summaryrefslogtreecommitdiff
path: root/old/55508.txt
diff options
context:
space:
mode:
authornfenwick <nfenwick@pglaf.org>2025-02-07 15:31:28 -0800
committernfenwick <nfenwick@pglaf.org>2025-02-07 15:31:28 -0800
commit0f11acbcb85c46bfed4fd408c6311e52a989afc2 (patch)
tree157940af6aff424b97be48b71bd4b1aa935a02eb /old/55508.txt
parentdb6a4dcec552128e04c0dd35d30b9bee143b5e54 (diff)
NormalizeHEADmain
Diffstat (limited to 'old/55508.txt')
-rw-r--r--old/55508.txt4039
1 files changed, 0 insertions, 4039 deletions
diff --git a/old/55508.txt b/old/55508.txt
deleted file mode 100644
index 7e18d1e..0000000
--- a/old/55508.txt
+++ /dev/null
@@ -1,4039 +0,0 @@
-The Project Gutenberg EBook of Miller's Mind Training for Children, Book 2
-of 3, by William Emer Miller
-
-This eBook is for the use of anyone anywhere at no cost and with
-almost no restrictions whatsoever. You may copy it, give it away or
-re-use it under the terms of the Project Gutenberg License included
-with this eBook or online at www.gutenberg.org/license
-
-
-Title: Miller's Mind Training for Children, Book 2 of 3
- A Practical Training for Successful Living; Educational
- Games That Train the Senses
-
-Author: William Emer Miller
-
-Release Date: September 8, 2017 [EBook #55508]
-
-Language: English
-
-Character set encoding: ASCII
-
-*** START OF THIS PROJECT GUTENBERG EBOOK MILLER'S MIND TRAINING VOL. 2 ***
-
-
-
-
-Produced by MFR, David E. Brown and the Online Distributed
-Proofreading Team at http://www.pgdp.net (This book was
-produced from images made available by the HathiTrust
-Digital Library.)
-
-
-
-
-
-
-
-
-
- MILLER'S
- MIND TRAINING
- _for_
- CHILDREN
-
-
- _A Practical Training
- for Successful
- Living_
-
-
- _Educational Games
- That Train
- the Senses_
-
-
- WILLIAM E. MILLER
- _AUTHOR AND PUBLISHER_
- Alhambra, California.
-
-
-
-
- BY
- WILLIAM E. MILLER
- ALHAMBRA, CALIFORNIA
-
- AUTHOR OF
-
- _The Natural Method of Memory Training_
-
-
- COPYRIGHT 1920
- COPYRIGHT 1921
-
-
- WILLIAM E. MILLER
- ALL RIGHTS RESERVED
- INCLUDING FOREIGN COPYRIGHTS
-
-
-
-
-CONTENTS--BOOK TWO
-
-
- Page
-
- Training the Memory 7
-
- The Strongest Sense Is Sight 10
-
- Visual Impressions Most Accurate 12
-
- Nature's Special Memory Endowment 12
-
- A Memory Picture 12
-
- The Visual Impression Strengthened 13
- Exaggeration 14
- Motion 16
- Unusual Associations 17
-
- Value of Improved Imagination 18
-
- First Picture Association 19
-
- Two Mental Operations 23
-
- Reversing the Process 25
-
- Sharpening the Tools 27
-
- List for Memory Exercise 30
-
- To Develop Definite Pictures 31
-
- The Law of Association 32
-
- Reminder Pictures 34
-
- Forming a Health Habit 35
-
- Beware of Procrastination 39
-
- Attention and Memory 40
-
- The Child's Code List 41
- The Game of Code 42
-
- Remembering Errands 44
- Errands for Practice 47
-
- Important Points to Be Followed 48
-
- Value of Forgetting 50
-
- Alphabetical Hitching Posts 50
-
- Filing Abstract Ideas 51
-
- Thinking by Pictures 53
-
- Uses of Hitching Posts 54
-
- Speaking Without Notes 55
-
- The Mind's Eye and the Story 56
- The Game of Story Telling 57
-
- Two Results of Visualization 57
-
- Learning Poetry and Prose 58
- Exercises for Practice 59-60
-
- To Preserve Early Memories 61
-
- How to Remember Figures 63
- The Number Code 66
- Forming Number Words 69
- Number Value of Code Words 74
- The Game of Number Code 76
- The Number Game 78
- The Game of Solitaire 78
- Code Words and Number Values 80
- All Hitching Posts Numbered 81
- Forming Larger Number Words 82
- Adjective as Helps 85
- Telephone Numbers 86
- Remembering Addresses 88
- Remembering Fractions 88
- The Game of Memory Demonstration 89
-
- Remembering People's Names 92
- The Name of Pictures 95
- Association Next Important Step 96
- To Remember Mr. King 97
- Associating Name and Face Pictures 98
- Thought Channels 111
- Review Is Essential 112
- Methodical Review Best 113
- A Review Test 114
- Good Observation Necessary 115
- Systematic Observation of Faces 116
- The Game of Faces 118
- The Name Game 120
- The Game for Quick Naming 120
- The Game of Introductions 121
- Suggestions to Travelers 122
- Remembering the Initials 123
- The Price Must Be Paid 125
-
-
-
-
-TRAINING THE MEMORY
-
-
-The memory is the most used of all the faculties, therefore it is very
-important that it should have special attention and training. Almost
-every exercise in the First Book, while developing the other faculties,
-used the memory in some manner. It is necessary for the success of
-most mental operations. Memory influences thought, and contributes to
-character development.
-
-A good memory is the greatest aid to the student at any age. Lack
-of knowledge of how to use and improve the memory has been a great
-handicap in the life of most of us. It is no longer necessary for your
-children to be continuously dependent upon the operation of the memory,
-without knowing how to properly use it. From this book you will get a
-practical understanding of how to develop this faculty for them.
-
-The young child has little conception of the importance of Memory.
-Do not use your time trying to impress the value of memory upon him,
-but rather in helping him to do the things which will result in the
-development of this faculty. By training the child's memory you can
-endow him with the knowledge and capacity which will be an ever
-increasing source of profit, and for which he will never cease to thank
-you.
-
- =To start your children in life with a trained and dependable
- memory is a greater endowment than a perfunctory education or even
- a fortune.=
-
-This is not only your privilege but your duty. The decision to do so
-must be yours. At first the principal effort and persistence must come
-from you. Follow carefully the instructions of this book and you will
-have no difficulty in accomplishing this desirable result.
-
-First read the entire book, then apply the ideas and exercises
-according to the age of the child. Let the children advance as rapidly
-as they can master the work. Do not over urge them, or make the work
-tedious. Above all, see that the children understand the principles and
-apply them to all of their activities.
-
- =Memory is largely a habit. See to it that your children acquire
- this habit early.=
-
-Let your effort be continuous and not spasmodic. Ten minutes a day is
-far better than an hour once a week.
-
-
-Memory Most Valuable Faculty
-
-The development resulting from use of the games and exercises of the
-first book has already influenced the memory faculty of the child. The
-faculties of visualization, observation, attention and concentration,
-all contribute to the proper operation of this faculty. They are the
-tools with which the desired result can be accomplished. It is of
-greatest importance that these tools be sharpened and tempered by use
-of the exercises given in Book One. It is now important that you know
-and understand the principles and methods of memory operation. Study
-this book with your children, if they are old enough to understand it.
-
-For smaller children follow the plan of making the instructions into
-stories, and the exercises into games. Encourage the children in making
-the effort necessary for improvement and to expect a great deal of
-themselves.
-
-The story of the success of great leaders of present day business and
-industrial life reveals the fact that they had an unusually retentive
-memory. That their minds were great storehouses of facts and figures
-regarding their business.
-
-Others who had worked along with them for years, but were not able
-to absorb and retain the knowledge, could not progress as fast or as
-far. All have the natural endowment of a good, dependable memory and
-all have the faculties, which, if properly trained, will result in
-conscious ability to use the memory for all the needs of successful
-living.
-
- =Your memory is your ability to make an impression upon your brain
- which you can recall at will.=
-
-This involves two mental processes; first, the making of an impression
-upon the brain; second, the ability to recall it at will. The problem
-of memory is to know how to accomplish these two things and to be able
-to produce the result easily and quickly.
-
-Five groups of nerves connect the brain with the outside world, these
-are the five senses. They are the avenues of approach over which all
-impressions or sensations are conducted to the brain.
-
- =The ease with which any impression can be recalled will
- depend,--first, upon how strongly it is made.=
-
-Your senses are unequal in their ability to impress the brain. Some
-make stronger impressions than others, not so much because of the thing
-to be impressed, but because of the natural unequal strength of the
-groups of nerves. All experience or knowledge that makes a strong,
-definite impression is more easily recalled than in those cases where
-the impression is less distinct.
-
-Nature has endowed one of the senses with a peculiar ability to make
-impressions upon the brain which are many times stronger than those
-made by any of the others. To learn to properly use this one sense is
-the greatest aid to memory improvement.
-
-
-The Strongest Sense Is Sight
-
-The nerves connecting the eye with the brain are many times larger than
-the nerves of any of the other sense organs and can make an impression
-which is many times stronger than the impression made by any of the
-others. Without your conscious knowledge this fact has been operating
-all your life. The things which you have seen are the things which you
-have most easily remembered. For this reason the memory of your youth
-consists principally of things which you saw, or impressions made upon
-your brain by the use of your eye.
-
-Prove this fact; recall some of your earliest recollections; how did
-your brain accept these impressions? Was it through feeling, hearing,
-or through seeing? It is an eye impression and is recalled in your
-mind as a picture. You will find that most of the past which you can
-remember is based upon the visual impression. The poet says, "How dear
-to my heart are the scenes of my childhood." The scenes of childhood
-are the memory of childhood.
-
-"Travel is the greatest of educators." Why? One reason is because you
-are gathering a group of eye impressions which are the most lasting.
-One psychologist defines memory, "as the act of recalling the picture
-of a past experience." The fact that the visual memory is most lasting
-has been known for generations, but we have failed to take proper
-advantage of the fact. In making a comparison of the eye and ear
-impressions upon the brain Robert Mudie wrote in 1832: "That which is
-told us we may forget because of the weakness of the impressions made,
-but that which we see with our own eye is proof against accident,
-against time and forgetfulness."
-
-
-Visual Impressions Most Accurate
-
-Besides being the strongest of all the senses, sight is the most
-accurate. Psychological tests have shown the eye to be mistaken only
-eighteen per cent of the time, and the ear, which is the second sense
-in strength, is mistaken thirty-four per cent. Note that your sense
-of sight is especially endowed with the power to make the strongest,
-and at the same time, the most accurate impression upon your brain.
-The first step in memory improvement is to learn the proper use of
-this sense in impressing upon the brain those things which you wish to
-recall.
-
- =For the purposes of memory, to see a thing once is equal to
- having repeated it eighteen or twenty times.=
-
-
-Nature's Special Memory Endowment
-
-We have a secondary or additional faculty which we call the mind's eye.
-You can close your eyes and see many familiar scenes or you can combine
-parts of these into new pictures that have never existed in fact. This
-process of visualization produces the strongest impression upon the
-brain that you are able to make.
-
-The greatest step in the improvement of the memory is reached when the
-child realizes the value of this visual impression and is conscious of
-just how to use it.
-
-
-A Memory Picture
-
-Become familiar with the mind's eye picture and realize its value in
-memory, then follow the exercises given here until you are able to use
-it correctly for memory purposes. For practice visualize a House, use
-one that is familiar to you, see it as clearly as possible. Build a
-clear, definite picture as an artist would, first the outline, then add
-the detail, see the slope of the roof, the chimney, the gables, then
-see the shingles and the cracks between them, the bricks in the chimney
-and the plaster veins between.
-
- =The more distinctly you can see this object, the stronger the
- impression upon the brain--the longer it will last and the easier
- it will be to recall it.=
-
-The use of the exercises on Visualization in Book One will make it
-possible for you to build at once a clear picture of the House. If you
-have any difficulty in doing this, follow the instructions for drawing
-the outline and other suggestions given for the development of the
-faculty of visualization as they are found in the first book.
-
-
-The Visual Impression Strengthened
-
-To remember you must be able to make an impression upon the brain which
-you can recall at will. This simple impression of the House may not be
-recalled as easily as you wish, but there are three simple and natural
-operations of the mind by the use of which you can strengthen this
-impression to any degree necessary. By their use you can learn to make
-an impression that is strong enough to be recalled at will.
-
-
-The First Aid--Exaggeration
-
-[Illustration]
-
-A large object makes a stronger impression upon your mind than a small
-one, a twenty-story building attracts your attention and impresses you
-more than a two-story one. Things which you see exaggerated out of
-their normal proportions make an unusually strong picture upon your
-brain. The House, which you have seen standing in the yard is small;
-if you wish to increase the strength of the impression, exaggerate
-the size of the house and see it as large as a ten-story building.
-The only limit to the size to which you can exaggerate the object is
-the limitation of your imagination. You can in this way strengthen
-the picture until the impression is strong enough to be recalled when
-needed.
-
-
-Others Make You Remember
-
-This idea of exaggeration is not new or unusual. There are two
-professions whose business it is to make us remember and they use this
-principle in doing it. They are the advertiser and the cartoonist.
-You have seen this same exaggeration of proportion in nearly every
-cartoon, but you think nothing of it. The cartoonist, however, knows
-that he can make a stronger impression upon your mind by its use.
-You remember the cartoon longer and recall it more easily than most
-anything you read.
-
-One of the largest advertising companies of the country makes the
-statement, "A picture is worth a thousand words when it comes to making
-the public remember." Some of the most successful advertising campaigns
-have been largely confined to pictures. Almost without exception
-pictures drawn for advertising purposes take advantage of this
-principle and strongly exaggerate the proportions. You have seen this
-in the pictures used by the Goodyear Tire Company, the Bell Telephone
-Company, and many others. It is illustrated in the picture given here.
-
-[Illustration]
-
-
-The Second Aid--Motion
-
-You often pass a thing that is motionless without notice, but if it
-moves it attracts your attention. While walking down the city street
-you pay little attention to the show windows, but if there is something
-moving in one you will stop to notice it. The sidewalk will even be
-blocked by the simple motion of some thing in the display. This is the
-use of motion to impel your attention. If you are in a crowd and see
-a friend whose attention you wish to attract, you wave your hand or
-handkerchief. Children like to see "the wheels go 'round," and we never
-lose the fascination which motion has for us. A person lacking in the
-power of concentration will fix his closest attention upon the moving
-picture or object.
-
-Just as the motion picture is more attractive than the old style
-stereopticon, so motion introduced into the visual pictures for memory
-purposes will increase the impression upon the brain and increase your
-ability to recall it.
-
-[Illustration]
-
-To still further strengthen the impression of the House, see it in
-motion instead of standing still. See it on wheels moving down the
-street or blown from the foundation by a strong wind. The farther you
-see the object move, or the more rapid the motion, the stronger the
-impression.
-
-
-Third Aid--Unusual Associations
-
-[Illustration]
-
-When you go home in the evening the first thing mentioned is the
-unusual happening of the day. Those things which have been most out of
-the ordinary are the first mentioned in your conversation. If some very
-unusual circumstance has thrust itself upon those at home, they will
-rush out to meet you, to tell you perhaps that "The cat devoured the
-canary." All unusual circumstances impress the mind in such a manner
-that they are very easily recalled. To see the House balanced on one
-corner instead of in its usual position upon the foundation, will
-strengthen the impression of the picture already made. Take advantage
-of this natural fact and when you wish to remember make the picture an
-unusual one, even make it grotesque or ludicrous.
-
-There is no limit to the degree in which you can use these three
-natural mental operations. Your exaggeration of a pin can make it
-appear the size of a pencil or a telephone pole, or as tall as a
-twenty-story building. You can see it move a foot or two or swinging in
-a pendulum-like rhythm or dancing upon a hill.
-
-Thus the use of these three principles makes it possible for you to
-place upon your brain an impression of whatever strength you choose. If
-the first one is not recalled readily you know how to make a stronger
-one. Simply exaggerate the size, move it farther or more rapidly and in
-a more unusual or ludicrous manner.
-
-
-Value of Improved Imagination
-
-The unusualness of this picture is dependent upon your imagination.
-This idea of picture making for memory purposes is two-fold in its
-value. It results in a better memory and strengthens the productive
-imagination. The exercises in Book One will help you to use your
-imagination for these memory pictures, and making them is one of the
-best exercises for the development of the imagination.
-
-
-Practice Makes Perfect
-
-You now know how to make a strong impression upon your brain. This has
-proven to be the most valuable aid to a better memory. Thousands of
-successful men have learned to use it practically in their work. It
-is the greatest aid to students in assimilating and recalling their
-studies.
-
-You have the knowledge, but to be of value you must practice with
-it sufficiently to prove its usefulness and to learn to apply it
-accurately. This practice can be gained in a variety of ways; the
-essential thing is that you train yourself to make strong visual
-impressions upon your brain, to see the pictures clearly and to know
-that you are recalling them accurately. For practice let us use a list
-of common objects.
-
-In order to recall a list of objects or a series of any kind, instead
-of making separate pictures of the objects, combine two in each
-impression. If you will follow the method used in making the following
-Memory Pictures you will find that it will enable you to recall the
-objects at will. We will use a list of objects that have no natural
-associations, that you could not easily remember by any other method,
-yet when you use this visual process the matter is a simple one.
-
-
-First Picture Association
-
-The first word of the list will be the House, the second Clock. We have
-already made a strong visual impression of the House, by seeing it in
-an Exaggerated, Moving, Unusual picture. We could make as strong an
-impression of the Clock in the same way, but to be able to recall the
-word following House, we must see the two objects together in the same
-picture. To see a large Clock standing alongside of the House, will
-make a strong impression. A stronger one may be made by exaggerating
-the size and proportion of the two objects. To further strengthen it
-you can use unusual motion, such as balancing a huge Clock on the edge
-of the House. Now introduce motion, see the Clock topple and roll
-down the roof and fall to the ground. To get the full value of this
-impression upon your brain, close your book and see the picture in
-your mind's eye. If it does not seem distinct close your eyes, or take
-a pencil and try to draw the picture. This will help you to see it
-more clearly. See the Clock rolling down the roof, see it fall to the
-ground, make it seem real and as distinct as possible.
