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+This eBook, including all associated images, markup, improvements,
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+Project Gutenberg (https://www.gutenberg.org) public repository for
+eBook #55509 (https://www.gutenberg.org/ebooks/55509)
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-The Project Gutenberg EBook of Miller's Mind Training for Children, Book 3
-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 3 of 3
- A Practical Training for Successful Living; Educational
- Games That Train the Senses
-
-Author: William Emer Miller
-
-Release Date: September 8, 2017 [EBook #55509]
-
-Language: English
-
-Character set encoding: ISO-8859-1
-
-*** START OF THIS PROJECT GUTENBERG EBOOK MILLER'S MIND TRAINING VOL. 3 ***
-
-
-
-
-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
-
-
-
-
-HELPING YOUR CHILDREN IN SCHOOL
-
-CONTENTS--BOOK THREE.
-
-
- Helping Your Children in School 7
-
- To Remember What You Read 8
- Visualization the Greatest Aid 9
- The Artist's Picture 10
- The Author Is an Artist 11
- The Dead Line 13
- The Student's Review Sheet 14
- Longfellow's Picture--Evangeline 16
-
- Helps for Learning Verbatim 17
- Alliteration and Alphabetical Sequence 18
- "Thinking" 19
- "Vision" 20
- Bridging the Gaps 21
- "The Things Divine" 23
-
- Remembering What You Hear 25
-
- Mastering Difficult Lists 27
- Learning the Presidents 29
-
- Studying Anatomy 31
-
- Becoming a Good Speller 32
- The Spelling Cards 35
-
- The Game of Word Making 37
-
- The Game of Salvaging Words 38
-
- The Game of "The Camels Are Coming" 39
-
- Learning Synonyms 39
-
- The Study of Geography 40
- Learning the Groups of States 44
- Puzzle Maps 46
- The Blank Map 47
- The Geography Game 47
- The Travel Game 50
-
- Studying History 51
- Remembering Dates 52
- The History Game 56
- The Game of Famous Men 57
-
- Studying Mathematics 58
- The Mental Blackboard 61
- Exercises in Manipulation 61
- Learning Rules 62
- Fractions 63
- The Multiplication Tables 64
- The Multiplication Game 64
- Tables of Weights and Measures 69
- Visualizing Geometry 71
-
- Aids in Studying Chemistry 73
- Chemical Formulae 74
- Hardness of Substances 74
- Atomic Weight Tables 76
-
- Learning Foreign Vocabularies 76
-
- Studying Music 79
-
- Speaking in Public--Outlines 81
-
- Review Your Studies 82
-
- A Word to Students 84
-
- It Can Be Done (Poem) 86
-
- Value for Forgetting 87
-
- To Remember Playing Cards 88
-
- Mastering Roberts' Rules of Order 91
-
- Aids for Bible Students 95
- Books of Old Testament 95
- Books of New Testament 96
-
- Rhyme Often Helpful 98
-
- Learning the Telegraphic Code 99
-
- The Knight's Tour 105
-
- A Last Word 110
-
-
-
-
-HELPING YOUR CHILDREN IN SCHOOL
-
-
-The principles given in books one and two, leading to the development
-of the child's faculties find their greatest usefulness in school work.
-They will apply to every part of the child's work and aid in solving
-any of his problems.
-
-This is the demonstration ground and the time and efforts spent in the
-preceding games and exercises will manifest themselves in progress in
-school.
-
-It is best for the child to make his own applications. You can, of
-course, suggest and aid, but he should make his own picture wherever
-possible. The one making the effort receives the reward--which is
-development. The child will recall the idea which he works out for
-himself more easily than those worked out for him, even though the
-latter may seem better.
-
-The following pages will be given over to suggestive ideas as to how
-the principles may be applied to different lessons. Only a certain few
-concrete illustrations will be given, as the working out of the details
-would rob the child of the opportunity and development to be gained by
-doing the work himself.
-
-Children always learn the alphabet by pictures. Alphabetical books and
-blocks are made this way. This is because the child learns easily and
-quickly by this method. What is true in the early years is true in the
-later ones as well. Do not allow him to get away from this principle of
-learning by pictures. Follow the plan of teaching every thing possible
-by sight. Go out of your way if necessary to show him the thing he is
-reading about.
-
-The suggestions under "The Mind's Eye and The Story" in Book Two should
-be continued. When the child has learned to read have him pause and
-visually review what he has read, that is, to stop and see a mind's eye
-picture while the book is closed.
-
-
-To Remember What You Read
-
-The inability to remember what we read is without doubt a general
-failing and the greatest handicap to students.
-
-Two of the objects to be gained by time spent in study are a thorough
-understanding of the subject matter and to so fix the thought in mind
-that it will be available for future use. It is well to realize that
-the scanning of the modern newspaper and careless or rapid reading
-causes many adults to forget what they read. We can so educate the
-physical eye that it can read an entire paragraph, or page while the
-brain is dormant and does not accept the impressions intended by the
-author. Often the physical action of turning the page awakens you to a
-realization of the fact that you have read the page but have absolutely
-no knowledge of its contents.
-
-
-Eye and Brain Must Work Together
-
-This habit of careless reading must be avoided and for successful study
-the child should be aided in forming the visualizing habit.
-
-
-"Thought Leads to Knowledge"
-
-We cannot gain knowledge merely by reading. The value of reading is
-in the thought that it stimulates in the mind. We exercise muscles to
-get strength. You must aid the child in exercising his mental muscles
-by thinking in order to get mental strength. It is not what he reads,
-but what he thinks concerning what he reads that becomes his, and
-contributes to his education. Reading which stimulates no thought is a
-waste of time.
-
-The disappointment felt in the lack of progress after time spent in
-study is not that we forget, but that we do not really "GET." This lack
-can be largely avoided in the child's training if you are willing to
-help in forming right habits.
-
-
-Visualization the Greatest Aid
-
-The principle of visualization, as discussed in the first book, will
-prove of the greatest aid, because it is the natural method of using
-the mind.
-
-To visualize the thought of the author will stimulate thinking, will
-increase the understanding of the subject matter, and at the same time
-make the strongest impression upon the brain and thus help him to
-remember.
-
-
-The Mississippi Captain
-
-An excellent illustration of the use and value of visualization in
-learning and remembering was given by an old captain of a Mississippi
-River steamer. "Do you know how I learned the river," he asked; "well I
-just lay in bed nights and made a picture in my mind of the river and
-the course I had to steer. Then I would go over the picture and see
-every detail of it and review it several times. I'd sail up and down
-that river several times each night, I'd see every landmark and every
-danger point on each trip. That's the way I learned it and I became
-a captain when I was younger than many men who had sailed the river
-longer than I had."
-
-
-The Artist's Picture
-
-When an artist seats himself before a new canvas he knows definitely
-what he is going to place upon it. He either has a model before him, or
-in his mind's eye sees a beautiful picture. He will give weeks, months,
-or even years of effort in order to place upon that canvas a picture
-equal in perfection and beauty to the one which he sees.
-
-Notice that a mind's eye picture is often the starting point of the
-artist. He strives to place upon the canvas the reproduction of the
-idea which he sees in his mind. He finishes and exhibits his work; you
-look upon the picture with your physical eye and through its agency the
-result of the artist's effort becomes a picture-impression upon your
-brain. You see what he saw, and the longer you gaze at the painting and
-the greater amount of detail you perceive, the more vivid it becomes
-and the stronger the impression upon your mind, therefore, the more
-perfect the memory of the picture. This is true of your own mind's eye
-picture for memory purposes.
-
- =The more detail you see in your memory pictures and the longer
- you continue to visualize them, the stronger their impression.=
-
-
-The Author Is an Artist
-
-In a similar manner an author sits down with his paper and ink. He
-sees in his mind a picture which he strives to paint. He endeavors by
-his mastery of words to induce you to see what he sees. He also is an
-artist, his canvas is your brain, and if he succeeds it is there he
-must impress a picture. The words on the printed page and the function
-of your eye are simply agencies through which he must work.
-
-Words are vehicles of thought and they are the author's colors; their
-function is to reproduce objects and conditions; by their use the
-author conveys to your brain the impressions of size, color, form,
-arrangement and every detail of his thought. A very few words will
-create a wonderful picture, which would require hours for the artist to
-paint.
-
-When you look at the artist's painting your brain sees a picture. The
-writer, however, is using a code requiring translation by the reader.
-Words do not form pictures, they are merely agencies by the use of
-which you can guide your mind's eye in the formation of a real mental
-impression. The author succeeds in his effort just in proportion as
-you succeed in forming a picture of what he is describing. When you
-rob the canvas of your brain of the impression the author strives to
-place there, by letting your eyes pass over the words so rapidly that
-your mind's eye forms no picture, then the author has failed. The mere
-reading of words makes no lasting impression upon the mind, but the
-forming of visual pictures does. You remember best those books which
-have consciously or unconsciously formed picture impressions on your
-brain. What you can now recall of what you have read is largely the
-recollection of these pictures.
-
-Keep this illustration and these facts in mind in helping your
-children. Urge them to properly use the visual faculties and train
-their mind's eye to work with the physical eye.
-
-
-Must Read Slowly
-
-Words are vehicles of thought and are used by the author to convey
-pictures to the mind, but at first the mind's eye is unable to picture
-the thought as rapidly as the physical eye can read. The first
-essential to remembering what you are reading is to read slowly,
-hesitating occasionally, to be sure that a picture is being formed.
-
-
-The Dead Line
-
-Never read more than a single paragraph without stopping to test your
-understanding of what you have read. At the end of each paragraph there
-should be a dead line; in fact there is a dead line and he who reads
-carelessly and quickly beyond this line need not expect to remember.
-Put your finger between the pages, close the book, and review the
-thought of the paragraph. Now make a definite effort to visualize the
-picture in the author's mind. It is true that some passages make an
-easier mind's eye picture than others, but all will make one which can
-be used to help in formulating a definite understanding of the author's
-thought.
-
-You cannot visualize a thing which you do not understand. The aim
-of your study is to comprehend the author. To visualize the thought
-of the paragraph will test your understanding. Making of a definite
-picture will increase your knowledge of the essentials. Form the habit
-of visualizing what you read. Do not be handicapped by doubt. Make an
-effort to formulate the main facts of the paragraph into an expression
-of your own. If you are by yourself, where you can do so, state your
-thought audibly, not in the words of the author, but express the
-thought and the facts accurately in your own words.
-
- =No knowledge is yours until you can tell it to some one else.=
-
-Use this test and tell it to some one, or if no one is handy tell it to
-yourself, but do it audibly. This forces a definite expression which
-can only come from a definite understanding. Parents should question
-their children and encourage them in telling what they are reading and
-studying about. The audible expression demands definite knowledge.
-
-
-The Student's Review Sheet
-
-If the child is reading something which he will wish to review, as in
-studying a lesson, a good plan to follow is to have a pad of paper by
-the side of the book. After reading the paragraph write down upon the
-pad the expressions and thoughts which the paragraph conveys to you.
-This is an excellent plan in all cases where the audible expression is
-not practicable. After the lesson has been gone over in this manner,
-preserve the review sheets containing the synopsis of the paragraph.
-Then for review, before the examination, a quick reading of these
-written expressions of thoughts, which the chapter contains, will
-eliminate the necessity of a further reading of the entire text.
-
-
-Apply These Methods
-
-For a test read the following from "Brain and Personality" by W. Hanna
-Thompson. Follow the idea just suggested. Make a test, read slowly,
-form a mind's eye picture, think about it, and then tell the thought as
-nearly as possible to some one. All this may take some time and effort
-at first but the use of these ideas will quickly form the mental habit.
-Once reading a lesson in this manner will give better results than many
-careless repetitions.
-
-"In some fishes, such as the carp, when the ganglia, which corresponds
-to the cerebral hemispheres (brain) are experimentally removed, they do
-not seem to mind it at all, for even then there is little, if anything,
-to distinguish them from perfectly normal animals. They maintain their
-natural attitude and use their tails and fins in swimming with the same
-vigor and precision as before. They not only see, but are able to find
-their food. If worms are thrown into the water where they are swimming
-they immediately pounce upon them. If a piece of string similar in size
-to a worm is thrown in, they are able to detect the difference and they
-drop it after having seized it. They even, to some extent, distinguish
-colors for when some red and some white wafers are thrown into the
-water the fish almost invariably select the red in preference to the
-white.
-
-"It is much the same with a frog. If care be taken to keep the frogs
-alive after the removal of their cerebral lobes until they are quite
-recovered from the injury, brainless frogs will behave just like full
-brained frogs under like circumstances. They will crawl under stones,
-or bury themselves in the earth at beginning of winter, and after the
-period of hibernation is over, they will come out and diligently catch
-flies which are buzzing about in the vessels in which they are kept."
-
-
-Longfellow's Picture "Evangeline"
-
-Use this wonderful picture of Longfellow's. Let each word perform its
-intended function and each sentence form a complete picture.
-
- "Firmly builded with rafters of oak, the house of the farmer
- Stood on the side of a hill commanding the sea; and a shady
- Sycamore stood by the door, with a woodbine wreathing around it.
- Rudely carved was the porch, with seats beneath; and a foot-path
- Led through the orchard wide, and disappeared in the meadow.
- Under the sycamore tree were hives overhung by a pent-house,
- Such as a traveler sees in regions remote by the road side,
- Built o'er a box for the poor, or the blessed image of Mary.
- Far down, on the slope of the hill, was the well with its moss-grown
- Bucket, fastened with iron, and near it a trough for the horses."
-
-Read again the first three lines, have the child describe the picture.
-An artist would spend hours to paint this picture, yet we with our
-wonderful mental faculties can see it in an instant. Add to this
-picture, and when finished have the child give a prose description of
-it. Other examples for younger children are given in the Second Book on
-The Memory.
-
-
-Application of Visualization Limitless
-
-By clear visualizations you can carry any amount of detail in your
-memory. This faculty can be applied to all kinds of information
-and study. All ideas do not suggest simple pictures, some are more
-difficult to visualize than others. Some pictures are inspired by a
-single word, some may be the result of a paragraph or even pages of
-description.
-
-
-Helps for Learning Verbatim
-
-To learn prose or poetry should not be difficult for children who have
-been trained in visualization. In some schools they will be urged
-to use the fallacious method of repetition, some of it is always
-necessary, of course, but most of it can be eliminated by the use of
-visualization and the additional helps following.
-
-It is the parents' duty to see to it that the child uses the methods
-suggested in these books in all his school work. Help him at home to
-apply them to his lessons so as to get results. At school he will, of
-course, have to follow the teacher's instructions, and can silently add
-the aids that you have given him.
-
-
-Alliteration and Alphabetical Sequence
-
-These are two guides for the mind which are often wonderfully helpful
-although sometimes they do not apply, but use them where possible.
-Notice the Alphabetical Sequence and the Repetitions in the following
-example of the first verse of Walter D. Wintel's "Thinking":
-
-
-"Thinking"
-
- If you think you are beaten, you are;
- If you think you dare not, you don't.
- If you'd like to win, but think you can't,
- It's almost a cinch you won't.
-
-Notice that the first two lines are half repeated, also that each line
-begins with "If" except the last one which changes to "It's."
-
-In the first lines you have an example of reversed Alphabetical
-Sequence in the "b" of beaten preceding the "a" of are, b-a instead of
-a-b.
-
-Alphabetical repetition occurs as a guide in the second line in the "d"
-of "dare" and "don't". Again in the next lines of the "w" of "win" and
-"won't."
-
-Note the alphabetical arrangement of the guide letters of each line.
-Write in front of each line its guide letter; first line "b" of
-"beaten", second "d" of "dare"; third "w" of "win", fourth the "won" of
-"won't", these can be used as guide letters, and if noted will help.
-
-Take your pencil and mark the verse as suggested and use the words and
-letters as guides, go over it a couple of times noting these helps and
-you will be able to say it word for word.
-
-Do the same with the other verses; if practical have the child learn
-this poem. See that he gets its true lesson:
-
-
-"Thinking"
-
- If you think you are beaten, you are;
- If you think you dare not, you don't.
- If you'd like to win, but think you can't,
- It's almost a cinch you won't.
-
- If you think you'll lose, you're lost;
- For out in the world we find
- Success begins with a fellow's will;
- It's all in the state of mind.
-
- If you think you're outclassed, you are;
- You've got to think high to rise;
- You've got to be sure of yourself before
- You can ever win a prize.
-
- Life's battles don't always go
- To the stronger or faster man;
- But soon or late the man who wins
- Is the one who thinks he can.
-
-
-Poetry Easier Than Prose
-
-To quote poetry is usually easier than to quote prose because in the
-former you have the added helps of rhyme and rhythm. See the pictures
-painted by Robert Loveman in the following verses; note the repetition,
-alliteration and the help of the rhyme and see how easily you can learn
-a few verses of this poem:
-
-
-"April Rain"
-
- It isn't raining rain for me,
- It's raining daffodils;
- In every dimpled drop I see
- Wild flowers on distant hills.
-
- The clouds of gray engulf the day
- And overwhelm the town;
- It isn't raining rain to me--
- It's raining roses down.
-
- It isn't raining rain to me,
- But fields of clover bloom
- When any buccaneering bee
- May find a bed and room.
-
- A health unto the happy,
- A fig for him who frets;
- It isn't raining rain to me,
- It's raining violets.
-
-See a man in the rain who points out the fact that it isn't raining
-rain, "but daffodils". See the daffodils. See big "dimpled drops" and
-paint upon them the "wild flowers on distant hills."
-
-Repeat the picture a couple of times and then say the verse. Do the
-same with the other verses. Do not learn this by repetition. Be true to
-the method, make a picture and see it each time you review.
-
-If a single word is omitted or substituted, put special auditory
-emphasis on it, speak it louder than the other words of the line, and
-you will have no trouble with it after that.
-
-
-Bridging the Gaps
-
-The greatest difficulty which is experienced in memorizing poetry is
-to get from the end of one line to the beginning of the other, or from
-one verse to the other. In prose, when you start a paragraph it is not
-difficult to follow through to the end, because all of its sentences
-are associated in thought. But the new paragraph begins with a new
-thought and there is no association between the old thought and the new
-one, consequently there is a gap between thoughts across which the mind
-does not easily travel.
-
-The natural tendency of the mind is to follow thoughts which are
-associated in their ideas. One thought leads to a second which is
-suggested by its close relationship to the first. By retracing the
-processes you can discover the connecting thought, or bridge, over
-which the mind naturally travels in order to connect two unrelated
-thoughts.
-
-In memorizing, when coming to the end of a thought, form a bridge
-which will connect it and the following thought and thus guide the
-mind to the next line or paragraph. This is a most helpful principle
-in memorizing either poetry or prose. If you seek for it you can find
-some similarity or contrast, a visual association, or some sequence, or
-repetition, which can be used as the necessary bridge, or connecting
-link between the two lines or paragraphs.
-
-Always connect the last thought, the last word, or phrase of the line,
-sentence or paragraph with the first word in the succeeding thought.
-The process is much shorter and simpler than its explanation, as you
-will learn by practice. Try this plan once or twice and it will be well
-nigh impossible for you to memorize without it.
-
-
-Examples of Bridging the Gap
-
-From "The Buccaneer" by R. H. Dana the last line of the second verse,
-and the first line of the third verse are easily connected by one word,
-Sand, thus--
-
- "And silver waves go noiseless up the beach."
- (Sand)
- "And inland rests the green, warm dell;"
-
-The last word "beach" naturally suggests sand, drop the s and you have
-the first word of the next verse, "and", also the "beach", sand, and
-"inland" suggest a natural sequence. Sand here becomes a bridge of
-thought over which your mind will easily travel. It is not always easy
-to find one word for a bridge, but a visual picture, a thought, a word,
-or repeated letter can be found to aid you.
-
-The poem "Things Divine" by Jean Brooks Burke is used by students of
-elocution as ideal for practice because of the difficulty which it
-presents. The thoughts cover a wide range with apparently no relation
-one with the other. Often two thoughts are expressed in one line, and
-to get them all well fixed in mind so as to repeat them makes the poem
-difficult, to say the least, yet you, who know how to apply your memory
-intelligently, may learn it with comparative ease. Read slowly and note
-the visual pictures and then go back and "bridge" them together. This
-is an excellent example of a difficult poem to practice upon. It will
-be an opportunity to use all of the principles given in this chapter.
-
-
-The Things Divine
-
- These are the things I hold divine;
- A trusting child's hand laid in mine,
- Rich brown earth and wind-tossed trees,
- The taste of grapes and the drone of bees,
- A rhythmic gallop, long June days,
- A rose-hedged lane and lover's lays,
- The welcome smile on neighbors' faces,
- Cool, wide hills and open places,
- Breeze-blown fields of silver rye,
- The wild, sweet notes of the plover's cry,
- Fresh spring showers and scent of box,
- The soft pale tint of the garden flox,
- Lilacs blooming, a drowsy noon,
- A flight of geese and an autumn moon,
- Rolling meadows and storm-washed heights,
- A fountain murmur on summer nights,
- A dappled fawn in the forest hush,
- Simple words and the song of a thrush,
- Rose-red dawns and a mate to share
- With comrade soul my gypsy fare,
- A waiting fire when the twilight ends,
- A gallant heart and the voice of friends.
-
-To link the second line with the first, think of the natural
-association of thought between the words "Divine" and "trusting." Form
-the definite visual picture of the "trusting child's hand laid in mine."
-
-Your thought will quickly pass to the duplex meaning of the word
-"mine." It means possession, my own, and also a mine in the earth.
-When we start a mine the first thing to come out is "rich brown earth"
-and that is the next thought. Let the word "mine" of the second line
-suggest the picture of the opening to the mine and the pile of "rich
-brown earth" beside it.
-
-Behind a pile of rich brown earth, see the "wind-tossed trees", the
-next thought. Hanging on the "trees" see huge bunches of grapes, you
-pick and taste one, this is the next thought, "the taste of grapes."
-Around the grapes flies a swarm of bees, hear their "drone," the next
-thought, "the drone of bees." Let the drone of the bees suggest to
-you a rhythm and this will bridge your mind over to the thought of a
-"rhythmic gallop"; the answer to the question, "When do you like to
-gallop?" suggests "Long June days" the next thought.
-
-June is the time of roses, suggesting "A rose-hedged lane"--the
-natural place for "lovers' lays." You can easily construct a "bridge"
-which will bind all the independent thoughts together. Visualize each
-thought, and watch for alliteration and alphabetical repetition.
-
-
-Remembering What You Hear
-
-It is also important that the child be trained to remember what he
-hears. Ear impressions are comparatively light and easily lost. If
-these ear impressions are quickly transferred into mind's eye pictures
-they will be far more lasting.
-
-Instructions, lectures, sermons, talks, can all be pictures in the
-mind, just as you picture what you read. The act of visualization will
-concentrate the attention and prolong it, so that the memory of what
-is said will be greatly increased. The visual impressions will also be
-much stronger than the auditory ones.
-
- =The attempt to visualize the thought of the speaker is the best
- method of directing your attention to his subject.=
-
-
-Use the Hitching Post
-
-When listening to instructions, or a lecture, in which there are
-different points which you wish to carry away and later recall
-accurately, use the Hitching Post idea. Run over a series of words so
-as to be sure that they will come readily when wanted. When a point
-is made which you wish to remember, transfer the thought into a quick
-visual impression, and Hitch it to the first object of your list. When
-a second important point is made, make a visual impression with the
-next object. Make your picture strong by exaggeration and motion, and
-be sure that you photograph each one.
-
-In this manner you can file away any number of points. As soon as the
-lecture is over review the pictures, see each clearly a second time. If
-you have trouble recalling one make the picture stronger so that you
-will recall it more easily next time. Review the entire list of points
-visualized with the different Hitching Posts. If you wish to fix them
-in mind review them several times in the next few days, so that you
-make a permanent impression of them.
-
-
-Transfer to Note-Book
-
-A great many prefer the idea of transferring these points into a
-classified note book, where they are available for use at any future
-time.
-
-One student tells of having written fifteen pages of notes from four
-talks which he heard at a convention, and that some of these notes
-were not transferred from his mind to the note-book for at least ten
-days after the talks were heard.
