Miller's Mind training for children Book 3 (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 3 (of 3): A practical training for successful living; Educational games that train the senses
John Stuart Mill · en
Each properly spelled word counts a point for the child first calling
it. A limit of points can be set and the first one reaching that score
wins. If older persons wish to play the game a limit may be set on the
size of the words spelled, as no word of less than 6, 8 or 10 letters,
whichever figure is decided upon.
The Game of Salvaging Words
Pick a large word to pieces and see how many smaller ones can be made
from the letters contained in it. This is a good exercise for persons
of any age and is often played at parties.
Give each player a paper and pencil, select some long word and let each
write it at the top of his paper. Determine on a time limit usually
five minutes, and see who will make the most words from the letters of
the larger word.
After the time is up the one having the longest list wins. It will
be interesting and helpful to have the long list read, each checking
the words on their list. Then let each one read the words which they
made and which no one else has read. It will be surprising how many
different words there will be. Use words like:
Conflagration
Consternation
Understanding
International
Washington
Gubernatorial
Examination
Immovability
Imperceptibility
Permeability
Responsiveness
Stenographer
The Game "The Camels Are Coming"
This game should never be allowed to grow old. It is "lots of fun" at
parties and helpful in vocabulary building, because it requires an
effort, and every time you induce yourself, or your child, to make an
effort good is accomplished.
Have the group sit around the room and then begin by selecting a letter
and a suffix, as B-ing. The one starting says to the one on his left
"The camels are coming." He replies "How are they coming?" The beginner
must then reply using one word beginning with B and ending with "ing".
For example: Buzzing--Bleating--Braying--Blushing--. Each player must
think of a word to give as his answer. All must remember the words
that have been given and must answer inside the limit of ten seconds
after the other has said, "How are they coming?" Any word that is in
the dictionary can be used. If a player cannot answer in ten seconds he
must sit on the floor of the room and pay a forfeit to the timekeeper.
This game can be varied in a great many ways, the words can begin with
any letter and end with any suffix or begin with any prefix.
Learning Synonyms
To help the child remember synonyms and to increase his vocabulary
write a list of words and have him write opposite them as many words of
similar meaning as he can. For example:
HOUSE--residence--building--dwelling--abode.
TRAVEL--journey--trip--tour.
THE STUDY OF GEOGRAPHY
Most children will like the study of geography if it is given to them
in stories and pictures as much as possible. Note how the more modern
geographies are literally picture-books compared with those of several
years ago.