-
-
-Add Flowers to the List
-
-To do this make a large moving picture of Clock and Flowers. See the
-Clock decorated with flowers and large bunches tied to the end of each
-of the hands. See them going around. Add the colors, make all the
-detail bright, and become interested in the picture. Fix your attention
-on it as you have learned to do in the first book. Note the changes.
-
-[Illustration]
-
-In each of these pictures there are two objects, never more and never
-less. Do not see the House in this second picture. Always drop the
-first object when adding a new one.
-
- =Memory Pictures Should Always Contain Two Objects.=
-
-
-Flowers and Circus
-
-Continue the list by adding the word Circus. Picture the new word with
-the last one which was Flowers. Let your imagination see the Flowers
-playing in the circus tent, see them riding the horses, or have the
-performers all dressed in flowers; any picture clearly visualized and
-concentrated upon for a moment will produce the desired result.
-
- =The length of time that an impression will last, depends first,
- upon the vividness of your picture.=
-
-
-Circus and Soldier
-
-Add this new word by exaggerated motion picture of the Circus and the
-Soldier. Make your own picture, see that it is definite and let the
-mind dwell upon it for a moment.
-
-
-Soldier and Church
-
-Proceed in the same way as before, but do not go on with the list until
-you have visualized the picture clearly. A dim picture will not last
-long and will be recalled with difficulty, if at all.
-
-
-Church and Rocks
-
-Not stones, but great, rough, rugged rocks piled high. See them
-clearly, let them fall on the Church and damage it. When recalling
-your pictures you will need to be sure of the object and to recall the
-exact word. The ability to do this will depend upon the vividness and
-definiteness of the picture as you see it the first time.
-
-
-Rocks and Auto
-
-Here is an opportunity to imagine and picture an auto accident. Make
-your own picture and photograph it upon your mind.
-
-Proceed with a few more pictures, making each clear and definite and
-do not yet attempt to recall them; just visualize each two objects in
-turn.
-
-
-Auto and Shoes
-
-Shoes and Dishes
-
-See each two objects in a separate Memory Picture. Now review the list
-beginning with House and Clock, Clock and Flowers, etc. Let one picture
-suggest the next in which one object of the preceding picture always
-appears. Repeat the list slowly, recalling the two objects in each
-picture. Do this without looking at the list; there are ten separate
-objects you can check by keeping count.
-
- House and Clock.
- Clock and Flowers.
- Flowers and Circus.
- Circus and Soldier.
- Soldier and Church.
- Church and Rocks.
- Rocks and Auto.
- Auto and Shoes.
- Shoes and Dishes.
-
-Review the ten pictures until they can be recalled without difficulty,
-and until all are clear and distinct. Each time you review, see the
-same picture as originally made, do not change it, except to add more
-Exaggeration, Motion or Detail each time and make it more distinct
-and definite. You will have experienced the fact, that in each case
-where you made and visualized a good picture you remembered the
-words without difficulty. Where the picture is not strong you have
-trouble in recalling the word. Any picture that can not be recalled
-easily can be made to do so by adding more of the three elements,
-Exaggeration, Motion and the Unusual. Take the poorest picture, the one
-most difficult to recall, exaggerate the size of the objects, or make
-them move farther or faster, stand them on their heads or do any thing
-unusual and see how much easier you can recall it the next time.
-
-
-Two Mental Operations
-
-There are two distinct operations in this method. First the Imagination
-takes the two objects and determines how they shall be arranged; what
-they shall do; or how they are to look in the picture. Second, the
-mind's eye photographs the picture so arranged by the imagination. The
-impression is made upon the brain when the picture is photographed.
-You may decide upon a good combination of the objects, but if you do
-not SEE the picture you will not remember. The impression is made upon
-the brain when the mind's eye actually sees the picture which your
-Imagination has constructed. Just as the photographer first arranges
-his group in the manner that he thinks will make the best effect, then
-presses the bulb and exposes the plate. If he only arranged the group
-and did not expose the plate he would have no picture, and so, if you
-imagine the picture and do not SEE it, you will have poor memory.
-
-
-Add to Your List
-
-In the same way form pictures of the following objects. Use your own
-imagination to bring the objects together into motion pictures. In
-adding to your list, always begin with the last object and revisualize
-it with the new object. Thus you will link all together in an endless
-chain. Make memory pictures of the following:
-
-
-Dishes and Wagon
-
-Pile the dishes high upon the wagon and see them rattle off and break
-as the wagon moves. Be a cartoonist, make unusual pictures.
-
-
-Wagon and Table
-
-Make your own picture, and fix your attention upon it for a moment by
-seeing the details. What kind of a wagon is it? What color? How drawn?
-
-
-Table and Carpet
-
-See the color and pattern in the carpet.
-
-
-Carpet and Fence
-
-Fence and Bread
-
-It will be easier for some to make the Memory Pictures into a story,
-that is to see the Dishes thrown at the Wagon and fall off onto the
-Table where they are put into a Carpet and hung up on a Fence, which
-has a loaf of Bread on the top of a high picket. This story can
-continue indefinitely, as long as your imagination adds to it. There is
-a danger, however, in this kind of a picture; it is in the tendency to
-see more than two objects in each picture. The idea may be continuous,
-the picture must never be. It may be a continuous idea connecting
-separate and distinct pictures but you must be sure to drop the first
-object before you add the new one, so that there are but two objects in
-each. Continue picturing these words in pairs as you did before, using
-the story idea if it seems easier.
-
- =Bread and Walk.=
- =Walk and Lamp.=
- =Lamp and School.=
- =School and Stove.=
- =Stove and Piano.=
-
-Now, go back to Dishes and review the pictures, naming both objects in
-each picture. Can you see each clearly? If not, strengthen the picture,
-put in more motion, or make it more unusual.
-
-Without the aid of the list go back to the House and recall the
-entire series from House to Piano. After you have succeeded in this,
-try to see the series of pictures and speak them as a list, thus,
-House--Clock--Flowers--Circus--Soldier, etc. Do this a couple of times
-until it can be done without hesitation.
-
-
-You Can Reverse the Process
-
-Test the availability of these visual impressions that you have made
-by starting with the picture of the Piano and follow each picture
-carefully back to the House. Thus, Piano--Stove--School--Lamp--etc.
-
-You now have a series of twenty unassociated words so impressed upon
-your mind that you can say them forward or backward. You can as easily
-begin in the middle and go either way, or you can think of any word at
-random and tell which word precedes it or follows it in the list.
-
- =Strong visual impressions properly associated can be recalled at
- will.=
-
-It has taken some time to make and photograph these pictures, practice
-will soon make the process so easy and natural that the same result can
-be accomplished in a few seconds. It is not unusual for children, after
-a little practice, to take a list of twenty words and visualize them in
-one careful reading, so that they can recall them in any order desired.
-Practice will do the same for all regardless of how difficult they may
-find the idea at first. All have the faculties, awaken them and make
-them serve.
-
-The important thing is not that the child has easily learned a list of
-words which he can repeat forward or backward, but the fact that he
-has experienced the memory value of a definite mental operation. The
-learning of the list is merely the exercise through which the process
-of visualization is applied to the memory. The child may possess the
-knowledge, but practice is the only way to make it most useful. This
-same kind of exercise should be continued and will later lead to many
-practical applications.
-
-
-Three Steps Necessary
-
-All educational progress has three steps, To Know; To Do; To Be. What
-a child becomes as he grows to manhood depends upon what he DOES, with
-what he KNOWS.
-
-Knowing is the first essential, but without the doing there is little
-result. The purpose of this book is memory development.
-
- =The improvement of the memory will depend upon what the child
- does with the knowledge he receives.=
-
-
-Sharpen the Tools
-
-Your experience has proven that poor, weak impressions are recalled
-slowly and with difficulty. At the same time when you succeed in
-recalling a poorly made impression it is indistinct, it lacks that
-clear definiteness which brings assurance and confidence. To overcome
-this you need to sharpen the tools with which the impressions are made
-upon the brain. You cannot expect the best results from untrained
-senses any more than a carpenter can expect to do a fine quality of
-work with dull tools.
-
-The senses can be sharpened and improved as you have seen in the First
-Book, but practice is the whetstone and every stroke will produce
-its proportionate result; without it you can not expect to become
-proficient in anything. The methods by which the senses can be trained
-are suggested in the First Book, and if they have been overlooked, or
-slighted, you can now see the importance of paying proper attention to
-them.
-
- =Practice is the motive power which can propel you along the road
- of progress toward the goal of perfection.=
-
-
-Continue the Memory Pictures
-
-In the same manner in which you learned the first twenty words fix the
-following in mind. Begin with the last object of the previous list,
-Piano and add the next one, Spoon.
-
-Now, add to Spoon, Road. See a Spoon with arms and legs running down
-the Road. Make a real cartoon of it. Continue to picture the words in
-pairs, always dropping the first when adding a new one. Now take Road
-and Picture; Picture and Desk; Desk and Window; Window and Apple; Apple
-and Book; Book and Door; Door and River.
-
-Stop a moment and review these Memory Pictures, first in pairs as Piano
-and Spoon; then as a list. Now go over the list backwards.
-
-Add more words and be sure you stop each time to see a clear, definite
-picture. You must fix your attention upon it for a moment, use motion,
-exaggeration and the unusual.
-
-Picture River and Dress; Dress and Hammer; Hammer and Ball; Ball and
-Train; Train and Gun; Gun and Moon; Moon and Curtain; Curtain and
-Pepper; Pepper and Bed; Bed and Scissors.
-
-Review the series as before, those pictures which come slowly should be
-improved. With the book closed, start with House and repeat the entire
-list. See each picture clearly before you speak the word, even though
-you may feel sure what the following word is, see the picture first,
-this will insure accuracy. Then begin with Scissors and go through the
-series of pictures backwards working your way, picture by picture, back
-to House. Take time to be accurate, do not try to go rapidly at first.
-See each picture and try to see it more clearly, adding all the detail
-you can. Mental exercise is necessary to development. See that you
-perform this one often and accurately.
-
-
-Have Learned Forty Words
-
-When the child can say the list he has learned a series of forty words
-which he can repeat forward and backward. These words are unassociated
-and would be difficult to learn by the old cumbersome method of
-repetition. Yet the feat is accomplished easily by the application of
-these simple and natural principles.
-
-
-Be Gratified But Not Satisfied
-
-Do not be satisfied that these simple facts, and the use which has been
-made of them, has proven resultful. Ideas are only of value because of
-the profit which comes from their continued use. Prove their worth to
-your utter satisfaction and then by continuous effort make them a part
-of the mental makeup. Become thoroughly familiar with these principles
-and see that the child knows just how to proceed in the use of them.
-Remember it is the visual faculty you are cultivating for great future
-usefulness, not merely learning a list of words. Review these pictures
-many times, use the same ones, do not make new ones.
-
-Avoid the mistake of seeing only one object at a time; always see two,
-as the House and the Clock, the Clock and the Flowers. This causes one
-picture to recall the next, because the object appears in two pictures,
-or is associated with two objects. One by natural mental operations
-recalls the other.
-
-For further practice and development add to the list of forty words now
-learned, some of those following, or make a list of your own. Any words
-will do, picture them two and two and review them after you have added
-ten or so.
-
-
-List for Memory Exercise
-
- House Spoon Fire Brush Pail
- Clock Road Hose Salt Ice
- Flowers Pencil Box Paper Sugar
- Circus Picture Bridge Button Porch
- Soldier Window Bell Tooth Log
- Church Apple Grass Sack Pump
- Rocks Book Soap Letter Rope
- Auto Door Boat Ring Barrel
- Shoes River Towel Pipe Corn
- Dishes Dress Pins Street Board
- Wagon Hammer Cannon Spool Spoon
- Table Ball Ladder Penny Shovel
- Carpet Train Cotton Comb Leaf
- Fence Gun Bicycle Umbrella Shell
- Bread Moon Ribbon Chimney Bank
- Walk Curtain Coat Swing Hat
- Lamp Pepper Hair Sled Cow
- School Bed Stove Rake Bat
- Store Scissors Bottle Fish Tree
- Piano Chair Pie Nail String
-
-
-To Develop Definite Pictures
-
-Some persons have difficulty in making their pictures definite enough
-to avoid confusion between objects of similar shape. Overcome this
-difficulty by teaching the child a few lists of objects somewhat
-similar in shape. This will require making clear and definite pictures.
-The exercise following is a good one for this purpose. Visualize the
-following list and see to it that the pictures are definite, so that
-they can be recalled in proper sequence, either forward or backward.
-
-
-Exercise for definite Visualization
-
- Papa Girl Grandpa Grandma
- Boy Uncle Sister Brother
- Woman Mama Man
-
-
-Animal Lists
-
-The same kind of practice can be gotten by the use of lists of animals,
-and at the same time another result may be attained. The child must
-learn just what the animal looks like before he can picture it. In
-learning these animal lists use the dictionary or encyclopedia, or
-better still, good books on natural history, and show the child the
-picture of each animal with which he is not familiar. Teach him all
-that you can regarding each of these different animals. He will then
-be able to picture them clearly and retain and recall them without
-difficulty.
-
-
-Memory Exercise
-
- Dog Wolf Mule Lamb Lion
- Camel Giraffe Bear Alligator Sheep
- Cat Pony Deer Tiger Colt
-
-
-Memory Exercise
-
- Rabbit Beaver Frog Muskrat Badger
- Mouse Mink Mole Chipmunk Skunk
- Squirrel Rat Fox Coyote Possum
-
-
-The Law of Association
-
-The first requirement of memory is to make a strong impression upon
-the brain, and this we have seen is accomplished by visualization.
-We concentrate the strongest of our senses upon the thing we wish to
-remember and thus make the strongest impression.
-
-The second necessary step is the ability to recall the impression at
-will. This is equally important in memory and is made possible by the
-Law of Association. Prof. Kay states that, "Association is the means
-by which what is in the memory is recalled and brought again before
-consciousness."
-
-Things which are impressed upon the mind, or which are active in the
-mind at the same time, will return together, one will suggest or recall
-the other. A voice, a sound, a sight will often recall a long train of
-events. One event will recall another that took place at the same time,
-or in the same place, or one similar in detail. These associations are
-easily formed though you may be unconscious of the fact at the time.
-When one of the associated facts is in your mind it becomes the means
-by which the other is brought again into your consciousness.
-
-The visual picture is the strongest impression that can be made upon
-the brain, but to be able to recall a new impression at will, it should
-be linked or associated with some already familiar picture which is
-easily recalled, and this will bring the associated impression with it.
-
-In the visual exercise in which a list of words was learned, beginning
-with House, this principle was used. The strong impression was made
-upon the brain by seeing the House. You also made a strong impression
-of the Clock, by seeing it, but in order to remember that the word
-Clock follows the word House the two were associated together by seeing
-them in the same picture. This is an example of two things impressed
-upon the mind at the same time. When you see the House it brings the
-Clock into mind. If you wish to recall what word follows House see the
-House, and the picture association will supply the second object.
-
-The use of this Law of Association made it possible for you to recall
-the list of objects. To be easily available the objects must be linked
-together as strongly as possible, and this is accomplished by the
-associated picture.
-
-Association is one of the fundamental laws of mental activity, the use
-of which is absolutely essential to memory operation. In the pages
-following you will notice the application of this same principle,
-always using the visual method because of its unusual strength and
-accuracy.
-
-Much has been written on the subject and some memory courses dwell on
-it at great length. There are just two essentials to be always kept in
-mind:
-
-First, to be able to recall the new fact at will it must be impressed
-upon the mind in association with some familiar knowledge that will be
-easily recalled.
-
-Second, the visual picture is the strongest association, therefore the
-most lasting and easily remembered and at the same time it can be used
-for all needs.
-
-This law of association must be used continuously, without it there can
-be no accumulation of knowledge or memory. Its operation is simple and
-need not be in the least confusing.
-
-
-Reminder Pictures
-
-A simple use of the visual memory is to make a picture of the thing
-which you wish to do, in the place where you wish to be reminded of
-doing it, called Reminder Pictures. This principle can be applied to
-errands and to very important ideas. Seeing the thing you wish to do
-will form the strongest possible impression. By seeing this picture in
-the place where you wish to be reminded of it, you have associated it
-in your mind in connection with the thing which is to be used to bring
-it again into your consciousness.
-
-The latter half of the picture--the place in which you wish to be
-reminded of it--must be familiar, at the same time a place or object
-which is going to be physically visible at the time you want to be
-reminded of doing the errand. This principle can most easily be
-understood by the use of illustrations which are actual examples of how
-others have used the idea.
-
-
-Forming a Health Habit
-
-[Illustration]
-
-Believing in the value of a glass of water taken before meals one
-person made a picture of a large glass of water covering a greater
-part of the dining table, and when coming to the table he saw himself
-spill the glass of water. It is essential to have two objects in the
-picture--one, the thing you wish to be reminded of doing; and the
-other, a familiar scene which you are going to see at the time. In this
-case, when the person sees the table, which is half of the picture, it
-brings back into consciousness the large glass of water. This reminds
-him of drinking the water before sitting down to the meal.
-
-[Illustration]
-
-A lady had been forgetting to get a certain rug which had been put
-away in a dark closet, and which she feared might be injured by the
-moths if it was not taken out and used. As is often the case in such
-circumstances, she thought of this rug many times, but always when
-it was inconvenient to get it. She made a picture of the door of the
-closet in which the rug was stored and also of herself passing this
-door; the door flew open and the rug jumped out into the hall at her
-feet. Later, when she was passing, seeing the closet door it reminded
-her of the rug and she stopped, opened the door, took out the rug and
-thus attended to the matter which she had been forgetting.
-
-A business man had been forgetting to telephone an associate. He made
-a picture of the desk in his office, and when he rolled up the top of
-the desk the friend jumped out and scared him. This picture was made in
-the library of his home in the evening. Next morning when he saw the
-desk the rest of the picture came back to his mind and he took up the
-telephone and attended to the matter.
-
-These pictures may include more than one object, or even more than one
-errand. What the average memory needs is a hint to start it on the
-right track. A husband had been asked, when leaving the house, to order
-some groceries before going to the train to meet some friends. He made
-a picture, of his car standing where it would be when he was ready to
-leave the office, and over the whole car he spread a large beefsteak,
-on one end of the steak he saw a bag of sugar, on the other end he saw
-a bag of coffee, then he broke an egg over the whole, for these were
-the things which he was to order. When he came from his office, seeing
-the car, a part of the picture, it reminded him of the groceries, and
-he easily remembered the things wanted.
