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And when you practice these, you don't want to just go at your normal speed, you want to go faster than you think you can.
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For example, if I wanted to do a J perm with a guarantee I don't mess up, it would look something like this.
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But if I want to go faster than that and improve my potential speed, then it would look something like this.
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Thank you.
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Notice how much I'm messing up, because I'm going faster than what I can control.
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And you can make it more fun by getting your timer and trying to set PBs to see if you're actually improving.
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Or if you want a tool to help you keep track of these, you can use jprim .net as your algorithm trainer.
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Next is finger tricks.
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So if you're starting out, you want to make sure you have finger tricks for the most basic situations.
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For example, for this sequence, you would always do it like this.
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And for the reverse sequence, you would always start here and do it like this.
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For Sledgehammer, you would do it like this and end with your thumb.
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And anytime you see these situations in algorithms, you would always just do it that way.
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And make sure that you don't end up with bad habits such as this.
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It should be this.
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But as you get faster, you want to use a greater variety of finger tricks so
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that you don't have to change how your hand grips the cube all the time.
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And that's called a re -grip, which isn't all that slow, but if you know what you're going to do next, then having to re -grip before you do it can be really slow.
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So if you just do a re -grip right now, I guarantee you, you cannot do that as fast as just doing R.
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That's because for a re -grip, I dodge these corner pieces, and for R, I don't.
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So most of the time, re -gripping is worse than adding one move.
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gets more than one move in before the one with the re -grip even begins.
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But something you'll also notice is that near the end of the algorithm, I re -gripped again for both of them.
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And this re -grip is actually okay, because I'm doing a U' move as I do the re -grip.
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So it's in this situation where a re -grip isn't bad, because I can do it while doing another move.
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And just to finish off the comparison, these are both re -gripless T -perms to start, but one of them avoids the final re -grip as well.
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As you can see, neither one really has an advantage, because I'm not saving any time by eliminating that re -grip.
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So if you want to learn all the finger tricks you need to do this, such as what I did in the beginning of the T -perm, then you can check that out in the finger tricks video.
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But here, I'm just going to show you all the finger tricks that people tend to be too lazy to learn.
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So first is this one that I talked about.
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This happens when your thumb is on top.
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And instead of doing this, you can also replace it with this, which is pretty much just as good, and can be done in any hand position because you're using the other hand.
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Also, being able to do either of these for U' is great as well.
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And then there's D2 with ring pinky or pinky ring.
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but you should also be able to go in the opposite direction, which is really important.
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So our first example is this Eperm.
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Just kidding, don't use this algorithm.
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I know a lot of people who do use it, and if you use it, you're just being lazy.
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The reason anyone uses this Eperm is because you only have to do the regular D move and not the reverse kind.
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But if you use the regular Eperm and just learn how to do that in reverse, then you can do it really fast.
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Next is this OLL, and I told you earlier that if you're more of a beginner, then this sequence in the middle, you would always do it like this.
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but that's not going to be true for this all anymore
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because if you try and go through the whole algorithm without re -gripping then you end up being
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in this position as you get to those moves.
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And as you can see, I'd have to re -grip to get thumbs on front to do that same trigger again.
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So instead, from here, you'd have to do this as your only possible way of doing you
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and then the rest of it goes like that, and then f' here like this.
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And notice that this way of doing f' is really just the way of doing u' I showed earlier like this.
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Next is aprim from this angle specifically, so of course being able to do the d2 flicks.
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Thank you.
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And then at the end here, instead of regripping to do U' because I need my left hand for U' usually, here I could do this move.
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and that saves me another regrip.
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Or I could do it like this, which is what I prefer.
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Also, the special way of doing U or U' is really, really important for F2L.
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So this pair, inserting with L' U' L, oop, I re -gripped.
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Instead, anything front -slot -related should always start with thumbs on front.
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Then I can do it like this.
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This is one of those things that a lot of people are not comfortable with at first, but trust me, all the pros are doing it, just learn it.
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Another thing that can make you faster and more consistent is learning algorithms mainly on one hand.
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A lot of people will learn these two cases as the same case, one is just right -handed and one is just left -handed.
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If you're just learning this, I would say that's fine because you're learning two algorithms for the price of one.
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However, once you've learned a lot of the important algorithms like all of OLL and PLL, then you should start thinking about changing them all to be one hand, most likely a right hand.
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And so this one would still be the same.
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But then this one would go like this.
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Now this isn't true for every case and you can see how often I do this in my OLL and PLL videos.
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Now the main reason why you want to think about this is
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that one of your hands will be often the one re -gripping, while the other one stays in this exact grip.
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So just re -gripping one hand is less prone to mistakes
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and having to switch from a right -handed algorithm to a re -gripped left -handed algorithm is much worse.
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And I know a lot of people don't prefer to practice
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their algorithms in favor of more important things like look ahead and efficiency.