-
-Form the habit of letting the lecturer make you SEE what he describes.
-The visual impression which you make will increase your understanding
-of anything you hear or read, and at the same time very materially
-assist you in remembering it.
-
-
-Taking Instructions
-
-When a person is giving you instructions about the things which he
-would like to have you do, follow the same plan. Simply transfer
-the words of the speaker into an exaggerated moving picture and the
-impression will stay with you. Another student told me this experience:
-"My employer often used to say to me, after having given some
-instruction, 'Do you see?' I realize now that the reason that I made
-so many mistakes was because I did not SEE. Now I make it a point to
-SEE the things he asks me to do and my reply, 'Yes, I see,' has a very
-different meaning. The results are also different."
-
-
-Mastering Difficult Lists
-
-In the child's studies there are often lists of different kinds
-which need to be committed to memory and which present considerable
-difficulty to say nothing of the time required. Following are aids and
-illustrations which will show how these lists can be mastered with
-comparatively small effort and little time.
-
-
-Fix in Mind by Initialing
-
-Take the initial letter of each of the words which you wish to remember
-and use these as the first letter of simple words which will combine
-into an expression which has a meaning. This is very helpful, and is
-sometimes called "initialing." We have all learned the sentence:
-
- E G B D F
- Every Good Boy Deserves Food,
-
-in order to remember the names of the lines of the treble clef; the
-letters of the word F A C E are the spaces. In a similar way the lines
-of the bass clef can be remembered by the following:
-
- G B D F A
- Good Bees Deserve Faithful Attention,
-
-and the spaces by:
-
- A C E G
- All Can Eat Goose.
-
-These are simple examples of a principle which can with a little
-ingenuity and imagination be applied to any list to be learned.
-
-
-Elevated Stations
-
-The following illustration shows how a student learned the stations on
-the Northwestern elevated road in Chicago, and will give you a further
-example of the use of this principle:
-
- I can see Chicago's Oak, divided between Schiller and
- Kinzie, Chicago, Oak, Division, Schiller
-
- Sedgewick for luring a bee to Halstead's willow
- Sedgewick, Larrabee, Halstead willow,
-
- center, Webster, Fullerton, writes Diversey that
- Center, Webster, Fullerton, Wrightwood, Diversey,
-
- Wellington Belmont is the clerk to add three days'
- Wellington, Belmont Clark, Addison
-
- grace to Sheridan's bill for Wilson.
- Grace, to Sheridan, Buena, Wilson.
-
-Here only the principal words of the story are used as the names to be
-remembered. The story simplifies the work of preparing and learning.
-
-
-Learning the Presidents
-
-A further plan is the following combination of the Reminder Picture
-and the Visual Story used to learn the names of the Presidents of
-the United States in the order of their term of service. Go over the
-following Story Picture, visualize it clearly and then from the picture
-repeat the capitalized words in their order. When you can say the list
-readily, either forward or backward, go over it again slowly, seeing
-the object and speaking the name of the President for which it is a
-reminder.
-
-
-The Picture
-
-See some WASHING hanging on a line. See ADAM looking wonderingly at the
-washing. Then see Little JEFF, of "Mutt and Jeff", come up behind Adam.
-Jeff turns away, and falls over a MAT. Under it see some MONEY. Pick
-up the money and you find an AD. Take the ad and paste on a SHACK. See
-a moving VAN back up to the shack, and when the driver jumps down from
-his seat you recognize HARRY (a friend of yours by that name). Harry
-takes off his TIE and hangs it on a POLE, the pole falls over and hits
-the TAILOR who runs up on a FILL, from which he sees a PIER extending
-into the water. On the pier is a BIG CANNON from behind which jumps a
-LYNX and almost catches JOHN, who runs away, and climbs on a piece of
-GRANITE. On the other side of the granite is a pile of HAY, and rolling
-off the hay is a GARFISH. There stands an ARTIST with a CLEAVER in his
-hand, which he throws at HARRIS (a friend by that name). Harris picks
-some CLOVER, and pins it on his MACKINTOSH, and it turns into a large
-red ROSE. In the rose he finds some TAFFY, which he throws into a
-WILLOW.
-
-From this story the capitalized words are reminders for the names of
-the Presidents, as follows:
-
- WASHING ADAM JEFF MAT MONEY
- Washington Adams Jefferson Madison Monroe
-
- AD SHACK VAN HARRY TIE
- Adams Jackson Van Buren Harrison Tyler
-
- POLE TAILOR FILL PIER BIG CANNON
- Polk Taylor Fillmore Pierce Buchanan
-
- LYNX JOHN GRANITE HAY GAR-FISH
- Lincoln Johnson Grant Hayes Garfield
-
- ARTIST CLEAVER HARRIS CLOVER MACKINTOSH
- Arthur Cleveland Harrison Cleveland McKinley
-
- ROSE TAFFY WILLOW
- Roosevelt Taft Wilson
-
-Do this for practice and see how easily you can learn the names of the
-Presidents in their proper order and say them backwards and forwards.
-
-
-Studying Anatomy
-
-Initialing has been used by medical students with splendid results and
-has reduced the labor of learning to a minimum. The branches of the
-external carrotid arteries can be remembered by the following sentence:
-
- Some Try Large Feats, Others Prefer
- Superior Thyroid, Lingual, Facial, Occipital, Pharyngeal,
-
- A Simple Task In Memory.
- Auricular, Superficial, Temporal, Internal Maxillary.
-
-For practice make a sentence of your own from the initials of
-the twelve pair of Cranial Nerves, which are Olefactory, Optic,
-Motor Oculi, Pathetic, Trifacial, Abducent, Facial, Auditory,
-Glosso-Pharyngeal, Pneumogastric, Spinal Accessory, Hypoglossal. For
-example, Oh! Out Motoring Papa Took A Friend and Got Paul Some Heather.
-Others can be made, but the one which the child makes for himself he
-will remember easiest.
-
-
-
-
-BECOMING A GOOD SPELLER
-
-
-Poor spelling is largely a matter of inattention. Continual inattention
-becomes a habit and the child soon finds himself decidedly handicapped
-by his inability to spell correctly. This is largely caused by
-uncertainty. He has no definite knowledge to resort to, the result
-being doubt as to whether the word is properly spelled, and therefore
-uncertainty as to what change to make. To read a word carefully and to
-study the letters as they appear in the proper sequence will usually be
-sufficient to fix the word in mind.
-
-When you find that certain letters, or combinations, are bothersome,
-use the principle of exaggeration. Have the child write the word and
-exaggerate the letters that are causing trouble, making them three
-or four times larger than the rest of the letters of the word. For
-example, the word PRIVILEGE, often incorrectly spelled PRIVELEGE. Write
-the word correctly and enlarge the "I," making it several times the
-size of the other letters; now have him form the visual picture of the
-word spelled in his way:
-
-[Illustration]
-
-In writing the word hereafter you will find that the visual picture of
-the word with the exaggerated letter will come back to his mind and
-give the correct spelling.
-
-In cases where it is a question of a single, or double consonant, for
-example, the word "fulfil" write it "full" and mark a large X through
-the second "L."
-
-This will impress upon his mind that one "L" is correct.
-
-Rules in spelling as a general thing, are not as helpful as a little
-care, observation and commonsense. The most troublesome is the "I"-"E,"
-and this one rule should be clearly fixed in mind:
-
- ="I" always comes before "E," except when following "C," or when
- sounded as "A," as in "Neighbor" and "Weigh."=
-
-Notice the word "Alice." Keeping this one word in mind will serve
-largely to overcome this difficulty. "I" follows all letters except
-"C," which is followed by "E" as it is in "Alice." To fix in mind the
-"E" following "C" it will be helpful to show the child the similarity
-of motion and appearance in writing "C" and "E." Many examples could
-be given of this "I"-"E" rule. It will serve very largely to fix it in
-mind, however, if you will have the child hunt out these examples for
-himself and make a list of them.
-
-
-Use Visualization
-
-Teach the child to visualize the words which he studies each day in his
-spelling lesson. You may not be able to visualize them yourself, but if
-you have started early in training him, he will have little difficulty
-in doing so. Exaggeration should be used as an aid in spelling. It will
-be easier to see the words printed in letters from three to six feet
-high on the wall of the room, than to see them in pica type on the
-paper. If your child has difficulty in visualizing the words in the
-spelling lesson have him exaggerate and color them in his mind's eye
-picture.
-
-Have the child take a piece of scratch paper and colored crayons and
-print the difficult words in large letters, using two colors, one for
-consonants and the other for vowels. If the child has difficulty in
-learning the sequence of "ie" and "ei" have him follow the plan of
-using two strong colors, such as red and blue for the two vowels. Have
-him print all the words with which he has difficulty, using red for
-the "e" and blue for the "i." This color impression combined with the
-enlarged letter, will overcome the difficulty.
-
-
-Spelling Exercise
-
-In order to help the child to become sure of himself write a list of
-words spelled incorrectly. Have him go over them and correct them, or
-tell what the error is.
-
-Spelling rules should be learned by making visual pictures of the word
-to which the rule applies, and not by simply learning a group of words,
-the meaning of which sometimes is not fully appreciated.
-
-
-An Example
-
-Rule--Final "y," when preceded by a consonant, is changed to "i" before
-any suffix not beginning with "i."
-
-To learn this rule have the child print out a few examples, as follows,
-enlarging and striking out the important letters:
-
-[Illustration]
-
-Rule--Final "y" preceded by a vowel is not changed to "i" before any
-suffix beginning with a vowel.
-
- plAy-ed delAy-ed
-
-Have the child print these examples and enlarge them. All rules should
-be illustrated in graphic form.
-
-
-The Spelling Cards
-
-For younger children the brightly colored A, B, C, blocks and picture
-books have always been helpful in teaching the alphabet and simple
-words. These spelling cards have the advantage of self-instruction with
-no possibility of mistake, so that the child teaches himself accurately
-and uses the visual sense in doing so.
-
-These spelling cards consist of a series of simple pictures on
-cardboard with irregularly shaped holes cut beneath, a hole for each
-letter in the name of the object in the picture.
-
-[Illustration]
-
-The needed letters of the alphabet can be made from cardboard, each on
-a card of separate shape, so that it will not fit into any hole except
-where it belongs to properly spell the word illustrated. The holes in
-the picture will correspond to the shape of the cards which spell the
-name. In this way there can be no error. The child can take the picture
-cards and find the proper letter cards to fit the holes under the
-picture and thus learn to spell the name. These Spelling cards can be
-made by pasting pictures of common objects on cards about 4×6 inches.
-Then cut the odd shaped pieces for the principal letters of the
-alphabet, using the same shape for the same letters, mark the proper
-shapes for the letters spelling the name of the object on the card, and
-cut them out with a sharp knife.
-
-The shapes for the letter cards can be similar to those suggested in
-the Game of Matching Cards in Book One.
-
-Suggested objects for the picture cards:
-
-Cat, Rat, Boat, Apple, Boy, Girl, Fan, Pig, Car, Dog, Bird, Rose,
-Bee, Egg, Spoon, Horn, Frog, Man, Cow, Ball, Baby, Chair, Watch, Saw,
-Hammer, Nail, Coat, etc.
-
-
-The Game of Word Making
-
-This game was at one time quite popular and should be revived and used
-often. It teaches spelling and increases the vocabulary.
-
-The only equipment is a series of cards of any size larger than an
-inch square. On these print letters of the alphabet or cut large black
-letters from the headlines of the newspapers and paste them on. There
-should be about six of each of the vowels, two of all the consonants,
-and three or four more of those most used.
-
-Turn all the cards face down on the table and mix them thoroughly.
-The first player picks up a card and lays it face up in the center of
-the table, the next player does the same, and so on. The first child
-to make a word of the letters turned up speaks the word, selects the
-letters to properly spell it and lays them side by side, spelling the
-word. If it is properly spelled he gets one point, but if he has not
-spelled it correctly he loses one point, and the letters go back into
-the draw pile.
-
-Each properly spelled word counts a point for the child first calling
-it. A limit of points can be set and the first one reaching that score
-wins. If older persons wish to play the game a limit may be set on the
-size of the words spelled, as no word of less than 6, 8 or 10 letters,
-whichever figure is decided upon.
-
-
-The Game of Salvaging Words
-
-Pick a large word to pieces and see how many smaller ones can be made
-from the letters contained in it. This is a good exercise for persons
-of any age and is often played at parties.
-
-Give each player a paper and pencil, select some long word and let each
-write it at the top of his paper. Determine on a time limit usually
-five minutes, and see who will make the most words from the letters of
-the larger word.
-
-After the time is up the one having the longest list wins. It will
-be interesting and helpful to have the long list read, each checking
-the words on their list. Then let each one read the words which they
-made and which no one else has read. It will be surprising how many
-different words there will be. Use words like:
-
- Conflagration
- Consternation
- Understanding
- International
- Washington
- Gubernatorial
- Examination
- Immovability
- Imperceptibility
- Permeability
- Responsiveness
- Stenographer
-
-
-The Game "The Camels Are Coming"
-
-This game should never be allowed to grow old. It is "lots of fun" at
-parties and helpful in vocabulary building, because it requires an
-effort, and every time you induce yourself, or your child, to make an
-effort good is accomplished.
-
-Have the group sit around the room and then begin by selecting a letter
-and a suffix, as B-ing. The one starting says to the one on his left
-"The camels are coming." He replies "How are they coming?" The beginner
-must then reply using one word beginning with B and ending with "ing".
-For example: Buzzing--Bleating--Braying--Blushing--. Each player must
-think of a word to give as his answer. All must remember the words
-that have been given and must answer inside the limit of ten seconds
-after the other has said, "How are they coming?" Any word that is in
-the dictionary can be used. If a player cannot answer in ten seconds he
-must sit on the floor of the room and pay a forfeit to the timekeeper.
-
-This game can be varied in a great many ways, the words can begin with
-any letter and end with any suffix or begin with any prefix.
-
-
-Learning Synonyms
-
-To help the child remember synonyms and to increase his vocabulary
-write a list of words and have him write opposite them as many words of
-similar meaning as he can. For example:
-
- HOUSE--residence--building--dwelling--abode.
-
- TRAVEL--journey--trip--tour.
-
-
-
-
-THE STUDY OF GEOGRAPHY
-
-
-Most children will like the study of geography if it is given to them
-in stories and pictures as much as possible. Note how the more modern
-geographies are literally picture-books compared with those of several
-years ago.
-
-Teach the child to make the pictures in the book his permanent
-knowledge through visual reviews. When he is studying about an isthmus,
-and there is no picture of one in the geography, find one elsewhere.
-Have the child notice clearly that "An isthmus is a narrow strip of
-land connecting two larger bodies." Take the outline maps and have the
-child go over them and point out all the examples of the isthmus. Now
-have him take a pencil and paper and draw one. Have him repeat the
-definition as the teacher wishes it to be learned, but be sure that he
-can SEE and explain it in his own words.
-
-Fix one definite illustration of each geographical division in the
-child's mind. Use the Isthmus of Panama for the isthmus, explaining to
-him that this location was selected for the Panama Canal because it was
-a narrow strip of land, etc. Make it interesting by stories.
-
-In your walks with the children through the country take every
-opportunity to explain the different geographical formations. Find
-an illustration for an isthmus even if it is only a small puddle, or
-if you have to make one in the back yard with a shovel and a pail of
-water. The sand-box method, because it is visual, has always been a
-successful one for teaching geography.
-
-
-Visualize the Map
-
-See clearly the outline of the country being studied, and note its
-peculiarities. Put the map at arm's length and let your imagination
-transform the contour of the country into the picture of some object.
-
-Note that the continent of South America is very similar in shape to
-the head and trunk of an elephant, the projection on the Northeast
-corner being the ear. Note the similarity in shape between the outlines
-of France, Spain and Portugal to a hog's head eating from a bucket. The
-continent of Australia easily becomes the shape of two animals' heads,
-back to back.
-
-To study any country follow the plan outlined in the next two
-paragraphs for the study of the states of Illinois and Indiana. Note
-carefully the outline of the state, and see just the shape which
-it forms. Note the location of the principal cities and get their
-relationship to each other.
-
-
-Illinois
-
-[Illustration]
-
-Take your pencil and draw an outline of this state, then a line from
-Chicago to Rock Island, from Rock Island to East St. Louis, from East
-St. Louis to Springfield and from Springfield back to Chicago. Notice
-that the line connecting these cities forms a triangle. Get the visual
-impression of the triangle in mind. Now close your eyes and see if you
-can see the outline of the state clearly and upon it the line joining
-the principal cities.
-
-
-Indiana
-
-In like manner note the state of Indiana, its outline and the triangle
-formed by the line running from Indianapolis to Fort Wayne to South
-Bend, to La Fayette, to Evansville, and back to Indianapolis. Any state
-may be studied in this way, or any country or continent. Its size,
-shape and the location of the principal cities may be indelibly fixed
-in mind.
-
-[Illustration]
-
-You will find that impressions made upon the mind in this visual
-manner are lasting, and that you can gather knowledge of geographical
-locations which hitherto may have been difficult for you to retain.
-
-After you have once impressed these pictures upon your mind, close your
-eyes again and let your mind's eye see them. The location of cities,
-mountain ranges, rivers, etc., need simply to be visually impressed in
-this manner. Draw a line from one principal city to another. Notice the
-length and direction of the line and the figure made by joining them.
-Draw the lines with your eyes closed until you have a clear mind's eye
-impression of the exact locations.
-
-Follow this plan in teaching the child to visualize the map which he is
-studying. Do it with each state, and each continent, island, or country.
-
-Draw a plain outline map of the continent being studied, let the child
-draw in the principal rivers and mountain ranges, writing the name of
-each. Explain how these mountain ranges and large rivers, because of
-the natural defence offered, have become the natural boundaries between
-nations. Now have the child draw each country on a blank map, writing
-the name of each and placing a dot where the capital of the country is
-located, and naming it.
-
-Of course it is not likely that the child will be able to do all this
-without reference to the map. The map of the continent should be
-visualized by a definite effort. Let him go over a section at a time
-noticing the mountains and rivers, their use as boundaries and the
-countries which they separate. After this detail study have the child
-observe the map as a whole, and build its visual picture in his mind.
-From this visual picture have him draw all the details possible on
-the blank map. Let him go back to the map of the continent, study the
-points missed, revisualize the picture, close the book, and add as much
-as possible to the map he is drawing.
-
-Do the same with the map of the United States. Have the child become
-familiar with the outline, the rivers, mountains and Great Lakes. Next
-have him become familiar with the groups of states, as the New England
-States; the Middle Atlantic States; the Southern States, eastern and
-western divisions, etc. Each of these divisions can be visualized
-separately, the outlines of the states and the location of the capital
-learned, so that an outline map of the group can be drawn as was done
-in the case of the continent and its countries. If this process is
-continued a very little study of the United States as a whole will
-enable the child to draw the entire country and locate all the states
-and their capitals, a thing which only a very few grown people can do.
-
-
-Learning the Groups of States
-
-The use of initialing will help in learning the names of the states in
-their different geographical groups. Use the initial of the states in
-the group and make a sentence using these initials as the first letter
-of each succeeding word. Fix the sentence in mind and when you wish to
-name the states let the initial or name act as a guide and suggest the
-name of the state. Use the sentences following, or make others of your
-own.
-
-
-New England States
-
- May's New Hampshire Views Might
- Maine New Hampshire Vermont Massachusetts
-
- Connect Rhode Island.
- Connecticut Rhode Island.
-
-
-Middle Atlantic States
-
- New York's New Jest Puts Delaware
- New York New Jersey Pennsylvania Delaware
-
- Many leagues West (of) Virginia.
- Maryland West Virginia Virginia.
-
-
-Central States--Eastern
-
- Oh! I K(C)an take Ill With cousin
- Ohio Indiana Kentucky Illinois Wisconsin
-
- Mich.
- Michigan.
-
-
-Central States--Western
-
- Miss I O Minnesota K(C)an Neighbor North
- Missouri Iowa Minnesota Kansas Nebraska North
-
- and South Dakota.
- Dakota South Dakota.
-
-
-Southern States--Eastern
-
- No Southern Car Goes Far
- North Carolina South Carolina Georgia Florida
-
- All-a-board Miss Tennessee.
- Alabama Mississippi Tennessee.
-
-
-Southern States--Western
-
- Ark an Louise Take Okla home.
- Arkansas Louisiana Texas Oklahoma.
-
-
-Western States--South
-
- Californians Use Colorado.
- California Utah Color.
-
- Never A Newly Made.
- Nevada Arizona New Mexico.
-
-
-Western States--North
-
- Why! Ida Might Wash Ore.
- Wyoming Idaho Montana Washington Oregon.
-
-In order that there be no omission of any sentence it is only necessary
-to note that there are eight groups and four pairs: New England and
-Middle Atlantic; Central East and West; Southern East and West, and
-Western North and South. As a further check for accuracy notice the
-groups as in pairs above; the first pair has 6 and 7 states; the second
-has the same, 6 and 7; the Southern has 7 and 4, and the Western has 6
-and 5. The first two groups have 13 each and the second two groups have
-11 each.
-
-
-Puzzle Maps
-
-The common jig-saw puzzle maps have value if accurately cut. A splendid
-game for learning the states of the United States, their shape, size
-and relative position, can be made at home. Lay a map of the United
-States on a piece of good cardboard, trace the outline of each state
-and then cut them out on the state lines with a sharp knife. Have the
-child first learn to name the states by seeing the blank pieces of
-irregularly shaped cardboard. Then let him learn to put the pieces
-together, naming the states as he does so. This plan can be followed in
-studying the counties in your state or the countries in a continent.
-
-
-The Blank Map
-
-Another helpful method is to draw an outline map of the United States
-on blank paper, drawing in each state. This can best be done by using
-impression paper. Now have the child take the map with the outlines of
-the states and write in the name of each.
-
-
-The Geography Game
-
-Have cards cut on the lines of the different states of the United
-States. You can use the ones made for the puzzle map above. On each
-state card place three spots in the location of the capital and two
-principal cities. Prepare a series of three cards about 2×3 inches for
-each of the states, and on each print the name of one of the three
-cities mentioned so that for each state there is a book of four cards,
-the plain outline card of the state, a card bearing the name of the
-capital, and a card for each of the two principal cities. Below the
-name of the city can be drawn an object, or a word which will indicate
-the approximate population of the city, by the Number Code. Make a
-similar set of four cards for each state, the state cards to be cut on
-the map outline, but not to have the name of the state on them; nothing
-but three spots in the location of the cities mentioned.
-
-Some states can best be made in a group because of their comparative
-size. Vermont and New Hampshire can be on one card; Massachusetts,
-Connecticut and Rhode Island on another, and Maryland and Delaware
-another. Only three cities should be marked on the cards of these
-groups, always using the capitals of the states.
-
-The state cards and the city cards should be shuffled separately, the
-state cards laid to one side as a draw pile, and the city cards divided
-among the players. The first player draws a state card and lays it on
-the table and has the first opportunity to play with it any city card
-he holds. The player to the left has the next turn, and so on, until
-someone has laid down the last of the three city cards belonging to
-this state card and takes the book. The one playing the last city card
-is entitled to the book and has the privilege of drawing the next state
-card. The one securing the largest number of books wins.
-
-Any player playing a wrong city card on a state card must forfeit the
-card to the one who started with the state card.
-
-This game requires that the players recognize the state by its outline
-and know the name of the capital and the two principal cities of the
-state, and of course, in which state each city card belongs.
-
-The same game can be arranged for the countries of Europe, South
-America or any other continent. The card can bear the names of the
-capital, the principal river and mountain range, or the capital and two
-principal cities.
-
-
-Following the Travelers
-
-Have the child follow the travelers in the following stories by
-actually seeing the geographical formations as they are named. Then
-have him repeat the itinerary by referring to the picture of the
-geographical formations. You will find that he can visualize the
-isthmus, plateau, etc., only after having clear knowledge of what each
-is. This repeated visualization will make a lasting impression upon his
-mind.