-
-Pictures which are exaggerated, have strong motion, and are unusual or
-even startling, are best for this reminder idea. The pictures must be
-seen clearly in the mind's eye, and the part of the picture, which is
-used as the reminder, must be something which you will see clearly at
-the time you wish to do the thing. The illustrations given are from the
-actual experiences of busy men who are using this idea in their daily
-life.
-
-This application of the visual memory can become invaluable to the
-child. In cases where the desired result has not been procured the
-difficulty, almost invariably, is a lack of vividness in seeing the
-place, person, or thing which is to act as the reminder. It must be
-familiar, definite, and clearly visualized. Practice will improve the
-results. Make an effort to see detailed and distinct objects in your
-pictures and use the strengthening elements. Here are a few additional
-examples of how children have used this idea. It works.
-
-A child was sent to the grocery store for four items, and instead of
-carrying a list he made a picture of the counter in the store as his
-reminder. The items to be purchased were a sack of Salt, a bottle
-of Vinegar, some Fly Paper, and Potatoes. He pictured the Fly Paper
-sticking on the edge of the counter and on it balanced the sack of Salt
-and the bottle of Vinegar, then he saw himself throwing the Potatoes at
-them.
-
-A picture of this kind will enable the child to remember a few items
-without difficulty. The Hitching Post idea which follows soon will be
-more accurate and enable him to extend the list to any length.
-
-A boy, who often went away to school without bringing in his wood, made
-a picture of himself running out of the door to school, when slipping
-off the porch he sailed through the air and landed on the wood pile.
-The next morning, when he went out of the door and across the porch,
-his picture flashed into his mind and he stopped and brought in some
-wood before leaving.
-
-A girl had formed the habit of throwing the towel on the chair instead
-of hanging it up. She made a picture of herself throwing down the towel
-when it became entangled in her feet and tripped her up as she walked
-away, throwing her headlong.
-
-Reminder pictures of this kind must be visualized by the child, even if
-suggested by the parent. Do this pleasantly and even playfully, being
-careful not to arouse the antagonism of the child. If he is stubborn
-in the matter you can gain nothing, unless you secure his co-operation
-and pleasant interest. To keep these pictures in mind and to use them
-at every opportunity will aid in forming correct habits. Make them
-startling and interesting, and when possible, put real feeling into
-them. Induce the child to feel the pain of his fall; feelings give life
-and power to visualized pictures.
-
-A boy was told to stop at a neighbor's and deliver a note for his
-mother on his way to school. He pictured the front gate of this
-neighbor's fence swinging out and stopping him. He tried to go over the
-gate and the more he climbed, the higher it became. Seeing the gate as
-he passed on his way to school reminded him of the note.
-
-A tablet was needed at school and had been forgotten several times. A
-picture of the tablet barring the door of his home, so that he could
-not get in, reminded the boy to go at once to the store and make the
-purchase.
-
-On her way to church a girl was given a message to deliver to a certain
-lady, after the service. She pictured herself trying to get out of the
-door of the church, but the lady blocked the way refusing to allow her
-to crowd through. When she started out, seeing the door, which was part
-of the picture, it reminded her of the lady, and she delivered her
-message.
-
-
-Beware of Procrastination
-
-One of the most subtle foes of a good memory is procrastination.
-Like conscience, memory can be dulled and almost ruined by continual
-disregard of its suggestions. Failure to act when reminded ruins what
-memory power you have and retards your progress and further development.
-
-A Reminder picture will suggest an errand or duty one--two--or more
-times, but there is an ever increasing lapse of time between each
-reminder.
-
-To Procrastinate--to put off doing the thing will dull the suggestive
-power of the memory. It will clutter the mind with undone things which
-will cause mental worry. It will weaken the will power.
-
-To Act--to accomplish the thing at the first suggestion quickens and
-improves the suggestive power of the memory. It clears the mind for new
-thoughts and plans. It relieves the nervous strain and increases and
-strengthens the volitional power.
-
-It is the child's memory you wish to improve and this can only be
-accomplished by his effort. You must help, of course, but do not do
-too much, merely suggest. Get him to imagine and visualize his own
-pictures, it will be better for him to make the effort than for you to
-make it for him.
-
-
-Attention and Memory
-
-The subject of Attention and Concentration has been discussed in the
-former book, but it will be well to note their relation to memory and
-how we are using them here.
-
-We have introduced motion into the mind's eye picture to strengthen its
-impression; the result comes from a prolonged period of attention. In
-the exercises for cultivating the power of attention we used the method
-of change, or motion. It produced prolonged attention, which results
-in memory. Exaggeration and the unusualness of the imaginary picture
-inspires that quality of involuntary attention which helps to produce
-concentration.
-
-The quality of the stimulus to the attention is improved by introducing
-anticipation, pleasure, or their opposites. The clear, vivid, mind's
-eye picture creates a greater quantity of attention, and if the objects
-are familiar they add to the possibility of clear visualization.
-
-The attention should become fixed upon the picture and this can not
-be done if they follow too rapidly. Take time to make the impression
-and for best results become as much interested in it as possible.
-Every means which results in prolonging or intensifying the attention
-improves the scope and accuracy of the memory faculty.
-
-
-The Child's Code List
-
-For further practice in learning lists of words, by visualizing the
-objects, use the one following. These words are selected to conform to
-special requirements, and form a complete code which is to become of
-great value later. It should be learned thoroughly so that each word
-can be recalled quickly and in exact sequence. Use this list now in
-preference to the previous one, as this one is to be used in future,
-and the other will not be. Learn ten at a time and review them, then
-take the next ten, joining them to the last word of the previous ten,
-thus making an endless chain of the one hundred words.
-
-
-Child's Code List
-
- Tie Dot Net Meat Heart
- Snow Town Nun Moon Horn
- Home Dime Enemy Mama Army
- Wire Deer Nero Hammer Rower
- Wheel Towel Nail Mail Roll
- Sash Dish Hinge Mush Roach
- Egg Duck Ink Mike Rock
- Ivy Taffy Knife Movie Roof
- Whip Tub Knob Mop Robe
- Toes Nose Mouse Rose Lasso
-
- Lady Shed Kite Foot Bath
- Lion Ocean Cane Vine Pony
- Limb Jam Gum Foam Bomb
- Lair Chair Car Fur Bear
- Lily Jail Glue Veil Pail
- Ledge Judge Cage Fish Beach
- Log Chalk Cook Fig Book
- Wolf Chief Coffee Fife Beehive
- Lap Ship Cap Fob Papa
- Ashes Goose Office Puss Daisies
-
-
-The Game of Code
-
-A game to develop accuracy and rapidity in the use of the words of this
-Code List. Cut one hundred cards about two by three inches, or the size
-of game cards. On one side of each print a word of the Code list.
-
-Shuffle the cards, deal ten to each player and let the balance become
-a draw pile. The one to the right of the dealer plays into the center
-of the table any card which is the first of a series of ten Code words
-as printed in the lists above, for example--Tie, Dot, Net, Meat, Heart,
-Lady, Shed, Kite, Foot, Bath. All first cards as named must be played
-first, then the cards containing words which follow consecutively in
-the list must follow. All cards held by the player which can be played
-on any series started on the table must be played in their proper turn,
-including those in the played reserve piles.
-
-If a card is played out of its proper sequence the first one noticing
-the mistake calls "Code" and shall be entitled to give a card from his
-hand into that of the player, who must correct the error and cease
-playing.
-
-When a player has completed his turn, has played all possible cards, or
-has been stopped, he will place one card face up on the table in front
-of him as a reserve pile. Each player is entitled to six reserve piles,
-each lying face up and side by side. When a player cannot make at least
-one play, he shall draw into his hand from the draw pile until he can
-play or until the draw pile is exhausted. Each plays in turn until some
-player has played all the cards from his hand, which entitles him to
-the game. Any player who completes a series of Code words, puts on the
-last word of the series of ten, takes away the set and these can be
-shuffled and added to the draw pile if necessary.
-
-The winner is entitled to one point for each card left in the hands and
-reserve piles of the other players. The score of the game can be set
-at any point above 200, and the first reaching this takes the set.
-
-
-Remembering Errands
-
-After the child has become familiar with the Code List he will be able
-to use the words in a very practical way in remembering errands and
-lists of groceries, etc. The objects of the list can easily be recalled
-in exact sequence, and can now become Mental Hitching Posts to which
-any errand or runaway idea may be safely hitched for future usefulness.
-The thing to be remembered can be pictured with the object of the Code
-list and when wanted it is simply necessary to recall the word of the
-Code list and it will in turn recall the thing visualized with it.
-
-[Illustration]
-
-Let us take a practical example. You are sending the child to the
-grocery store with an order. The first item is a loaf of Bread. Have
-him picture this with the first word of the Code list, Tie. Take the
-Tie and bind the loaf of Bread with it, tying a huge bow with the ends
-moving in the wind. See this picture clearly, the color of the tie and
-the shape and details of the loaf of Bread. Of course the Child is to
-make his own picture wherever possible. A boy would probably use one
-end of the tie around the loaf and swing the other over his shoulder.
-
-The second item is a package of Matches. See the box lying on the Snow,
-which is the second word of the Code. Let the box be open and some of
-the Matches burning, see the black ends of the Matches in contrast with
-the white snow.
-
-[Illustration]
-
-The third item is a box of Raisins. The third code word is Home. See
-the box open and the Raisins spilling all over the Home.
-
-The next item is Potatoes and the code word Wire. Have him imagine a
-sharpened wire on which he is stringing the Potatoes.
-
-The next item is a glass of Jelly and the next code word Wheel. See the
-large Wheel run over the jelly and break the glass.
-
-The next item is Flour and the code word Sash. Drop some Flour over a
-new red Sash.
-
-The seventh item is Coffee and the seventh code word is Egg. Break the
-Egg and spill it all over the Coffee.
-
-The eighth item is Butter and the code word ivy. Hang the Butter on the
-Ivy and see it swinging there.
-
-The ninth item is Soap and the ninth code word is Whip. Stand the soap
-on end and strike it with the Whip--see the lash wind around the Soap.
-
-The tenth item is a can of Corn and the code word is Toes. Let the boy
-imagine himself balancing a can of Corn on his Toes.
-
-
-The Visual Result
-
-A picture of what is now in the mind should show a systematic filing
-of ten grocery items, each hitched by picture to one of the familiar
-Hitching Posts. The pictures may be somewhat like the following:
-
-[Illustration]
-
-Have the child run over the code words and tell the item that he sees
-pictured with each. If the items are recalled once that is all the
-review necessary if they are to be used in the same day the pictures
-are made. He will be able to go to the store any time that day and by
-recalling each word in its proper order will recall the ten items just
-as they were pictured.
-
-
-Another Practical Application
-
-The same method can be used to fix in mind a list of errands which are
-to be done at different stores and at different times. It is simply
-necessary to hitch the errand to the Hitching Posts by picture and then
-recall the Hitching Posts in order, each will remind you of the errand
-visualized with it.
-
-For practice, have the child begin with the second series of code words
-and picture the following errands with them. Review them once and after
-a few hours see how many he can recall.
-
-
-Errands for Practice
-
- Dot--Buy some stamps.
- Town--Get toilet soap.
- Dime--Buy fish.
- Deer--Go to the Hardware store.
- Towel--Have shoes repaired.
- Dish--Get a spool of thread.
- Duck--Get some meat.
- Taffy--Get a Victrola record.
- Tub--Stop at the jewelry store.
- Nose--Buy some writing paper.
-
-
-Always Be Systematic
-
-The best results will be attained from using one list for groceries
-and another for general errands. Always start with the first word of
-a series of ten as printed in the code list. Never skip around. Any
-picture will answer if it is clearly visualized and the attention fixed
-upon it for a moment.
-
-Review the list once to be sure that the child has made and visualized
-a definite picture. One review is sufficient to be able to recall the
-items accurately in the next twenty-four hours.
-
-
-Applications Are Limitless
-
-The principle involved here is one which will apply to any need of
-adult, as well as child, life. Whenever there is a need for remembering
-a list or series of any kind the mental Hitching Posts can be relied
-upon to accomplish the result, if the method is properly applied.
-Business men are using this idea every day of their lives and working
-more efficiently because of time saved and increased accuracy. Use this
-yourself and see to it that your children form the habit.
-
-
-Important Points to be Followed
-
-For best results in using this idea:
-
-Always use the same series of code words for the same purpose, do not
-change lists from day to day.
-
-Be systematic, always file the first item or errand with the first
-object of the series you are using; do not skip around.
-
-Any Hitching Post will carry any impression which you wish to place
-there. Your mind only needs a hint to start it right.
-
-Be sure and photograph the picture which your imagination constructs.
-You will not remember it unless you see it.
-
-Review once for safety. If you are filing a list of items or errands
-then review each picture and be sure you can recall it accurately
-before going on to the next.
-
-To file permanent information which you wish to retain and use
-occasionally it is necessary to review your picture several times and
-to concentrate upon it longer to strengthen the impression.
-
-For temporary purposes, such as lists, errands, or things you wish to
-recall once and then discard, do not review but once.
-
-The difference between temporary and permanent information is in the
-amount of review. Every repetition of your visual association deepens
-the impression.
-
-Start your new lists always with a new series of code words even though
-you have not used all of the previous list. Begin always with Tie, Dot,
-Net, Meat, Heart, or Lady, etc.
-
-To forget, refuse to allow that with which you have finished to
-re-enter your mind. Do not recall the old pictures, even for an
-experiment, let them fade away after they have served their purpose.
-
-
-Value of Forgetting
-
-The reason that you find it impossible to forget certain incidents
-and circumstances of life is that you have allowed your mind to go
-over and over these incidents and thus to make the impression upon the
-brain so deep that it has become a lasting one. Each review deepens
-the impressions and makes them more and more indelible. For filing
-information permanently in the mind this is the proper process. For all
-temporary purposes, simply make the visual impression: review it to see
-that it is properly filed, recall it when you wish to use it and then
-refuse to review or again to see the picture.
-
-To forget means to get-for. You must get some other thought or picture
-into your mind in place of it. Do not waste time trying to force
-thoughts or pictures from your mind. Get some other picture or thought
-in its place as quickly as possible.
-
-
-Alphabetical Hitching Posts
-
-The list of code words given here is not the only thing which can be
-used for this idea. The only essential is a series of easily pictured
-objects which can be recalled quickly, with little effort, and in
-accurate sequence. There is however an additional reason why these
-particular words of the Child's Code List are better adapted to this
-purpose than any others. This reason you will fully understand later in
-this book.
-
-For the use of children and adults who are not familiar with the Code
-list it is simple and practical to use the A, B, C's as Hitching Posts.
-In this case it is simply necessary to have an easily visualized object
-beginning with the letter of the alphabet, so that, for example, the
-letter A will without hesitation bring to mind the object Ant, which
-can be pictured with the errand. For the majority of children it is not
-practical to visualize the letter A with the errand, but the Ant can be
-easily used by all.
-
-Following is a list of suitable objects to represent the letters of the
-alphabet. It will be good practice to learn them all, though you may
-only use the first few.
-
-
-Alphabetical Hitching Posts
-
- Ant Hand Owl Vine
- Bee Ink Pig Wolf
- Cannon Jockey Quilt X-Ray
- Door Kettle Rat Y. M. C. A.
- Engine Lamb Snow Zebra
- Fire Monkey Tea
- Goose Nun U-Boat
-
-
-Filing Abstract Ideas
-
-Everything which you wish to remember does not take form in a definite
-object which can be visualized and often presents a more difficult
-problem. Fortunately the mind only requires a hint or suggestion to
-start the Law of Association into operation which will bring the
-thought not in itself easily pictured. As the child progresses his
-imagination will find many original ways in which to create Reminder
-Pictures to aid him in remembering abstract ideas. This ability will
-not come except by practice and effort; if he is allowed to consider
-the remembering of abstract ideas an obstacle to success it will be so;
-but if he tries to master these he will find it is not difficult to
-create a picture which will remind him of what he wishes to remember.
-
-
-Reminder Pictures
-
-It is of course more difficult to construct a picture for an abstract
-thought or word than for a simple object, but it can be done, and
-becomes easier with each effort. In some cases it may require an
-elaborate picture to remind you of a single word. Note the following
-abstract words and example of how a reminder picture aided in recalling
-them.
-
- Contest--A footrace.
- Noisy--Boys pounding tin pans.
- Stuck--An auto stuck in the mud.
- Melancholy--A watermelon and a collie dog.
- Success--See a well known successful man.
- Financial--A pile of money in a bank.
- Secrecy--Two people whispering together.
- Contrary--A mule refusing to move.
- Immovable--An Egyptian Pyramid.
-
-Christianity may be represented by a cross; cold by a piece of ice;
-heat by a fire; light by a lamp; love by a heart; pride by a peacock;
-spring-time by green grass and budding trees.
-
-You are familiar with the old man with the sickle and forelock used
-to represent Time; the maiden with the balance and sword representing
-Justice; and the little scantily clad fellow who represents the New
-Year. These are examples of successfully used reminder pictures.
-
-
-Thought the Desired Result
-
-In some cases you may not succeed in constructing a definite picture
-for the thing which you wish to remember. Memory is brought about
-by interested attention and concentration. In cases where the
-visualization proves to be difficult or even impossible, you will
-experience the fact that the effort made to form the picture has
-produced sufficient concentration to help wonderfully in the problem of
-remembering.
-
-
-Thinking by Pictures
-
-If you have never given it thought it will surprise you to notice
-how much of our thinking is in picture form. The architect sees the
-completed building, sees it in detail and puts this creation of his
-brain on paper to guide the builder in reproducing it. The engineer
-sees the completed bridge spanning the chasm before a workman has
-turned a hand to rear it. All successful captains of industry think
-largely in pictures. Children do so naturally and lose the ability by
-lack of use and substitution of the "more modern methods," some of
-which are most detrimental. See to it that your children appreciate the
-value of visualization, that they use it continuously in their thinking
-and study.
-
-
-Uses of Hitching Posts
-
-This picturing your errands with code words is a principle of mental
-operation the uses of which are almost limitless. It will be profitable
-to note how business men apply it in their business.
