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
1, 11, 5, 15, 32, 47, 64, 54, 60, 50, 35, 41, 26, 9, 3, 13, 7, 24,
39, 56, 62, 45, 30, 20, 37, 22, 28, 38, 21, 36, 19, 25, 10, 4, 14,
8, 23, 40, 55, 61, 51, 57, 42, 59, 53, 63, 48, 31, 16, 6, 12, 2,
17, 34, 49, 43, 58, 52, 46, 29, 44, 27, 33, 18 and back to 1.
[Illustration]
To remember these moves in their proper order is an excellent
application of the Hitching Post idea, and use of the Code List
representing the moves in consecutive order as 1, 2, 3, 4, etc., and
any word with it that will represent the number of the square to which
the Knight is to move. The list following begins with the first square
as the starting place:
Tie and Hut Town and Riot
Snow and Dude Dime and Hinge
Home and Owl Deer and Ape
Wire and Doll Towel and Ham
Wheel and Maine Ditch and Team
Sash and Rug Duck and Oak
Egg and Cherry Taffy and Snare
Ivy and Lawyer Depot and Imp
Whip and Chess Nose and Latch
Toes and Lace Net and China
Dot and Mill Nun and Reel
Follow on through the sixty-four moves using the code words for the
sequence of the move and any words you wish that stand for the number
of the squares on the board.
When you have pictured all the objects together, the first object will
keep the sequence of the moves clearly in mind, and the second will
reveal the number of the square to which the Knight is to move. You can
very quickly go over the pictures and give the moves of the Knight.
The first move, Tie, begins with Hut or square No. 1. The second move,
Snow, is Dude or square 11; the third move, Home, is Owl, or square 5;
the fourth move, Wire, is Doll, or square 15; the fifth move, Wheel, is
Maine, or square 32. Each move is represented by the picture which you
have with the succeeding word of your code list.
As soon as you are familiar with these pictures you can begin with any
square designated. If you are asked to begin with square 24 you know
that 24 is Snare, which is pictured with Taffy. Taffy is 18, so you
begin with the 18th move.
Knight's Tour by Story
Another method of following the Knight's tour is to learn the following
story, the words of which are based upon the Number Code, each word
giving the number of the square to which the Knight should move next.
The story begins with the square 1. After you have learned the story,
go over it and instead of saying the words, speak the number of the
square as represented by the word of the story. This first sentence
is an example: The TIDE IS LOW, a TALL MAN is ROWING. These words
represent the following figures: 1, 11, 5, 15, 32, 47.
Public-domain text, read in full here on John Shaqi.
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