-
-
-The Story
-
-A man and a boy were out sailing when a strong wind blew them ashore
-on a POINT, opposite a small ISLAND. They dragged their boat across an
-ISTHMUS and soon reached the PENINSULA, where they landed in a BAY.
-They started out in opposite directions looking for drinking water. The
-boy followed up a RAVINE and found himself on a PLATEAU. He became lost
-in a SWAMP and came out on a PRAIRIE, and inquired at a village where
-he found that he could return by following a RIVER through the VALLEY.
-He made a raft and floated down the river until he was stranded on a
-DELTA. He waded ashore and was soon back at his boat.
-
-The man climbed a MOUNTAIN and looked out over the DESERT, where he saw
-an OASIS. Then he climbed over a CLIFF and followed a CANYON back to
-the BAY.
-
-
-The Travel Game
-
-Give the child the blank outline of the country in which you are going
-to tell the story of your travel. Have him locate on the blank map each
-city you visit and draw a line from one to the other showing the route
-which was followed.
-
-An example: England. I went to England and landed at Liverpool. I went
-by rail from there to London, stopping one day at Gloucester. From
-London I went by water to Portsmouth.
-
-[Illustration]
-
-In this story you can ask the child to tell you what kind of houses
-the inhabitants live in. You can take a ship and be collecting a cargo
-at the ports. Ask the child what local products are most easily found,
-and other questions which will show what these people export. Also the
-customs and commerce of the country in which the story is located can
-be discussed.
-
-
-
-
-STUDYING HISTORY
-
-
-The study of history is largely a matter of Remembering What You Read.
-Children who have difficulty in remembering what they read, as a rule,
-do not like to study history. The lesson made into a visual picture
-will fix the points in mind with one reading, but this reading must
-not be careless or hasty. Help the child to read slowly and to pause
-long enough to make a mind's eye picture of each circumstance and
-change. It will be helpful to take a piece of paper and draw the scene
-of the battle. Mark in roughly the hills, mountains and rivers. Show
-the positions of the opposing armies, then roughly sketch the changes
-which take place. This drawing will help you to make a definite picture
-impression.
-
-Take advantage of the pictures on the page of the book. The child's
-mind will naturally associate with the picture the many circumstances
-happening before and after, if he hears or reads them while the picture
-is visible.
-
-For example, the picture of the landing of the Pilgrims on the shores
-of Massachusetts will bring to mind the facts which led to their making
-the journey. It will also suggest circumstances after the landing.
-
-Those stories and facts which the child hears, while looking at the
-picture, are joined with it in the mind by the law of association, and
-the operation of the same natural law will tend to recall them whenever
-the child sees the picture.
-
-A series of large pictures, which all of the class can see while the
-history lesson is being studied and recited, would help in fixing
-the facts in the minds of the children. Children who are taught to
-visualize can form their own pictures and have a wonderful advantage.
-
-
-Remembering History Dates
-
-This troublesome matter is easily mastered when the child understands
-the use of the number code as given in the book on Memory. This
-principle can be applied in every case. As a rule, the century in which
-the date occurs is not confusing, and the effort can be confined to
-the particular year. For example, in order to remember the date of the
-Battle of Bunker Hill, it is only necessary to remember '75, for the
-year, as every student will know that it was in 1775 and not 1875, or
-1675.
-
-A boy twelve years of age learned more history dates in one week after
-knowing how to use the Number Code than he had learned in weeks before.
-The knowledge of how to visualize the lesson and how to remember the
-dates will overcome any prejudice or any difficulty which the child may
-have with history lessons.
-
-The following are samples of how the Number Code has been applied to
-remembering history dates:
-
-Landing of the English at Jamestown, 1607. During the first year
-there was much sickness and the word SICK is '07. The picture of the
-Jamestown settlers "sick on the beach" will fix the year in mind.
-
-The following dates were in one lesson, and are the word-pictures which
-a child used in remembering them. Marquette and Joliet explored the
-Mississippi River in 1673. The word COMB is '73. They were "combing"
-the river.
-
-LaSalle reached the mouth of the Mississippi River in 1682. He planted
-the French flag and had a celebration. FUN is '82, they had fun when
-they planted the flag.
-
-New Orleans was settled by Bienville in 1718. He had a hard time
-finding a good place for the city, TOUGH (tuf) is '18, they had a tough
-time.
-
-Washington and the Virginian troops drove the French troops from Fort
-DuQuesne in 1754. He drove them from their LAIR, '54.
-
-General Braddock was defeated and killed in 1755. He was buried in the
-woods of Pennsylvania. '55 is LILY, see a lily on his grave.
-
-Some other examples follow: Alaska was purchased in 1867. 18 may be
-DOVE and '67 CHECK, a picture of a DOVE flying to Russia with the
-CHECK. Or if you prefer you can use the two words, STOVE-SHACK, or
-TOUGH-JOKE, it was a tough joke on Russia to sell it for so little.
-
-The Battle of Bunker Hill was June 17th, 1775. This can be remembered
-by the association SHOOTING KILL. Sh is 6; TING is 17; KILL is '75.
-6-17-'75 is the date and it is in the two words SHOOTING KILL, which is
-easily remembered with Bunker Hill.
-
-The Battle of Bull Run, July 21st, '61. This is 7-21-'61. CAN'T SHOOT
-(because they ran so fast they couldn't shoot) and the two words CAN'T
-SHOOT stand for 7-21-'61.
-
-Peary reached the North Pole April 6th, 1909. This can be represented
-by URGES UP. This is 4-6-'09. He urges his men up to the pole.
-
-Panama Canal was officially opened August 15th, 1914. This is 8-15-'14.
-VITAL DOOR will represent these numbers. The canal is a VITAL DOOR
-between the two great oceans.
-
-Examples of the dates of the reigns of the English kings at the end of
-feudalism. The War of Roses.
-
- Order of Reign. Code Words.
-
- 1--Henry IV 1399-1413 Tie--Henry--hear, them pipe--their
- doom.
-
- 2--Henry V 1413-1422 Snow--Henry--lie, to redeem--true
- nun.
-
- 3--Henry VI 1422-1461 Home--Henry--show, true
- nun to our chateau.
-
- 4--Edward IV 1461-1483 Wire--Edward--hear, a deer
- shout their fame.
-
- 5--Edward V 1483 Wheel--Edward--hail, true
- fame.
-
- 6--Richard II 1483-1485 Sash--Richard--no, true fame--dare
- fail.
-
-Here the Code word TIE stands for I, the first king--Henry hear, for
-Henry fourth; "them pipe" is 1399; "their doom" is 1413. The whole can
-easily be visualized into a picture of Henry using the TIE to make an
-ear trumpet to HEAR THEM PIPE THEIR DOOM. A peculiar idea, perhaps, but
-it will accomplish the purpose. Use the same plan for other similar
-lists and make strong picture associations and they will aid you
-greatly. They can be recalled when the numbers can not.
-
-The following are examples of dates of Greek and Roman History:
-
- Draco codifies Laws of Athens, 621. Joined--He joined the laws.
-
- Peloponnesian War, 431-404. Remote--Razor.
-
- Corinthian War, 395-387. Mabel--Moving.
-
- Alexander King of Macedonia, 336-323. May homage--My name.
-
- Founding of Rome, 753-(?). Column.
-
- Rome supreme in Italy, 264. New Chair.
-
- Sack of Rome by the Gauls, 390. Mobs.
-
- Great Latin War, 340-338. Mars--May move.
-
- Peace between Rome and Carthage, 201. Nice Tie.
-
- Julian Emperors, 27 B. C.-41 A. D. INK Bottle Can--RIDE After Dark.
-
- Claudian and Flavian Emperors, 41-96. Red--Badge.
-
- Good Emperors, 96-180. Push--Thieves.
-
- Invasion of Barbarians, 337-376. May make--My cash.
-
- Charles the Great crowned Emperor of the Romans, 800 Vices.
-
-
-The History Game
-
-Secure pictures of the principal events in history and paste them
-on a series of cards. Have nothing on the cards but the picture, no
-printing, or names. Take three blank cards about 2×3 inches and on
-the first place the date of the event; on the second the names of the
-leaders; if a battle, the opposing generals; on the third put the name
-of the peoples concerned.
-
-For example, first card, a picture of the Battle of Bunker Hill; second
-card, June 17th, 1775; third card, General Wm. Howe and General Joseph
-Warren; fourth card, British and American colonists.
-
-A series of such cards should be made covering the events that are
-being studied at that time. The pictures are shuffled and laid in a
-draw pile on the table, and the cards are shuffled and dealt to the
-players. The one to the left of the dealer draws and plays a picture
-into the middle of the table, and then any cards which he holds which
-belong with it. The next player has the next opportunity to play, and
-so on around the group. The player who places the fourth card takes the
-book and is entitled to draw and play a picture into the center of the
-table.
-
-Any card which is played in error that does not belong with the event
-in the picture shall be forfeited to the one who started the play with
-the picture card. The one getting the most books wins.
-
-
-The Game of Famous Men
-
-Secure the pictures of a group of 48 or more men of the present and
-immediate past who are well known in national or international circles.
-Place the picture on one card, the name on another, on the third, his
-nationality, and on the fourth, the thing for which he is best known.
-The last card can contain more than one thing, if you wish.
-
-The game is played like the History Game above, and requires the
-players to be familiar with the well known men and their deeds, also to
-be able to call them by name, and to know their nationality.
-
-The same idea can be used by making a game of the famous men of
-Colonial History; or of the period of the Civil War; or of the
-great World War just passed. Do you know the face of Gen. Haig, his
-nationality and principal event of his life? To look up the information
-for the cards is a good history lesson in itself. Take the ideas of all
-these games and by using your Productive Imagination make them fit the
-needs of your study, or the things which you wish most to master.
-
-
-
-
-STUDYING MATHEMATICS
-
-
-Children learn to count by using objects, in the school room they count
-the desks, the children, the number of cards, or blocks. The first
-lessons are object-lessons dealing with objects which can be handled
-and formed into groups. Digits are symbols which represent objects,
-7+3=10, is an abbreviated form for 7 (Apples) and 3 (Apples) are 10
-(Apples).
-
-It is easier to teach addition and subtraction by the use of the
-objects to add and to take away from. The realization of the process
-comes by seeing the objects and the result of the change. The digits
-become symbols for the objects that the child has been working with.
-Counting boards are helpful in teaching children, for they enable you
-to continue the visual process. All methods of teaching through the
-visual processes should be continued as long as possible.
-
-The child's interest in the problem will be stimulated if he deals with
-objects, or things, and not with meaningless groups of figures. The
-problem 127+323+417= , is a meaningless one and uninteresting, but if
-you encourage him to think that this is the number of soldiers with
-which a general is going out to meet an army of two thousand, then he
-has some interest in finding out how many men the general really has to
-meet the two thousand with. This makes the problem read thus, in his
-mind.
-
-127 (soldiers) + 323 (soldiers) + 417 (soldiers) = How large an army?
-
-Figuring a page of problems will be uninteresting, but if you can
-encourage the child to introduce the imaginary objects, it will
-increase his interest.
-
-Fractions are usually explained by the division of an apple or some
-easily divided object. Division, as a process of dividing a group of
-objects among a smaller group of children, is easily understood and
-interesting to them. Encourage your child to continue to think of the
-objects when dealing with fractions.
-
-
-Visualization Always Aids
-
-All mental processes should take form in pictures. The adding of 4
-and 7 should be seen in the mind's eye, if the problem is not written
-down. A parent tells the story of his difficulty with his son and this
-simple problem. The child got the idea fixed in his mind that 4 and
-7 were 12. The father had told the boy that the answer was 11, and
-had the child repeat, 4 and 7 are 11, several times. But the original
-impression was still the stronger, and the next day, when asked by the
-father, "How many are 4 and 7?" the child's answer was 12. In some way
-this impression had become a very strong one and was recalled before
-the weaker one of the correct answer, 11. The idea of visualization
-was brought to the father's attention during the day by his having
-attended a lesson in Memory Training given by the author. That evening
-he called the boy to him and said, "Son, how many are 4 and 7 tonight?"
-He received the same incorrect answer, 12. Then he took a piece of
-paper and wrote upon it the figures in exaggerated size, as illustrated
-on the right. He had the boy look at the problem for a moment and then
-look away and see it in his mind's eye, then look at the problem again.
-Thus he placed a visual impression of the correct answer in the child's
-mind and this became the stronger of the two impressions and was never
-forgotten. The next morning the father asked the boy the same question,
-"How many are 4 and 7?" and the answer was promptly given, "Eleven."
-"Why, I can just see those figures in my mind and I never will forget
-that."
-
- 4
- 7
- --
- 11
-
-This experience is the natural result of using the stronger sense of
-sight in preference to the weaker one of hearing. The conscious use of
-the mind's eye faculty in his arithmetic lessons brought this boy from
-the bottom of his class up to a reasonable grade in a very short time.
-Do not overlook the value of visualization. It can be applied with
-helpful results in any lesson or problem.
-
-
-The Mental Blackboard
-
-The child can easily learn to visualize his problems in mental
-arithmetic if he will begin while young. This is especially true if
-you have used the exercises for visualization given in the First Book.
-Those on mind's eye counting and the Number and Letter games are
-especially helpful. Their importance now becomes apparent, and if you
-have neglected them it will be well to go back and use them now.
-
-Encourage the child to see the figures in exaggerated size on an
-imaginary blackboard; see large white figures on the blackboard. As
-soon as the problem is given, let the ear impression become a mind's
-eye picture, as illustrated. The use of this visual method is gradually
-being recognized as being valuable, and will in the future come into
-general use. Give your children the advantage and have them use it now.
-
- 7
- 5
- --
- 12
- ×2
- --
- 24
-
-
-Exercises in Manipulation
-
-The mind's eye picture of the figures on the mental blackboard can be
-enlarged by practice so that the child can visualize problems of some
-complexity. This ability, of course, will come only after continued
-practice. Start with simple problems and increase their difficulty as
-the child progresses. You will be surprised to find how he will be able
-to retain the figures in his mind and soon will be able to work with
-them.
-
-Write on the blackboard a column of figures as illustrated below. (A
-small one in the house is of great value in child training. A yard of
-blackboard cloth can be purchased and hung on the wall.) Allow the
-child to look at them for a few seconds and write down the result
-of his addition. Do not have him write the numbers as in previous
-exercises, for visualization, but only the total.
-
-Now, add the first two numbers of the first example, subtract the third
-and add the fourth, then write the total.
-
-In the second example let him add the first two, subtract the third and
-multiply by the fourth, write the answer.
-
-These exercises of manipulation can be varied in many ways. The length
-of the columns can be accommodated to the ability of the child.
-
- 10
- 12
- 9
- 16
- --
-
- 15
- 10
- 14
- 7
- --
-
-
-Learning Rules
-
-All rules should be worked out in examples or illustrations and
-visually impressed upon the child's mind. One visual impression is
-equal to about twenty repetitions. Many times children get the idea
-that the problem cannot be worked unless the exact "Rule in the book"
-is followed. See to it that your children get a broader idea and
-that they understand the reason for doing a thing. The training in
-mathematics, that is of most value after school days are over, is,
-where we understand the reason and have worked out for ourselves the
-correct result, independent of any set rule for working the problem.
-When helping the child at home give him practical examples from every
-day life as well as those in the book.
-
-
-Fractions
-
-The first step in fractions are often confusing to children, but need
-not be if they have been taught to be observing and to watch for the
-little aids which help over the difficult places.
-
-Nominator and Denominator are two confusing terms to many. If you will
-show the child that most of the fractions that he has to deal with are
-proper fractions, and that the Nominator, upper number, is smaller than
-the Denominator, lower number, and that the same relationship exists
-between the words.
-
- Nominator
- De-nominator
-
-The Denominator is the denomination of the fraction, the Numerator
-is the number of parts. Let the D of Denominator stand for Down and
-remember that it is Down (lower) part of the fraction.
-
-Many scholars have difficulty in giving the correct answer to the
-question, What are the three kinds of fractions? The following is all
-that is needed to fix the answer in mind.
-
-Give the PROPER answer. If you give the IMPROPER you will be MIXED.
-These capitalized words are the three kinds of fractions.
-
-Think of a fraction as a part of a whole. When the fraction becomes a
-whole, or more than a whole, it is Improper. It needs to be changed to
-make it a unit, or a Mixed fraction, a unit and a part.
-
-
-The Multiplication Tables
-
-These are a problem which every one has to work with and because the
-use of them requires speed to be most valuable there must be a certain
-amount of repetition in learning them.
-
-
-The Multiplication Game
-
-The aim is to teach children their multiplication tables by visual
-repetition and at the same time to introduce the game spirit, thus
-to increase the interest and to prolong the period of effort without
-fatigue.
-
-The child can work with these cards himself and thus by self
-instruction can learn this most difficult lesson of Arithmetic, and
-without any possibility of error, accuracy is insured.
-
-The equipment consists of a series of eleven pieces of cardboard about
-2×6 inches on which are printed in large black numbers the tables
-without the answers.
-
-A series of ten odd shaped cards is then made and the digits printed on
-them in bright red. The following are the suggested shapes for the ten
-digit cards.
-
-[Illustration]
-
-(Digit cards should not exceed one and one half inches in height.)
-
-The digit cards which are the correct answer to the table printed on
-the larger cards are then laid in the correct position and the shapes
-marked out. With a sharp knife cut out the shapes a trifle larger than
-the marked size of the digit card. The result is a card as illustrated,
-with the table and two holes of irregular shape into which the digit
-cards with the correct answer in bright red will fit. No other card but
-the correct one can be put into this opening, there is never any danger
-of the child seeing a wrong answer to the table.
-
-[Illustration]
-
-The only cards which can be fitted into this table are the two and the
-cipher making the correct answer 20. This card with the black 4×5= and
-the bright red answer 20 will make a strong impression upon the brain
-of the child, and by use of the strongest sense, that of sight. At the
-same time he can repeat the table audibly and gain the added advantage
-of the ear impression.
-
-Give the child only one set at a time so that he learns one table
-thoroughly. When he has learned it, mix the cards and place them one at
-a time in front of the child and see how many correct answers he can
-give without fitting the cards. In cases where there is hesitation have
-him fit the digit cards and make sure. See to it that he is accurate
-and certain.
-
-After one table is well mastered make a similar set of cards for the
-next table. If you do not wish to take time to cut out the irregular
-shaped holes for the digit cards, the place can be blackened and the
-digit cards laid carefully on. The cut outs are far better and well
-worth the little effort necessary to make them.
-
-For the tables up to 12's you will need the following number of digit
-cards; with these you will be able to work out any complete table of
-eleven cards. 10--1's; 8--2's; 6--3's; 6--4's; 10--5's; 4--6's; 4--7's;
-5--8's; 4--9's; 16--0's.
-
-After the child has learned two or three of the tables mix the cards,
-take any six and see how quickly he can fit the correct digit cards
-into place.
-
-Keep him playing with these cards until he can give the correct answer
-to any question and give the correct table as a whole. After the tables
-have been learned you can make many tests of speed and competitive
-games with several children of the same age or school grade.
-
-
-The Difficult Tables
-
-There are certain tables which seem harder for some than the others,
-yet there is often a difference as to which are considered most
-troublesome. The 2's, 3's, 5's, 10's, and 11's are easy for all of us.
-The 9's are as easily learned with the aid which follows. This leaves
-the 4's, 6's, 7's, 8's and 12's, remaining to work on. The combinations
-that are new in these tables are the following; all other combinations
-are known from the other tables:
-
- 4 × 4 = 16 6 × 6 = 36 7 × 7 = 49* 8 × 8 = 64*
- 4 × 6 = 24 6 × 7 = 42* 7 × 8 = 56 8 × 12 = 96
- 4 × 7 = 28* 6 × 8 = 48 7 × 12 = 84 12 × 11 = 132
- 4 × 8 = 32 6 × 12 = 72 12 × 12 = 144
- 4 × 12 = 48
-
-The first help in mastering these few necessary combinations is
-visualization. If you will print them in large figures and the answer
-in red, each table on a sheet or page by itself so that they can be
-handled and studied, they will form visual impressions that can be
-recalled with ease by almost any one. This is especially true of
-children at the ages when they will be learning these tables.
-
-Repetition seems the most valuable aid, but to be most advantageously
-applied it should be a combination of visual and auditory repetition.
-Let the child look at the tables in the large form in which you have
-made them, while he repeats them.
-
-Use addition and subtraction. In learning the tables there are always
-some which make a stronger impression and which the child will "never
-forget." Use these as starting points or bases of operation. For
-example, 4×5=20, all will recognize this at once. 4×4=16, just four
-less than twenty, and the subtraction will quickly give the correct
-answer. Also 4×6=24, or 4 more than the known point of 20. To take
-advantage of this it will only be necessary at first to learn 4×7=28
-in order to master the entire table of 4's. The 4×4, and 4×6, would be
-figured from 4×5=20, and the 4×8 from the 4×7, and the 4×12, from the
-known 4×11=44. With these known bases to work from it is only necessary
-to fix the one starred combination in each table in mind indelibly at
-the beginning, the others will be easily figured from the known bases
-and will become fixtures from use.
-
-
-The Table of 9's
-
-There is a peculiar combination of figures in this table of 9's, which,
-if once noticed and perceived, will make this one of the easiest of the
-tables.
-
- 9 × 2 = 18 (1 + 8 = 9)
-
- 9 × 3 = 27 (2 + 7 = 9)
-
- 9 × 4 = 36 (3 + 6 = 9)
-
- 9 × 5 = 45 (4 + 5 = 9)
-
- 9 × 6 = 54 (5 + 4 = 9)
-
- 9 × 7 = 63 (6 + 3 = 9)
-
- 9 × 8 = 72 (7 + 2 = 9)
-
- 9 × 9 = 81 (8 + 1 = 9)
-
- 9 × 10 = 90 (9 + 0 = 9)
-
- 9 × 11 = 99 (2 9's)
-
- 9 × 12 = 108 (1 + 0 + 8 = 9)
-
-Notice that the two digits of each answer always add up to make 9,
-and that each first digit of the answer is just one less than the
-multiple. For example, 9×5=45, the answer will begin with one less than
-the multiple 5, and the two digits of the answer must add to make 9,
-therefore it can be nothing but 4 and 5, or 45. This is true in all
-cases except 9×11 an already known answer, but also only 9's in this
-answer. This simple idea, when once understood, will master the table
-of 9's.
-
-Be sure that the children realize that 7×4 in the tables of 7's are the
-same in value as 4×7, so that the answer to 7×4 becomes familiar with
-learning the table of 4's. Ask the question both ways 7×4 and 4×7.
-
-
-The Tables of Weights and Measures
-
-Some of these we learn easily and always retain; some always seem
-confusing. These can be mastered by the use of the Number Code and the
-Visual picture combined. Some examples follow:
-
-24 sheets = 1 quire, and 20 quires = one ream. The picture of Two Dozen
-Squires in a Nice Room, will fix these figures and terms in mind. Two
-Dozen is 24, Squires is a reminder for Quires. Nice is 20 (2 is N and 0
-is C) and room a reminder for Ream.
-
-16-1/2 Feet = 1 Rod, 320 Rods = 1 Mile. Picture a Dish and a Half
-balanced on a Rod. Dish is your code word for 16 (1 is D and 6 is sh)
-and the Half Dish makes 16-1/2 Feet on (in) a Rod. Next--Many's the
-Rod in a Mile. Many's is 320 or the number of rods in a mile.
-
-30-1/4 Sq. Yards = 1 Sq. Rod. Picture--MISTER takes a yard stick and
-measures off a Sq. Rod. Mister is 3-0-1-4, or 30-1/4.
-
-160 Sq. Rods = 1 Acre. Picture--See a pile of Dishes out in the Acre
-being broken up by a rod. Dishes is 160 the number of Sq. Rods in an
-Acre.
-
-640 Acres in a Sq. Mile. Picture--Take the Shears and cut up the mile
-into squares. Shears is 640, the number of Acres in a Sq. Mile.
-
-792 Inches--1 Link. Picture--792 is Cabin, see the link hanging on the
-side of the cabin.