-
-A physician lists his calls and the appointments he has made.
-
-A factory manager hitches up the many instructions he wishes to give
-during the day.
-
-A lawyer uses six words for the six days of the week and hitches up his
-court appointments.
-
-A salesman makes a list of his calls, arranges them in the best order,
-and fixes one with each word of the list.
-
-A groceryman uses it for remembering the things he needs to buy for his
-stock.
-
-A real estate man lists some of the places he has for sale to be able
-to talk about them when away from his office.
-
-A salesman lists his selling points systematically and does not leave
-out any important ones.
-
-Anecdotes and stories can be listed and easily recalled when wanted.
-
-Points of a sermon or lecture can be quickly pictured with definite
-words and recalled later.
-
-
-Speaking Without Notes
-
-One of the most valuable applications of the "Hitching Post Idea" is
-its use for fixing in mind the points of a talk, sermon or lecture.
-Most of the nervousness of talking in public is caused by the fear of
-forgetting. It is doubt of your ability to recall the points you wish
-to talk about. This is easily overcome by the use of your Hitching
-Posts. If you wish to make five points in a talk, make a picture to
-remind you of each point and hitch them in turn to the first five words
-of a list. Review the picture a couple of times, be sure that you can
-recall them easily; before you are to speak, review them again.
-
-When you are called upon, see the first word of your list and with it
-you will see a picture which will remind you of the first point you
-wish to make. The picture made with the next word of your list will
-suggest your next point, when you are ready for it. There is no limit;
-use as many words of the list as you have different points in your
-speech. When you have used this idea once you will never do without it;
-you will remember all the points of your talk and you will use them
-in the order you intended. Hundreds, who have never spoken in public
-without notes, are now doing so by the use of this method. Others, who
-have been able to speak without notes have been troubled by getting the
-points out of order or after sitting down have realized that they have
-omitted an important one. With this idea you can entirely overcome such
-a difficulty.
-
-
-Originality and Effort
-
-Help the child to cultivate the habit of originality and not to be
-afraid of trying new ideas. Do not always suggest a picture, let him
-work and create one for himself.
-
- =Effort is the price of increased mental power--the result will be
- secured in no other way.=
-
-Make lists of groceries, errands, etc., for the child to practice with.
-If he has no need of using the Hitching Posts now, deliberately make
-the need, so that he can form this valuable habit.
-
-
-The Mind's Eye and the Story
-
-An excellent time for the development of the child is "story time."
-Have him use his imagination and make mind's eye pictures while you are
-reading stories. The story book naturally becomes a picture book in the
-child's mind. When you are reading a story, stop occasionally and have
-him form his own picture of it. You will find that he can easily see
-little Red Riding Hood going down the road to her grandmother's house.
-Encourage this habit of mental picturing of all stories and rhymes read
-to the child.
-
-This is a natural mental operation but the lack of knowledge of its
-importance and consequently the failure to continue it after we have
-learned to read is one of the great causes of our forgetting what
-we read so easily. If you will see to it that your child visualizes
-what you read to him, and as he learns to read for himself stops
-occasionally to picture what he has read, he will develop a wonderful
-memory along this line. He will study easily, retain accurately and
-make more progress with less effort than any child who does not
-visualize and is forced to depend upon repetition.
-
-
-The Game of Story Telling
-
-Read a story from the child's story book; have him make pictures of
-the story as you read; when you have finished, let him tell the story
-from his Mind's Eye picture, and see how completely he can retell it.
-If points are omitted, call the child's attention to them and help him
-to include them in his picture. When several children are together have
-one retell the story and the others add what they can to it. See to it
-that the retelling is from visual pictures. This is excellent training
-for future school work.
-
-
-Two Results of Visualization
-
-Beside the memory value of visual impressions of the story there is
-another important result. You cannot visualize the thing that you do
-not understand. If you do know about it you can see it clearly.
-
-If the child has difficulty in picturing what you have been reading it
-may be because he does not understand it. Here is your opportunity to
-explain and add to his definite knowledge. Visualization results in
-increased understanding and in a greater ability to remember. These are
-the important results sought in study and the formation of this habit
-in your children will pay wonderful dividends in their education.
-
-
-Learning Poetry and Prose
-
-The value of the mind's eye picture will be much appreciated when the
-child comes to learning verbatim. Every author has a picture in mind
-which he describes in words. He attempts to make the word description
-so clear that those who read will also see the picture.
-
-Children who have not yet learned to read will naturally form pictures
-in their minds as you read the story. When you wish to have the child
-learn the story or poem, the mind's eye picture will be of the greatest
-aid. Practice with some of the examples following; make clear pictures
-and review them several times; aid the child in understanding the words
-that he finds are difficult.
-
-Note the pictures described by the authors in the following poems and
-prose selections.
-
-
-The Land of Story Books
-
- At evening when the lamp is lit,
- Around the fire my parents sit;
- They sit at home and talk and sing,
- And do not play at any thing.
-
- Now with my little gun I crawl,
- All in the dark, along the wall,
- And follow round the forest track
- Away behind the sofa back.
-
- There in the night, where none can spy,
- All in my hunter's camp I lie,
- And play at books that I have read,
- Till it is time to go to bed.
-
- * * * * *
-
- So, when my nurse comes in for me,
- Home I return across the sea,
- And go to bed with backward looks
- At my dear land of story books.
-
- --Robert Louis Stevenson.
-
-
-The Hare and the Tortoise
-
-A hare boasted loudly to a tortoise of her speed in running, at the
-same time giving him a look of scorn because of his slowness.
-
-"Let us have a race," answered the tortoise. "I will run with you five
-miles, and the fox over yonder shall be the judge."
-
-The hare with a scornful smile agreed, and away they started together.
-
-Soon the hare left the tortoise far behind, and feeling a little tired,
-lay down on a tuft of grass that grew by the way. "If that slow-coach
-passes, I shall see him and easily catch up with him again," she said
-to herself, and fell asleep.
-
-In the meantime the tortoise plodded on, slowly but surely. After a
-time, he passed the hare, who, sure of reaching the goal first, still
-slept, and who awoke only to find the tortoise had reached it before
-her.
-
-
-Somebody's Mother
-
-(From Harper's Weekly--Author Unknown)
-
- The woman was old, and ragged and gray,
- And bent with the chill of the winter's day.
- The street was wet with the recent snow,
- And the woman's feet were aged and slow.
-
- She stood at the crossing and waited long
- Alone, uncared for, amid the throng
- Of human beings who passed her by,
- Nor heeded the glance of her anxious eye.
-
- Down the street with laughter and shout,
- Glad in the freedom of "School let out,"
- Came the boys like a flock of sheep,
- Hailing the snow piled white and deep.
-
- Passed the woman so old and gray,
- Hastened the children on their way,
- Nor offered a helping hand to her,
- So meek, so timid; afraid to stir,
- Lest the carriage wheels or the horses' feet
- Should crowd her down in the slippery street.
-
- At last came one of the merry troop,
- The gayest laddie of all the group;
- He paused beside her and whispered low,
- "I'll help you across if you wish to go."
-
- * * * * *
-
- And "Somebody's Mother" bowed her head,
- In her home that night, and the prayer she said,
- Was, "God be kind to the noble boy,
- Who is somebody's son and pride and joy."
-
-These examples will serve to show the attempt of the author to paint a
-picture with words, just as does an artist with paint. Have the child
-make his own picture and repeat the story as fully as possible. Older
-children should learn them so as to repeat them verbatim. In the next
-book on--How to Study and Remember--this subject will be taken up more
-fully.
-
-
-To Preserve Early Memories
-
-We sometimes doubt when people tell us of things which happen when
-they were five years old. Children that are eight or nine can
-often tell of things that took place when they were two or three.
-Almost without exception you will find that these memories are eye
-impressions--pictures. Have the child review those which you wish him
-to retain and he will preserve the memory of them.
-
-It is often the case that children have advantages of travel and see
-many things that older people have not. Many of these advantages,
-however, are wasted because the child does not review these interesting
-things which he has seen. Children are seldom interested in
-remembering. Parents should preserve the child's memory of important
-sights and circumstances by asking him to carefully revisualize the
-scene--to see it again in the mind's eye. Thus can the impression be
-deepened and the child's memory and appreciation of the thing be made
-to continue throughout his life.
-
-Especially all unusual scenes which he may not have the opportunity of
-seeing again for a long time should be visually reviewed a couple of
-times during the first week and a number of times during the following
-month. Two children had been camping in the north, where they one
-evening saw a particularly brilliant display of Northern Lights. A
-few months after this the children were asked, "What are the Northern
-Lights? What do they look like?" The younger one had forgotten, but the
-older one could describe them. When the two had thoroughly reviewed the
-picture they had re-impressed it upon their minds. By doing this a few
-times the children were able to permanently retain this memory.
-
-
-
-
-HOW TO REMEMBER FIGURES
-
-
-A child soon comes to the necessity of remembering numbers. With some
-this is not difficult for they possess unusual powers of visualization
-and can see the numbers clearly in their mind's eye and thus recall
-them with ease. There are many examples of men and women who have
-this visual memory for figures. On the other hand only a very small
-proportion can do this.
-
-It is a common failing among children, as well as adults, to be unable
-to remember numbers easily. The reason is simple. Numbers have no
-meaning, they convey no impression to the mind which can be retained.
-
-Words convey the picture of objects, thoughts and actions which you can
-visualize. Numbers are cold, inanimate things which have no life nor
-interest, they do not present a picture and are not easily retained.
-
- =Things that have no meaning are difficult to remember.=
-
-The simple transference of the meaningless number into something of
-interest and within the child's knowledge and experience will be
-helpful. He will remember 15 apples easier than just the number 15.
-Numbers are easily dealt with when they become objects. You teach the
-child to add and subtract by the counting board, or by using a group of
-objects. Fractions are most easily explained by cutting an apple, or
-something which we can see.
-
-A man had received a new auto license number and wondered how he could
-remember it, 218515. He knew the easiest way was to make it mean
-something. He thought that 21 was the age when a young man reaches his
-majority. If he lives to be 85 he will be an old man, and he might be
-entirely destitute but for the 15c. So he had the figures 21-85-15.
-After that he had no difficulty in recalling this number at any time.
-
-Be original and make the figures mean something.
-
-
-Familiar Numbers Helpful
-
-Any number which has come to mean something to you is easily recalled
-and may be helpful in remembering other numbers. As 1492, the date of
-the discovery of America by Columbus. 57 immediately recalls "Heinz 57
-varieties" and if you wish to remember 59 you can easily associate it
-as being two more than the 57. 1775 means something to you, it conveys
-a definite thought, but it is more likely that 1947 does not and will
-be quickly forgotten.
-
-If you have lived in a house with the number 1947 for a good while you
-will remember it as easily as the number 1775.
-
-
-Analyze Numbers
-
-There are many helpful ideas which can be used to aid in remembering
-numbers. To divide the number into pairs of digits, keeping them below
-one hundred, is helpful. It is easier to remember 14-67 than 1,467.
-
-Even numbers which are familiar to us are easily remembered as 10,
-20, 30, 40, or 100, 200, 300, or 1000, 5000, 10,000. To compare other
-numbers with these familiar groups will help, as 29 is one less than
-30, 996 is just four less than 1000.
-
-Numbers having sequence of digits if noted carefully will be recalled
-accurately, as 1357 or 2468.
-
-The telephone number 2430 is easily remembered because of the even
-numbers, 24 and 30. Also 2+4=6 and 24+6=30.
-
-Sometimes the first digits added together make the other, as the
-license number 1247, the first three added make the fourth.
-
-All these ideas are at times helpful, but we need a method which can
-be used any time, by any one, for any figures. This need is adequately
-met by the Number Code following. It is not new, but supposed to
-have originated among the Romans and has been used by almost every
-generation since that time. You find it easy to impress upon the brain
-any thing which has a meaning and which can be visualized.
-
-Figures carry with them no associations, no images. It becomes
-necessary, therefore, to devise some means by which they may be
-photographed upon the brain in such a manner that they will mean
-something, as definitely as a word represents an object.
-
-
-The Number Code
-
-The simplest and most practical basis which can be selected is the idea
-of choosing a SOUND to represent each one of the ten digits. These
-sounds can in turn be indicated by various consonants of the alphabet.
-By combining the ten digits we are able to make all figures, and by
-similarly combining the SOUNDS we can easily convert the figures which
-we wish to remember into words. The words will represent objects and
-can easily be impressed upon the brain. Your use of this idea is based
-upon your becoming thoroughly familiar with the ten SOUNDS representing
-the ten digits.
-
-By combining these sounds corresponding to the arrangement of the
-digits, words can be formed to represent the figure. The word can be
-remembered. It has a meaning. It can be visualized and recalled, then
-easily translated into the corresponding digits.
-
-Here are the ten digits and their corresponding SOUNDS. The sounds are
-indicated by the letters. Use the sound as spoken in the word, as "T"
-in "Ten." The sound used is always the same as in the spoken word, but
-not as a single letter. Not the sound "en" as a letter, but the sound
-of "N" in "Nell." Note this difference; it is important. Following is
-the Number Code:
-
-[Illustration: 1 2 3 4 5 6 7 8 9 0
- T N M R L J K F P C]
-
-Note carefully this cut in which the digit and letter used to represent
-the sound is made into a combined figure. This places the digit and
-the corresponding sound into your mind together. The picture of the
-combination should be impressed by concentration. Look at the digit
-letter and then close your eyes and see the same picture in your
-mind's eye. Exaggerate them. Take a pencil and paper and draw them for
-yourself. Note that the second letter N if stood on its side is 2, in
-the picture it is half way, which will suggest both to your mind. The
-M and 3 are the same. Become familiar with these so that there is no
-possibility of hesitation in recalling the SOUND for each digit.
-
-The T and 1 are simple. The 2 and N and the 3 and M have been
-explained. The 6 turned to the left makes a J. The K for 7 is made of
-two 7s back to back, one leaning against the other. The P for 9 is
-turned as the 6 and J. Dwell a moment on this picture and you will know
-the Code.
-
-There are other associations which will help to fix the digits and
-their corresponding sounds in mind.
-
-T is selected for 1 because both are made with one down stroke. One
-down stroke with a short cross stroke makes the T.
-
-N, for 2 is the same, two down strokes make the N.
-
-M represents the 3 and there are three down strokes in the written M.
-
-R is the last letter and principal sound in the word fouR, which has
-four letters.
-
-L is the Roman numeral representing 50, similar to 5.
-
-F selected for 8 has the two loops, when written.
-
-C is the first letter and sound of the word Cipher.
-
-
-Acquaint Yourself With the Code
-
-Work entirely by SOUND, remember it is the sound M in the word Make
-that has the value of 3, and if not =sounded= would have no value.
-Become familiar with these ten digit sounds so that when you see a
-digit you can immediately recall the sound. Then practice sounding
-words and telling the number value of each SOUND in the word. Pay no
-attention to the letters; only the sounds have value.
-
-The ten sounds alone will not form words, but will by adding the vowels
-A, E, I, O, U. The vowels have no figure value and can be used at any
-time and in any manner desired without altering the number value of
-the word. In the same manner we use the consonants W, H and Y. These
-have no figure value and with the vowels may be used to bind the digit
-sounds into words.
-
-
-A, E, I, O, U and W, H, Y Are Valueless
-
-For practice translate the following numerals into their corresponding
-sounds.
-
-1 2 3 4 5 6 7 8 9 0 3 6 5 8 3 2 8 0 5 3 6 8 7 4 2 8 5 1 7.
-
-In the same manner translate the following letters into their
-corresponding digit value. Remember the vowels and W, H, Y have no
-figure value.
-
-T N M R L J F P C E F H R K Y F R N L Y F W K N R T E O K L A Y E R P M
-U N P L T H F Y E R O M I N K O U N L P T R N W M F.
-
-Keep up this practice with both digits and letters until you can
-translate each without hesitation.
-
-
-Forming Number Words
-
-It is a simple matter to form a word for a figure by selecting the
-sounds which represent the digits and fill in vowels until the word is
-found.
-
-14 is represented by the sounds T-R. Between the consonants T and R run
-the vowels a, e, i, o, u. Do this by sound and the result is TaR, TeaR,
-TiRe, ToR (tore), TuR (tour). In this way you have three or four words
-which will represent the number 14.
-
-15 can be converted into TaiL, TiLe, TeLl, or TooL.
-
-41 into the words RaT, RaTe, wRiTe, RooT, RuT.
-
-91 into the words PaT, PeT, PiT, PoT, PuT.
-
-Make yourself thoroughly familiar with the Number Code. Master the
-ten digit sounds and you have the foundation with which to work. This
-is not a difficult problem. Children learn without difficulty the 26
-letters of the alphabet and their many combinations. In this case
-there are but ten to be mastered and many combinations to choose from.
-A little practice will work wonders in the ability to use this Code.
-Change the following words into their figure value:
-
- PaN................ JaR................ NoTe...............
- RaiN............... CoaL............... TaN................
- KiTe............... PiLe............... MoP................
- RaKe............... PoP................ JaiL...............
- LaP................ TaNK............... PaiL...............
- LeTTeR............. PiNK............... PeaR...............
-
-Note the following translation of numbers into words. Do the last sets
-yourself, make others for practice in this idea:
-
- 38 M F MuFf.
- 92 P N PaN.
- 63 J M JaM.
- 142 T R N TuRN.
- 315 M T L ............
- 415 ............ ............
- 912 ............ ............
- 951 ............ ............
- 421 ............ ............
-
-Add the necessary vowels to make these into words:
-
- 82 F N 921 P NT 327 M NK
- 21 N T 627 J NK 9521 PL NT
- 48 R F 295 N PPL 91420 P T RNS
-
-Make complete words for the following:
-
- 29.............. 97.............. 57..............
- 470.............. 742.............. 515..............
-
-
-Additional Letters
-
-The simplicity and ease with which you will be able to use this idea
-can be increased by noting that there are certain letters which have
-practically the same sound as those selected to represent the digits.
-Yet these sounds are entirely different from any other digit sound. You
-can greatly increase the list of words which you can make for certain
-numbers by taking advantage of this idea. This is a very helpful
-suggestion; note it carefully.
-
-All letters having the same sound stand for the same digit value:
-
-D and T are similar in sound and therefore either can be used to
-represent the digit 1.
