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
Note that all signals beginning with a DOT are pictured with ORANGES
and PLANKS. All signals beginning with a DASH are pictured with BATS
and APPLES.
By this simple method you are guided at once to your picture. When this
signal is given .._ at once you know it is two oranges and a plank.
This brings the picture of the U-boat dashing between the oranges and
striking the plank. After a few repetitions the process will become
instantaneous.
Go over the alphabet forward and backward and in each case SEEING and
speaking the object used to represent the letter. Thus:
A--Ant
B--Bee
C--Cannon
D--Door
E--Engine
F--Fire
G--Goose
H--Hand
I--Ink
J--Jockey
K--Kettle
L--Lamb
M--Monkey
N--Nun
O--Owl
P--Pig
Q--Quilt
R--Rat
S--Snow
T--Tea
U--U-Boat
V--Vine
W--Wolf
X--X-Ray
Y--YMCA
Z--Zebra
For practice go over the alphabet and see the object and picture of the
signal. Thus, A is Ant, see the ant walking down the plank which is
resting on the orange. Repeat the signal A ._ Orange, Plank. Do this a
few times till all pictures are clear and come quickly.
Let all your alphabetical practice be by seeing the picture and
speaking the signal. Thus, A, see the picture and speak the signal,
Dot, Dash.
See to it that most of your practice is from signal to letter. This is
"receiving" and requires the most practice.
In your odd moments go over signals, thus, _ _._ two bats, an apple and
a bat (wrapped in a Quilt) Q.
._ _ an orange and two planks (the Wolf walks over) W.
=Pictures insure accuracy, depend upon the picture. Practice is
the only possible method for developing speed.=
The Knight's Tour
Chess players find a great deal of interest and amusement in being able
to remember the moves necessarily made by the Knight in touring the
board, stopping once on each square, and never more than once on any
square.
One of our great mathematicians put in a great deal of time working out
the proper moves of the Knight in touring the board in this manner. It
is a simple matter for the memory student to keep in mind the necessary
moves in their proper order. This would be an almost impossible feat
without the aid of your number code, as there are sixty-four different
moves to be made by the Knight in this tour.
The problem is to call from memory each move of the Knight, beginning
either at square No. 1, or in fact any square of the board. Notice
that the squares are numbered from 1 to 64, each row of squares always
numbering from left to right. The following cut illustrates the method
of moves. The Knight always moves two squares in one direction, and one
in the other, indicated by a diagonal line drawn from 1 to 11, and from
11 to 5. Thus you will see, beginning with square No. 1 that the move
of the Knight will be as follows: