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
Take the twenty learned and shuffle them and lay them one at a time on
a table in front of you. Try to name the person instantly; wait only a
moment and if you do not recall his name, place the card in a pile by
itself. Go through the twenty and see how many you can name; do this
often for practice. Use this group every day until you are familiar
with all. Enlarge the group by learning ten new ones each day. When
possible have some one hold the pictures for you. Try always to improve
the score and also to decrease the time necessary to name the group. If
there is more than one person learning the names, make a game of the
idea, each taking the picture which he names first, seeing who can get
the largest number.
The Game for Quick Naming
After several persons have learned the names of the pictures shuffle
the cards and deal equally to the players. The one to the right of
the dealer lays a picture in front of the player on his right and
immediately starts counting slowly from one to ten. The person on his
right must name the picture before the other counts ten. If he succeeds
in doing so he takes the card and starts a pile in front of him on the
table face down. If he fails, the one on his right has an opportunity
to name the face while the one showing the card again counts ten. The
opportunity to name this card passes on to all players, the first one
giving the correct name keeping the card and continuing the play by
showing one of the dealt cards to the person on his right. If no one
succeeds in naming the card, the one playing it tells the name and adds
the card to his pile on the table and shows another. The play continues
as long as any one has any of the cards dealt. When all are out each
counts his pile on the table, secured by properly naming them, and the
one having the largest number wins.
The Game of Introductions
Take a group of strange pictures and have someone show five or more to
you and name them as if you were being introduced to strangers. Use
your knowledge of how to impress the faces and names upon your mind.
Do not pass them too quickly; take time to be sure. Just this practice
which you are now doing will make it possible for you to go more
rapidly and at the same time to be accurate.
After you have been introduced to the group of pictures, let the person
hold up any one, you naming it, and so on through the group. Keep at
this Introduction Game until you have become able to meet ten strangers
and later name each.
Think what this ability will mean to you in business and in winning the
favorable attention of your fellow men. Carry a few small pictures in
your pocket, using odd moments in which to practice with them. Paste
them on cards and use them while riding on the street car. Practice for
profit.
Suggestions to Travelers