Miller's Mind training for children Book 2 (of 3): A practical training for successful living; Educational games that train the senses — John Stuart Mill — John Shaqi
Miller's Mind training for children Book 2 (of 3): A practical training for successful living; Educational games that train the senses
John Stuart Mill · en
For further practice in learning lists of words, by visualizing the
objects, use the one following. These words are selected to conform to
special requirements, and form a complete code which is to become of
great value later. It should be learned thoroughly so that each word
can be recalled quickly and in exact sequence. Use this list now in
preference to the previous one, as this one is to be used in future,
and the other will not be. Learn ten at a time and review them, then
take the next ten, joining them to the last word of the previous ten,
thus making an endless chain of the one hundred words.
Child's Code List
Tie Dot Net Meat Heart
Snow Town Nun Moon Horn
Home Dime Enemy Mama Army
Wire Deer Nero Hammer Rower
Wheel Towel Nail Mail Roll
Sash Dish Hinge Mush Roach
Egg Duck Ink Mike Rock
Ivy Taffy Knife Movie Roof
Whip Tub Knob Mop Robe
Toes Nose Mouse Rose Lasso
Lady Shed Kite Foot Bath
Lion Ocean Cane Vine Pony
Limb Jam Gum Foam Bomb
Lair Chair Car Fur Bear
Lily Jail Glue Veil Pail
Ledge Judge Cage Fish Beach
Log Chalk Cook Fig Book
Wolf Chief Coffee Fife Beehive
Lap Ship Cap Fob Papa
Ashes Goose Office Puss Daisies
The Game of Code
A game to develop accuracy and rapidity in the use of the words of this
Code List. Cut one hundred cards about two by three inches, or the size
of game cards. On one side of each print a word of the Code list.
Shuffle the cards, deal ten to each player and let the balance become
a draw pile. The one to the right of the dealer plays into the center
of the table any card which is the first of a series of ten Code words
as printed in the lists above, for example--Tie, Dot, Net, Meat, Heart,
Lady, Shed, Kite, Foot, Bath. All first cards as named must be played
first, then the cards containing words which follow consecutively in
the list must follow. All cards held by the player which can be played
on any series started on the table must be played in their proper turn,
including those in the played reserve piles.
If a card is played out of its proper sequence the first one noticing
the mistake calls "Code" and shall be entitled to give a card from his
hand into that of the player, who must correct the error and cease
playing.