-
-G as in George (known as soft G) has the same sound as J, therefore
-soft G also represents 6.
-
-Sh as in Shot, and Ch as in Chain are similar to J in sound so Sh or Ch
-represent 6.
-
-C as in Can, hard C, has the sound of K and is 7.
-
-G as in Gag, is the same as K and also is valued as 7. K, hard C or
-hard G are all used for 7.
-
-V has the sound of F, and either may be used for 8.
-
-B has the sound of P and is 9.
-
-S as in Sauce, and Z are sounded as C (soft) so that either C, S or Z
-can be used for 0.
-
-
-The Complete Code
-
-[Illustration:
-
- 1 2 3 4 5 6 7 8 9 0
-
- T N M R L J K F P C
- D G G V B S
- CH C Z
- SH
-]
-
-Letters and Sounds Seldom Used
-
-The following are sometimes used and from their SOUND have digit value
-and should be noted for completeness:
-
-Q sounds similar to K and is 7.
-
-X is pronounced EKS, has the KS sound and is 70.
-
-Hard Ch as in ACHE has the K sound and is 7.
-
-Gh and Ph as in Cough and Phone have the F sound and are 8.
-
-By using the suffix ING to represent 7, which is an arbitrary exception
-to fill a need, you can get a great deal of help in forming words for
-difficult numbers which end in 7, as 447 RoaRING, 117 DoTING, 577
-LacKING, 397 MoPING.
-
-
-Silent Letters Have No Figure Value
-
-In addition to a, e, i, o, u, and w, h, and y, which have no figure
-value, all silent letters have none, because they are not SOUNDED.
-SOUND is the one and only indicator of digit value.
-
- NIGHT is 21 for the GH is silent.
- KNIFE is 28 for the K is silent.
- MADGE is 36 for the D is silent.
-
-
-Double Letters Are Sounded as One
-
-Because they have but the one letter SOUND they have but the single
-digit value. This is merely another fact which is unalterable, because
-the basis of the Code is sound.
-
- HUMMER has the sound of HUMER and is 34.
- BITTER has the sound of BITER and is 914.
- SPARROW has the sound of SPARO and is 094.
- BILL has the sound of BIL and is 95.
-
-The important thing to keep in mind in the use of this Code is the fact
-that all is based upon SOUND. Silent letters and double letters are
-treated as they are, simply because of the SOUND basis. There are many
-exceptions to the number value of the letters but none to the number
-value of the sounds of the word.
-
-The word NATION is a good example. NATION is 262. In this case the T as
-a letter would represent 1, but as a SOUND it is "SH" and is 6. C is 6
-in OCEAN.
-
-
-Number Value of Code Words
-
-You now need to have a series of words, the figure value of which you
-are thoroughly familiar with, to use as a basis for quickly forming
-word pictures for numbers which are given you to remember. A list of
-words representing the number 1 to 100 would be of the greatest value
-to you. These words you would be familiar with and as soon as any
-number of two digits was mentioned a word-picture of this value would
-come into your mind. The word-picture you could easily retain in mind,
-the number you could not.
-
-Take for example the number 1. This is represented by either T or D.
-For this illustration we select the T. Now in order to make a word
-which you can visualize you use the vowels or the extra consonants W, H
-or Y. From these we can make a word for 1.
-
-Let us take the T and the vowels I, E, which have no value, and we have
-the word TIE, which has the value of 1. Many other words could have
-been made which would have the same number value as Hut, Hat, Head,
-Hood, Weed, Wheat, Tea, Toe, Dew, Dye.
-
- SNOW is 2; the S, O and W have no value, leaving the N for 2.
- HOME is 3; H, O and E have no value, leaving the M for 3.
- WIRE is 4; W, I and E have no value, leaving the R for 4.
- WHEEL is 5; W, H, EE have no value, leaving the L for 5.
- SASH is 6; S, A have no value, leaving the Sh for 6.
- EGG is 7; E has no value, GG has but one sound and is 7.
- IVY is 8; I and Y have no value and V is 8.
- WHIP is 9; W, H and I have no value, leaving P for 9.
- TOES is 10; O and E have no value and T and S are 1-0.
-
-By the use of the Number Code each of the words selected for the
-Child's Code List has a number value running consecutively from
-Tie which is 1 to Daisies, which is 100. Each word stands for its
-corresponding number always; by sound they are interchangeable with the
-number at any time for any purpose.
-
-Figure out, by the Number Code, the value of each word of the Code List
-as given here, in disorganized form, and write it opposite the word.
-
- Tie........ Lair....... Nail....... Veil.......
- Dime....... Judge...... Roach...... Bomb.......
- Sash....... Lap........ Movie...... Cook.......
- Taffy...... Meat....... Mouse...... Beehive....
- Lady....... Enemy...... Bath....... Puss.......
- Jam........ Rower...... Foam....... Home.......
- Ledge...... Mush....... Glue....... Towel......
- Chief...... Knife...... Beach...... Ivy........
- Dot........ Robe....... Fife....... Nose.......
- Horn....... Foot....... Office..... Limb.......
- Hammer..... Gum........ Town....... Jail.......
- Hinge...... Pear....... Wheel...... Wolf.......
- Rock....... Fish....... Duck....... Goose......
- Mop........ Coffee..... Toes....... Moon.......
- Kite....... Papa....... Ocean...... Nero.......
- Pony....... Snow....... Lily....... Roll.......
- Fur........ Deer....... Chalk...... Mike.......
- Cage....... Egg........ Ashes...... Knob.......
- Book....... Tub........ Nun........ Lasso......
- Fob........ Lion....... Army....... Vine.......
- Net........ Chair...... Mail....... Car........
- Wire....... Log........ Ink........ Pail.......
- Dish....... Ship....... Roof....... Fig........
- Whip....... Heart...... Rose....... Cap........
- Shed....... Mama....... Cane....... Daisies....
-
-After you have worked out the number value of each of the Code Words,
-turn back to them on page 80 and check them there, noting how each
-follows in proper sequence by number value.
-
-
-The Game of Number Code
-
-After becoming familiar with the values of the number Code, the Game
-Code, given on page 42, can be very much improved in its complexity,
-and consequently, in its resulting mental development.
-
-[Illustration: Front]
-
-[Illustration: Back]
-
-Have the one hundred words on one side of the card and the
-corresponding numbers from one to one hundred on the reverse side as
-illustrated. Deal all the cards, have no draw pile. All cards in the
-hand and in reserve piles on the table are to be with the words up and
-the numbers down. Start by playing the cards into the middle of the
-table with the numbers up, beginning with cards which bear numbers
-ending in 1. The next card is played word up upon the pile; then, if
-no one calls "Code," turn the card over and if it should be that this
-card does not bear the following consecutive number the card must be
-replaced in the player's hand and the player ceases with no penalty.
-If, when the word is played, some other player, who knows by the number
-value of the word that it is an error, calls "Code" before the card is
-turned over, then, if correct, he is entitled to give the player a card
-from his hand. The game is played and scored as in Code, but has the
-added value of requiring the players to know the number value of all
-the words.
-
-
-The Number Game
-
-This game will assist in learning the number value of the words and the
-word for each number. Shuffle the cards from the Code Games, have one
-person hold these cards out of sight of the players. The reader turns
-all cards with the words up and reads the word on the top card. The
-first one to tell the proper number value of the word gets the card. In
-this way go through the entire pack, each person retaining the cards
-which he obtains by first speaking the number. The one holding the most
-cards at the end of the game is the reader for the next game.
-
-The same game may be played by reading the numbers and seeing who can
-first speak the Code Word.
-
-
-The Game of Solitaire
-
-If you wish to practice alone, take the Code cards and shuffle with the
-words up, noting the time when you begin. See how quickly you can go
-through the entire set, naming the numbers for the words. Then reverse
-the process and name the words for the numbers.
-
-Now try it again and see if you can cut a few seconds off the
-time. Keep a record of the time required to go each way and strive
-continuously to reduce it. Keep at this until you can go through the
-100 cards in two and a half minutes or less.
-
-
-Another Game of Solitaire
-
-Take the Code cards and shuffle them thoroughly then arrange them in
-their consecutive order, beginning with Tie and following with each
-word in its proper place. For another test start ten rows of cards upon
-the table, each starting with a Code word ending in one, as Tie, Dot,
-Net, Meat, Heart, etc. Now follow each card with the next word in its
-list, placing the cards in their proper lists as you come to them. This
-will help you to become acquainted with the words in their proper order
-and to become familiar with them.
-
-The above exercises will increase in interest if you consider them
-from the number value. Shuffle the set and arrange them in consecutive
-order, thinking of the number value of the word, but not referring to
-the number on the back of the card unless forced to do so. The second
-test will be arranging them in sets of ten, beginning with 1, 11, 21,
-31, 41, etc.
-
-Shuffle the cards again and arrange them in the following order, always
-using the words but figuring their number value for your guide in the
-arrangement. Arrange them in horizontal lines thus:
-
- 1-11-21-31-41-51-61-71-81-91
- 2-12-22-32-42-52-62-72-82-92
- 3-13-23-33-43-53-63-73-83-93
- 4-14-24-34-44-54-64-74-84-94
- 5-15-25-35-45-55-65-75-85-95
- 6-16-26-36-46-56-66-76-86-96
- 7-17-27-37-47-57-67-77-87-97
-
-Follow through the set in the same manner. After you have completed any
-of these tests, reverse it and do the same, beginning with the larger
-numbers and working back to the smaller ones.
-
-Vary these exercises in as many ways as you can and keep track of how
-long it takes you to do a certain test, then do it again and see how
-much you can reduce the time required. For a guide in these tests the
-Code List is printed here with each corresponding number value.
-
-
-Code Words and Number Values
-
- 1-Tie 11-Dot 21-Net 31-Meat 41-Heart
- 2-Snow 12-Town 22-Nun 32-Moon 42-Horn
- 3-Home 13-Dime 23-Enemy 33-Mama 43-Army
- 4-Wire 14-Deer 24-Nero 34-Hammer 44-Rower
- 5-Wheel 15-Towel 25-Nail 35-Mail 45-Roll
- 6-Sash 16-Dish 26-Hinge 36-Mush 46-Roach
- 7-Egg 17-Duck 27-Ink 37-Mike 47-Rock
- 8-Ivy 18-Taffy 28-Knife 38-Movie 48-Roof
- 9-Whip 19-Tub 29-Knob 39-Mop 49-Rope
- 10-Toes 20-Nose 30-Mouse 40-Rose 50-Lasso
-
- 51-Lady 61-Shed 71-Kite 81-Foot 91-Bath
- 52-Lion 62-Ocean 72-Cane 82-Vine 92-Pony
- 53-Limb 63-Jam 73-Gum 83-Foam 93-Bomb
- 54-Lair 64-Chair 74-Car 84-Fur 94-Bear
- 55-Lily 65-Jail 75-Glue 85-Veil 95-Pail
- 56-Ledge 66-Judge 76-Cage 86-Fish 96-Beach
- 57-Log 67-Chalk 77-Cook 87-Fig 97-Book
- 58-Wolf 68-Chief 78-Coffee 88-Fife 98-Beehive
- 59-Lap 69-Ship 79-Cap 89-Fob 99-Papa
- 60-Ashes 70-Goose 80-Office 90-Puss 100-Daisies
-
-After you have become familiar with the number values of the Code words
-it will guide you in case of any doubt as to the sequence of any words.
-If you should be in doubt as to whether Chief or Ship comes first you
-can prove the point by referring to the number value; Chief is 68 and
-Ship is 69, therefore the sequence is correct.
-
-
-All Hitching Posts Numbered
-
-Note that when you have the Number Code to work with that each Hitching
-Post has a corresponding number so that each item in your list is
-numbered. For purposes of filing information this is very helpful. You
-think of the Hitching Posts now as 1-2-3-4-5-etc. The word is simply an
-interchangeable object with a fixed value and 1 automatically becomes
-Tie in the picture. And when it appears in the picture it means 1.
-So on with all other numbers and words under one hundred. For use as
-Hitching Posts each list of ten in the list can be used as having the 1
-to 10 value by dropping the first digit, as Net (2)1, Nun (2)2, Enemy
-(2)3, Nero (2)4, etc.
-
-In working with the Code bear in mind every moment that the word is
-synonymous with the number. The number stands for the word and the word
-for the number, they never change. They mean now and always the same
-thing. Each stands for the other. This statement can not be made too
-strong. Neither can you be urged too strongly to practice with your
-children in the use of it. Become so familiar with it that when you
-hear the sound T it immediately means 1 and so on through the entire
-list. Words now have an added significance; for this purpose they have
-become and from this time they will be NUMBERS, as well as WORDS.
-
-Always keep in mind that SOUND determines the number value of the word
-regardless of how it is spelled.
-
-
-Forming Larger Number Words
-
-In order to form words for larger numbers first become familiar with
-the figure value of the one hundred code words. These will often
-combine to form the larger number pictures. For example:
-
- 695 Sash--Pail
- 1291 Town--Bat
- 2499 Nero--Papa
- 8240 Vine--Rose
-
-A combination picture of Nero and Papa would represent 2499. The danger
-of transposing the figures by recalling the picture as Papa--Nero 9924
-instead of 2499, can be avoided by having the first object much larger
-than the second. In the case of 2499 picture Nero larger than Papa, or
-see Nero above Papa, or in front or preceding Papa. Adopt one of these
-methods and use it.
-
-After a little practice you will often form one word for a number
-instead of combining the Code words. The beginner would represent 1210
-by the Code words Town--Toes. Later he will recognize 1210 as the
-sounds T-N-T-S. Combining these sounds the word TENTS will suggest
-itself.
-
-If 1210 were a phone number and you made a clear picture association
-of Tents with the Person or Place you would have no difficulty in
-recalling the number.
-
-Already you have an object representing the figures from 1 to 100,
-but very often you will wish to use figures far in excess of this.
-Any number in excess of 100 and below 10,000, or any number of three
-or four digits will be most easily handled by translating it into two
-words of the Number Code, or if you choose can be later worked into
-a single word. In the beginning you will find help by working in the
-following manner. Take the number 347. A combination of the Code words
-would be Home Rock, you could also use My Rock or Some Rock. Or you can
-make the numbers into a single word. Put down the figures thus:
-
- 3 4 7
- M R K
-
-Combining these letters with vowels you have the word MARK. Now take
-the number 994, the code combination for this number is Whip-Pear, or
-you could make the single word Paper.
-
-The number 315 can be made into a single word. 315 is MoDeL. Translate
-the following into single words; refer to the Number Code, on page
-72, when in doubt or in need of a suggestion. First, always sound the
-digits then let the sounds form into a word.
-
- 101............ 510............ 121............
- 415............ 195............ 745............
- 941............ 994............ 426............
- 624............ 140............ 925............
- 315............ 147............ 015............
- 410............ 412............ 649............
- 953............ 150............ 539............
- 300............ 074............ 751............
- 741............ 942............ 642............
- 211............ 210............ 951............
-
-
-Further Practice in Word Forming
-
-It is not always necessary to put a vowel between the code sounds. Some
-letters combine into words without vowels between, as--
-
- CuRTaiN--7412 CLuTTeR--7514 FaRMING--8437
- BRaND--9421 PReaCHeR--9464 SPeNT--0921
- PLaNT--9521 BuRGLaR--94754 SiLKS--0570
-
-Also note that some words begin with vowels: Envelope for 2859; Amber
-for 394.
-
-If at first you cannot easily form words for all numbers, do not be
-discouraged. Practice will give you most words instantaneously. Soon
-you will instantly recognize numbers like 285 as Novel; 741 as Cart;
-101 as Toast. This ability will come quickly if you practice and in no
-other way will you acquire it.
-
-
-Adjectives as Helps
-
-You have already found that some numbers of three digits cannot be
-made into a single word. Others that can be translated into words are
-sometimes difficult of visualization. To overcome these difficulties
-and to add greatly to the rapidity with which you can form large
-numbers, use adjectives for the first digits and the words of the
-Code list for the others. The combination is quickly made and easily
-recalled. You will find that in larger figures of six digits the idea
-works equally well.
-
- 1 Hot, Wet, White 6 Huge, Shy, Ashy
- 2 New or No 7 Sick, Gay, Weak
- 3 My or May 8 Heavy, Few, Wavy
- 4 Sour, Raw, Hairy 9 Happy or Webby
- 5 Low, Oily, Yellow 10 Dizzy
-
-Select one of the adjectives for each digit and become familiar with it
-and use it continuously, unless another improves the sense materially.
-
- 165 Hot Jail 666 Shy Judge
- 263 New Jam 776 Weak Cage
- 333 My Mama 829 Heavy Knob
- 498 Hairy Beehive 993 Happy Bomb
- 568 Yellow Chief 1035 Dizzy Mail
-
-The adjectives will be of great assistance as well in forming words for
-four digit numbers:
-
- 1149 Hot Trap 7195 Weak Table
- 2262 New Engine 8941 Heavy Bird
-
-A few additional examples of adjectives will show how helpful this idea
-can be made:
-
- 12--Thin 21--Neat 72--Keen
- 13--Dim 32--Mean 77--Quick
- 14--Dear 46--Rich 82--Fine
- 15--Tall 58--Live 65--Jolly
- 16--Dutch 62--Shiny 97--Big
-
-For practice translate the following by use of adjectives and Code
-words, where possible, or adjectives and three digit words.
-
- 127............ 1147............ 21147............
- 932............ 1932............ 29595............
- 478............ 2746............ 32649............
- 531............ 9127............ 61492............
- 397............ 1392............ 45921............
- 729............ 7146............ 72952............
- 635............ 6592............ 15864............
-
-
-Telephone Numbers
-
-Remembering telephone numbers is a practical application of the Number
-Code which can be helpful to all. There is probably no combination of
-figures you are more often called upon to remember than these. When you
-need them you need them at once. Master the Number Code and you will
-find that it has paid you many times in this application alone.
-
-Translate the phone number into words and associate them with person,
-office, place of business, or in any way that will make a good picture
-which will be easily recalled. The illustrations which follow are
-instances taken from actual practice.
-
-Hotel--phone number 1740, THE CARS may be used to represent 1740. This
-hotel, the Brown Palace, in Denver, is a triangular building with cars
-running on every side, suggesting "THE CARS."