-
-4 Rods = 1 Chain. Picture--See 4 Rods wrapped around with a chain. 80
-chains = 1 mile. Your Code Word for 80 is Vase; put a chain around it
-and drag it a mile.
-
-A few picture associations like these will help in fixing the difficult
-points in mind. Associations which you make yourself will help you
-most. Be sure to repeat them at intervals; make them permanent.
-
-
-Pictures for Answers
-
-Familiarity with the Number Code given in the book on Memory, will
-aid the child in keeping the result of a problem. The numbers of the
-answer can quickly take the form of an object which can be translated
-again into the correct numbers. Many children will not be able to hold
-the visual picture of the digits for any length of time. There is
-considerable difference in the ability to hold the visual picture of
-the digit 127. Many children, and adults, will be far more accurate and
-remember longer if they see a TANK, which is easily translated by the
-Code into 127, when the answer is wanted.
-
-
-Learning Rules
-
-The exaggerated example illustrating the rule to be learned, will make
-its meaning clear and thus make the problem of learning it many times
-simpler than if it is learned as a group of words, the meaning of which
-is not always well understood. It is always best to understand the rule
-first and learn it afterwards. Use the suggestion given for learning
-verbatim and the exaggerated example as given in the suggestions in
-spelling. After you understand the rule it will not be difficult to
-memorize.
-
-
-Visualizing Geometry
-
-The Theorem in geometry should have the visual process applied to it in
-the same manner. Make a strong picture of the figure which illustrates
-it. For example:
-
- =The square on the hypotenuse of a right angle is equal to the sum
- of the square on the other two sides.=
-
-To visualize the figure, as illustrated, will aid in fixing this
-Theorem in mind. Do the same with others. Another example of
-emphasizing the important lines as in the Theorem:
-
-Two rectangles are to each other as the products of their bases by
-their altitudes.
-
-[Illustration]
-
-In the illustration below the bases and altitudes are emphasized to
-remind you of the fact that they are the factors to be dealt with.
-Notice that in the first pages of the Geometry all simple figures are
-illustrated as explained or defined. Learn to visualize the problem
-with your book closed, work until you can see it clearly, and you will
-understand it better.
-
-[Illustration]
-
-
-
-
-AIDS IN STUDYING CHEMISTRY
-
-
-Experiments in Chemistry are its most interesting phase. Let its
-problems take form in your visual mind and you will add to the
-enjoyment and also the ease of your understanding.
-
-A teacher of this subject, after appreciating the value and ease of
-visualization, worked out picture combinations of atoms which helped
-him greatly. He could see the two atoms of Hydrogen floating through
-the air and combining with the atom of Oxygen and could see the result
-of the combination.
-
-
-Using the Initialing Idea
-
-The ideas which have been given in this and the preceding books can
-be applied in many ways to the problems of any subject. There is
-no attempt on the part of the author to work out all applications,
-but merely to suggest a few possible ones and leave the rest to the
-student. Each will think of different methods, and those aids which
-each one works out for himself will be most valuable and most easily
-recalled.
-
-
-The Elemental Substances
-
-The six elemental substances of the organic world are: Carbon,
-Hydrogen, Nitrogen, Oxygen, Phosphorus, and Sulphur, which can be
-easily remembered by the following: The Organic World--Can Have No
-Other Principal Story.
-
-The initials of each of the words following "World" stand for one of
-the elements.
-
-
-Chemical Formulae
-
-Remembering of chemical formulae can be simplified very greatly by
-reducing the formulae to an idea using the initialing plan; for
-example, the formula for Wood Alcohol is CH3OH. This formula in
-itself has no meaning, and is difficult to carry in mind. By using
-the initials you can easily make some ideas which will represent this
-formula and help you to remember it, as for example: CAT HAD ham ON
-HAND. In this formula the C of Cat stands for Carbon, the H of Had
-for Hydrogen; Ham being a Code Word for 3 is indicative of 3 atoms of
-Hydrogen, and the O. H. is represented by the O and H of On Hand.
-
-The formula for Glycerine is C3H5(OH)3, and can be remembered by the
-following idea: COME HEEL O HAM. In this example notice that the first
-letter of the word initials the substance and the last letter the
-number of atoms by the number code. As COME: C for Carbon, and M for 3.
-HEEL: H for Hydrogen, and L for 5. O for Oxygen. HAM: H for Hydrogen,
-and M for radicle 3 times. Use whichever method suits you best.
-
-The formula for Carbolic Acid, C6H5OH, or CASH HAUL O, HAY. The formula
-for Benzine, C6H6, or CASH HASH.
-
-
-Hardness of Substances
-
-It is often valuable to know the degree of hardness of different
-substances, and these can easily be remembered by the following list.
-In degree of relative hardness the list is as follows, the hardest
-coming first.
-
- Diamond
- Corundum
- Topaz
- Quartz
- Iridium
- Apatite
- Bell Metal
- Boric Acid
- Rock Salt
- Kaolin
-
-Take Kaolin as a basis. The number opposite each substance in the
-following list indicates its comparative degree of hardness in relation
-to Kaolin:
-
- 1 Kaolin TIE See tie on Kaolin
-
- 2 Rock Salt SNOW Poured over Rock Salt
-
- 3 Boric Acid HOME Built of Boric Acid
-
- 4 Bell Metal WIRE Swinging a Bell
-
- 5 Apatite WHEEL With a big appetite for running
-
- 6 Iridium SASH Irritating the wearer
-
- 7 Quartz EGG Quartz taken from an Egg
-
- 8 Topaz IVY To pass the Ivy
-
- 9 Corundum WHIP Made Cora run
-
- 10 Diamond TOES Set with Diamonds
-
-In the list you have ten substances. Kaolin, the base, is 1, Rock
-Salt is 2, which indicates that Rock Salt is twice as hard as Kaolin.
-Iridium is 6, and six times as hard as Kaolin. Diamond is 10, which
-means that it is ten times as hard as Kaolin.
-
-Learning this list by picturing reminders with the word of the Code
-list will enable you to easily recall these ten substances and the
-degree of hardness compared with Kaolin.
-
-
-Atomic Weight Table
-
-Some students of Chemistry have learned the entire list of elements and
-their atomic weights. The following are a few examples of how the list
-can be arranged and learned. It will be excellent practice for you to
-use this method and make a list of your own.
-
- Element Code No. Reminder Wt. Code Word
-
- 1 Carbon TIE Carbine 12.005 Tin Sizzle
- 2 Hydrogen SNOW Hydrant 1.008 The Saucy Foe
- 3 Nitrogen HOME Night 14.01 Deer Sat
- 4 Oxygen WIRE Ox 16.0 Dash
- 5 Sulphur WHEEL Sulphur 32.06 Money Sash
- 6 Phosphorus SASH Fuss for us 31.04 Mad Sir
- 7 Sodium EGG Soda 23.0 Nome
- 8 Potassium IVY Pot 39.1 Mop It
- 9 Calcium WHIP Calsomine 40.07 Horse Sack
- 10 Iron TOES I Run 55.84 Lily Fire
- 11 Arsenic DOT Arson 74.96 Gray Page
- 12 Gold TOWN Gold 197.2 Dipping In
-
-
-Learning Foreign Vocabularies
-
-The principle of using a reminder can be applied with advantage in
-learning a foreign language. The majority may learn foreign words more
-easily and permanently by the Reminder Link. In this case the reminder
-is the connecting link between the English word and the foreign word.
-Those who usually learn foreign words only by laborious repetition will
-find a saving of time in learning by the reminder link.
-
-Spanish words:
-
- English Link Spanish
-
- cold freeze frio
- drink beer beber
- written inscribed escrito
- sing cantata cantar
- full complete completo
- sweet delicious dulce
- window ventilate ventana
- keep guard guardar
- sell vend vender
-
-
-Latin Vocabularies
-
-Latin is the base from which most modern languages are derived, and
-you will find in English a very large proportion of the words taken
-directly from the Latin source. This makes the learning of Latin
-Vocabularies simpler than any other.
-
-In a great many cases the word is a direct derivative and needs no
-reminder or intermediate step; for example, the Latin word ANIMAL is
-the same as in English, although pronounced differently; or Latin:
-ORNAMENTUM, and the English ORNAMENT. Be resourceful, draw upon your
-imagination. Note the following suggestions:
-
- English Reminder Latin
-
- boyish Puerile puer
- crown coronation corona
- free liberate liber
- land terrace terra
- dog canine canis
- think cogitate cogito
- mind mental mentis (gen.)
- running current curro
- pleasing gratifying gratus
- soldiers militia milites (pl.)
- teaching doctrine doceo
- more majority maior
- unending perpetual perpetus
- shortness brevity brevis
- time temporary tempora (pl.)
- faith fidelity fides
-
-German Vocabularies become very much less difficult if you search for
-an intermediate step or reminder:
-
- English Link German
-
- fork gobble gabel
- coffee-pot coffee-can kaffekanne
- amusing comical komisch
- ancient old timer alterthuemlich
- easy light leicht
- meat flesh fleisch
- writing scribed schreiben
- gloves hand shoe handschuh
- quilt bed cover betdecke
- walking going gehen
- stove oven ofen
- flowers blooms blumen
-
-
-Studying Music
-
-The visual memory is the best memory for music. Many of the better
-musicians who learn music readily and remember it well have the visual
-memory. They can see the page, the bar, and the notes in the mind's
-eye. This ability can be developed in the child by the use of the
-exercises for visualization given in the first book. When the child
-begins to study music give part of the time to practice of visualizing
-and memorizing music.
-
-First, teach him to visualize a perfect clef. Draw imperfect ones on
-paper or slate and have the child tell what is the matter with them.
-Draw different notes and have him become thoroughly familiar with them
-by reproducing them. Have him draw the whole, half, quarter, and eighth
-notes, etc.
-
-Teach the child the division of time by grouping the notes with
-reference to beats. Write a line of notes and have him divide them into
-groups of whole note value. Then indicate a certain time to be followed
-and have him divide other rows of notes into bars in accordance with
-the time indicated.
-
-Teach the child the different rests by the same visual process. Have
-him write bars of music using the different rests and completing the
-bar of given time by filling in with the proper notes. Teach the use of
-sharps and flats and the difference in signatures by the same visual
-process. Let all practice be simple in the beginning and increase in
-complexity as he grows older.
-
-Teach the child to combine the use of the eye and ear in musical
-practice. Have him transfer ear impressions to visual ones by seeing
-the notes on a staff as he hears the tone. Write a few bars of a
-familiar tune and have the child tell what it is.
-
-Another application of the visual memory is to look carefully at the
-staff, then close the eyes and see it in the mind's eye, then look
-back and correct and improve the picture. Another plan is to see the
-staff exaggerated in size, covering the entire wall of the room. This
-exaggerated picture can be colored according to the above suggestions.
-
-It will be helpful to take the piece which is to be memorized, and
-after fixing the picture of it in mind write it upon a blank staff.
-Keep improving this written copy of music, writing only that part of
-the score which is seen clearly. These methods will help to improve the
-visual ability to carry a picture of the page; and continuous practice
-with them will help in improving the ability to memorize in this way.
-
-Be systematic in all your efforts. It is best first to memorize the
-words, then the air, then the technical part. A thorough understanding
-of the composition and its general plan will be of assistance.
-
-In learning songs apply the principles given in the second book, and
-learn the words thoroughly. This will enable you to devote all of your
-time and attention to the technical part of the music. When you do not
-know the words thoroughly your attention is divided between learning
-the technical part of the music and recalling the words. Better master
-one thing at a time and do that well.
-
-
-Speaking in Public
-
-When you have trained your child's memory and created in his mind a
-feeling of confidence that he can remember what he wishes to say, there
-will be very little embarrassment connected with speaking in public.
-
-Teach the child to use the Hitching Post idea in all matters of public
-speaking.
-
-This subject was covered in Book Two and the following sample outline
-of the points of a talk "Hitched" to the Code Words will be helpful.
-
-A patriotic speech made after the Declaration of War with Germany.
-
- 1 (Tie)--Volunteering for Service.
-
- Young men are taking off their ties and waving them in the air
- rushing into the Enlisting Office.
-
- 2 (Snow)--Great Need of Shipbuilders.
-
- A partly built ship covered with snow which men are shoveling away
- so others can go on with the work.
-
- 3 (Home)--Public Speakers for Propaganda.
-
- Speakers going from home to home calling out to people and
- addressing them.
-
- 4 (Wire)--Conservation of Food.
-
- Boxes of food being wound around with wire so that they cannot be
- wasted.
-
- 5 (Wheel)--Stopping Criticism of Government.
-
- Setting a lot of men gagged and bound upon a large wheel.
-
- 6 (Sash)--Increasing Production.
-
- Factory boss offering a wide, red, white and blue sash to the
- worker who makes the greatest increase in production.
-
- 7 (Egg)--Lend Your Savings.
-
- Putting your savings in a large Egg and taking out Liberty Bonds.
-
-Be original and make an effort. You will soon learn that these simple
-pictures will recall the points of the talk in the order in which you
-have arranged them. The hint is all the mind needs, if it gets the
-right start you will be able to say what you wish.
-
-
-Review Your Studies
-
-An excellent method of mental development is to make a practice of
-recalling the occurrences of the day each evening. This is especially
-important for students. Time should be taken to sit quietly and
-review the facts and ideas of the day's lessons. Here is an excellent
-opportunity to urge your mind to think them over for yourself. There
-can be little growth of knowledge without independent thinking.
-
-Review as much in detail as possible all of today's lessons before
-starting on the new. One reason you do not remember more of what you
-see, read, or hear, is that you do not review it. Reviewing carefully
-will very largely increase your stock of knowledge. It is not
-unreasonable to expect that some of the facts or experiences of the
-day's work and lessons will later become as important and valuable as a
-business man's papers. He does not hesitate to take time in the middle
-of the day to file these papers, or even to carry them to the vault.
-Teach the child to take a few minutes in the evening and review the
-occurrences of the day and you will be surprised to see his mind begin
-to take on the retentive power of a vault.
-
-The necessity of repetition will never be eliminated; it may by better
-methods be reduced to a minimum, but cannot disappear entirely. Some
-knowledge must be so familiar that it can be used habitually (by the
-subconscious mind) without the necessity of conscious effort, and this
-cannot become true without repetition.
-
-
-Review Improves Observation
-
-Another result which is far from unimportant is the fact that this
-effort will develop the ability and the inclination to take notice of
-things as they transpire. Many examples can be given of the extreme
-value of this exercise, as the experiences of Thurlow Weed. He had the
-ambition to become a politician, but lacked one necessary requisite--a
-retentive memory. The above idea was suggested to him by his wife.
-Mr. Weed practiced by recalling to his wife in the evening all the
-circumstances and happenings of the day. He was so greatly repaid for
-this effort that he continued this for many years. Mr. Weed says,
-"I am indebted to this discipline for a memory of unusual tenacity.
-I recommend this practice to all men who wish to store up facts and
-expect to have much to do in influencing men."
-
-
-A Word to the Student
-
-The greatest lesson of education is thought. The thing you should
-be striving for and working toward is the ability to think clearly,
-logically and deeply. One of the greatest aids is the knowledge which
-is stored in your brain and which you are all able to recall at will.
-
-Your brain is not like sticking plaster, it is like putty; you must
-make an impression of the things you wish to retain. To make these
-impressions will always require an effort, no help will ever be devised
-which will enable you to remember without effort.
-
-The ideas given to you in this book are aids, and you should become
-able to use them as such. The principles of memory are scientifically
-accurate and you need to become familiar with them and to use them to
-add to your success in study and progress.
-
-Do not be like the carpenter who "is too busy to sharpen his tools," or
-like the drowning man who refused to grasp the rope because he feared
-it was not strong enough.
-
-Use every idea that proves helpful and apply it in every possible way.
-There is no intent to give here all of the applications, but merely
-to give principles and to suggest one or two ways in which they have
-been used. The applications that are of most value to you are those you
-make for yourself. The principles will cover every need, if you will be
-resourceful in their use.
-
-
-Get Out of the Rut
-
-Make an effort. Insist upon your brain waking up and "getting on
-the job" and doing its share. The old method of "learning by heart"
-requires a maximum of time and mental effort.
-
-This visual method requires only a minimum of time and mental effort.
-
-Time is of the utmost value to you. Dr. James tells us that over
-seventy-five per cent of our Mental power is dormant, asleep. Stir
-yourself. Put a Maximum of Mental Effort into a Minimum of Time;
-develop an accurate and retentive memory--a worthy servant to be at all
-times relied upon--the very foundation of your success. You can work
-wonders with yourself by intelligent and persistent effort.
-
-The Capacity of the Visual Memory is Unlimited.
-
-Faith is the Atmosphere in which Success lives.
-
-Kill Mental Laziness. It has always been fatal--it is as deadly NOW!
-
-
-It Can Be Done
-
- Somebody said that it couldn't be done,
- But he with a chuckle replied,
- That maybe it couldn't, but he would not be one
- To say so until he tried.
- So he buckled right in with a bit of a grin
- On his face; if he worried he hid it,
- He started to sing as he tackled the thing
- That couldn't be done--and he did it.
-
- Somebody scoffed, "Oh, you'll never do that--
- At least, no one ever has done it,"
- But he took off his coat and he took off his hat,
- And the first thing we knew he'd begun it.
- With a bit of a grin and a lift of his chin
- Without any doubting or quit it
- He started to sing as he tackled the thing
- That couldn't be done--and he did it.
-
- There are thousands to tell you it cannot be done,
- There are thousands to prophesy failure,
- There are thousands to point out, one by one,
- The dangers that wait to assail you;
- But just buckle in with a bit of a grin,
- Take off your coat and go to it;
- Just start in to sing as you tackle the thing
- That cannot be done--and you'll do it.
-
- --Edgar Guest.
-
-While you are thinking it can't be done--somebody else is doing it.
-
-
-
-
-CHAPTER TWO
-
-
-In this last chapter will be given applications of the memory
-principles which have been made by students. Some will be helpful to
-you, others will suggest ideas which you can change and adapt to your
-own problems.
-
-
-Value of Forgetting
-
-Sometimes it is of as great value to be able to forget as it is to be
-able to remember. You have seen that each time you review a mental
-impression it becomes stronger and more deeply implanted in the brain.
-When using your Hitching Post for temporary purposes refuse to see the
-pictures after having used them, and your Hitching Posts will be free
-for filling any other information.
-
-The unfortunate or embarrassing situations of life which you wish to
-eliminate from your mind can be forgotten by the same process. Each
-time you allow this circumstance to enter your mind you see again the
-conditions which you are trying to forget. This is just the thing you
-should not do. Each time you rehearse the subject you drive it deeper
-and deeper into your mind.
-
-To forget you must refuse to review or to revisualize. There must
-be an utter absence of this circumstance from your mind. This will
-require some determination upon your part, and a little application of
-WILL POWER, but it is not a difficult thing to accomplish. The best
-method of eliminating a troublesome thought is to fill your mind with
-a pleasant one. When there is a tendency to recall that which you wish
-to forget do not deny it, but rather begin immediately to think of
-something entirely different and keep your mind continuously upon the
-new thought and the old will be completely eliminated.
-
-
-To Remember Playing Cards
-
-Those who are interested in card playing will find in the following
-idea an excellent method of entertaining friends. It will also prove
-valuable in playing certain games, and above all, it is good practice
-for the development of your memory.
-
-Remembering all the cards of a shuffled deck in proper order is an
-application of the Hitching Post idea and the Number Code. Have a word
-to represent each card in the deck, beginning with the first letter of
-the series and ending with the Code Letter for the number of the card.
-For example HEAD would represent 1 of Hearts, H for Heart, and D the
-Code Letter for 1.
-
-In this way the 2 of Hearts would be represented by Honey; the word Hem
-would stand for the 3 of Hearts. The word Hero would stand for the 4
-of Hearts.
-
-In the same way a list of words may be made to represent the Spade
-cards, each word beginning with S to stand for the Spades, and ending
-in a letter of the number Code to represent the number of the card.
-
-A similar list may be made for the Club cards, beginning with C for
-Clubs and for the Diamond cards beginning with D.
-
-The following list of words has been prepared to cover the entire deck:
-
-
-Card Words
-
- Cards Spades Hearts Clubs Diamonds
-
- Ace Seat Head Caddy Dad
- 2 Sun Honey Coon Dawn
- 3 Seam Hem Comb Dam
- 4 Soar Hero Cur Deer
- 5 Sail Heel Coal Duel
- 6 Sage Hash Cage Ditch
- 7 Sack Hog Cake Dyke
- 8 Safe Hive Cave Dive
- 9 Soup Hobo Cap Daub
- 10 Seeds Hods Cuts Deeds
- J Statute Heated Cadet Dotted
- Q Stein Hidden Cotton Detain
- K Steam Hit'em Cut'em Daytime
-
-By use of these words it is not difficult to take a deck of cards
-previously shuffled by some one, and to learn the position of each card
-in the pack. The first card will be represented by its corresponding
-word and visually associated with the first word of the Code List Tie.
-For example, the first card you find in the pack is the 6 of Hearts,
-which is represented by the word HASH, and you simply make a picture of
-a TIE & HASH.
-
-The second card might be the 4 of Clubs, which is represented by the
-word Cur, and made into a picture with the second word of the Code
-List, Snow.
-
-The third card might be the 3 of Spades, in which case you would make a
-picture of Home and SEAM.
-
-In a similar manner proceed to make a visual picture for each card
-in the pack, as you come to it, with the following word of your Code
-List. Then when you have gone as far as you wish, pick up the cards,
-being careful to keep them in the order in which you have learned them,
-holding them with their backs to you and their faces to those who are
-watching. In order to name the first card simply recall your picture
-with Tie which will bring to mind the word HASH, which stands for the 6
-of Hearts. The second card will be Snow and CUR for the 4 of Clubs. The
-third card will be Home and SEAM or the 3 of Spades.
-
-With practice you will be able to take the fifty-two cards of the
-deck. At first it is advisable to take only twenty or twenty-five, so
-that you can recall your pictures soon after they have been made. The
-more cards you take, the stronger picture you must make to hold it
-accurately in mind without review.
-
- =When the Pictures Is Clear and Vivid the Memory Is Dependable.=
-
-
-Mastering Robert's Rules of Order
-
-Everyone should be well posted regarding precedence of motion in
-Parliamentary Law. You may be called upon to decide such questions at
-any time. The worries of officiating in public will be reduced to a
-minimum if you will learn the proper sequence of motions through the
-following suggestions. It will require but a few minutes to do this.
-The following is a list of motions given in the order in which they
-take precedence. The motion which has precedence over all others is the
-motion, To Fix the Time to Adjourn, and is Number 1. The motion which
-takes precedence over all motions, except Number 1, is the motion, To
-Adjourn, and is Number 2.
-
-
-Privileged Motions
-
- 1--To fix the time to adjourn (non-debatable).
- 2--To adjourn (non-debatable).
- 3--Questions of privilege (debatable).
-
-
-Incidental Motions
-
- 4--Call for orders of day (non-debatable).
- 5--Appeal (debatable).
- 6--Objection (non-debatable).
- 7--To read paper (non-debatable).
- 8--Leave to withdraw motion (non-debatable).
- 9--To suspend the rules (non-debatable).
-
-
-Subsidiary Motions
-
- 10--To lay on the table (non-debatable).
- 11--The previous question (non-debatable).
- 12--To postpone to a certain day (debatable).
- 13--To refer to committee (debatable).
- 14--To amend (debatable).
- 15--To postpone indefinitely (debatable).
- 16--Main or principal motion (debatable).
-
-In order to learn the sequence, it is simply necessary to make a
-Reminder Picture of the motion, and Hitch it to the corresponding
-number, which of course, must be represented by the words in your Code
-List. For this purpose the following pictures are suggested, using the
-list of Code Words. The pictures given here are merely suggestions.
-Make any pictures which will serve to call the motion to mind.
-
-1--TIE.--To Fix the Time to Adjourn.
-
-See some men seated around a table playing a game of cards. The prize
-for the winner is a large red TIE lying on the table. One man points to
-the clock and says, "We will play until ten-thirty o'clock, and then go
-home." The TIE stands for 1, and the picture suggests fixing the time
-to adjourn.