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While those are of course necessary, it's always important to keep pushing your turn speed as well.
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If you don't have much time to practice and you just want to solve, That's totally fine.
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But come on, just give it a try.
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How fast can you do a Jperm?
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推薦影片
本課的詞彙與口語要點
這節 B1 級別的口語課以影片“Rubik's Cube: How to Develop FASTER Turning Speed!”為素材。 影片中反覆出現的詞有:grip, algorithm, tricks, finger, faster。 這段影片共有 82 個句子、1385 個單詞可供跟讀。 講話部分時長為 6:06。 說話人語速較快,每分鐘約 227 個詞,會出現較多連讀和弱讀。 85% 的單詞屬於英語最常用的 3,000 詞,其餘的詞建議在練習前先學一下。
影片中的重點詞彙
影片中最難的 15 個單詞,附發音和釋義:
| 單詞 | 發音 | 釋義 |
|---|---|---|
| grip 名詞 | /ˈɡɹɪp/ | 柄 |
| algorithm 名詞 | /ˈælɡəɹɪðm̩/ | 演算法, 演算法 |
| thumb 名詞 | /ˈθʌm/ | 大拇指, 拇指 |
| cube 名詞 | /kjub/ | 立方體 /立方體 |
| lazy 形容詞 | /ˈleɪ̯zi(ː)/ | 懶 /懶, 懶惰 /懶惰 |
| beginner 名詞 | /bəˈɡɪnɚ/ | 初學者 /初學者, 新手 |
| timer 名詞 | /ˈtaɪmɚ/ | 定時器 /定時器, 計時器 /計時器 |
| dodge 動詞 | /dɑd͡ʒ/ | 躲避, 躲開 /躲開 |
| insert 動詞 | /ɪnˈsɝt/ | 插入, 插上 |
| tire 動詞 | /ˈtaɪ̯ɚ/ | 勞累 /勞累, 累 |
| trainer 名詞 | /ˈtɹeɪnɚ/ | 教練 /教練, 教練員 /教練員 |
| technically 副詞 | /ˈtɛk.nɪˌkəl.i/ | 嚴格來說 /嚴格來說 |
| eliminate 動詞 | /ɪˈlɪm.ɪ.neɪt/ | 消滅 /消滅, 消除 |
| anytime 副詞 | 隨時 /隨時, 任何時候 /任何時候 | |
| habit 名詞 | /ˈhæb.ɪt/ | 習慣 /習慣 |
影片中出現的短語動詞
| 單詞 | 釋義 |
|---|---|
| end up 動詞 | 到達 |
| go through 動詞 | 通過 /通過 |
| pick up 動詞 | 拾取, 撿 /撿 |
影片中的語法
說話人最常用的結構,並附上影片中的原話:
| 結構 | 影片中的用法 |
|---|---|
| 定語從句 who / which + 從句 — 補充說明人或事物 | this, which is · direction, which is · people who do |
| 被動語態 be + 過去分詞 — 強調發生了什麼,而不是誰做的 | can be done · is just left |
需要注意的發音
說話人用了 31 次縮略和弱讀形式,例如 don't, you're, I'm。請按聽到的簡短形式來說。
- “th” 音: algorithm /ˈælɡəɹɪðm̩/, thumb /ˈθʌm/
- 長單詞——注意重音位置: technically /ˈtɛk.nɪˌkəl.i/, eliminate /ɪˈlɪm.ɪ.neɪt/
中文母語者容易讀錯的音:
- 詞尾子音 — 要讀清楚,後面不要加母音: grip /ˈɡɹɪp/, cube /kjub/, flick /flɪk/, dodge /dɑd͡ʒ/, insert /ɪnˈsɝt/
- /æ/ — 嘴張大,不要讀成 /e/: algorithm /ˈælɡəɹɪðm̩/, habit /ˈhæb.ɪt/
如何用這段影片練習
- 先完整聽一遍影片,不要開口,記下不認識的單詞。
- 先用 0.75 倍速逐句跟讀,熟練之後再回到正常速度。
- 錄下自己的聲音並與原聲對比,特別注意 grip, algorithm, thumb 這類單詞。
什麼是跟讀法?
跟讀法 (Shadowing) 是一種有科學依據的語言學習技巧,最初開發用於專業口譯員的培訓,並由多語言者Alexander Arguelles博士普及。這個方法簡單而強大:您在聽英語母語原聲的同時立即大聲重複——就像是一個延遲1-2秒緊跟說話者的影子。與被動聽力或語法練習不同,跟讀法強迫您的大腦和口腔肌肉同時處理並模模擬實的講話模式。研究表明它能顯著提高發音準確性,語調,節奏,連讀,聽力理解和口語流利度——使其成為雅思口語備考和真實英語交流最有效的方法之一。