-
-Fire Department--phone number 3084. MISS FIRE stands for 3084. An easy
-association is that the fire men miss the fire.
-
-Bank--phone number 9795. Here we substitute BIG BILL for 9795, a bank
-which has many a BIG BILL.
-
-Railroad--phone 1784. TAKE FARE association. The railroad always takes
-your fare.
-
-Laundry--phone 7540 COLLARS. Association. Collars are in the laundry.
-
-Butcher--phone 531. ALL MEAT. The butcher sells ALL MEAT.
-
-
-Telephone Exchanges
-
-Knowing the district in which the phone is located will often suggest
-the exchange, but when necessary make a Reminder Picture for the
-exchange. Following are some examples which have been used by students:
-
- Main--The Battle Ship Harrison--Hair or Hare
- East--Yeast Randolph--Ran off
- Beacon--Lighthouse Champa--Champion
- Wabash--Wash Proctor--Doctor
-
-These are suggestions only, much depends upon the individual; make
-your own reminders. The same exchange may be more easily remembered
-by different visual images for each of us. Use the means that suits
-you best. If the exchange is represented by a reminder make the double
-visual impression, as--
-
- An Abstract Co., Champa 1208
- They have the Champion TIN SAFE
- A Restaurant, Main 8518
- They have Main(ly), VEAL TOUGH
-
-
-Remembering Addresses
-
-A student was asked to call upon a party at 2214 Third Street, and was
-cautioned by the man giving the address that he had better write it
-down. The student remarked, "It isn't necessary, I can easily remember
-it." Which remark, needless to say, created a favorable impression. 22
-is NUN, 14 is DEER. The student made a mental picture of a NUN leading
-a DEER HOME (Third Street).
-
-Another address was 1939, which is quickly transferred to a picture of
-a TUB and a MOP.
-
-
-Remembering Fractions
-
-Fractions can be converted into words and thus carried in the mind with
-exactness. A great many are illustrated in the following list. These
-words all begin with the letter S for uniformity and to make it easy to
-remember that the word represents a fraction:
-
- 1/2--Stone 1/5--Steel 9/10--Spats
- 4/5--Sorrel 1/8--Stave 1/6--Stage
- 1/4--Steer 5/6--Sledge 3/5--Sawmill
- 3/4--Summer 1/3--Stem 7/8--Skiff
-
-Other words can be made for the other fractions. 1/7 would be Stock and
-2/7 Sneak, and 3/7 Smack. A combination of these words with the Code
-list will help with fractions. 9-1/4 would be WHIP STEER. 12-2/5 is
-TOWN SNAIL. 54-1/2 is LAIR STONE. 35-1/6 is MAIL STAGE.
-
-
-Remembering Department Numbers
-
-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.
-
-Accuracy in this game is dependent upon being familiar with the Code,
-know the sounds, and if the Code word for 57 does not come to mind
-easily use any word with the two sounds L and K and it will represent
-57. You could use the word Lake, Elk, or Leg, any one of which will
-enable you to remember the number.
-
-Other uses of the Number Code will be given in the next book, and there
-will be found many applications of it to the needs of the child in his
-school work. It is helpful in many ways and should be mastered both for
-its usefulness and for the value in mental development which will come
-from practicing with it.
-
-
-
-
-REMEMBERING PEOPLE'S NAMES
-
-
-To forget names is a common failing. Many people can remember faces but
-fail when it comes to recalling the name. This is mostly the result of
-inattention. Remembering names is more difficult than remembering some
-other things, and for this reason many have fallen into the habit of
-not trying.
-
-One thing which contributes largely to this neglect is a lack of
-definite knowledge of how to accomplish the result. The principles of
-memory, as given previously in this book, can be applied to prevent
-this common failure.
-
-While children do not have to remember names as much as adults do they
-should have the principles well in mind and be trained in the use of
-them. They should form the habit of paying attention to the names
-and remembering them. Parents should require them to call the people
-they meet by name and to realize the value of being able to do so.
-Almost every one can remember faces of strangers more easily than they
-remember names. This is because of the difference in strength of the
-two senses used in making the impressions. The eye nerve carries the
-picture of the face to the brain. The ear carries the sound of the
-name. As we have learned, the eye impression is nearly twenty times
-stronger than the one made by the ear.
-
- =Eye impressions are lasting and can be recalled when the
- impressions by the other senses can not.=
-
-It may be helpful to illustrate the result of your meeting with a Mr.
-Penn in the following graphic way. In the following drawing let the
-curve represent the surface of the brain, and the depth of the groove
-the comparative impressions made by the two senses.
-
-[Illustration]
-
-This could illustrate the strength of the two images under the
-conditions, where the face was seen only as the name was heard. On the
-other hand, this is not usual, as a rule you hear the strange name but
-once, but you see the face for several minutes, sometimes for half
-an hour. During the time that you are looking at the face the eye is
-making a deeper and deeper impression upon your brain.
-
-The ear never has had and never can have the same ability to impress
-the brain as the eye. It will never be possible to remember names
-as easily, or for as long a time as faces, if you depend upon the
-impressions as normally placed upon the brain by the senses.
-
-
-To Remember Names
-
-The problem then is to first equalize the impressions of the face and
-name so that each will last and can be recalled with equal ease. The
-impression of the face was made by your physical eye; at the same time
-there is your mind's eye faculty which is dormant, not being used. With
-it you can learn to make an impression of the name upon your brain
-which will be as strong as the face impression made by the eye.
-
- =In order to recall with equal ease two mental impressions, they
- must be made with equal strength.=
-
-When you meet a stranger his face becomes a picture impression upon
-the brain, the first impression of the name is made by the ear, but it
-can easily and quickly be made into a mind's eye picture which will
-be many times more available. This mind's eye picture can be unusual,
-exaggerated, and moving, so that its strength can be regulated at will.
-The result will be two visual impressions, the face by the eye, the
-name by the mind's eye. These can be equalized by repetition so that
-when you recognize the face it will be possible to recall the name as
-well. Let us adapt the former illustration and we have a picture of the
-face and a picture of the name impressed upon the brain.
-
-[Illustration]
-
-Instead of retaining only the slight impression made by the ear, you
-can have two impressions, both made by the sense of sight. Apply this
-knowledge, and remembering names will become a much simpler matter.
-
-
-The Name Picture
-
-When you heard the word Tie spoken you quickly transferred the ear
-impression into a mind's eye picture of a TIE. Do the same with the
-name of Mr. Penn. This is a word which has a definite meaning and it
-suggests a concrete picture. You can see the pen; see all the details
-of its shape, size, markings, etc. See this in your mind's eye,
-visualize this picture of the word pen. It can be exaggerated and you
-can animate it and put it into motion with many unusual or ludicrous
-circumstances. In other words, this Name Picture can be as firmly
-impressed upon your brain as you wish it to be.
-
-
-Association Next Important Step
-
-When you wish to remember the Tie and Snow together, or to use the Tie
-to recall the Bread, you took advantage of the Law of Association. The
-two were pictured together and thus impressed upon the brain at the
-same time. If you wish to be able to recall the name when you see the
-face you must associate the Face Picture and the Name Picture together
-in the same impression.
-
-[Illustration]
-
-You will remember that success in the use of associated picture
-impressions depend upon one of the objects in the picture being
-familiar and easily recalled. In this case the Name Picture is
-associated with, or hitched to, the Face Picture. The Face Picture will
-always be present when the name is wanted. The person may come into
-your home, or you may meet him outside, in each case when you see the
-face it will bring to your mind the picture of the name.
-
-
-To Remember Mr. King
-
-When you meet a stranger take this opportunity to get a Face Picture of
-this person impressed upon the brain. When you hear the name, King, you
-have a light temporary ear impression of it. Take this ear impression
-of the name and quickly transfer it into a mind's eye picture of the
-king. Then into this picture of the king place the face picture, see
-the face of this Mr. King sitting on the throne, wearing the crown
-and robes and waving the scepter. Make this Name Picture strong,
-exaggerated and unusual. Here you are combining a mind's eye impression
-with a physical eye impression and the one is definite, a real thing,
-while the mind's eye impression seems, in comparison, to be vague and
-indistinct. It is a strong impression, nevertheless, and very little
-experience and practice will be necessary to prove its value and
-availability.
-
-[Illustration]
-
-You must, of course, hear the name distinctly. You can not remember it
-if you do not know what it is. The first impression of the name must be
-definite and certain, do not hesitate to ask to have the name repeated
-or even spelled. The person will be complimented that you are making an
-attempt to remember him.
-
-It will help you to become conscious of these mind's eye pictures if
-you will look away from the stranger's face for a moment and see both
-the face and name pictures in the visual impression which you have been
-forming. This can be done for an instant during the conversation, or at
-some other opportunity.
-
-
-Associating Name and Face Pictures
-
-Go into any savage or semi-civilized tribe today and you will find
-that names are given because of some trait of character; some peculiar
-characteristic; some unusual appearance or accomplishment. About fifty
-per cent of the names you meet with are nouns, words with a meaning
-which suggests definite, concrete pictures, which can easily be
-associated with the faces of the persons just as we have done here with
-the name King. Note these examples:
-
- Mr. Gun Mr. Starr Mr. Wells
- Mr. Stone Mr. Ring Mr. Bell
- Mr. Cotton Mr. Street Mr. Penn
-
-There are thousands of names just as simple, including colors, animals,
-birds, fish, fruits, and almost every object. All these can be easily
-visually associated with the face.
-
-
-Obtain a Meaning by Change
-
-Many names do not come under the classification of a direct and simple
-meaning because of a little change which may have been made in the
-manner of spelling them. Others can be converted into some simple
-meaning which can be easily impressed upon the mind by making a slight
-change and spelling the names as they sound. In other words, by
-remembering them as they sound rather than as they are spelled.
-
-The following examples are common:
-
- Mr. Rhodes--roads
- Mr. Coyle--coil
- Mr. Knoble--noble
- Mr. Reuter--rooter
- Mr. Baran--baron
- Mr. Asche--ash
- Mr. Lyon--lion
-
-[Illustration]
-
-Use the picture here as Mr. Perrett. The name as it sounds calls to
-your mind a bird. See the bright green parrot flying around his head
-and perching on his shoulder; see the vivid color of the bird. Close
-your eyes and review this picture association of the face and the name.
-Do this until you can see it with your eyes open.
-
-
-Meaning in First Syllable
-
-Many names which seem to present difficulties upon first hearing them
-simply need a little attention and analysis. At times when names have
-escaped you, you have gone back to the alphabet and by running over
-the letters have found that the first letter suggested the name wanted.
-Some names which are apparently difficult will be easily remembered if
-you will notice that the first syllable of the name is a noun and has a
-definite meaning.
-
-You meet Mr. Carruthers. This name presents considerable difficulty
-until you notice that the first three letters spell the simple word
-"car." By visually associating the object "car" with his face and
-repeating the name Carruthers a couple of times, you will find no
-difficulty in recalling the name.
-
-Note these examples of this method of using the first syllable for the
-Name Picture:
-
- Mr. Bellamy--bell
- Mr. Reardon--rear
- Mr. Raymond--ray
- Mr. Seagraves--sea
- Mr. Ringling--ring
- Mr. Burroughs--burr
- Mr. Dennison--den
- Mr. Bushnell--bush
- Mr. Boardman--board
- Mr. Pierson--pier
-
-[Illustration]
-
-Practice with this idea by using the face here as Mr. Woodhead. See a
-stick of wood on his head, pile it there and see it roll off, don't be
-afraid to make strong, unusual Name Pictures. You will not have to
-tell the man how you remembered his name, but to do it will be one of
-your greatest business assets.
-
-
-Meaning of Vocations
-
-Almost every vocation has been used as a proper name. Undoubtedly the
-name comes from the fact that the forefathers followed that vocation.
-In every such case see the person working at the trade. For practice
-use this man as Mr. Smith, suggesting a blacksmith; see him working at
-his forge, see the anvil, the sparks, the hammer, see him strike. Make
-a strong, vivid picture. (Smith comes from the word Smythe--meaning
-hitter.)
-
-[Illustration]
-
-Other examples:
-
- Mr. Miller Mr. Fisher Mr. Shoemaker
- Mr. Carpenter Mr. Plumber Mr. Butcher
- Mr. Gardner Mr. Painter Mr. Walker
-
-Each name picture of a vocation should contain the scenes which are
-familiar to you. Mr. Carpenter has a hammer and nails, working at the
-carpenter trade; Mr. Gardner, with hoe and spade, is caring for his
-garden.
-
-
-Familiar Name Pictures
-
-There are many names which do not have a meaning and are not readily
-changed to suggest a picture to be associated with the Face Picture. On
-the other hand, these names will suggest Name Pictures with which you
-are thoroughly familiar. They will suggest a location, article, place,
-or some familiar fact that can be used for the Name Picture and which
-will recall the name to your mind when you see the face.
-
- =Make it a rule to associate the unknown with the known.=
-
-
-Geographical Name Pictures
-
-The first one of five groups of familiar pictures of proper names is
-the Geographical group. You meet a stranger by the name of Mr. Lansing,
-and the name immediately suggests the city of Lansing, Mich. If you are
-familiar with the city of Lansing you can very easily make a visual
-picture of this person standing in some particular street or familiar
-corner of the city.
-
-It is not necessary, however, to have a personal knowledge of the
-geographical location. The picture association of a stranger's face
-with the geographical location will be sufficiently strong if you see
-him holding the map of Michigan and pointing out the spot where Lansing
-is, or any other similar picture which may suggest itself to you.
-
-Use this picture for Mr. Holland. This name immediately suggests
-a picturesque country of Europe. See this strange face by a Dutch
-windmill and the people in their distinctive costumes grouped around,
-see motion in your picture, the windmill turning and the people passing
-by.
-
-[Illustration]
-
-A few common geographical names follow:
-
- Mr. Birmingham (Ala.) Mr. Ogden (Utah)
- Mr. Billings (Mont.) Mr. Platte (River)
- Mr. Davenport (Ia.) Mr. Cleveland (Ohio)
- Mr. Lyons (France) Mr. Patterson (N. J.)
- Mr. Hudson (River)
-
-In some cases you can make a change in the spelling of the name and in
-this way associate it easily with a geographical picture. As:
-
- Mr. Bostrom (Boston, Mass.)
- Mr. Knoble (Knoblesville, Ind.)
- Mr. Molan (Moline, Ill.)
- Mr. Haig (Hague, Holland)
- Mr. Jameson (James River)
- Mr. Bixby (Bisbee, Ariz.)
-
-
-Advertised Name Pictures
-
-[Illustration]
-
-There are scores of proper names which, as soon as mentioned, will
-bring to your mind the picture of an object which has been constantly
-advertised. Having seen this article so often has fixed its picture and
-name indelibly in your mind. As soon as you see the article you can
-without hesitation speak the name. When you meet a stranger by the same
-name, as you often will, associate the Face Picture of the stranger
-with the familiar object for your Name Picture. When you see this face
-again you will recall the object which you can name without difficulty.
-For example, the face here may be of a Mr. Gillette, who may not be
-familiar to you, but if you hear the name Gillette it suggests the
-picture of a Safety Razor. When you meet a stranger by this name, see
-him shaving himself with a Gillette Razor. Review your picture a few
-times and when you meet the man again his face will suggest your Name
-Picture and you can call his name from the object in the picture. There
-are many opportunities to use this method, your own city will have many
-familiar trade marks and signs which you can use, as well as those
-nationally advertised.
-
-A few examples:
-
- Mr. Hudson (auto) Mr. Sanford (ink)
- Mr. Campbell (soups) Mr. Douglas (shoes)
- Mr. Armour (meats) Mr. Cluett (shirts)
- Mr. Knox (hat) Mr. Parker (pens)
-
-
-Names Suggest Familiar Faces
-
-Many names immediately suggest familiar faces, which you can name any
-time, anywhere. You often compare the strangers you meet with them and
-note the similarities. Constant repetition has fixed these faces so
-thoroughly in mind that there will be no confusion in naming them. You
-pass a stranger on the street and some one says: "How much that man
-looks like Lincoln," and you reply, "Yes, but Lincoln was taller and
-did not have such large eyes, and his nose was entirely different in
-shape. And Lincoln's mouth was fuller, too, not so thin and straight."
-This comparison is possible, because of the clear, definite picture
-which has been formed in your mind of President Lincoln.
-
-These familiar faces which you can recall so definitely in your mind's
-eye will be of wonderful assistance in remembering strangers by the
-same name. Practice with this picture as Mr. Grant. His face may be
-strange to you, but the name immediately suggests a familiar face.
-Now see these two faces in the same picture, see the familiar face
-looking over the face of the stranger, see them meeting, shaking hands,
-talking, laughing. Exaggerated, moving, unusual pictures are best. See
-the familiar faces clearly as possible, and compare the two; one is
-tall and the other short, one dark the other light, one has a beard and
-the other has not, etc. All comparison helps to make the mind's eye
-picture more definite and to strengthen the associated picture through
-prolonged attention.
-
-[Illustration]
-
-
-Historically Known Faces
-
-The faces of these familiar names are fixed in your mind by reading
-history, as--
-
- Gen. Sherman Thos. Jefferson Gen. Kitchener
- Gen. Lee Geo. Washington Benj. Franklin
- Gen. Sheridan Wm. McKinley Admiral Dewey
-
-Some names suggest both geographical and historical reminders. For
-example:
-
- Livingston Raleigh Chester
- Columbus Decatur Hannibal
-
-
-Other Well-Known Faces
-
-A much larger number of names will suggest faces which have become
-fixed in your mind by your having seen their pictures in magazines,
-papers, cartoons, etc.; men who are active in politics and the
-accomplishments of the present day. These you can connect in the
-same way; use the known face as the name picture; see the two faces
-together; put your mind to the comparison, make it active, feel
-interested. When meeting strangers do not allow your mind to be
-dormant, make it work, this is imperative.
-
- =A dormant mind is impregnable; an active mind is absorbent.=
-
-Notice how the cartoonist observes the peculiarities of appearance
-and exaggerates them in his pictures; don't be afraid to use your
-imagination in your mind's eye pictures for remembering men's names.