-
-2--SNOW.--To Adjourn.
-
-See some people seated around a dinner table. Their attention is
-directed to the fact that it is snowing and they all rise and go home.
-
-3--HOME.--Questions of Privilege.
-
-See some people leaving a meeting and starting HOME, other jumping up
-and objecting, raising the question of their privilege to leave.
-
-4--WIRE.--Call for Orders of Day.
-
-See a messenger boy all bound up with WIRE, calling the orders of the
-day.
-
-5--WHEEL.--Appeal.
-
-See a man waving a WHEEL to gain attention and calling for an appeal.
-
-6--SASH.--Objection to the Consideration of the Question.
-
-See a member of the assembly pulling another away by a SASH, to keep
-him from getting a chance to ask a question which he wishes to have
-considered. The first man objects to the consideration of the second
-man's question.
-
-7--EGG.--The Reading of Papers.
-
-See an officer taking the papers out of a large EGG shell and reading
-them.
-
-8--IVY.--Leave to Withdraw Motion.
-
-See a man reaching over with a piece of IVY and trying to get a copy of
-the motion off from the desk.
-
-9--WHIP.--To Suspend the Rules.
-
-See a WHIP dangling a ruler suspended at its end.
-
-10--TOES.--To Lay on the Table.
-
-See a member come up and put his TOES on the table.
-
-11--DOT.--The Previous Question.
-
-See a man trying to cover the previous question with a large DOT.
-
-12--TOWN.--To Postpone to a Certain Day.
-
-See a town with posters all over it, with a large date referring to a
-day set for meeting.
-
-13--DIME.--To Refer to Committee.
-
-See a committee standing up in line and a large dime being handed to
-them.
-
-14--DEER.--To Amend.
-
-See some hunters trying to mend the DEERS antlers.
-
-15--TOWEL.--To Postpone Indefinitely.
-
-A TOWEL is rolled up and placed on a high shelf, its use is
-indefinitely postponed.
-
-16--DISH.--The main or Principal Question.
-
-See a large DISH carried in and put in the middle of the table,
-indicating that it is the principal dish.
-
-The question of whether or not these motions are debatable is an
-important one. You will notice that each question is marked "debatable"
-or "non-debatable." The easiest way to fix this in mind is to take them
-in groups. Notice that the motions from 1 to 11 are non-debatable, and
-that the motions from 12 to 16 are debatable.
-
-The exceptions to this fact are the motions 3 and 5 which are
-debatable. In our Number Code M stands for 3 and L for 5, represent
-the motions 3 and 5, by M and L, made into the word MULE. These are
-debatable, or can be "kicked" about, which idea is easily associated
-with MULE. This will always keep in mind that the only debatable
-motions of the first set are the motions Mule.
-
-Another question is, which motions require a two-thirds vote to carry?
-They are the motions 6, 9 and 11. These three Numbers are represented
-by the words SASH, WHIP and DOT, which can easily be fixed in mind.
-
-Whether the motion, TO LAY ON THE TABLE, or the motion, TO SUSPEND
-RULES, should have precedence can be decided by referring to your
-pictures. To suspend the Rules brings the picture of the Whip
-Suspending the Ruler from a string. To lay on the Table brings the
-picture of a man putting his Toes on the Table. Whip is 9 and Toes is
-10, therefore you know that to Suspend the Rule has the precedence.
-
-
-Aids for Bible Students
-
-Many very helpful ideas for Bible study may be worked out by combining
-the different principles you have been studying in memory development.
-The whole Bible can become one great, moving Panorama. The picture can
-contain all the detail which you wish to remember.
-
- =The More Detail the Picture, the More Complete and Accurate Your
- Memory.=
-
-
-Books of the Old Testament
-
-The following Reminder Picture story will aid in learning the sequence
-of the books of the Old Testament.
-
- Genesis asked to leave a number of duties
- Genesis Exodus Leviticus Numbers Deuteronomy
-
- And for Joshua to Judge Ruth. Samuel saw Saul
- Joshua Judges Ruth 1 Samuel 2 Samuel
-
- First and Second Kings Chronicle a crisis for Ezra
- 1 and 2 Kings 1 Chronicle 2 Chronicles Ezra
-
- Nehemiah. Esther's Job with Psalms and Proverbs is to
- Nehemiah Esther Job Psalms Proverbs
-
- equalize the Songs of Solomon for Isaiah and Jeremiah.
- Ecclesiastes Song of Solomon Isaiah Jeremiah.
-
- The lamentations of Ezekiel dared Hosea and Joel
- Lamentations Ezekiel Daniel Hosea Joel
-
- to be a most Obedient Jonah. Micah and Nahum
- Amos Obadiah Jonah Micah Nahum
-
- had a cook Zephaniah haggard from carrying a
- Habakkuk Zephaniah Haggai
-
- sack of rye a mile.
- Zechariah Malachi.
-
-
-New Testament
-
-The following story will help in learning the books of the New
-Testament.
-
- Matthew and Mark like the way John acts
- Matthew Mark Luke John Acts
-
- with Romans and one or two Corinthians. The
- Romans 1 and 2 Corinthians
-
- Galatians at Ephesus fill a Colossal
- Galatians Ephesians Philippians Colossians
-
- first and second thesis two times.
- 1 and 2 Thessalonians 1 & 2 Timothy
-
- When Titus follows men He brews Games for two
- Titus Philemon Hebrews James 1 & 2.
-
- Peters, three Johns and Jude's relation.
- Peter 1,2,3 John Jude Revelation.
-
-
-Location of Passage
-
-The location of a verse can be fixed in mind by the use of Reminders
-and the Number Code. For example, remember the idea, "THE APOSTLES MADE
-A DOZEN." In this sentence "made" stands for Matthew, "dozen" stands
-for 10 and 2; or the Apostles are named in Matthew 10:2.
-
-The names of the Apostles can be easily remembered by the following
-Reminder Story:
-
- Peter and James join Philip Bartholomew
- Peter Andrew James John Philip Bartholomew
-
- to make Matthew James Thaddeus Zion's Justice.
- Thomas Matthew James Thaddeus Simon Judas.
-
-To remember where to find the Ten Commandments remember the two words
-"Extra Nice." Extra is a reminder for Exodus and Nice stands for 20th
-Chapter.
-
-The story of the Prodigal Son found in the 15th Chapter of Luke is
-easily remembered by the idea, "PRODIGAL SON LOOK DAILY." Look is a
-reminder for Luke, and Daily stands for 15th Chapter.
-
-The idea that the fond father looked daily for the Prodigal Son will be
-easily remembered.
-
-
-Rhyme Often Helpful
-
-In every case possible take advantage of the fact that rhyme is easy to
-remember. There are many examples of this fact which have aided you in
-the past, as for example:
-
- "Thirty days has September,
- April, June and November," etc.
-
-There are many other common examples. The following is a good
-illustration of how information can be arranged in rhyme and thus aid
-materially in fixing it in mind.
-
-
-Grammar by Rhyme
-
- Three little words you often see
- Are Articles A, AN, THE.
-
- A Noun's the name of anything.
- As SCHOOL or GARDEN, HOOP or SWING.
-
- Adjectives tell the kind of noun,
- As GREAT, SMALL, PRETTY, WHITE or BROWN.
-
- Instead of nouns the Pronouns stand:
- HIS head, HER face, YOUR army, MY hand.
-
- Verbs tell something to be done:
- To READ, COUNT, LAUGH, SING, JUMP or RUN.
-
- How things are done the Adverbs tell:
- As SLOWLY, QUICKLY, ILL or WELL.
-
- Conjunctions join the words together,
- As men AND women, wind OR weather.
-
- The Preposition stands before
- The noun, as IN or THROUGH the door.
-
- The Interjection shows surprise,
- As OH! How pretty! AH! How wise!
-
- The whole are called nine parts of speech
- Which reading, writing, speaking teach.
-
-
-Learning the Telegraphic Code
-
-An interesting and valuable application of the A, B, C, Hitching Posts
-and Visualization is made on the following pages as a basis of learning
-the International Code as used by the army and navy.
-
-Many persons have learned the code in a few hours by this method, where
-it has taken days to master it by repetition. The Morse Code has only a
-few changes and can be learned by the same plan.
-
-
-The Code in Pyramid Signal Form
-
- 1 2 3 4
- E. T_ R._. K_._
- I.. M_ _ L._.. Y_._ _
- S... O_ _ _ P. _ _. C_._.
- H.... X_.._
-
- A._ N_. U.._ G_ _.
- W._ _ D_.. F.._. Z_ _..
- J._ _ _ B_... V..._ Q_ _._
-
-Note the Pyramid arrangement of the signals in groups of three and
-four. Also note that the signals in columns 1 and 3 begin with DOTS,
-and those in columns 2 and 4 begin with DASHES. Note that the signals
-in the adjacent columns are opposite. A is ._; opposite in the adjacent
-column is _. N.
-
-Learn the signals in groups as arranged.
-
-As it is more difficult to translate from signal to letter, the
-following instructions are based upon learning from signal to letter.
-To learn in this manner will shorten the time necessary in becoming
-able to "receive" messages. Follow the instructions closely.
-
-
-How to Learn the Code
-
-Each DOT or DASH of the signal is to be represented by an object which
-you can see or visualize. The alphabet letter is represented by an
-Object beginning with that letter.
-
-The signal objects and the letter objects are then grouped into a
-picture. This picture visualized and reviewed a few times can easily be
-recalled either from letter to signal, or from signal to letter.
-
-In all signals beginning with a DOT or DOTS, the dots are represented
-by big Yellow Oranges and the dashes by thick board Planks.
-
-In all signals beginning with a DASH or DASHES, the dashes are
-represented by Baseball Bats, and the dots by big red Apples.
-
-
-Picture Illustration
-
-[Illustration]
-
-A in this picture is represented by an ANT. The dot is represented by
-an ORANGE on which the PLANK is resting, the plank represents the dash.
-Down the plank walks the Ant. See the picture and the motion of the Ant
-walking on the plank. See all pictures large in size and in motion. To
-close your eyes will help you to see the picture clearly. In each case
-make a large Moving Cartoon of the objects. Review by seeing the same
-picture each time.
-
-ANT--ORANGE--PLANK, ._ is A.
-
-B is Honey Bee, with a BAT (dash) batting three APPLES (dots) along the
-ground. See the BEE--BAT--APPLE--APPLE--APPLE. _... is B.
-
-C is a Cannon out of which is being shot a BAT (dash),
-an APPLE (dot), a BAT (dash) and an APPLE (dot). See the
-CANNON--BAT--APPLE--BAT--APPLE. _._. is C.
-
-In the same manner see clearly the pictures described for the code
-signals following.
-
-. E, an Orange balanced on the smokestack of an Engine, . is E.
-
-.. I, two Oranges rolled at an Ink bottle. See ink spilled on the
-oranges, .. is I.
-
-... S, three Oranges sticking in a Snowdrift. See bright yellow
-oranges, ... is S.
-
-.... H, four Oranges, one between each of the fingers of your Hand,
-.... is H.
-
-._ A, an Orange, a Plank, and an Ant, as pictured above.
-
-._ _ W, an Orange with two Planks leaning on it, a Wolf runs up one
-plank and down the other, ._ _ is W.
-
-._ _ _ J, a Jockey picks up a big yellow Orange and carries it across
-the street by walking upon three Planks laid zig-zag, ._ _ _ is J.
-
-._. R, an Orange on each end of a Plank, a Rat is carrying the Plank in
-his mouth, ._. is R.
-
-._.. L, an Orange on the left end of a Plank and two Oranges on the
-other end, all are balanced on the back of a lamb, ._.. is L.
-
-._ _. P, an Orange placed on the ground by a Pig, he then walks across
-two Planks and places an Orange at the other end, ._ _. is P.
-
-.._ U, two Oranges floating on the sea, up comes a U-boat, pushes them
-apart and crashes into a Plank, .._ is U.
-
-.._. F, two Oranges left on the end of a Plank and one on the other
-end, a Fire burns the Plank in two, see the Oranges roll into the Fire,
-.. _. is F.
-
-(Note the difference in location of the two oranges in L and F.)
-
-..._ V, three Oranges hanging on a Vine, you take a Plank and knock
-them off, ..._ is V.
-
-_ T, a Bat used for pounding Tea leaves, _ is T.
-
-_ _ M, two Bats being swung in the air by a wild Monkey, _ _ is M.
-
-_ _ _ O, three Bats stacked on end, along comes an Owl and carries them
-away, _ _ _ is O.
-
-_. N, a Bat being used to knock an Apple from a tree by a Nun, _. is N.
-
-_.. D, a Bat used to bat two Apples against a Door, _.. is D.
-
-_... B, a Bat and three Apples pictured with a Bee, as given above,
-_... is B.
-
-_._ K, a Bat sticking on one side of a Kettle and a big Apple between
-it and another Bat on the other side of the kettle, _._ is K.
-
-_._ _ Y, a Bat used to bat an Apple into the YMCA hut, two fellows
-inside pick up two more Bats and swing at the Apple as it passes, _._ _
-is Y.
-
-_._. C, a Bat, an Apple, a Bat and an Apple, pictured with a Cannon
-above, _._. is C.
-
-_.._ X, a Bat, two Apples and a Bat laid out upon a table to be
-photographed by an X-Ray machine, _.._ is X.
-
-_ _. G, two Bats leaning together with an Apple placed on top, along
-comes a Goose and grabs the Apple, _ _. is G.
-
-_ _.. Z, two Bats with two Apples tied on the other end and swung over
-the back of a Zebra, the Bats on one side, the Apples on the other, _
-_.. is Z.
-
-_ _._ Q, two Bats and an Apple roll into a Quilt and swung on the end
-of another Bat to carry over your shoulder, _ _._ is Q.
-
-Go over the pictures a section at a time as pyramided. See them in
-large size and in motion. Do this several times. Have some one call
-the signal to you. See the ORANGES and PLANKS, or the BATS and APPLES
-and the picture they form. The object pictured with them brings the
-corresponding letter to you.
-
-Note that all signals beginning with a DOT are pictured with ORANGES
-and PLANKS. All signals beginning with a DASH are pictured with BATS
-and APPLES.
-
-By this simple method you are guided at once to your picture. When this
-signal is given .._ at once you know it is two oranges and a plank.
-This brings the picture of the U-boat dashing between the oranges and
-striking the plank. After a few repetitions the process will become
-instantaneous.
-
-Go over the alphabet forward and backward and in each case SEEING and
-speaking the object used to represent the letter. Thus:
-
- A--Ant
- B--Bee
- C--Cannon
- D--Door
- E--Engine
- F--Fire
- G--Goose
- H--Hand
- I--Ink
- J--Jockey
- K--Kettle
- L--Lamb
- M--Monkey
- N--Nun
- O--Owl
- P--Pig
- Q--Quilt
- R--Rat
- S--Snow
- T--Tea
- U--U-Boat
- V--Vine
- W--Wolf
- X--X-Ray
- Y--YMCA
- Z--Zebra
-
-For practice go over the alphabet and see the object and picture of the
-signal. Thus, A is Ant, see the ant walking down the plank which is
-resting on the orange. Repeat the signal A ._ Orange, Plank. Do this a
-few times till all pictures are clear and come quickly.
-
-Let all your alphabetical practice be by seeing the picture and
-speaking the signal. Thus, A, see the picture and speak the signal,
-Dot, Dash.
-
-See to it that most of your practice is from signal to letter. This is
-"receiving" and requires the most practice.
-
-In your odd moments go over signals, thus, _ _._ two bats, an apple and
-a bat (wrapped in a Quilt) Q.
-
-._ _ an orange and two planks (the Wolf walks over) W.
-
- =Pictures insure accuracy, depend upon the picture. Practice is
- the only possible method for developing speed.=
-
-
-The Knight's Tour
-
-Chess players find a great deal of interest and amusement in being able
-to remember the moves necessarily made by the Knight in touring the
-board, stopping once on each square, and never more than once on any
-square.
-
-One of our great mathematicians put in a great deal of time working out
-the proper moves of the Knight in touring the board in this manner. It
-is a simple matter for the memory student to keep in mind the necessary
-moves in their proper order. This would be an almost impossible feat
-without the aid of your number code, as there are sixty-four different
-moves to be made by the Knight in this tour.
-
-The problem is to call from memory each move of the Knight, beginning
-either at square No. 1, or in fact any square of the board. Notice
-that the squares are numbered from 1 to 64, each row of squares always
-numbering from left to right. The following cut illustrates the method
-of moves. The Knight always moves two squares in one direction, and one
-in the other, indicated by a diagonal line drawn from 1 to 11, and from
-11 to 5. Thus you will see, beginning with square No. 1 that the move
-of the Knight will be as follows:
-
- 1, 11, 5, 15, 32, 47, 64, 54, 60, 50, 35, 41, 26, 9, 3, 13, 7, 24,
- 39, 56, 62, 45, 30, 20, 37, 22, 28, 38, 21, 36, 19, 25, 10, 4, 14,
- 8, 23, 40, 55, 61, 51, 57, 42, 59, 53, 63, 48, 31, 16, 6, 12, 2,
- 17, 34, 49, 43, 58, 52, 46, 29, 44, 27, 33, 18 and back to 1.
-
-[Illustration]
-
-To remember these moves in their proper order is an excellent
-application of the Hitching Post idea, and use of the Code List
-representing the moves in consecutive order as 1, 2, 3, 4, etc., and
-any word with it that will represent the number of the square to which
-the Knight is to move. The list following begins with the first square
-as the starting place:
-
- Tie and Hut Town and Riot
- Snow and Dude Dime and Hinge
- Home and Owl Deer and Ape
- Wire and Doll Towel and Ham
- Wheel and Maine Ditch and Team
- Sash and Rug Duck and Oak
- Egg and Cherry Taffy and Snare
- Ivy and Lawyer Depot and Imp
- Whip and Chess Nose and Latch
- Toes and Lace Net and China
- Dot and Mill Nun and Reel
-
-Follow on through the sixty-four moves using the code words for the
-sequence of the move and any words you wish that stand for the number
-of the squares on the board.
-
-When you have pictured all the objects together, the first object will
-keep the sequence of the moves clearly in mind, and the second will
-reveal the number of the square to which the Knight is to move. You can
-very quickly go over the pictures and give the moves of the Knight.
-The first move, Tie, begins with Hut or square No. 1. The second move,
-Snow, is Dude or square 11; the third move, Home, is Owl, or square 5;
-the fourth move, Wire, is Doll, or square 15; the fifth move, Wheel, is
-Maine, or square 32. Each move is represented by the picture which you
-have with the succeeding word of your code list.
-
-As soon as you are familiar with these pictures you can begin with any
-square designated. If you are asked to begin with square 24 you know
-that 24 is Snare, which is pictured with Taffy. Taffy is 18, so you
-begin with the 18th move.
-
-
-Knight's Tour by Story
-
-Another method of following the Knight's tour is to learn the following
-story, the words of which are based upon the Number Code, each word
-giving the number of the square to which the Knight should move next.
-The story begins with the square 1. After you have learned the story,
-go over it and instead of saying the words, speak the number of the
-square as represented by the word of the story. This first sentence
-is an example: The TIDE IS LOW, a TALL MAN is ROWING. These words
-represent the following figures: 1, 11, 5, 15, 32, 47.
-
-First learn the story, then practice until you are able to go over
-the whole thing and speak the figures 1, 11, 5, etc. After you are
-thoroughly acquainted with the number values of the words you can
-allow the persons looking on to select any square on the board as the
-starting place. For instance, if square 32 should be selected you would
-know that the word MAN stands for 32, and so you would begin with MAN.
-The next move would be the next word, ROWING (47), and so on through
-the story. When you come to the end of the story you must go back to
-the beginning and work forward to the word MAN, so as to cover the
-entire board.
-
-To learn the Knight's tour is excellent training, and gives you an
-excellent method of entertaining your friends, as they will scarcely
-believe it possible that you can remember the 64 moves without error.
-
-
-The Story for the Knight's Tour
-
- The Tide is Low a Tall Man is Rowing. A Cheery
- 1 11 5 15 32 47 64
-
- Lawyer Chose Lazy Mollie Reed. A Hinge By My Team.
- 54 60 50 35 41 26 9 3 13
-
- A Key Near a Mop. A Slouchy Jane Roll a Mouse to a
- 7 24 39 56 62 45 30
-
- Nice Meek Nun. Knave Move Not so Much Stop as a
- 20 37 22 28 38 21 36 19
-
- Snail Does. Her Dear Foe Nome, Rose Slyly Shot Lead
- 25 10 4 14 8 23 40 55 61 51
-
- Like Rainy Slop. A Lame Chum Arrive Mad as Dutch.
- 57 42 59 53 63 48 31 16
-
- Joe Dine Now, Take More Ripe Rum. A Live Lion Rush
- 6 12 2 27 34 49 43 58 52 46
-
- a Snob. Warrior Sneak Mama a Dove.
- 29 44 27 33 18
-
-
-A Last Word
-
-"Memory is the foundation without which there can be no structure of
-knowledge." On the other hand, there can be a good foundation and very
-little structure. The story is told of a fool who was placed under the
-charge of a country clergyman. The young fellow would sit in church on
-the Sabbath and was able to remember almost every word of the sermon.
-He could tell afterwards, where every one sat, and what they wore, but
-he was good for very little of anything else.
-
-A reporter in the House of Commons could sit for hours without taking
-notes and write the full speeches for his paper, but he had very poor
-judgment and was an utter failure in life.
-
-Do not neglect the development of your memory, but do not go to the
-extreme, so that you neglect other factors of mentality and character.
-Strive always to gain a fully rounded education and development.
-Develop the Common Senses; make them keen, alert and useful, and you
-will not lack in Common Sense.
-
-Great buildings, great characters, great minds and great memories are
-not built in a day. But a few minutes a day of persistent effort will
-win. In the words of Michael Angelo:
-
-"Trifles make perfection, but perfection is no trifle."
-
-
-
-
-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 3 of 3, by William Emer Miller
-
-*** END OF THIS PROJECT GUTENBERG EBOOK MILLER'S MIND TRAINING VOL. 3 ***
-
-***** This file should be named 55509-8.txt or 55509-8.zip *****
-This and all associated files of various formats will be found in:
- http://www.gutenberg.org/5/5/5/0/55509/
-
-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.)
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-
-<pre>
-
-The Project Gutenberg EBook of Miller's Mind Training for Children, Book 3
-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 3 of 3
- A Practical Training for Successful Living; Educational
- Games That Train the Senses
-
-Author: William Emer Miller
-
-Release Date: September 8, 2017 [EBook #55509]
-
-Language: English
-
-Character set encoding: ASCII
-
-*** START OF THIS PROJECT GUTENBERG EBOOK MILLER'S MIND TRAINING VOL. 3 ***
-
-
-
-
-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.)
