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
1--To fix the time to adjourn (non-debatable).
2--To adjourn (non-debatable).
3--Questions of privilege (debatable).
Incidental Motions
4--Call for orders of day (non-debatable).
5--Appeal (debatable).
6--Objection (non-debatable).
7--To read paper (non-debatable).
8--Leave to withdraw motion (non-debatable).
9--To suspend the rules (non-debatable).
Subsidiary Motions
10--To lay on the table (non-debatable).
11--The previous question (non-debatable).
12--To postpone to a certain day (debatable).
13--To refer to committee (debatable).
14--To amend (debatable).
15--To postpone indefinitely (debatable).
16--Main or principal motion (debatable).
In order to learn the sequence, it is simply necessary to make a
Reminder Picture of the motion, and Hitch it to the corresponding
number, which of course, must be represented by the words in your Code
List. For this purpose the following pictures are suggested, using the
list of Code Words. The pictures given here are merely suggestions.
Make any pictures which will serve to call the motion to mind.
1--TIE.--To Fix the Time to Adjourn.
See some men seated around a table playing a game of cards. The prize
for the winner is a large red TIE lying on the table. One man points to
the clock and says, "We will play until ten-thirty o'clock, and then go
home." The TIE stands for 1, and the picture suggests fixing the time
to adjourn.
2--SNOW.--To Adjourn.
See some people seated around a dinner table. Their attention is
directed to the fact that it is snowing and they all rise and go home.
3--HOME.--Questions of Privilege.
See some people leaving a meeting and starting HOME, other jumping up
and objecting, raising the question of their privilege to leave.
4--WIRE.--Call for Orders of Day.
See a messenger boy all bound up with WIRE, calling the orders of the
day.
5--WHEEL.--Appeal.
See a man waving a WHEEL to gain attention and calling for an appeal.
6--SASH.--Objection to the Consideration of the Question.
See a member of the assembly pulling another away by a SASH, to keep
him from getting a chance to ask a question which he wishes to have
considered. The first man objects to the consideration of the second
man's question.
7--EGG.--The Reading of Papers.
See an officer taking the papers out of a large EGG shell and reading
them.
8--IVY.--Leave to Withdraw Motion.
See a man reaching over with a piece of IVY and trying to get a copy of
the motion off from the desk.
9--WHIP.--To Suspend the Rules.
See a WHIP dangling a ruler suspended at its end.
10--TOES.--To Lay on the Table.
See a member come up and put his TOES on the table.
11--DOT.--The Previous Question.
See a man trying to cover the previous question with a large DOT.
12--TOWN.--To Postpone to a Certain Day.
See a town with posters all over it, with a large date referring to a
day set for meeting.
13--DIME.--To Refer to Committee.