-
-Examples of well-known faces:
-
- Mr. Bryan Mr. Balfour Mr. Ford
- Sen. Kitchen Gen. Pershing Mr. Edison
- Mr. Hoover Mr. Baker Mr. Wright
- "Joe" Cannon Mr. Daniels Mr. Schwab
-
-How many of these faces can you see clearly in your mind's eye? How
-definite are they?
-
-
-Make Use of Your Friends' Names
-
-The names of your friends with which you are thoroughly familiar will
-bring to your mind a clear visual impression. You can see the face
-as soon as the name is mentioned, not of the few but literally of
-hundreds of people. Learn to take advantage of this great series of
-Name Pictures, which you can indelibly hitch to the Face Picture of
-the stranger who chances to bear the same name. Use the same method
-as before, see the two faces clearly, compare them to make the mind's
-eye picture of the friend's face definite. Use motion, think, become
-interested, and every other means to make a strong, lasting impression.
-
-
-Observe the Facial Appearance
-
-The peculiarities of appearance which are easily detected by the
-physical eye constitute one of the most helpful methods of associating
-the face and the name together. You will find as you practice that this
-means is very often available. It is not possible to take advantage of
-this opportunity, however, unless you are observing. In fact, to the
-unobserving person there is no peculiarity about the appearance and
-therefore no aid.
-
-For this purpose it will pay to give considerable attention to the
-development of the observation. You will find the stranger's appearance
-more and more helpful to you as you develop your ability to observe
-keenly the faces of the persons whom you meet. Many people have some
-distinctive or prominent characteristic which will directly suggest
-the name, or with which the name may be associated.
-
-[Illustration]
-
-Note this peculiarity of the stranger's face, and quickly associate it
-with the name as you hear it. Use your imagination and strengthen the
-association as much as possible, enlarge and make more prominent the
-peculiarity which you have noticed. If you meet a Mr. Cole and his hair
-is dark, note the fact. See his hair as black as coal, in your picture.
-Imagine taking a big piece of soft coal and rubbing it over his hair to
-blacken it. The picture here is for Mr. White; note his snow-white hair
-and mustache; note these facts carefully, they will suggest the name
-immediately upon your seeing the face again.
-
-Sometimes you can use the whole face, sometimes only certain
-peculiarities, a deep wrinkle, a scar, a blemish, etc. Sometimes it
-will be the general build of the body or the expression of character.
-Sometimes the similarity will be very noticeable. Other times the
-decided contrast will be as useful in fixing them in mind.
-
-Color of hair or complexion is often helpful and may be more apparent
-if you use the idea of changed spelling, or taking the name as it
-sounds rather than as it is spelled. A few examples follow:
-
- Mr. Short is a small man--short.
-
- Mr. Biggar is short and slender, suggesting that he could be
- bigger.
-
- Mr. Stout--is very slender.
-
- Mr. Smiley--is stern and cross looking.
-
- Mr. Gray--has gray hair.
-
- Mr. Redman--has rosy, pink cheeks.
-
- Mr. Molar--has a large mole(r).
-
- Mr. Fisher--has deep wrinkles, fissures.
-
- Mr. Baldy--is very bald.
-
- Mr. Reddish--has sandy hair, reddish.
-
- Mr. Remlinger--is bald with a rim of hair lingering.
-
- Mr. Eyer--has bright, keen eyes.
-
- Mr. Cloes--looks close and stingy.
-
-
-Other Helpful Associations
-
-The circumstances under which you meet a stranger may easily lead you
-to a strong association which will impress the face and name strongly
-upon your mind.
-
-To meet--
-
- Mr. Dombville (dumbbell) in a gymnasium suggests a good picture.
-
- Mr. Long--keeps you a long time talking, and you easily remember
- the name when you meet him again.
-
- Mr. Pugh (pew) you may meet at church.
-
-
-Vocational Hints
-
-Something about a man's business or the things he sells may help you.
-When you meet a man and find difficulty in picturing his name ask him
-what business he is in; this is well to know and may be helpful in
-remembering the name. All the examples given in this lesson are actual
-circumstances, not flights of imagination. This vocational idea is
-helpful because it starts you thinking about the name. Thought is the
-important factor. If you will learn to think intently you will remember.
-
- Mr. McCash--is employed in a bank.
-
- Messrs. Puls & Puls--are dentists.
-
- Mr. Caution--is a banker.
-
- Mr. Kamerer--sells Kodaks (cameras).
-
-
-The Thought Channels
-
-The law of association is wonderful in its operations, and the
-principles upon which it operates can be relied upon to help in cases
-where it seems almost impossible to make a picture impression. The
-thoughts you think when you see the face will return when you see it
-again, just as the conversation and other circumstances do. In trying
-to remember names that are difficult to picture, think intently about
-them, silently ask and answer questions about the person or his name,
-think of the peculiarity and just how it is spelled. See the name
-spelled in large letters, clear and definite. The Law of Association
-will tend to recall these impressions when you see the face, and by
-their aid you will in most cases be able to recall the peculiar and
-difficult name.
-
-Because a name is difficult few remember it, and its possessor is
-"bored to death" by continually repeating and spelling it. Here is
-your greatest opportunity; to remember this name will make a greater
-impression than if it were an easy one. When you feel that you cannot
-do anything else with a name think intently about it, make your mind
-active, become interested, stimulate some strong feeling of pleasure at
-meeting him, give the impression a strong stimulus.
-
-
-Review Is Essential
-
-In an earlier chapter we found that a mind's eye picture would last for
-hours, but if discarded, or not reviewed, it would gradually fade away,
-time will inevitably erase it.
-
-We also learn that to retain an impression permanently it must be
-reviewed several times and preferably at frequent intervals. Names of
-the people you meet, whom you wish to remember, must become permanent
-knowledge and must be reviewed or you cannot expect to accomplish
-the result. While the visual picture can make the strongest possible
-impression it will not become permanently available unless reviewed.
-
-This review and practice in the use of the visual faculty will
-gradually improve the strength of the mind's eye picture and develop
-the habit of attention and concentration. The first review should be
-made shortly after the first impression, to insure its being distinct
-and vivid. Even while talking with the party see again your name
-picture associated with the face. Most names get away from you during
-the first thirty seconds after hearing them. Quickly make your Name
-Picture, associate it with the face and then review it. After a short
-interval do it again; when the party leaves call him by name and as
-soon as he is gone review the mind's eye picture of his Face and Name.
-
-It is helpful to call a stranger by name during the conversation,
-speaking it clearly and distinctly. This will be of special value to
-those who have found that they are ear minded.
-
-When being introduced to a group of people whose names you wish to
-remember, do not go rapidly, take a reasonable time to each name.
-After you have met four or five find some opportunity to glance back
-and review the faces of their associated Name Pictures, then meet a
-few more. As soon as possible review all the names in your mind. In no
-other way can you expect to remember a number of them. At least not
-until you have gotten considerable practice, and this is the way to
-practice.
-
-
-Methodical Review Best
-
-This review of the names of the strangers you have met is one of the
-very necessary links in your success. You should do so each evening, or
-at some other convenient time of the day. Quietly go over the day's
-experiences and recall the faces and names of all the people whom you
-have met. Each name should be reviewed several times, by means of this
-review you can meet and name the stranger often enough to make his name
-as familiar as you wish. When he meets you the second time, you will
-surprise him by readily calling him by name. He may say, "Why, how
-do you remember my name; you only met me once?" The fact is you have
-met him as many times as you have visually reviewed his name and face
-together.
-
-The most accurate method of review is to write the name of each
-stranger into a small note book, or on a pad on your desk. Each time
-you review the name check it off; after you have checked it five or six
-times you will be familiar with it and can dispense with further review.
-
-Merely to go over the list and check the names is of very little
-value, the review that will get results is the visual review of your
-associated picture. See both the name and face pictures again, review
-names and faces just as you would House and Clock by seeing the picture.
-
-
-A Review Test
-
-Use the pictures of men given in this chapter, and review; as you read
-each name stop a moment and see the face as clearly as possible in your
-mind's eye.
-
- Mr. King Mr. Smith Mr. Grant
- Mr. Perrett Mr. Holland Mr. White
- Mr. Woodhead Mr. Gillette
-
-
-Good Observation Necessary
-
-While it seems easy to retain a picture of the face, yet the value of
-the impression for quick and accurate recognition will depend upon the
-observation of it. The games and exercises given in the first book
-will have developed this faculty in the child, but you should call his
-attention to the value of it here and urge the importance of making a
-special effort with the faces of the people whom he meets.
-
-After the person, to whom the child has been introduced, has gone,
-see how much of a description he can give you of him. Help him to be
-systematic in his observation. First, estimate his height, weight, and
-general build. Second, tell the color of his hair, eyes and complexion;
-size and shape of his nose, chin, etc. Third, how did the child like
-him? Encourage him to form a definite conclusion as to just what kind
-of a person the visitor is. This is important and will be helpful
-later, but will need careful guidance in the formative years. Helps
-which you can give in reading character should be imparted to the
-child. Tell him all that you can of how you judge and estimate people,
-encourage him to study this important subject as he grows older. There
-are very helpful and scientific books available on this subject.
-
-The ability to recognize and remember people, without regard to their
-name, is based upon just this kind of an observation and study of them.
-Observation is the resulting mental image after the removal of the
-object from view. Your ability to observe people is measured by what
-you can definitely recall about them when they are gone. Recognition
-of them will be based upon the memory of just these points mentioned
-and in turn the memory, of course, can be no more distinct than the
-impressions made upon the brain while the person was before you.
-Observation then is the basis for the recognition of people, and to
-improve it is of utmost importance.
-
-
-Systematic Observation of Faces
-
-There are three principal steps or points to be noticed. First,
-the size and general build. This can be done while the person is
-approaching as well as at the introduction. Because of the similarity
-of faces the size and build of a person will often be the point that
-will insure accuracy in recognition. You see a person at a meeting who
-looks very much like Mr. A whom you met yesterday, but Mr. A was a
-tall, slender man, this man is of medium build, and so the difference
-in size helps greatly in determining the identity. When meeting a
-stranger get a general outline picture of him. It will be helpful to
-make a mental comparison between the stranger and yourself, as to size,
-etc.
-
-Second, the observation of the face should be especially keen and
-attentive, both for purposes of recognition, and because the face
-becomes the Hitching Post for the name. When being introduced, and
-during the conversation, study the face carefully. First as a whole
-for a general impression, and then in detail. Notice the hair first,
-determine its color, condition, heavy, sparse, bald or curly, and
-note any peculiarity. Then observe the eyes, nose, mouth, ears and
-complexion. Form the habit of starting at the top of the head; be
-systematic; and let the attention move from one feature to another.
-
-What is the result, how much will you later recall? No more, and in
-fact no less than you can now see in your mind's eye picture when you
-look away or close your eyes for a moment. Apply this test and then
-look back again and improve the mind's eye picture. Add to it as much
-more detail as possible. Be especially careful about noticing the
-peculiarities of this face; any wrinkle, blemish or oddity of any kind
-will be helpful in later remembering it.
-
-A natural memory for faces may be good, but it can be improved,
-this kind of definite effort will get results. Any uncertainty in
-recognizing people will be largely eliminated by improved observation.
-For practice in this observation of faces use pictures in magazines or
-papers as well as the faces of the people you meet.
-
-Third, let the observation of the face be crystallized into a definite
-opinion regarding this person. Instead of considering him as an object
-of which you are trying to get an especially good mental picture,
-consider him now as an individual and decide how you like him. Help
-the child to form correct opinions. To know the business in which he
-is engaged, place where he lives, his avocation, and favorite form of
-recreation will all aid in forming a strong and definite impression of
-this person. It is not always possible to go to this extent, but get
-as far as you can with it, the more you succeed the more help you will
-have in remembering. Each effort will aid the memory in that particular
-case--and help to form the valuable habit of close observation.
-
-
-The Game of Faces
-
-Get a number of pictures of strange faces, such as you often see of a
-convention, or take them from magazines. Cut them apart and take five
-of these faces and observe them carefully. Make a deliberate effort to
-note any peculiarity of these faces or anything about them that will
-help you to identify them. Mix the five among the rest, now run through
-the entire group of pictures and see if you can, without hesitation,
-pick these five from the others. Practice until you can do this. Leave
-these five faces out of the group and select five more; observe these
-in the same manner. Now mix the last five with the large group and
-identify them as you did the first five. Now take the ten and shuffle
-them into the large group and identify them the second time. Divide the
-ten in the two original groups of five so that you have the first five
-and the second five separate. When several children are playing this
-game together a score may be kept.
-
-Mental operation becomes habitual and such practice will help the child
-form the habit of close observation of faces. The more difficulty he
-has in accomplishing this the more it shows his need of just such
-mental training. Let a week or so elapse and then go back to this same
-group of pictures and try the same exercise again, urge the child to
-look away once or twice and to make a real effort to build up his
-mind's eye picture.
-
-Have several sets of pictures of faces so that this exercise can be
-continued as often as possible.
-
-
-Progress by Practice
-
-To recognize people accurately and to be able to call by name is a
-wonderful asset in business or in social life. Your children can have
-this advantage if you will see to it that they realize its importance
-and make a deliberate effort while young. They will easily form the
-habit and thank you for it all their lives.
-
-The ideas and principles in this chapter should be studied by the
-parent and imparted to the child as he advances in years and becomes
-able to use them. Do not make the common error of waiting too long
-or expecting the child to get this for himself. We all like to have
-children remember our names as well as to have elders do so. The
-pictures which appear on the preceding pages were for the purpose of
-practice and should be learned.
-
-
-The Name Game
-
-Take the same pictures used in the Face Game, on page 116, and put the
-names of each on the back. Now learn the name of five, making good
-strong name pictures, use every idea suggested in the chapter. Review
-the five and learn five new ones, now review the ten, and follow this
-plan until you have learned not less than twenty names.
-
-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
-
-Traveling salesmen or others whose work takes them back to a city
-occasionally will find great help in keeping a written list of the
-names of those whom they have met in each city. Carry the book with
-you and as you are traveling towards the city, exercise your mind by
-going over the list and making a visual review of the faces and names
-of those whom you may expect to meet when attending to your business
-in this city. It will prove to be valuable to refresh your memory from
-time to time.
-
-
-Same Principles Involved
-
-The problem of remembering names is the same as remembering anything
-else and can be solved by the use of the same general principles.
-Attention and concentration are necessary and produced by the visual
-picture. To recall this name at will you take advantage of the Law of
-Association, and hitch the Name Picture to the Face Picture. The face
-becomes our Hitching Post and when you see it you see with it the
-mind's eye picture of the name.
-
-Name should become permanent knowledge and this is accomplished by an
-occasional review until you have made a permanent impression.
-
-
-Remembering the Initial
-
-It is sometimes necessary to remember the initial as well as the name.
-Often it is as hard to remember initials as it is figures, because they
-have no definite meaning. An inquiry as to the names which the initials
-stand for, will be very helpful. It is much easier to remember George
-Henry than the initials G. H.
-
-Initials which occur in alphabetical sequence are easily remembered and
-many times you will find that the first letter of the name continues
-the sequence, as: R. S. Thompson; F. G. Hibbard; D. E. Ferris.
-
-Sometimes you will find the initials spelling a single word, as E. D.
-which can be taken to represent the given name "Ed", which is short for
-Edward. You will find many cases where the initials will spell a simple
-word such as:
-
- R. A. Gunn (Rag). P. A. Scott (Pas-s).
- R. I. Pitt (Rip). J. A. Marks (Jam).
-
-At other times the initials will be those of names which are
-familiar to you because of historical, political or other well known
-associations, as:
-
- S. A. Burke--will remind you of Samuel Adams Burke.
-
- W. J. Casper--will suggest William Jennings Casper.
-
-There are many initials which will represent titles or well known ideas
-such as the names of lodges and societies:
-
- D. A. Rasmussen can easily be associated with the D. A. R.--Daughters
- of the American Revolution.
-
- C. E., Christian Endeavor or Civil Engineer.
-
- D. R., Doctor.
-
- A. D., Anno Domini.
-
- P. M., Post Master.
-
- N. W., North West.
-
-
-Make Initials Into Words
-
-Another helpful idea is to make words beginning with the initial,
-either descriptive words, or those that can be associated with the
-business. You meet a Mr. R. E. Pasley in a real estate business--R. E.
-Pasley, Real Estate Pasley.
-
- R. I. Sterns (a printer)--Red Ink Sterns.
-
- H. R. Paul (hat dealer)--Hat Retailer Paul.
-
-
-Both Initials In One Word
-
-In many cases the two initials can be formed into the same word, the
-first letter of the word being the first initial and the last letter
-the last initial. The following are some examples:
-
- H. R. Gray. His hair is gray which helps to remember his name and the
- initials can be made into the word HaiR--HaiR Gray.
-
- L. T. Robinson, LighT Robinson. (Mr. Robinson is a light blond.)
-
- M. L. Harber, MilL Harber.
-
- C. D. Dauchy, CarD Dauchy.
-
-
-The Price Must Be Paid
-
-You realize full well the value of the ability to call people by name.
-You have often wished that you had this ability. It is one of the
-priceless assets in a successful business career, and to attain it is
-to reach one of the high principles of mental development.
-
- =The ability to remember proper names is not an exceptional gift,
- but is an acquired faculty based upon the use of simple means and
- of personal effort.=
-
-Knowledge is power, but only when applied. All the knowledge in the
-world is of no value to its possessor unless used. You are successful
-in life just in proportion as you are using the knowledge which you
-have.
-
-A dependable memory for names as well as faces is within your grasp.
-The knowledge imparted in this lesson, simple as it may seem, has been
-used by thousands of business men to develop reliable memories for
-Names and Faces.
-
-You will have many opportunities to prove it in the next few days. Be
-true to the method. Make a deliberate attempt in each case. Force your
-mind to wake up and get on the job. Do not be content until you have
-a definite association which you are going to use to remember each
-particular name.
-
-Under no circumstances allow yourself to neglect the review. Each
-review adds new strength to the impression. Only strong impressions can
-be recalled at will. Make it a part of your business to remember the
-names of the people to whom you are introduced. Know every customer; if
-the list is a long one, do not expect to learn them all in a week, but
-do not let a day pass without fixing definitely in your mind the names
-of several. Children should learn the names of every scholar in the
-room and of all the teachers in the school.
-
-The persistent use of this definite knowledge will accomplish results
-that now seem impossible. It is the use of the knowledge that will
-bring progress.