-
-
-
-
-
-
-</pre>
-
-
-<div class="figcenter"><img src="images/cover.jpg" alt="" /></div>
-
-<hr class="chap" />
-
-
-
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_1" id="Page_1">[Pg 1]</a></span>
-<h1 class="nobreak">
-MILLER'S<br />
-MIND TRAINING<br />
-<i>for</i><br />
-CHILDREN</h1></div>
-
-<p class="center"><i>A Practical Training<br />
-for Successful<br />
-Living</i></p>
-
-<p class="center"><i>Educational Games<br />
-That Train<br />
-the Senses</i></p>
-
-<p class="center"><span class="smcap">William E. Miller</span><br />
-<i>AUTHOR AND PUBLISHER</i><br />
-Alhambra, California.</p>
-
-
-
-
-
-
-<p class="center"><span class="pagenum"><a name="Page_2" id="Page_2">[Pg 2]</a></span>BY<br />
-WILLIAM E. MILLER<br />
-ALHAMBRA, CALIFORNIA<br />
-<br />
-AUTHOR OF<br />
-<i>The Natural Method of Memory Training</i><br />
-<br />
-<span class="smcap">Copyright 1920</span><br />
-<span class="smcap">Copyright 1921</span><br />
-<br />
-WILLIAM E. MILLER<br />
-<br />
-ALL RIGHTS RESERVED<br />
-INCLUDING FOREIGN COPYRIGHTS<br />
-</p>
-
-<hr class="chap" />
-
-
-
-
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_3" id="Page_3">[Pg 3]</a></span>
-<h2 class="nobreak">HELPING YOUR CHILDREN IN SCHOOL</h2></div>
-
-<h3>CONTENTS&mdash;BOOK THREE.</h3>
-
-<table border="0" cellpadding="4" cellspacing="4" summary="table">
-
-
-<tr><td>Helping Your Children in School</td><td align="right"><a href="#Page_7">7</a></td></tr>
-
-<tr><td>To Remember What You Read</td><td align="right"><a href="#Page_8">8</a></td></tr>
-<tr><td><span class="indent">Visualization the Greatest Aid</span></td><td align="right"><a href="#Page_9">9</a></td></tr>
-<tr><td><span class="indent">The Artist's Picture</span></td><td align="right"><a href="#Page_10">10</a></td></tr>
-<tr><td><span class="indent">The Author Is an Artist</span></td><td align="right"><a href="#Page_11">11</a></td></tr>
-<tr><td><span class="indent">The Dead Line</span></td><td align="right"><a href="#Page_13">13</a></td></tr>
-<tr><td><span class="indent">The Student's Review Sheet</span></td><td align="right"><a href="#Page_14">14</a></td></tr>
-<tr><td><span class="indent">Longfellow's Picture&mdash;Evangeline&nbsp;</span></td><td align="right"><a href="#Page_16">16</a></td></tr>
-
-<tr><td>Helps for Learning Verbatim</td><td align="right"><a href="#Page_17">17</a></td></tr>
-<tr><td><span class="indent">Alliteration and Alphabetical Sequence</span></td><td align="right"><a href="#Page_18">18</a></td></tr>
-<tr><td><span class="indent">"Thinking"</span></td><td align="right"><a href="#Page_19">19</a></td></tr>
-<tr><td><span class="indent">"Vision"</span></td><td align="right"><a href="#Page_20">20</a></td></tr>
-<tr><td><span class="indent">Bridging the Gaps</span></td><td align="right"><a href="#Page_21">21</a></td></tr>
-<tr><td><span class="indent">"The Things Divine"</span></td><td align="right"><a href="#Page_23">23</a></td></tr>
-
-<tr><td>Remembering What You Hear</td><td align="right"><a href="#Page_25">25</a></td></tr>
-
-<tr><td>Mastering Difficult Lists</td><td align="right"><a href="#Page_27">27</a></td></tr>
-<tr><td><span class="indent">Learning the Presidents</span></td><td align="right"><a href="#Page_29">29</a></td></tr>
-
-<tr><td>Studying Anatomy</td><td align="right"><a href="#Page_31">31</a></td></tr>
-
-<tr><td>Becoming a Good Speller</td><td align="right"><a href="#Page_32">32</a></td></tr>
-<tr><td><span class="indent">The Spelling Cards</span></td><td align="right"><a href="#Page_35">35</a></td></tr>
-
-<tr><td>The Game of Word Making</td><td align="right"><a href="#Page_37">37</a></td></tr>
-
-<tr><td>The Game of Salvaging Words</td><td align="right"><a href="#Page_38">38</a></td></tr>
-
-<tr><td>The Game of "The Camels Are Coming"</td><td align="right"><a href="#Page_39">39</a></td></tr>
-
-<tr><td><span class="pagenum"><a name="Page_4" id="Page_4">[Pg 4]</a></span>Learning Synonyms</td><td align="right"><a href="#Page_39">39</a></td></tr>
-
-<tr><td>The Study of Geography</td><td align="right"><a href="#Page_40">40</a></td></tr>
-<tr><td><span class="indent">Learning the Groups of States</span></td><td align="right"><a href="#Page_44">44</a></td></tr>
-<tr><td><span class="indent">Puzzle Maps</span></td><td align="right"><a href="#Page_46">46</a></td></tr>
-<tr><td><span class="indent">The Blank Map</span></td><td align="right"><a href="#Page_47">47</a></td></tr>
-<tr><td><span class="indent">The Geography Game</span></td><td align="right"><a href="#Page_47">47</a></td></tr>
-<tr><td><span class="indent">The Travel Game</span></td><td align="right"><a href="#Page_50">50</a></td></tr>
-
-<tr><td>Studying History</td><td align="right"><a href="#Page_51">51</a></td></tr>
-<tr><td><span class="indent">Remembering Dates</span></td><td align="right"><a href="#Page_52">52</a></td></tr>
-<tr><td><span class="indent">The History Game</span></td><td align="right"><a href="#Page_56">56</a></td></tr>
-<tr><td><span class="indent">The Game of Famous Men</span></td><td align="right"><a href="#Page_57">57</a></td></tr>
-
-<tr><td>Studying Mathematics</td><td align="right"><a href="#Page_58">58</a></td></tr>
-<tr><td><span class="indent">The Mental Blackboard</span></td><td align="right"><a href="#Page_61">61</a></td></tr>
-<tr><td><span class="indent">Exercises in Manipulation</span></td><td align="right"><a href="#Page_61">61</a></td></tr>
-<tr><td><span class="indent">Learning Rules</span></td><td align="right"><a href="#Page_62">62</a></td></tr>
-<tr><td><span class="indent">Fractions</span></td><td align="right"><a href="#Page_63">63</a></td></tr>
-<tr><td><span class="indent">The Multiplication Tables</span></td><td align="right"><a href="#Page_64">64</a></td></tr>
-<tr><td><span class="indent">The Multiplication Game</span></td><td align="right"><a href="#Page_64">64</a></td></tr>
-<tr><td><span class="indent">Tables of Weights and Measures</span></td><td align="right"><a href="#Page_69">69</a></td></tr>
-<tr><td><span class="indent">Visualizing Geometry</span></td><td align="right"><a href="#Page_71">71</a></td></tr>
-
-<tr><td>Aids in Studying Chemistry</td><td align="right"><a href="#Page_73">73</a></td></tr>
-<tr><td><span class="indent">Chemical Formulae</span></td><td align="right"><a href="#Page_74">74</a></td></tr>
-<tr><td><span class="indent">Hardness of Substances</span></td><td align="right"><a href="#Page_74">74</a></td></tr>
-<tr><td><span class="indent">Atomic Weight Tables</span></td><td align="right"><a href="#Page_76">76</a></td></tr>
-
-<tr><td>Learning Foreign Vocabularies</td><td align="right"><a href="#Page_76">76</a></td></tr>
-
-<tr><td>Studying Music</td><td align="right"><a href="#Page_79">79</a></td></tr>
-
-<tr><td>Speaking in Public&mdash;Outlines</td><td align="right"><a href="#Page_81">81</a></td></tr>
-
-<tr><td>Review Your Studies</td><td align="right"><a href="#Page_82">82</a></td></tr>
-
-<tr><td>A Word to Students</td><td align="right"><a href="#Page_84">84</a></td></tr>
-
-<tr><td>It Can Be Done (Poem)</td><td align="right"><a href="#Page_86">86</a></td></tr>
-
-<tr><td>Value for Forgetting</td><td align="right"><a href="#Page_87">87</a></td></tr>
-
-<tr><td>To Remember Playing Cards</td><td align="right"><a href="#Page_88">88</a></td></tr>
-
-<tr><td>Mastering Roberts' Rules of Order</td><td align="right"><a href="#Page_91">91</a></td></tr>
-
-<tr><td><span class="pagenum"><a name="Page_5" id="Page_5">[Pg 5]</a></span>Aids for Bible Students</td><td align="right"><a href="#Page_95">95</a></td></tr>
-<tr><td><span class="indent">Books of Old Testament</span></td><td align="right"><a href="#Page_95">95</a></td></tr>
-<tr><td><span class="indent">Books of New Testament</span></td><td align="right"><a href="#Page_96">96</a></td></tr>
-
-<tr><td>Rhyme Often Helpful</td><td align="right"><a href="#Page_98">98</a></td></tr>
-
-<tr><td>Learning the Telegraphic Code</td><td align="right"><a href="#Page_99">99</a></td></tr>
-
-<tr><td>The Knight's Tour</td><td align="right"><a href="#Page_105">105</a></td></tr>
-
-<tr><td>A Last Word</td><td align="right"><a href="#Page_110">110</a></td></tr>
-</table>
-
-<p><span class="pagenum"><a name="Page_6" id="Page_6">[Pg 6]</a></span></p>
-
-<hr class="chap" />
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_7" id="Page_7">[Pg 7]</a></span>
-<h2 class="nobreak">HELPING YOUR CHILDREN IN SCHOOL</h2></div>
-
-
-<p>The principles given in books one and two, leading to
-the development of the child's faculties find their greatest
-usefulness in school work. They will apply to every
-part of the child's work and aid in solving any of his
-problems.</p>
-
-<p>This is the demonstration ground and the time and
-efforts spent in the preceding games and exercises will
-manifest themselves in progress in school.</p>
-
-<p>It is best for the child to make his own applications.
-You can, of course, suggest and aid, but he should make
-his own picture wherever possible. The one making
-the effort receives the reward&mdash;which is development.
-The child will recall the idea which he works out for
-himself more easily than those worked out for him, even
-though the latter may seem better.</p>
-
-<p>The following pages will be given over to suggestive
-ideas as to how the principles may be applied to different
-lessons. Only a certain few concrete illustrations
-will be given, as the working out of the details would
-rob the child of the opportunity and development to be
-gained by doing the work himself.</p>
-
-<p>Children always learn the alphabet by pictures. Alphabetical
-books and blocks are made this way. This is<span class="pagenum"><a name="Page_8" id="Page_8">[Pg 8]</a></span>
-because the child learns easily and quickly by this method.
-What is true in the early years is true in the later
-ones as well. Do not allow him to get away from this
-principle of learning by pictures. Follow the plan of
-teaching every thing possible by sight. Go out of your
-way if necessary to show him the thing he is reading
-about.</p>
-
-<p>The suggestions under "The Mind's Eye and The
-Story" in Book Two should be continued. When the
-child has learned to read have him pause and visually
-review what he has read, that is, to stop and see a
-mind's eye picture while the book is closed.</p>
-
-
-<h3>To Remember What You Read</h3>
-
-<p>The inability to remember what we read is without
-doubt a general failing and the greatest handicap to
-students.</p>
-
-<p>Two of the objects to be gained by time spent in study
-are a thorough understanding of the subject matter and
-to so fix the thought in mind that it will be available for
-future use. It is well to realize that the scanning of the
-modern newspaper and careless or rapid reading causes
-many adults to forget what they read. We can so educate
-the physical eye that it can read an entire paragraph,
-or page while the brain is dormant and does not
-accept the impressions intended by the author. Often
-the physical action of turning the page awakens you to
-a realization of the fact that you have read the page
-but have absolutely no knowledge of its contents.</p>
-
-
-<p><span class="pagenum"><a name="Page_9" id="Page_9">[Pg 9]</a></span></p>
-
-<h3>Eye and Brain Must Work Together</h3>
-
-<p>This habit of careless reading must be avoided and
-for successful study the child should be aided in forming
-the visualizing habit.</p>
-
-
-<h3>"Thought Leads to Knowledge"</h3>
-
-<p>We cannot gain knowledge merely by reading. The
-value of reading is in the thought that it stimulates in
-the mind. We exercise muscles to get strength. You
-must aid the child in exercising his mental muscles by
-thinking in order to get mental strength. It is not what
-he reads, but what he thinks concerning what he reads
-that becomes his, and contributes to his education.
-Reading which stimulates no thought is a waste of time.</p>
-
-<p>The disappointment felt in the lack of progress after
-time spent in study is not that we forget, but that we do
-not really "GET." This lack can be largely avoided in
-the child's training if you are willing to help in forming
-right habits.</p>
-
-
-<h3>Visualization the Greatest Aid</h3>
-
-<p>The principle of visualization, as discussed in the
-first book, will prove of the greatest aid, because it is
-the natural method of using the mind.</p>
-
-<p>To visualize the thought of the author will stimulate
-thinking, will increase the understanding of the subject
-matter, and at the same time make the strongest impression
-upon the brain and thus help him to remember.</p>
-
-<p><span class="pagenum"><a name="Page_10" id="Page_10">[Pg 10]</a></span></p>
-
-
-<h3>The Mississippi Captain</h3>
-
-<p>An excellent illustration of the use and value of visualization
-in learning and remembering was given by
-an old captain of a Mississippi River steamer. "Do you
-know how I learned the river," he asked; "well I just
-lay in bed nights and made a picture in my mind of the
-river and the course I had to steer. Then I would go
-over the picture and see every detail of it and review it
-several times. I'd sail up and down that river several
-times each night, I'd see every landmark and every danger
-point on each trip. That's the way I learned it and
-I became a captain when I was younger than many men
-who had sailed the river longer than I had."</p>
-
-
-<h3>The Artist's Picture</h3>
-
-<p>When an artist seats himself before a new canvas he
-knows definitely what he is going to place upon it. He
-either has a model before him, or in his mind's eye sees
-a beautiful picture. He will give weeks, months, or
-even years of effort in order to place upon that canvas
-a picture equal in perfection and beauty to the one
-which he sees.</p>
-
-<p>Notice that a mind's eye picture is often the starting
-point of the artist. He strives to place upon the canvas
-the reproduction of the idea which he sees in his mind.
-He finishes and exhibits his work; you look upon the picture
-with your physical eye and through its agency the
-result of the artist's effort becomes a picture-impression<span class="pagenum"><a name="Page_11" id="Page_11">[Pg 11]</a></span>
-upon your brain. You see what he saw, and the longer
-you gaze at the painting and the greater amount of detail
-you perceive, the more vivid it becomes and the
-stronger the impression upon your mind, therefore, the
-more perfect the memory of the picture. This is true
-of your own mind's eye picture for memory purposes.</p>
-
-<blockquote>
-
-<p><b>The more detail you see in your memory pictures
-and the longer you continue to visualize them,
-the stronger their impression.</b></p></blockquote>
-
-
-<h3>The Author Is an Artist</h3>
-
-<p>In a similar manner an author sits down with his
-paper and ink. He sees in his mind a picture which he
-strives to paint. He endeavors by his mastery of words
-to induce you to see what he sees. He also is an artist,
-his canvas is your brain, and if he succeeds it is there he
-must impress a picture. The words on the printed page
-and the function of your eye are simply agencies
-through which he must work.</p>
-
-<p>Words are vehicles of thought and they are the author's
-colors; their function is to reproduce objects and
-conditions; by their use the author conveys to your
-brain the impressions of size, color, form, arrangement
-and every detail of his thought. A very few words will
-create a wonderful picture, which would require hours
-for the artist to paint.</p>
-
-<p>When you look at the artist's painting your brain sees<span class="pagenum"><a name="Page_12" id="Page_12">[Pg 12]</a></span>
-a picture. The writer, however, is using a code requiring
-translation by the reader. Words do not form pictures,
-they are merely agencies by the use of which you can
-guide your mind's eye in the formation of a real mental
-impression. The author succeeds in his effort just in
-proportion as you succeed in forming a picture of what
-he is describing. When you rob the canvas of your
-brain of the impression the author strives to place there,
-by letting your eyes pass over the words so rapidly that
-your mind's eye forms no picture, then the author has
-failed. The mere reading of words makes no lasting impression
-upon the mind, but the forming of visual pictures
-does. You remember best those books which have
-consciously or unconsciously formed picture impressions
-on your brain. What you can now recall of what
-you have read is largely the recollection of these pictures.</p>
-
-<p>Keep this illustration and these facts in mind in helping
-your children. Urge them to properly use the visual
-faculties and train their mind's eye to work with the
-physical eye.</p>
-
-
-<h3>Must Read Slowly</h3>
-
-<p>Words are vehicles of thought and are used by the
-author to convey pictures to the mind, but at first the
-mind's eye is unable to picture the thought as rapidly as
-the physical eye can read. The first essential to remembering
-what you are reading is to read slowly, hesitating
-occasionally, to be sure that a picture is being formed.</p>
-
-<p><span class="pagenum"><a name="Page_13" id="Page_13">[Pg 13]</a></span></p>
-
-
-<h3>The Dead Line</h3>
-
-<p>Never read more than a single paragraph without
-stopping to test your understanding of what you have
-read. At the end of each paragraph there should be a
-dead line; in fact there is a dead line and he who reads
-carelessly and quickly beyond this line need not expect
-to remember. Put your finger between the pages, close
-the book, and review the thought of the paragraph.
-Now make a definite effort to visualize the picture in the
-author's mind. It is true that some passages make an
-easier mind's eye picture than others, but all will make
-one which can be used to help in formulating a definite
-understanding of the author's thought.</p>
-
-<p>You cannot visualize a thing which you do not understand.
-The aim of your study is to comprehend the
-author. To visualize the thought of the paragraph will
-test your understanding. Making of a definite picture
-will increase your knowledge of the essentials. Form
-the habit of visualizing what you read. Do not be handicapped
-by doubt. Make an effort to formulate the main
-facts of the paragraph into an expression of your own.
-If you are by yourself, where you can do so, state your
-thought audibly, not in the words of the author, but express
-the thought and the facts accurately in your own
-words.</p>
-
-<blockquote>
-
-<p><b>No knowledge is yours until you can tell it to
-some one else.</b></p></blockquote>
-
-
-
-<p><span class="pagenum"><a name="Page_14" id="Page_14">[Pg 14]</a></span>Use this test and tell it to some one, or if no one is
-handy tell it to yourself, but do it audibly. This forces
-a definite expression which can only come from a definite
-understanding. Parents should question their children
-and encourage them in telling what they are reading
-and studying about. The audible expression demands
-definite knowledge.</p>
-
-
-<h3>The Student's Review Sheet</h3>
-
-<p>If the child is reading something which he will wish
-to review, as in studying a lesson, a good plan to follow
-is to have a pad of paper by the side of the book. After
-reading the paragraph write down upon the pad the expressions
-and thoughts which the paragraph conveys to
-you. This is an excellent plan in all cases where the
-audible expression is not practicable. After the lesson
-has been gone over in this manner, preserve the review
-sheets containing the synopsis of the paragraph. Then
-for review, before the examination, a quick reading of
-these written expressions of thoughts, which the chapter
-contains, will eliminate the necessity of a further
-reading of the entire text.</p>
-
-
-<h3>Apply These Methods</h3>
-
-<p>For a test read the following from "Brain and Personality"
-by W. Hanna Thompson. Follow the idea
-just suggested. Make a test, read slowly, form a mind's
-eye picture, think about it, and then tell the thought as
-nearly as possible to some one. All this may take some<span class="pagenum"><a name="Page_15" id="Page_15">[Pg 15]</a></span>
-time and effort at first but the use of these ideas will
-quickly form the mental habit. Once reading a lesson
-in this manner will give better results than many careless
-repetitions.</p>
-
-<p>"In some fishes, such as the carp, when the ganglia,
-which corresponds to the cerebral hemispheres (brain)
-are experimentally removed, they do not seem to mind
-it at all, for even then there is little, if anything, to distinguish
-them from perfectly normal animals. They
-maintain their natural attitude and use their tails and
-fins in swimming with the same vigor and precision as
-before. They not only see, but are able to find their
-food. If worms are thrown into the water where they
-are swimming they immediately pounce upon them. If
-a piece of string similar in size to a worm is thrown in,
-they are able to detect the difference and they drop it
-after having seized it. They even, to some extent, distinguish
-colors for when some red and some white
-wafers are thrown into the water the fish almost invariably
-select the red in preference to the white.</p>
-
-<p>"It is much the same with a frog. If care be taken to
-keep the frogs alive after the removal of their cerebral
-lobes until they are quite recovered from the injury,
-brainless frogs will behave just like full brained frogs
-under like circumstances. They will crawl under
-stones, or bury themselves in the earth at beginning of
-winter, and after the period of hibernation is over, they
-will come out and diligently catch flies which are buzzing
-about in the vessels in which they are kept."</p>
-
-<p><span class="pagenum"><a name="Page_16" id="Page_16">[Pg 16]</a></span></p>
-
-
-<h3>Longfellow's Picture "Evangeline"</h3>
-
-<p>Use this wonderful picture of Longfellow's. Let each
-word perform its intended function and each sentence
-form a complete picture.</p>
-
-<blockquote>
-<div class="poetry">
-<div class="verse">"Firmly builded with rafters of oak, the house of the farmer</div>
-<div class="verse indent2">Stood on the side of a hill commanding the sea; and a shady</div>
-<div class="verse">Sycamore stood by the door, with a woodbine wreathing around it.</div>
-<div class="verse indent2">Rudely carved was the porch, with seats beneath; and a foot-path</div>
-<div class="verse">Led through the orchard wide, and disappeared in the meadow.</div>
-<div class="verse indent2">Under the sycamore tree were hives overhung by a pent-house,</div>
-<div class="verse">Such as a traveler sees in regions remote by the road side,</div>
-<div class="verse indent2">Built o'er a box for the poor, or the blessed image of Mary.</div>
-<div class="verse">Far down, on the slope of the hill, was the well with its moss-grown</div>
-<div class="verse indent2">Bucket, fastened with iron, and near it a trough for the horses."</div>
-</div></blockquote>
-
-<p>Read again the first three lines, have the child describe
-the picture. An artist would spend hours to
-paint this picture, yet we with our wonderful mental<span class="pagenum"><a name="Page_17" id="Page_17">[Pg 17]</a></span>
-faculties can see it in an instant. Add to this picture,
-and when finished have the child give a prose description
-of it. Other examples for younger children are
-given in the Second Book on The Memory.</p>
-
-
-<h3>Application of Visualization Limitless</h3>
-
-<p>By clear visualizations you can carry any amount of
-detail in your memory. This faculty can be applied to
-all kinds of information and study. All ideas do not
-suggest simple pictures, some are more difficult to visualize
-than others. Some pictures are inspired by a
-single word, some may be the result of a paragraph or
-even pages of description.</p>
-
-
-<h3>Helps for Learning Verbatim</h3>
-
-<p>To learn prose or poetry should not be difficult for
-children who have been trained in visualization. In
-some schools they will be urged to use the fallacious
-method of repetition, some of it is always necessary, of
-course, but most of it can be eliminated by the use of
-visualization and the additional helps following.</p>
-
-<p>It is the parents' duty to see to it that the child uses
-the methods suggested in these books in all his school
-work. Help him at home to apply them to his lessons so
-as to get results. At school he will, of course, have to
-follow the teacher's instructions, and can silently add
-the aids that you have given him.</p>
-
-<p><span class="pagenum"><a name="Page_18" id="Page_18">[Pg 18]</a></span></p>
-
-
-<h3>Alliteration and Alphabetical Sequence</h3>
-
-<p>These are two guides for the mind which are often
-wonderfully helpful although sometimes they do not apply,
-but use them where possible. Notice the Alphabetical
-Sequence and the Repetitions in the following example
-of the first verse of Walter D. Wintel's "Thinking":</p>
-
-
-<h3>"Thinking"</h3>
-
-<blockquote>
-<div class="poetry">
-
-
-<div class="verse">If you think you are beaten, you are;</div>
-<div class="verse indent2">If you think you dare not, you don't.</div>
-<div class="verse">If you'd like to win, but think you can't,</div>
-<div class="verse indent2">It's almost a cinch you won't.</div>
-</div></blockquote>
-
-<p>Notice that the first two lines are half repeated, also
-that each line begins with "If" except the last one which
-changes to "It's."</p>
-
-<p>In the first lines you have an example of reversed
-Alphabetical Sequence in the "b" of beaten preceding
-the "a" of are, b-a instead of a-b.</p>
-
-<p>Alphabetical repetition occurs as a guide in the second
-line in the "d" of "dare" and "don't". Again in the
-next lines of the "w" of "win" and "won't."</p>
-
-<p>Note the alphabetical arrangement of the guide letters
-of each line. Write in front of each line its guide
-letter; first line "b" of "beaten", second "d" of "dare";
-third "w" of "win", fourth the "won" of "won't", these
-can be used as guide letters, and if noted will help.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_19" id="Page_19">[Pg 19]</a></span>Take your pencil and mark the verse as suggested
-and use the words and letters as guides, go over it a
-couple of times noting these helps and you will be able
-to say it word for word.</p>
-
-<p>Do the same with the other verses; if practical have
-the child learn this poem. See that he gets its true lesson:</p>
-
-
-<h3>"Thinking"</h3>
-
-<blockquote>
-<div class="poetry">
-<div class="stanza">
-<div class="verse">If you think you are beaten, you are;</div>
-<div class="verse indent3">If you think you dare not, you don't.</div>
-<div class="verse indent2">If you'd like to win, but think you can't,</div>
-<div class="verse indent2">It's almost a cinch you won't.</div>
-</div>
-<div class="stanza">
-<div class="verse indent2">If you think you'll lose, you're lost;</div>
-<div class="verse indent3">For out in the world we find</div>
-<div class="verse indent2">Success begins with a fellow's will;</div>
-<div class="verse indent3">It's all in the state of mind.</div>
-</div>
-<div class="stanza">
-<div class="verse indent2">If you think you're outclassed, you are;</div>
-<div class="verse indent3">You've got to think high to rise;</div>
-<div class="verse indent2">You've got to be sure of yourself before</div>
-<div class="verse indent3">You can ever win a prize.</div>
-</div>
-<div class="stanza">
-<div class="verse indent2">Life's battles don't always go</div>
-<div class="verse indent3">To the stronger or faster man;</div>
-<div class="verse indent2">But soon or late the man who wins</div>
-<div class="verse indent3">Is the one who thinks he can.</div>
-</div></div></blockquote>
-
-<p><span class="pagenum"><a name="Page_20" id="Page_20">[Pg 20]</a></span></p>
-
-
-<h3>Poetry Easier Than Prose</h3>
-
-<p>To quote poetry is usually easier than to quote prose
-because in the former you have the added helps of
-rhyme and rhythm. See the pictures painted by Robert
-Loveman in the following verses; note the repetition,
-alliteration and the help of the rhyme and see how
-easily you can learn a few verses of this poem:</p>
-
-
-<h3>"April Rain"</h3>
-
-<blockquote>
-<div class="poetry">
-<div class="stanza">
-<div class="verse">It isn't raining rain for me,</div>
-<div class="verse indent2">It's raining daffodils;</div>
-<div class="verse">In every dimpled drop I see</div>
-<div class="verse indent2">Wild flowers on distant hills.</div>
-</div>
-<div class="stanza">
-<div class="verse">The clouds of gray engulf the day</div>
-<div class="verse indent2">And overwhelm the town;</div>
-<div class="verse">It isn't raining rain to me&mdash;</div>
-<div class="verse indent2">It's raining roses down.</div>
-</div>
-<div class="stanza">
-<div class="verse">It isn't raining rain to me,</div>
-<div class="verse indent2">But fields of clover bloom</div>
-<div class="verse">When any buccaneering bee</div>
-<div class="verse indent2">May find a bed and room.</div>
-</div>
-<div class="stanza">
-<div class="verse">A health unto the happy,</div>
-<div class="verse indent2">A fig for him who frets;</div>
-<div class="verse">It isn't raining rain to me,</div>
-<div class="verse indent2">It's raining violets.</div>
-</div></div></blockquote>
-
-
-
-<p><span class="pagenum"><a name="Page_21" id="Page_21">[Pg 21]</a></span>See a man in the rain who points out the fact that it
-isn't raining rain, "but daffodils". See the daffodils.
