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
When a player has completed his turn, has played all possible cards, or
has been stopped, he will place one card face up on the table in front
of him as a reserve pile. Each player is entitled to six reserve piles,
each lying face up and side by side. When a player cannot make at least
one play, he shall draw into his hand from the draw pile until he can
play or until the draw pile is exhausted. Each plays in turn until some
player has played all the cards from his hand, which entitles him to
the game. Any player who completes a series of Code words, puts on the
last word of the series of ten, takes away the set and these can be
shuffled and added to the draw pile if necessary.
The winner is entitled to one point for each card left in the hands and
reserve piles of the other players. The score of the game can be set
at any point above 200, and the first reaching this takes the set.
Remembering Errands
After the child has become familiar with the Code List he will be able
to use the words in a very practical way in remembering errands and
lists of groceries, etc. The objects of the list can easily be recalled
in exact sequence, and can now become Mental Hitching Posts to which
any errand or runaway idea may be safely hitched for future usefulness.
The thing to be remembered can be pictured with the object of the Code
list and when wanted it is simply necessary to recall the word of the
Code list and it will in turn recall the thing visualized with it.
[Illustration]
Let us take a practical example. You are sending the child to the
grocery store with an order. The first item is a loaf of Bread. Have
him picture this with the first word of the Code list, Tie. Take the
Tie and bind the loaf of Bread with it, tying a huge bow with the ends
moving in the wind. See this picture clearly, the color of the tie and
the shape and details of the loaf of Bread. Of course the Child is to
make his own picture wherever possible. A boy would probably use one
end of the tie around the loaf and swing the other over his shoulder.
The second item is a package of Matches. See the box lying on the Snow,
which is the second word of the Code. Let the box be open and some of
the Matches burning, see the black ends of the Matches in contrast with
the white snow.
[Illustration]
The third item is a box of Raisins. The third code word is Home. See
the box open and the Raisins spilling all over the Home.
The next item is Potatoes and the code word Wire. Have him imagine a
sharpened wire on which he is stringing the Potatoes.
The next item is a glass of Jelly and the next code word Wheel. See the
large Wheel run over the jelly and break the glass.
The next item is Flour and the code word Sash. Drop some Flour over a
new red Sash.
The seventh item is Coffee and the seventh code word is Egg. Break the
Egg and spill it all over the Coffee.
The eighth item is Butter and the code word ivy. Hang the Butter on the
Ivy and see it swinging there.