-
- ="He who learns and learns and acts not what he knows is like the
- man who plows and plows and never sows."=
-
-You may feel yourself handicapped in life because of a poor memory.
-This shortcoming can reasonably be charged to a lack of right knowledge.
-
-You cannot say as much for your children now. What will you do to
-help them form the Memory Habit early in life? Do not wait for them
-to do this for themselves; it should be done now. You are the child's
-guide--you are largely his will power. The responsibility is squarely
-up to you.
-
-Nature's rewards are ample. You will both be fully repaid for every bit
-of effort.
-
-Nature's rewards are just. You or your children will never reap the
-reward of a good memory until both have paid the price of effort.
-
-Your child WILL grow--he cannot stand still or wait for your
-convenience.
-
-He will form the Habit of Remembering or the Habit of Forgetting--which
-shall it be?
-
-You can multiply the profits of his life by helping him to master his
-Memory--otherwise it will master him.
-
-Practice is the great need. Play the games and develop the brain.
-
-
-
-
-TRANSCRIBER'S NOTES:
-
- Italicized words are surrounded with underscores: _italics_
- Emboldened words are surrounded with equals signs: =bold=
-
- There are inconsistencies in the Table of Contents regarding chapters
- and sections, as well as incorrect page references. The Table of
- Contents is presented as it appears in the original with page
- references corrected.
-
- Obvious spelling and punctuation errors have been standardized.
-
-
-
-
-
-End of the Project Gutenberg EBook of Miller's Mind Training for Children,
-Book 2 of 3, by William Emer Miller
-
-*** END OF THIS PROJECT GUTENBERG EBOOK MILLER'S MIND TRAINING VOL. 2 ***
-
-***** This file should be named 55508.txt or 55508.zip *****
-This and all associated files of various formats will be found in:
- http://www.gutenberg.org/5/5/5/0/55508/
-
-Produced by MFR, David E. Brown and the Online Distributed
-Proofreading Team at http://www.pgdp.net (This book was
-produced from images made available by the HathiTrust
-Digital Library.)
-
-
-Updated editions will replace the previous one--the old editions
-will be renamed.
-
-Creating the works from public domain print editions means that no
-one owns a United States copyright in these works, so the Foundation
-(and you!) can copy and distribute it in the United States without
-permission and without paying copyright royalties. Special rules,
-set forth in the General Terms of Use part of this license, apply to
-copying and distributing Project Gutenberg-tm electronic works to
-protect the PROJECT GUTENBERG-tm concept and trademark. Project
-Gutenberg is a registered trademark, and may not be used if you
-charge for the eBooks, unless you receive specific permission. If you
-do not charge anything for copies of this eBook, complying with the
-rules is very easy. You may use this eBook for nearly any purpose
-such as creation of derivative works, reports, performances and
-research. They may be modified and printed and given away--you may do
-practically ANYTHING with public domain eBooks. Redistribution is
-subject to the trademark license, especially commercial
-redistribution.
-
-
-
-*** START: FULL LICENSE ***
-
-THE FULL PROJECT GUTENBERG LICENSE
-PLEASE READ THIS BEFORE YOU DISTRIBUTE OR USE THIS WORK
-
-To protect the Project Gutenberg-tm mission of promoting the free
-distribution of electronic works, by using or distributing this work
-(or any other work associated in any way with the phrase "Project
-Gutenberg"), you agree to comply with all the terms of the Full Project
-Gutenberg-tm License (available with this file or online at
-http://gutenberg.org/license).
-
-
-Section 1. General Terms of Use and Redistributing Project Gutenberg-tm
-electronic works
-
-1.A. By reading or using any part of this Project Gutenberg-tm
-electronic work, you indicate that you have read, understand, agree to
-and accept all the terms of this license and intellectual property
-(trademark/copyright) agreement. If you do not agree to abide by all
-the terms of this agreement, you must cease using and return or destroy
-all copies of Project Gutenberg-tm electronic works in your possession.
-If you paid a fee for obtaining a copy of or access to a Project
-Gutenberg-tm electronic work and you do not agree to be bound by the
-terms of this agreement, you may obtain a refund from the person or
-entity to whom you paid the fee as set forth in paragraph 1.E.8.
-
-1.B. "Project Gutenberg" is a registered trademark. It may only be
-used on or associated in any way with an electronic work by people who
-agree to be bound by the terms of this agreement. There are a few
-things that you can do with most Project Gutenberg-tm electronic works
-even without complying with the full terms of this agreement. See
-paragraph 1.C below. There are a lot of things you can do with Project
-Gutenberg-tm electronic works if you follow the terms of this agreement
-and help preserve free future access to Project Gutenberg-tm electronic
-works. See paragraph 1.E below.
-
-1.C. The Project Gutenberg Literary Archive Foundation ("the Foundation"
-or PGLAF), owns a compilation copyright in the collection of Project
-Gutenberg-tm electronic works. Nearly all the individual works in the
-collection are in the public domain in the United States. If an
-individual work is in the public domain in the United States and you are
-located in the United States, we do not claim a right to prevent you from
-copying, distributing, performing, displaying or creating derivative
-works based on the work as long as all references to Project Gutenberg
-are removed. Of course, we hope that you will support the Project
-Gutenberg-tm mission of promoting free access to electronic works by
-freely sharing Project Gutenberg-tm works in compliance with the terms of
-this agreement for keeping the Project Gutenberg-tm name associated with
-the work. You can easily comply with the terms of this agreement by
-keeping this work in the same format with its attached full Project
-Gutenberg-tm License when you share it without charge with others.
-
-1.D. The copyright laws of the place where you are located also govern
-what you can do with this work. Copyright laws in most countries are in
-a constant state of change. If you are outside the United States, check
-the laws of your country in addition to the terms of this agreement
-before downloading, copying, displaying, performing, distributing or
-creating derivative works based on this work or any other Project
-Gutenberg-tm work. The Foundation makes no representations concerning
-the copyright status of any work in any country outside the United
-States.
-
-1.E. Unless you have removed all references to Project Gutenberg:
-
-1.E.1. The following sentence, with active links to, or other immediate
-access to, the full Project Gutenberg-tm License must appear prominently
-whenever any copy of a Project Gutenberg-tm work (any work on which the
-phrase "Project Gutenberg" appears, or with which the phrase "Project
-Gutenberg" is associated) is accessed, displayed, performed, viewed,
-copied or distributed:
-
-This eBook is for the use of anyone anywhere at no cost and with
-almost no restrictions whatsoever. You may copy it, give it away or
-re-use it under the terms of the Project Gutenberg License included
-with this eBook or online at www.gutenberg.org/license
-
-1.E.2. If an individual Project Gutenberg-tm electronic work is derived
-from the public domain (does not contain a notice indicating that it is
-posted with permission of the copyright holder), the work can be copied
-and distributed to anyone in the United States without paying any fees
-or charges. If you are redistributing or providing access to a work
-with the phrase "Project Gutenberg" associated with or appearing on the
-work, you must comply either with the requirements of paragraphs 1.E.1
-through 1.E.7 or obtain permission for the use of the work and the
-Project Gutenberg-tm trademark as set forth in paragraphs 1.E.8 or
-1.E.9.
-
-1.E.3. If an individual Project Gutenberg-tm electronic work is posted
-with the permission of the copyright holder, your use and distribution
-must comply with both paragraphs 1.E.1 through 1.E.7 and any additional
-terms imposed by the copyright holder. Additional terms will be linked
-to the Project Gutenberg-tm License for all works posted with the
-permission of the copyright holder found at the beginning of this work.
-
-1.E.4. Do not unlink or detach or remove the full Project Gutenberg-tm
-License terms from this work, or any files containing a part of this
-work or any other work associated with Project Gutenberg-tm.
-
-1.E.5. Do not copy, display, perform, distribute or redistribute this
-electronic work, or any part of this electronic work, without
-prominently displaying the sentence set forth in paragraph 1.E.1 with
-active links or immediate access to the full terms of the Project
-Gutenberg-tm License.
-
-1.E.6. You may convert to and distribute this work in any binary,
-compressed, marked up, nonproprietary or proprietary form, including any
-word processing or hypertext form. However, if you provide access to or
-distribute copies of a Project Gutenberg-tm work in a format other than
-"Plain Vanilla ASCII" or other format used in the official version
-posted on the official Project Gutenberg-tm web site (www.gutenberg.org),
-you must, at no additional cost, fee or expense to the user, provide a
-copy, a means of exporting a copy, or a means of obtaining a copy upon
-request, of the work in its original "Plain Vanilla ASCII" or other
-form. Any alternate format must include the full Project Gutenberg-tm
-License as specified in paragraph 1.E.1.
-
-1.E.7. Do not charge a fee for access to, viewing, displaying,
-performing, copying or distributing any Project Gutenberg-tm works
-unless you comply with paragraph 1.E.8 or 1.E.9.
-
-1.E.8. You may charge a reasonable fee for copies of or providing
-access to or distributing Project Gutenberg-tm electronic works provided
-that
-
-- You pay a royalty fee of 20% of the gross profits you derive from
- the use of Project Gutenberg-tm works calculated using the method
- you already use to calculate your applicable taxes. The fee is
- owed to the owner of the Project Gutenberg-tm trademark, but he
- has agreed to donate royalties under this paragraph to the
- Project Gutenberg Literary Archive Foundation. Royalty payments
- must be paid within 60 days following each date on which you
- prepare (or are legally required to prepare) your periodic tax
- returns. Royalty payments should be clearly marked as such and
- sent to the Project Gutenberg Literary Archive Foundation at the
- address specified in Section 4, "Information about donations to
- the Project Gutenberg Literary Archive Foundation."
-
-- You provide a full refund of any money paid by a user who notifies
- you in writing (or by e-mail) within 30 days of receipt that s/he
- does not agree to the terms of the full Project Gutenberg-tm
- License. You must require such a user to return or
- destroy all copies of the works possessed in a physical medium
- and discontinue all use of and all access to other copies of
- Project Gutenberg-tm works.
-
-- You provide, in accordance with paragraph 1.F.3, a full refund of any
- money paid for a work or a replacement copy, if a defect in the
- electronic work is discovered and reported to you within 90 days
- of receipt of the work.
-
-- You comply with all other terms of this agreement for free
- distribution of Project Gutenberg-tm works.
-
-1.E.9. If you wish to charge a fee or distribute a Project Gutenberg-tm
-electronic work or group of works on different terms than are set
-forth in this agreement, you must obtain permission in writing from
-both the Project Gutenberg Literary Archive Foundation and Michael
-Hart, the owner of the Project Gutenberg-tm trademark. Contact the
-Foundation as set forth in Section 3 below.
-
-1.F.
-
-1.F.1. Project Gutenberg volunteers and employees expend considerable
-effort to identify, do copyright research on, transcribe and proofread
-public domain works in creating the Project Gutenberg-tm
-collection. Despite these efforts, Project Gutenberg-tm electronic
-works, and the medium on which they may be stored, may contain
-"Defects," such as, but not limited to, incomplete, inaccurate or
-corrupt data, transcription errors, a copyright or other intellectual
-property infringement, a defective or damaged disk or other medium, a
-computer virus, or computer codes that damage or cannot be read by
-your equipment.
-
-1.F.2. LIMITED WARRANTY, DISCLAIMER OF DAMAGES - Except for the "Right
-of Replacement or Refund" described in paragraph 1.F.3, the Project
-Gutenberg Literary Archive Foundation, the owner of the Project
-Gutenberg-tm trademark, and any other party distributing a Project
-Gutenberg-tm electronic work under this agreement, disclaim all
-liability to you for damages, costs and expenses, including legal
-fees. YOU AGREE THAT YOU HAVE NO REMEDIES FOR NEGLIGENCE, STRICT
-LIABILITY, BREACH OF WARRANTY OR BREACH OF CONTRACT EXCEPT THOSE
-PROVIDED IN PARAGRAPH 1.F.3. YOU AGREE THAT THE FOUNDATION, THE
-TRADEMARK OWNER, AND ANY DISTRIBUTOR UNDER THIS AGREEMENT WILL NOT BE
-LIABLE TO YOU FOR ACTUAL, DIRECT, INDIRECT, CONSEQUENTIAL, PUNITIVE OR
-INCIDENTAL DAMAGES EVEN IF YOU GIVE NOTICE OF THE POSSIBILITY OF SUCH
-DAMAGE.
-
-1.F.3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a
-defect in this electronic work within 90 days of receiving it, you can
-receive a refund of the money (if any) you paid for it by sending a
-written explanation to the person you received the work from. If you
-received the work on a physical medium, you must return the medium with
-your written explanation. The person or entity that provided you with
-the defective work may elect to provide a replacement copy in lieu of a
-refund. If you received the work electronically, the person or entity
-providing it to you may choose to give you a second opportunity to
-receive the work electronically in lieu of a refund. If the second copy
-is also defective, you may demand a refund in writing without further
-opportunities to fix the problem.
-
-1.F.4. Except for the limited right of replacement or refund set forth
-in paragraph 1.F.3, this work is provided to you 'AS-IS' WITH NO OTHER
-WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
-WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PURPOSE.
-
-1.F.5. Some states do not allow disclaimers of certain implied
-warranties or the exclusion or limitation of certain types of damages.
-If any disclaimer or limitation set forth in this agreement violates the
-law of the state applicable to this agreement, the agreement shall be
-interpreted to make the maximum disclaimer or limitation permitted by
-the applicable state law. The invalidity or unenforceability of any
-provision of this agreement shall not void the remaining provisions.
-
-1.F.6. INDEMNITY - You agree to indemnify and hold the Foundation, the
-trademark owner, any agent or employee of the Foundation, anyone
-providing copies of Project Gutenberg-tm electronic works in accordance
-with this agreement, and any volunteers associated with the production,
-promotion and distribution of Project Gutenberg-tm electronic works,
-harmless from all liability, costs and expenses, including legal fees,
-that arise directly or indirectly from any of the following which you do
-or cause to occur: (a) distribution of this or any Project Gutenberg-tm
-work, (b) alteration, modification, or additions or deletions to any
-Project Gutenberg-tm work, and (c) any Defect you cause.
-
-
-Section 2. Information about the Mission of Project Gutenberg-tm
-
-Project Gutenberg-tm is synonymous with the free distribution of
-electronic works in formats readable by the widest variety of computers
-including obsolete, old, middle-aged and new computers. It exists
-because of the efforts of hundreds of volunteers and donations from
-people in all walks of life.
-
-Volunteers and financial support to provide volunteers with the
-assistance they need, are critical to reaching Project Gutenberg-tm's
-goals and ensuring that the Project Gutenberg-tm collection will
-remain freely available for generations to come. In 2001, the Project
-Gutenberg Literary Archive Foundation was created to provide a secure
-and permanent future for Project Gutenberg-tm and future generations.
-To learn more about the Project Gutenberg Literary Archive Foundation
-and how your efforts and donations can help, see Sections 3 and 4
-and the Foundation web page at http://www.pglaf.org.
-
-
-Section 3. Information about the Project Gutenberg Literary Archive
-Foundation
-
-The Project Gutenberg Literary Archive Foundation is a non profit
-501(c)(3) educational corporation organized under the laws of the
-state of Mississippi and granted tax exempt status by the Internal
-Revenue Service. The Foundation's EIN or federal tax identification
-number is 64-6221541. Its 501(c)(3) letter is posted at
-http://pglaf.org/fundraising. Contributions to the Project Gutenberg
-Literary Archive Foundation are tax deductible to the full extent
-permitted by U.S. federal laws and your state's laws.
-
-The Foundation's principal office is located at 4557 Melan Dr. S.
-Fairbanks, AK, 99712., but its volunteers and employees are scattered
-throughout numerous locations. Its business office is located at
-809 North 1500 West, Salt Lake City, UT 84116, (801) 596-1887, email
-business@pglaf.org. Email contact links and up to date contact
-information can be found at the Foundation's web site and official
-page at http://pglaf.org
-
-For additional contact information:
- Dr. Gregory B. Newby
- Chief Executive and Director
- gbnewby@pglaf.org
-
-
-Section 4. Information about Donations to the Project Gutenberg
-Literary Archive Foundation
-
-Project Gutenberg-tm depends upon and cannot survive without wide
-spread public support and donations to carry out its mission of
-increasing the number of public domain and licensed works that can be
-freely distributed in machine readable form accessible by the widest
-array of equipment including outdated equipment. Many small donations
-($1 to $5,000) are particularly important to maintaining tax exempt
-status with the IRS.
-
-The Foundation is committed to complying with the laws regulating
-charities and charitable donations in all 50 states of the United
-States. Compliance requirements are not uniform and it takes a
-considerable effort, much paperwork and many fees to meet and keep up
-with these requirements. We do not solicit donations in locations
-where we have not received written confirmation of compliance. To
-SEND DONATIONS or determine the status of compliance for any
-particular state visit http://pglaf.org
-
-While we cannot and do not solicit contributions from states where we
-have not met the solicitation requirements, we know of no prohibition
-against accepting unsolicited donations from donors in such states who
-approach us with offers to donate.
-
-International donations are gratefully accepted, but we cannot make
-any statements concerning tax treatment of donations received from
-outside the United States. U.S. laws alone swamp our small staff.
-
-Please check the Project Gutenberg Web pages for current donation
-methods and addresses. Donations are accepted in a number of other
-ways including checks, online payments and credit card donations.
-To donate, please visit: http://pglaf.org/donate
-
-
-Section 5. General Information About Project Gutenberg-tm electronic
-works.
-
-Professor Michael S. Hart is the originator of the Project Gutenberg-tm
-concept of a library of electronic works that could be freely shared
-with anyone. For thirty years, he produced and distributed Project
-Gutenberg-tm eBooks with only a loose network of volunteer support.
-
-
-Project Gutenberg-tm eBooks are often created from several printed
-editions, all of which are confirmed as Public Domain in the U.S.
-unless a copyright notice is included. Thus, we do not necessarily
-keep eBooks in compliance with any particular paper edition.
-
-
-Most people start at our Web site which has the main PG search facility:
-
- http://www.gutenberg.org
-
-This Web site includes information about Project Gutenberg-tm,
-including how to make donations to the Project Gutenberg Literary
-Archive Foundation, how to help produce our new eBooks, and how to
-subscribe to our email newsletter to hear about new eBooks.