-See big "dimpled drops" and paint upon them the "wild
-flowers on distant hills."</p>
-
-<p>Repeat the picture a couple of times and then say the
-verse. Do the same with the other verses. Do not learn
-this by repetition. Be true to the method, make a picture
-and see it each time you review.</p>
-
-<p>If a single word is omitted or substituted, put special
-auditory emphasis on it, speak it louder than the other
-words of the line, and you will have no trouble with it
-after that.</p>
-
-
-<h3>Bridging the Gaps</h3>
-
-<p>The greatest difficulty which is experienced in memorizing
-poetry is to get from the end of one line to the
-beginning of the other, or from one verse to the other.
-In prose, when you start a paragraph it is not difficult
-to follow through to the end, because all of its sentences
-are associated in thought. But the new paragraph begins
-with a new thought and there is no association between
-the old thought and the new one, consequently
-there is a gap between thoughts across which the mind
-does not easily travel.</p>
-
-<p>The natural tendency of the mind is to follow
-thoughts which are associated in their ideas. One
-thought leads to a second which is suggested by its
-close relationship to the first. By retracing the processes
-you can discover the connecting thought, or<span class="pagenum"><a name="Page_22" id="Page_22">[Pg 22]</a></span>
-bridge, over which the mind naturally travels in order
-to connect two unrelated thoughts.</p>
-
-<p>In memorizing, when coming to the end of a thought,
-form a bridge which will connect it and the following
-thought and thus guide the mind to the next line or paragraph.
-This is a most helpful principle in memorizing
-either poetry or prose. If you seek for it you can find
-some similarity or contrast, a visual association, or
-some sequence, or repetition, which can be used as the
-necessary bridge, or connecting link between the two
-lines or paragraphs.</p>
-
-<p>Always connect the last thought, the last word, or
-phrase of the line, sentence or paragraph with the first
-word in the succeeding thought. The process is much
-shorter and simpler than its explanation, as you will
-learn by practice. Try this plan once or twice and it
-will be well nigh impossible for you to memorize without
-it.</p>
-
-
-<h3>Examples of Bridging the Gap</h3>
-
-<p>From "The Buccaneer" by R. H. Dana the last line of
-the second verse, and the first line of the third verse are
-easily connected by one word, Sand, thus&mdash;</p>
-
-
-<p class="center">
-"And silver waves go noiseless up the beach."<br />
-(Sand)<br />
-"And inland rests the green, warm dell;"
-</p>
-
-<p>The last word "beach" naturally suggests sand, drop
-the s and you have the first word of the next verse,
-"and", also the "beach", sand, and "inland" suggest a<span class="pagenum"><a name="Page_23" id="Page_23">[Pg 23]</a></span>
-natural sequence. Sand here becomes a bridge of
-thought over which your mind will easily travel. It is
-not always easy to find one word for a bridge, but a visual
-picture, a thought, a word, or repeated letter can be
-found to aid you.</p>
-
-<p>The poem "Things Divine" by Jean Brooks Burke is
-used by students of elocution as ideal for practice because
-of the difficulty which it presents. The thoughts
-cover a wide range with apparently no relation one with
-the other. Often two thoughts are expressed in one
-line, and to get them all well fixed in mind so as to repeat
-them makes the poem difficult, to say the least, yet
-you, who know how to apply your memory intelligently,
-may learn it with comparative ease. Read slowly and
-note the visual pictures and then go back and "bridge"
-them together. This is an excellent example of a difficult
-poem to practice upon. It will be an opportunity to
-use all of the principles given in this chapter.</p>
-
-
-<h3>The Things Divine</h3>
-
-<blockquote>
-<div class="poetry">
-
-<div class="verse">These are the things I hold divine;</div>
-<div class="verse">A trusting child's hand laid in mine,</div>
-<div class="verse">Rich brown earth and wind-tossed trees,</div>
-<div class="verse">The taste of grapes and the drone of bees,</div>
-<div class="verse">A rhythmic gallop, long June days,</div>
-<div class="verse">A rose-hedged lane and lover's lays,</div>
-<div class="verse">The welcome smile on neighbors' faces,</div>
-<div class="verse">Cool, wide hills and open places,</div>
-<div class="verse">Breeze-blown fields of silver rye,</div>
-<div class="verse"><span class="pagenum"><a name="Page_24" id="Page_24">[Pg 24]</a></span>The wild, sweet notes of the plover's cry,</div>
-<div class="verse">Fresh spring showers and scent of box,</div>
-<div class="verse">The soft pale tint of the garden flox,</div>
-<div class="verse">Lilacs blooming, a drowsy noon,</div>
-<div class="verse">A flight of geese and an autumn moon,</div>
-<div class="verse">Rolling meadows and storm-washed heights,</div>
-<div class="verse">A fountain murmur on summer nights,</div>
-<div class="verse">A dappled fawn in the forest hush,</div>
-<div class="verse">Simple words and the song of a thrush,</div>
-<div class="verse">Rose-red dawns and a mate to share</div>
-<div class="verse">With comrade soul my gypsy fare,</div>
-<div class="verse">A waiting fire when the twilight ends,</div>
-<div class="verse">A gallant heart and the voice of friends.</div>
-</div></blockquote>
-
-<p>To link the second line with the first, think of the
-natural association of thought between the words "Divine"
-and "trusting." Form the definite visual picture
-of the "trusting child's hand laid in mine."</p>
-
-<p>Your thought will quickly pass to the duplex meaning
-of the word "mine." It means possession, my own, and
-also a mine in the earth. When we start a mine the first
-thing to come out is "rich brown earth" and that is the
-next thought. Let the word "mine" of the second line
-suggest the picture of the opening to the mine and the
-pile of "rich brown earth" beside it.</p>
-
-<p>Behind a pile of rich brown earth, see the "wind-tossed
-trees", the next thought. Hanging on the "trees"
-see huge bunches of grapes, you pick and taste one, this
-is the next thought, "the taste of grapes." Around the<span class="pagenum"><a name="Page_25" id="Page_25">[Pg 25]</a></span>
-grapes flies a swarm of bees, hear their "drone," the
-next thought, "the drone of bees." Let the drone of the
-bees suggest to you a rhythm and this will bridge your
-mind over to the thought of a "rhythmic gallop"; the
-answer to the question, "When do you like to gallop?"
-suggests "Long June days" the next thought.</p>
-
-<p>June is the time of roses, suggesting "A rose-hedged
-lane"&mdash;the natural place for "lovers' lays." You can
-easily construct a "bridge" which will bind all the independent
-thoughts together. Visualize each thought, and
-watch for alliteration and alphabetical repetition.</p>
-
-
-<h3>Remembering What You Hear</h3>
-
-<p>It is also important that the child be trained to remember
-what he hears. Ear impressions are comparatively
-light and easily lost. If these ear impressions are
-quickly transferred into mind's eye pictures they will
-be far more lasting.</p>
-
-<p>Instructions, lectures, sermons, talks, can all be pictures
-in the mind, just as you picture what you read.
-The act of visualization will concentrate the attention
-and prolong it, so that the memory of what is said will
-be greatly increased. The visual impressions will also
-be much stronger than the auditory ones.</p>
-
-<blockquote>
-
-<p><b>The attempt to visualize the thought of
-the speaker is the best method of directing
-your attention to his subject.</b></p></blockquote>
-
-<p><span class="pagenum"><a name="Page_26" id="Page_26">[Pg 26]</a></span></p>
-
-
-<h3>Use the Hitching Post</h3>
-
-<p>When listening to instructions, or a lecture, in which
-there are different points which you wish to carry away
-and later recall accurately, use the Hitching Post idea.
-Run over a series of words so as to be sure that they
-will come readily when wanted. When a point is made
-which you wish to remember, transfer the thought into
-a quick visual impression, and Hitch it to the first object
-of your list. When a second important point is
-made, make a visual impression with the next object.
-Make your picture strong by exaggeration and motion,
-and be sure that you photograph each one.</p>
-
-<p>In this manner you can file away any number of
-points. As soon as the lecture is over review the pictures,
-see each clearly a second time. If you have trouble
-recalling one make the picture stronger so that you
-will recall it more easily next time. Review the entire
-list of points visualized with the different Hitching
-Posts. If you wish to fix them in mind review them
-several times in the next few days, so that you make a
-permanent impression of them.</p>
-
-
-<h3>Transfer to Note-Book</h3>
-
-<p>A great many prefer the idea of transferring these
-points into a classified note book, where they are available
-for use at any future time.</p>
-
-<p>One student tells of having written fifteen pages of
-notes from four talks which he heard at a convention,<span class="pagenum"><a name="Page_27" id="Page_27">[Pg 27]</a></span>
-and that some of these notes were not transferred from
-his mind to the note-book for at least ten days after the
-talks were heard.</p>
-
-<p>Form the habit of letting the lecturer make you SEE
-what he describes. The visual impression which you
-make will increase your understanding of anything you
-hear or read, and at the same time very materially assist
-you in remembering it.</p>
-
-
-<h3>Taking Instructions</h3>
-
-<p>When a person is giving you instructions about the
-things which he would like to have you do, follow the
-same plan. Simply transfer the words of the speaker
-into an exaggerated moving picture and the impression
-will stay with you. Another student told me this experience:
-"My employer often used to say to me, after
-having given some instruction, 'Do you see?' I realize
-now that the reason that I made so many mistakes was
-because I did not SEE. Now I make it a point to SEE
-the things he asks me to do and my reply, 'Yes, I see,'
-has a very different meaning. The results are also different."</p>
-
-
-<h3>Mastering Difficult Lists</h3>
-
-<p>In the child's studies there are often lists of different
-kinds which need to be committed to memory and which
-present considerable difficulty to say nothing of the time
-required. Following are aids and illustrations which
-will show how these lists can be mastered with comparatively
-small effort and little time.</p>
-
-<p><span class="pagenum"><a name="Page_28" id="Page_28">[Pg 28]</a></span></p>
-
-
-<h3>Fix in Mind by Initialing</h3>
-
-<p>Take the initial letter of each of the words which you
-wish to remember and use these as the first letter of
-simple words which will combine into an expression
-which has a meaning. This is very helpful, and is sometimes
-called "initialing." We have all learned the sentence:</p>
-
-<blockquote>
-<p>
-E &nbsp; &nbsp; &nbsp;&nbsp; G &nbsp; &nbsp; &nbsp; B &nbsp; &nbsp; D &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; F<br />
-Every Good Boy Deserves Food,
-</p></blockquote>
-
-<p>in order to remember the names of the lines of the
-treble clef; the letters of the word F A C E are the
-spaces. In a similar way the lines of the bass clef can
-be remembered by the following:</p>
-
-<blockquote>
-<p>
-G &nbsp; &nbsp; &nbsp; B &nbsp; &nbsp;&nbsp; D &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;F &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; A<br />
-Good Bees Deserve Faithful Attention,
-</p></blockquote>
-
-<p>and the spaces by:</p>
-
-<blockquote>
-<p>
-A &nbsp;&nbsp;C &nbsp; &nbsp; E &nbsp;&nbsp; G<br />
-All Can Eat Goose.
-</p></blockquote>
-
-<p>These are simple examples of a principle which can
-with a little ingenuity and imagination be applied to
-any list to be learned.</p>
-
-
-<h3>Elevated Stations</h3>
-
-<p>The following illustration shows how a student
-learned the stations on the Northwestern elevated road
-in Chicago, and will give you a further example of the
-use of this principle:</p>
-
-<p><span class="pagenum"><a name="Page_29" id="Page_29">[Pg 29]</a></span></p>
-
-<blockquote>
-<p>
-I can see Chicago's Oak, divided between Schiller and<br />
-<span class="indent65">Kinzie, Chicago,&nbsp; Oak, Division, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Schiller</span><br />
-<br />
-Sedgewick for luring a bee to Halstead's willow<br />
-Sedgewick, &nbsp; &nbsp; &nbsp;Larrabee, &nbsp; &nbsp; &nbsp; &nbsp; Halstead &nbsp; willow,<br />
-<br />
-center,&nbsp; Webster, Fullerton, writes &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Diversey that<br />
-Center, Webster, Fullerton, Wrightwood, Diversey,<br />
-<br />
-Wellington&nbsp; Belmont is the clerk to add three days'<br />
-Wellington, Belmont &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Clark, &nbsp; Addison<br />
-<br />
-grace &nbsp; to Sheridan's bill for Wilson.<br />
-Grace, to Sheridan, &nbsp;Buena, Wilson.
-</p></blockquote>
-
-<p>Here only the principal words of the story are used
-as the names to be remembered. The story simplifies
-the work of preparing and learning.</p>
-
-
-<h3>Learning the Presidents</h3>
-
-<p>A further plan is the following combination of the
-Reminder Picture and the Visual Story used to learn the
-names of the Presidents of the United States in the order
-of their term of service. Go over the following
-Story Picture, visualize it clearly and then from the picture
-repeat the capitalized words in their order. When
-you can say the list readily, either forward or backward,
-go over it again slowly, seeing the object and
-speaking the name of the President for which it is a
-reminder.</p>
-
-<p><span class="pagenum"><a name="Page_30" id="Page_30">[Pg 30]</a></span></p>
-
-
-<h3>The Picture</h3>
-
-<p>See some WASHING hanging on a line. See ADAM
-looking wonderingly at the washing. Then see Little
-JEFF, of "Mutt and Jeff", come up behind Adam. Jeff
-turns away, and falls over a MAT. Under it see some
-MONEY. Pick up the money and you find an AD.
-Take the ad and paste on a SHACK. See a moving
-VAN back up to the shack, and when the driver jumps
-down from his seat you recognize HARRY (a friend of
-yours by that name). Harry takes off his TIE and
-hangs it on a POLE, the pole falls over and hits the
-TAILOR who runs up on a FILL, from which he sees a
-PIER extending into the water. On the pier is a BIG
-CANNON from behind which jumps a LYNX and almost
-catches JOHN, who runs away, and climbs on a
-piece of GRANITE. On the other side of the granite
-is a pile of HAY, and rolling off the hay is a GARFISH.
-There stands an ARTIST with a CLEAVER in his
-hand, which he throws at HARRIS (a friend by that
-name). Harris picks some CLOVER, and pins it on his
-MACKINTOSH, and it turns into a large red ROSE.
-In the rose he finds some TAFFY, which he throws into
-a WILLOW.</p>
-
-<p>From this story the capitalized words are reminders
-for the names of the Presidents, as follows:</p>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-
-<tr><td>WASHING</td><td>ADAM</td><td>JEFF</td><td>MAT</td><td>MONEY</td></tr>
-<tr><td>Washington</td><td>Adams</td><td>Jefferson</td><td>Madison</td><td>Monroe</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>AD</td><td>SHACK</td><td>VAN</td><td>HARRY</td><td>TIE</td></tr>
-<tr><td>Adams</td><td>Jackson</td><td>Van Buren</td><td>Harrison</td><td>Tyler</td></tr>
-<tr><td>&nbsp;<span class="pagenum"><a name="Page_31" id="Page_31">[Pg 31]</a></span></td></tr>
-<tr><td>POLE</td><td>TAILOR</td><td>FILL</td><td>PIER</td><td>BIG CANNON</td></tr>
-<tr><td>Polk</td><td>Taylor</td><td>Fillmore</td><td>Pierce</td><td>Buchanan</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>LYNX</td><td>JOHN</td><td>GRANITE</td><td>HAY</td><td>GAR-FISH</td></tr>
-<tr><td>Lincoln</td><td>Johnson</td><td>Grant</td><td>Hayes</td><td>Garfield</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>ARTIST</td><td>CLEAVER</td><td>HARRIS</td><td>CLOVER</td><td>MACKINTOSH</td></tr>
-<tr><td>Arthur</td><td>Cleveland</td><td>Harrison</td><td>Cleveland</td><td>McKinley</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>ROSE</td><td>TAFFY</td><td>WILLOW</td></tr>
-<tr><td>Roosevelt</td><td>Taft</td><td>Wilson</td></tr>
-</table>
-
-<p>Do this for practice and see how easily you can learn
-the names of the Presidents in their proper order and
-say them backwards and forwards.</p>
-
-
-<h3>Studying Anatomy</h3>
-
-<p>Initialing has been used by medical students with
-splendid results and has reduced the labor of learning
-to a minimum. The branches of the external carrotid
-arteries can be remembered by the following sentence:</p>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>Some</td><td>Try</td><td>Large</td><td>Feats,</td><td>Others</td><td>Prefer</td></tr>
-<tr><td>Superior</td><td>Thyroid,</td><td>Lingual,</td><td>Facial,</td><td>Occipital,</td><td>Pharyngeal,</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>A</td><td>Simple</td><td>Task</td><td>In</td><td>Memory.</td></tr>
-<tr><td>Auricular,</td><td>Superficial,</td><td>Temporal,</td><td>Internal</td><td>Maxillary.</td></tr>
-</table>
-
-<p>For practice make a sentence of your own from the
-initials of the twelve pair of Cranial Nerves, which
-are Olefactory, Optic, Motor Oculi, Pathetic, Trifacial,
-Abducent, Facial, Auditory, Glosso-Pharyngeal, Pneumogastric,
-Spinal Accessory, Hypoglossal. For example,
-Oh! Out Motoring Papa Took A Friend and Got
-Paul Some Heather. Others can be made, but the one
-which the child makes for himself he will remember
-easiest.</p>
-
-<hr class="chap" />
-
-
-
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_32" id="Page_32">[Pg 32]</a></span>
-<h2 class="nobreak">BECOMING A GOOD SPELLER</h2></div>
-
-
-<p>Poor spelling is largely a matter of inattention. Continual
-inattention becomes a habit and the child soon
-finds himself decidedly handicapped by his inability to
-spell correctly. This is largely caused by uncertainty.
-He has no definite knowledge to resort to, the result
-being doubt as to whether the word is properly spelled,
-and therefore uncertainty as to what change to make.
-To read a word carefully and to study the letters as they
-appear in the proper sequence will usually be sufficient
-to fix the word in mind.</p>
-
-<p>When you find that certain letters, or combinations,
-are bothersome, use the principle of exaggeration. Have
-the child write the word and exaggerate the letters that
-are causing trouble, making them three or four times
-larger than the rest of the letters of the word. For example,
-the word PRIVILEGE, often incorrectly spelled
-PRIVELEGE. Write the word correctly and enlarge
-the "I," making it several times the size of the other letters;
-now have him form the visual picture of the word
-spelled in his way:</p>
-
-<p><span class="pagenum"><a name="Page_33" id="Page_33">[Pg 33]</a></span></p>
-
-<div class="figcenter"><img src="images/i_033.jpg" alt="" /></div>
-
-<p>In writing the word hereafter you will find that the
-visual picture of the word with the exaggerated letter
-will come back to his mind and give the correct spelling.</p>
-
-<p>In cases where it is a question of a single, or double
-consonant, for example, the word "fulfil" write it "full"
-and mark a large X through the second "L."</p>
-
-<p>This will impress upon his mind that one "L" is correct.</p>
-
-<p>Rules in spelling as a general thing, are not as helpful
-as a little care, observation and commonsense. The
-most troublesome is the "I"-"E," and this one rule
-should be clearly fixed in mind:</p>
-
-<blockquote>
-
-<p><b>"I" always comes before "E," except when following
-"C," or when sounded as "A," as in "Neighbor" and
-"Weigh."</b></p></blockquote>
-
-<p>Notice the word "Alice." Keeping this one word in
-mind will serve largely to overcome this difficulty. "I"
-follows all letters except "C," which is followed by "E"
-as it is in "Alice." To fix in mind the "E" following
-"C" it will be helpful to show the child the similarity of
-motion and appearance in writing "C" and "E." Many<span class="pagenum"><a name="Page_34" id="Page_34">[Pg 34]</a></span>
-examples could be given of this "I"-"E" rule. It will
-serve very largely to fix it in mind, however, if you will
-have the child hunt out these examples for himself and
-make a list of them.</p>
-
-
-<h3>Use Visualization</h3>
-
-<p>Teach the child to visualize the words which he
-studies each day in his spelling lesson. You may not be
-able to visualize them yourself, but if you have started
-early in training him, he will have little difficulty in
-doing so. Exaggeration should be used as an aid in
-spelling. It will be easier to see the words printed in
-letters from three to six feet high on the wall of the
-room, than to see them in pica type on the paper. If
-your child has difficulty in visualizing the words in the
-spelling lesson have him exaggerate and color them in
-his mind's eye picture.</p>
-
-<p>Have the child take a piece of scratch paper and colored
-crayons and print the difficult words in large letters,
-using two colors, one for consonants and the other
-for vowels. If the child has difficulty in learning the sequence
-of "ie" and "ei" have him follow the plan of
-using two strong colors, such as red and blue for the
-two vowels. Have him print all the words with which
-he has difficulty, using red for the "e" and blue for the
-"i." This color impression combined with the enlarged
-letter, will overcome the difficulty.</p>
-
-<p><span class="pagenum"><a name="Page_35" id="Page_35">[Pg 35]</a></span></p>
-
-
-<h3>Spelling Exercise</h3>
-
-<p>In order to help the child to become sure of himself
-write a list of words spelled incorrectly. Have him go
-over them and correct them, or tell what the error is.</p>
-
-<p>Spelling rules should be learned by making visual pictures
-of the word to which the rule applies, and not by
-simply learning a group of words, the meaning of which
-sometimes is not fully appreciated.</p>
-
-
-<h3>An Example</h3>
-
-<p>Rule&mdash;Final "y," when preceded by a consonant, is
-changed to "i" before any suffix not beginning with "i."</p>
-
-<p>To learn this rule have the child print out a few examples,
-as follows, enlarging and striking out the important
-letters:</p>
-
-<div class="figcenter"><img src="images/i_035.jpg" alt="" /></div>
-
-<p>Rule&mdash;Final "y" preceded by a vowel is not changed
-to "i" before any suffix beginning with a vowel.</p>
-
-<p class="center">
-plAy-ed &nbsp; &nbsp; &nbsp; &nbsp; delAy-ed
-</p>
-
-<p>Have the child print these examples and enlarge
-them. All rules should be illustrated in graphic form.</p>
-
-
-<h3>The Spelling Cards</h3>
-
-<p>For younger children the brightly colored A, B, C,
-blocks and picture books have always been helpful in<span class="pagenum"><a name="Page_36" id="Page_36">[Pg 36]</a></span>
-teaching the alphabet and simple words. These spelling
-cards have the advantage of self-instruction with no
-possibility of mistake, so that the child teaches himself
-accurately and uses the visual sense in doing so.</p>
-
-<div class="figleft"><img src="images/i_036.jpg" alt="" /></div>
-
-<p>These spelling cards consist of a series of simple pictures
-on cardboard with irregularly shaped holes cut
-beneath, a hole for each letter in the name of the object
-in the picture.</p>
-
-<p>The needed letters of the alphabet can be made from
-cardboard, each on a card of separate shape, so that it
-will not fit into any hole except where it belongs to
-properly spell the word
-illustrated. The holes in
-the picture will correspond
-to the shape of the
-cards which spell the
-name. In this way there
-can be no error. The child
-can take the picture cards
-and find the proper letter
-cards to fit the holes under
-the picture and thus
-learn to spell the name.
