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
In learning the department numbers in a large department store it
is simply necessary to associate the goods sold in the particular
department with the Code word, and if desirable, the name of the buyer
can be associated also.
Remembering Color Numbers
The color numbers in a wholesale house, some sixty of them, were
learned by one student while reading them over slowly. Color Number
1 is Black, BLACK TIE. Color 12 is Gold, a GOLD TOWN. A little more
difficult is 51, Gettysburg gray. Here a man is wandering over the
fields of Gettysburg in the Gray dawn with a LADY (51).
The Game of Memory Demonstration
Excellent practice and a great deal of pleasure can be had by letting
some one give the child a series of ten words to be remembered in
connection with the numbers which are written opposite them. They can
be given out of order and this will make a stronger impression and be
as easy for the child.
The numbers 1 to 10 will be represented in his mind by the Code words
TIE to TOES. Each will be pictured in turn with the word given for
the number. Let the one giving the words write the numbers 1 to 10
in a vertical line, and as he writes the word opposite tell them to
the child taking the demonstration. For example--5 is Window. This
immediately becomes a picture of the WHEEL (5) and a Window. Throw the
Wheel through the Window. Next he might be given 10, BOOK. A picture of
TOES and Book. 3 is FIRE, a picture of a HOME (3) on Fire. 1 is CANDY,
sticks of Candy bound up in a TIE (1).
Each word and number are to be visualized together. When the ten have
all been given, the child begins with 1 (TIE) and recalls the object
he pictured with it; next 2 (SNOW) and recalls the word pictured with
it, and so on to the end of the ten. Recall each one in sequence even
though given out of order.
A practice demonstration:
5--Window 1--Candy 4--Bank
10--Book 9--Fish 6--Apple
3--Fire 8--Auto 2--Stone
7--Horse
Begin with 1 and recall them in sequence.
A Number Demonstration
Instead of the words, as used in the preceding game, follow the same
plan as with two digit numbers, as--
1 is 29 4 is 100 7 is 35
2 is 93 5 is 61 8 is 12
3 is 57 6 is 44 9 is 98
10 is 86
This is simply a combination picture of two Code words. One is TIE and
29 is KNOB, a picture of a huge red TIE hanging on a KNOB will answer
the purpose.
2 is SNOW and 93 is BOMB, a big, black, sizzling BOMB in the SNOW bank.
Picture each pair as given and recall them by first recalling the
Code word for the position in the list and it will be associated with
another object in the picture, the number value of which is the number
as given.