Miller's Mind training for children Book 3 (of 3): A practical training for successful living; Educational games that train the sensesMiller, William Emer
Philosophy
Miller's Mind training for children Book 3 (of 3): A practical training for successful living; Educational games that train the senses
Miller, William Emer
Mnemonics; Senses and sensation
Ace Seat Head Caddy Dad
2 Sun Honey Coon Dawn
3 Seam Hem Comb Dam
4 Soar Hero Cur Deer
5 Sail Heel Coal Duel
6 Sage Hash Cage Ditch
7 Sack Hog Cake Dyke
8 Safe Hive Cave Dive
9 Soup Hobo Cap Daub
10 Seeds Hods Cuts Deeds
J Statute Heated Cadet Dotted
Q Stein Hidden Cotton Detain
K Steam Hit'em Cut'em Daytime
By use of these words it is not difficult to take a deck of cards
previously shuffled by some one, and to learn the position of each card
in the pack. The first card will be represented by its corresponding
word and visually associated with the first word of the Code List Tie.
For example, the first card you find in the pack is the 6 of Hearts,
which is represented by the word HASH, and you simply make a picture of
a TIE & HASH.
The second card might be the 4 of Clubs, which is represented by the
word Cur, and made into a picture with the second word of the Code
List, Snow.
The third card might be the 3 of Spades, in which case you would make a
picture of Home and SEAM.
In a similar manner proceed to make a visual picture for each card
in the pack, as you come to it, with the following word of your Code
List. Then when you have gone as far as you wish, pick up the cards,
being careful to keep them in the order in which you have learned them,
holding them with their backs to you and their faces to those who are
watching. In order to name the first card simply recall your picture
with Tie which will bring to mind the word HASH, which stands for the 6
of Hearts. The second card will be Snow and CUR for the 4 of Clubs. The
third card will be Home and SEAM or the 3 of Spades.
With practice you will be able to take the fifty-two cards of the
deck. At first it is advisable to take only twenty or twenty-five, so
that you can recall your pictures soon after they have been made. The
more cards you take, the stronger picture you must make to hold it
accurately in mind without review.
=When the Pictures Is Clear and Vivid the Memory Is Dependable.=
Mastering Robert's Rules of Order
Everyone should be well posted regarding precedence of motion in
Parliamentary Law. You may be called upon to decide such questions at
any time. The worries of officiating in public will be reduced to a
minimum if you will learn the proper sequence of motions through the
following suggestions. It will require but a few minutes to do this.
The following is a list of motions given in the order in which they
take precedence. The motion which has precedence over all others is the
motion, To Fix the Time to Adjourn, and is Number 1. The motion which
takes precedence over all motions, except Number 1, is the motion, To
Adjourn, and is Number 2.
Privileged Motions
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