-These Spelling cards can
-be made by pasting pictures
-of common objects
-on cards about 4&times;6 inches.
-Then cut the odd shaped
-pieces for the principal<span class="pagenum"><a name="Page_37" id="Page_37">[Pg 37]</a></span>
-letters of the alphabet, using the same shape for the
-same letters, mark the proper shapes for the letters
-spelling the name of the object on the card, and cut
-them out with a sharp knife.</p>
-
-<p>The shapes for the letter cards can be similar to
-those suggested in the Game of Matching Cards in
-Book One.</p>
-
-<p>Suggested objects for the picture cards:</p>
-
-<p>Cat, Rat, Boat, Apple, Boy, Girl, Fan, Pig, Car, Dog,
-Bird, Rose, Bee, Egg, Spoon, Horn, Frog, Man, Cow,
-Ball, Baby, Chair, Watch, Saw, Hammer, Nail, Coat,
-etc.</p>
-
-
-<h3>The Game of Word Making</h3>
-
-<p>This game was at one time quite popular and should
-be revived and used often. It teaches spelling and increases
-the vocabulary.</p>
-
-<p>The only equipment is a series of cards of any size
-larger than an inch square. On these print letters of
-the alphabet or cut large black letters from the headlines
-of the newspapers and paste them on. There
-should be about six of each of the vowels, two of all the
-consonants, and three or four more of those most used.</p>
-
-<p>Turn all the cards face down on the table and mix
-them thoroughly. The first player picks up a card and
-lays it face up in the center of the table, the next player
-does the same, and so on. The first child to make a
-word of the letters turned up speaks the word, selects
-the letters to properly spell it and lays them side by
-side, spelling the word. If it is properly spelled he gets<span class="pagenum"><a name="Page_38" id="Page_38">[Pg 38]</a></span>
-one point, but if he has not spelled it correctly he loses
-one point, and the letters go back into the draw pile.</p>
-
-<p>Each properly spelled word counts a point for the
-child first calling it. A limit of points can be set and
-the first one reaching that score wins. If older persons
-wish to play the game a limit may be set on the size of
-the words spelled, as no word of less than 6, 8 or 10 letters,
-whichever figure is decided upon.</p>
-
-
-<h3>The Game of Salvaging Words</h3>
-
-<p>Pick a large word to pieces and see how many smaller
-ones can be made from the letters contained in it. This
-is a good exercise for persons of any age and is often
-played at parties.</p>
-
-<p>Give each player a paper and pencil, select some
-long word and let each write it at the top of his paper.
-Determine on a time limit usually five minutes, and
-see who will make the most words from the letters of
-the larger word.</p>
-
-<p>After the time is up the one having the longest list
-wins. It will be interesting and helpful to have the long
-list read, each checking the words on their list. Then
-let each one read the words which they made and which
-no one else has read. It will be surprising how many
-different words there will be. Use words like:</p>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>Conflagration</td><td>Washington</td><td>Imperceptibility</td></tr>
-<tr><td>Consternation</td><td>Gubernatorial</td><td>Permeability</td></tr>
-<tr><td>Understanding</td><td>Examination</td><td>Responsiveness</td></tr>
-<tr><td>International</td><td>Immovability</td><td>Stenographer</td></tr>
-
-</table>
-
-<p><span class="pagenum"><a name="Page_39" id="Page_39">[Pg 39]</a></span></p>
-
-
-<h3>The Game "The Camels Are Coming"</h3>
-
-<p>This game should never be allowed to grow old. It is
-"lots of fun" at parties and helpful in vocabulary building,
-because it requires an effort, and every time you
-induce yourself, or your child, to make an effort good is
-accomplished.</p>
-
-<p>Have the group sit around the room and then begin
-by selecting a letter and a suffix, as B-ing. The one
-starting says to the one on his left "The camels are coming."
-He replies "How are they coming?" The beginner
-must then reply using one word beginning with B
-and ending with "ing". For example: Buzzing&mdash;Bleating&mdash;Braying&mdash;Blushing&mdash;.
-Each player must think
-of a word to give as his answer. All must remember
-the words that have been given and must answer inside
-the limit of ten seconds after the other has said, "How
-are they coming?" Any word that is in the dictionary
-can be used. If a player cannot answer in ten seconds
-he must sit on the floor of the room and pay a forfeit
-to the timekeeper.</p>
-
-<p>This game can be varied in a great many ways, the
-words can begin with any letter and end with any suffix
-or begin with any prefix.</p>
-
-
-<h3>Learning Synonyms</h3>
-
-<p>To help the child remember synonyms and to increase
-his vocabulary write a list of words and have him write
-opposite them as many words of similar meaning as he
-can. For example:</p>
-
-<p>HOUSE&mdash;residence&mdash;building&mdash;dwelling&mdash;abode.</p>
-
-<p>TRAVEL&mdash;journey&mdash;trip&mdash;tour.</p>
-
-<hr class="chap" />
-
-
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_40" id="Page_40">[Pg 40]</a></span>
-<h2 class="nobreak">THE STUDY OF GEOGRAPHY</h2></div>
-
-
-<p>Most children will like the study of geography if it
-is given to them in stories and pictures as much as possible.
-Note how the more modern geographies are literally
-picture-books compared with those of several
-years ago.</p>
-
-<p>Teach the child to make the pictures in the book his
-permanent knowledge through visual reviews. When
-he is studying about an isthmus, and there is no picture
-of one in the geography, find one elsewhere. Have the
-child notice clearly that "An isthmus is a narrow strip
-of land connecting two larger bodies." Take the outline
-maps and have the child go over them and point out
-all the examples of the isthmus. Now have him take a
-pencil and paper and draw one. Have him repeat the
-definition as the teacher wishes it to be learned, but be
-sure that he can SEE and explain it in his own words.</p>
-
-<p>Fix one definite illustration of each geographical division
-in the child's mind. Use the Isthmus of Panama
-for the isthmus, explaining to him that this location
-was selected for the Panama Canal because it was a
-narrow strip of land, etc. Make it interesting by
-stories.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_41" id="Page_41">[Pg 41]</a></span>In your walks with the children through the country
-take every opportunity to explain the different geographical
-formations. Find an illustration for an
-isthmus even if it is only a small puddle, or if you have
-to make one in the back yard with a shovel and a pail
-of water. The sand-box method, because it is visual,
-has always been a successful one for teaching
-geography.</p>
-
-
-<h3>Visualize the Map</h3>
-
-<p>See clearly the outline of the country being studied,
-and note its peculiarities. Put the map at arm's length
-and let your imagination transform the contour of the
-country into the picture of some object.</p>
-
-<p>Note that the continent of South America is very
-similar in shape to the head and trunk of an elephant,
-the projection on the Northeast corner being the ear.
-Note the similarity in shape between the outlines of
-France, Spain and Portugal to a hog's head eating from
-a bucket. The continent of Australia easily becomes
-the shape of two animals' heads, back to back.</p>
-
-<p>To study any country follow the plan outlined in the
-next two paragraphs for the study of the states of Illinois
-and Indiana. Note carefully the outline of the
-state, and see just the shape which it forms. Note the
-location of the principal cities and get their relationship
-to each other.</p>
-
-<p><span class="pagenum"><a name="Page_42" id="Page_42">[Pg 42]</a></span></p>
-
-
-
-<h3>Illinois</h3>
-
-<div class="figleft"><img src="images/i_042a.jpg" alt="" /></div>
-
-<p>Take your pencil and draw an outline of this state,
-then a line from Chicago to Rock
-Island, from Rock Island to East St.
-Louis, from East St. Louis to Springfield
-and from Springfield back to Chicago.
-Notice that the line connecting
-these cities forms a triangle. Get the
-visual impression of the triangle in
-mind. Now close your eyes and see if
-you can see the outline of the state
-clearly and upon it the line joining the
-principal cities.</p>
-
-
-<h3>Indiana</h3>
-
-<div class="figleft"><img src="images/i_042b.jpg" alt="" /></div>
-
-<p>In like manner note the state of Indiana, its outline
-and the triangle formed by the line
-running from Indianapolis to Fort
-Wayne to South Bend, to La Fayette,
-to Evansville, and back to Indianapolis.
-Any state may be studied in this way,
-or any country or continent. Its size,
-shape and the location of the principal
-cities may be indelibly fixed in mind.</p>
-
-<p>You will find that impressions made
-upon the mind in this visual manner are lasting, and
-that you can gather knowledge of geographical locations
-which hitherto may have been difficult for you to
-retain.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_43" id="Page_43">[Pg 43]</a></span>After you have once impressed these pictures upon
-your mind, close your eyes again and let your mind's
-eye see them. The location of cities, mountain ranges,
-rivers, etc., need simply to be visually impressed in this
-manner. Draw a line from one principal city to another.
-Notice the length and direction of the line and
-the figure made by joining them. Draw the lines with
-your eyes closed until you have a clear mind's eye impression
-of the exact locations.</p>
-
-<p>Follow this plan in teaching the child to visualize the
-map which he is studying. Do it with each state, and
-each continent, island, or country.</p>
-
-<p>Draw a plain outline map of the continent being
-studied, let the child draw in the principal rivers and
-mountain ranges, writing the name of each. Explain
-how these mountain ranges and large rivers, because of
-the natural defence offered, have become the natural
-boundaries between nations. Now have the child draw
-each country on a blank map, writing the name of each
-and placing a dot where the capital of the country is
-located, and naming it.</p>
-
-<p>Of course it is not likely that the child will be able
-to do all this without reference to the map. The map
-of the continent should be visualized by a definite effort.
-Let him go over a section at a time noticing the
-mountains and rivers, their use as boundaries and the
-countries which they separate. After this detail study
-have the child observe the map as a whole, and build its
-visual picture in his mind. From this visual picture<span class="pagenum"><a name="Page_44" id="Page_44">[Pg 44]</a></span>
-have him draw all the details possible on the blank map.
-Let him go back to the map of the continent, study the
-points missed, revisualize the picture, close the book,
-and add as much as possible to the map he is drawing.</p>
-
-<p>Do the same with the map of the United States.
-Have the child become familiar with the outline, the
-rivers, mountains and Great Lakes. Next have him become
-familiar with the groups of states, as the New
-England States; the Middle Atlantic States; the Southern
-States, eastern and western divisions, etc. Each of
-these divisions can be visualized separately, the outlines
-of the states and the location of the capital learned, so
-that an outline map of the group can be drawn as was
-done in the case of the continent and its countries. If
-this process is continued a very little study of the
-United States as a whole will enable the child to draw
-the entire country and locate all the states and their
-capitals, a thing which only a very few grown people
-can do.</p>
-
-
-<h3>Learning the Groups of States</h3>
-
-<p>The use of initialing will help in learning the names
-of the states in their different geographical groups. Use
-the initial of the states in the group and make a sentence
-using these initials as the first letter of each succeeding
-word. Fix the sentence in mind and when you
-wish to name the states let the initial or name act as a
-guide and suggest the name of the state. Use the sentences
-following, or make others of your own.</p>
-
-<p><span class="pagenum"><a name="Page_45" id="Page_45">[Pg 45]</a></span></p>
-
-
-<h3>New England States</h3>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>May's</td><td>New Hampshire</td><td>Views</td><td>Might</td></tr>
-<tr><td>Maine</td><td>New Hampshire</td><td>Vermont</td><td>Massachusetts</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>Connect</td><td>Rhode Island.</td></tr>
-<tr><td>Connecticut</td><td>Rhode Island.</td></tr>
-</table>
-
-
-<h3>Middle Atlantic States</h3>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>New York's</td><td>New Jest</td><td>Puts</td><td>Delaware</td></tr>
-<tr><td>New York</td><td>New Jersey</td><td>Pennsylvania</td><td>Delaware</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>Many leagues</td><td>West (of)</td><td>Virginia.</td></tr>
-<tr><td>Maryland</td><td>West Virginia</td><td>Virginia.</td></tr>
-</table>
-
-
-<h3>Central States&mdash;Eastern</h3>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>Oh!</td><td>I</td><td>K(C)an take</td><td>Ill</td><td>With cousin</td></tr>
-<tr><td>Ohio</td><td>Indiana</td><td>Kentucky</td><td>Illinois</td><td>Wisconsin</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>Mich.</td></tr>
-<tr><td>Michigan.</td></tr>
-</table>
-
-
-<h3>Central States&mdash;Western</h3>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>Miss</td><td>I O</td><td>Minnesota</td><td>K(C)an</td><td>Neighbor</td><td>North</td></tr>
-<tr><td>Missouri</td><td>Iowa</td><td>Minnesota</td><td>Kansas</td><td>Nebraska</td><td>North</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>and</td><td>South Dakota.</td></tr>
-<tr><td>Dakota</td><td>South Dakota.</td></tr>
-</table>
-
-
-<h3>Southern States&mdash;Eastern</h3>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>No</td><td>Southern</td><td>Car</td><td>Goes</td><td>Far</td></tr>
-<tr><td>North Carolina</td><td>South</td><td>Carolina</td><td>Georgia</td><td>Florida</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>All-a-board</td><td>Miss</td><td>Tennessee.</td></tr>
-<tr><td>Alabama</td><td>Mississippi</td><td>Tennessee.</td></tr>
-</table>
-
-<p><span class="pagenum"><a name="Page_46" id="Page_46">[Pg 46]</a></span></p>
-
-
-<h3>Southern States&mdash;Western</h3>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>Ark an</td><td>Louise</td><td>Take</td><td>Okla home.</td></tr>
-<tr><td>Arkansas</td><td>Louisiana</td><td>Texas</td><td>Oklahoma.</td></tr>
-</table>
-
-
-<h3>Western States&mdash;South</h3>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>Californians</td><td>Use</td><td>Colorado.</td></tr>
-<tr><td>California</td><td>Utah</td><td>Color.</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>Never</td><td>A</td><td>Newly Made.</td></tr>
-<tr><td>Nevada</td><td>Arizona</td><td>New &nbsp; &nbsp;Mexico.</td></tr>
-</table>
-
-
-<h3>Western States&mdash;North</h3>
-
-<table border="0" cellpadding="4" cellspacing="2" summary="table">
-
-<tr><td>Why!</td><td>Ida</td><td>Might</td><td>Wash</td><td>Ore.</td></tr>
-<tr><td>Wyoming</td><td>Idaho</td><td>Montana</td><td>Washington</td><td>Oregon.</td></tr>
-</table>
-
-<p>In order that there be no omission of any sentence
-it is only necessary to note that there are eight groups
-and four pairs: New England and Middle Atlantic;
-Central East and West; Southern East and West, and
-Western North and South. As a further check for accuracy
-notice the groups as in pairs above; the first pair
-has 6 and 7 states; the second has the same, 6 and 7;
-the Southern has 7 and 4, and the Western has 6 and 5.
-The first two groups have 13 each and the second two
-groups have 11 each.</p>
-
-
-<h3>Puzzle Maps</h3>
-
-<p>The common jig-saw puzzle maps have value if accurately
-cut. A splendid game for learning the states of
-the United States, their shape, size and relative position,<span class="pagenum"><a name="Page_47" id="Page_47">[Pg 47]</a></span>
-can be made at home. Lay a map of the United
-States on a piece of good cardboard, trace the outline of
-each state and then cut them out on the state lines with
-a sharp knife. Have the child first learn to name the
-states by seeing the blank pieces of irregularly shaped
-cardboard. Then let him learn to put the pieces together,
-naming the states as he does so. This plan can
-be followed in studying the counties in your state or the
-countries in a continent.</p>
-
-
-<h3>The Blank Map</h3>
-
-<p>Another helpful method is to draw an outline map of
-the United States on blank paper, drawing in each state.
-This can best be done by using impression paper. Now
-have the child take the map with the outlines of the
-states and write in the name of each.</p>
-
-
-<h3>The Geography Game</h3>
-
-<p>Have cards cut on the lines of the different states of
-the United States. You can use the ones made for the
-puzzle map above. On each state card place three spots
-in the location of the capital and two principal cities.
-Prepare a series of three cards about 2&times;3 inches for each
-of the states, and on each print the name of one of the
-three cities mentioned so that for each state there is a
-book of four cards, the plain outline card of the state, a
-card bearing the name of the capital, and a card for each
-of the two principal cities. Below the name of the city
-can be drawn an object, or a word which will indicate<span class="pagenum"><a name="Page_48" id="Page_48">[Pg 48]</a></span>
-the approximate population of the city, by the Number
-Code. Make a similar set of four cards for each state,
-the state cards to be cut on the map outline, but not to
-have the name of the state on them; nothing but three
-spots in the location of the cities mentioned.</p>
-
-<p>Some states can best be made in a group because of
-their comparative size. Vermont and New Hampshire
-can be on one card; Massachusetts, Connecticut and
-Rhode Island on another, and Maryland and Delaware
-another. Only three cities should be marked on the
-cards of these groups, always using the capitals of the
-states.</p>
-
-<p>The state cards and the city cards should be shuffled
-separately, the state cards laid to one side as a draw
-pile, and the city cards divided among the players. The
-first player draws a state card and lays it on the table
-and has the first opportunity to play with it any city
-card he holds. The player to the left has the next turn,
-and so on, until someone has laid down the last of the
-three city cards belonging to this state card and takes
-the book. The one playing the last city card is entitled
-to the book and has the privilege of drawing the next
-state card. The one securing the largest number of
-books wins.</p>
-
-<p>Any player playing a wrong city card on a state card
-must forfeit the card to the one who started with the
-state card.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_49" id="Page_49">[Pg 49]</a></span>This game requires that the players recognize the
-state by its outline and know the name of the capital
-and the two principal cities of the state, and of course,
-in which state each city card belongs.</p>
-
-<p>The same game can be arranged for the countries of
-Europe, South America or any other continent. The
-card can bear the names of the capital, the principal
-river and mountain range, or the capital and two principal
-cities.</p>
-
-
-<h3>Following the Travelers</h3>
-
-<p>Have the child follow the travelers in the following
-stories by actually seeing the geographical formations
-as they are named. Then have him repeat the itinerary
-by referring to the picture of the geographical formations.
-You will find that he can visualize the isthmus,
-plateau, etc., only after having clear knowledge of what
-each is. This repeated visualization will make a lasting
-impression upon his mind.</p>
-
-
-<h3>The Story</h3>
-
-<p>A man and a boy were out sailing when a strong
-wind blew them ashore on a POINT, opposite a small
-ISLAND. They dragged their boat across an ISTHMUS
-and soon reached the PENINSULA, where they
-landed in a BAY. They started out in opposite directions
-looking for drinking water. The boy followed
-up a RAVINE and found himself on a PLATEAU. He
-became lost in a SWAMP and came out on a PRAIRIE,
-and inquired at a village where he found that he could<span class="pagenum"><a name="Page_50" id="Page_50">[Pg 50]</a></span>
-return by following a RIVER through the VALLEY.
-He made a raft and floated down the river until he was
-stranded on a DELTA. He waded ashore and was soon
-back at his boat.</p>
-
-<p>The man climbed a MOUNTAIN and looked out
-over the DESERT, where he saw an OASIS. Then he
-climbed over a CLIFF and followed a CANYON back
-to the BAY.</p>
-
-
-<h3>The Travel Game</h3>
-
-<div class="figright"><img src="images/i_050.jpg" alt="" /></div>
-
-<p>Give the child the blank outline of the country in
-which you are going to tell the story of your travel.
-Have him locate on the blank map each city you visit
-and draw a line from one to the other showing the
-route which was followed.</p>
-
-<p>An example: England. I went to England and
-landed at Liverpool. I went by rail from there to London,
-stopping one day at Gloucester. From London I
-went by water to Portsmouth.</p>
-
-
-
-<p>In this story you can ask the child to tell you what
-kind of houses the inhabitants
-live in. You can take a ship
-and be collecting a cargo at
-the ports. Ask the child what
-local products are most easily
-found, and other questions
-which will show what these
-people export. Also the customs
-and commerce of the
-country in which the story is located can be discussed.</p>
-
-<hr class="chap" />
-
-
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_51" id="Page_51">[Pg 51]</a></span>
-<h2 class="nobreak">STUDYING HISTORY</h2></div>
-
-
-<p>The study of history is largely a matter of Remembering
-What You Read. Children who have difficulty
-in remembering what they read, as a rule, do not like
-to study history. The lesson made into a visual picture
-will fix the points in mind with one reading, but this
-reading must not be careless or hasty. Help the child
-to read slowly and to pause long enough to make a
-mind's eye picture of each circumstance and change.
-It will be helpful to take a piece of paper and draw the
-scene of the battle. Mark in roughly the hills, mountains
-and rivers. Show the positions of the opposing
-armies, then roughly sketch the changes which take
-place. This drawing will help you to make a definite
-picture impression.</p>
-
-<p>Take advantage of the pictures on the page of the
-book. The child's mind will naturally associate with
-the picture the many circumstances happening before
-and after, if he hears or reads them while the picture
-is visible.</p>
-
-<p>For example, the picture of the landing of the Pilgrims
-on the shores of Massachusetts will bring to
-mind the facts which led to their making the journey.
-It will also suggest circumstances after the landing.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_52" id="Page_52">[Pg 52]</a></span>Those stories and facts which the child hears, while
-looking at the picture, are joined with it in the mind
-by the law of association, and the operation of the
-same natural law will tend to recall them whenever the
-child sees the picture.</p>
-
-<p>A series of large pictures, which all of the class can
-see while the history lesson is being studied and recited,
-would help in fixing the facts in the minds of
-the children. Children who are taught to visualize
-can form their own pictures and have a wonderful
-advantage.</p>
-
-
-<h3>Remembering History Dates</h3>
-
-<p>This troublesome matter is easily mastered when
-the child understands the use of the number code as
-given in the book on Memory. This principle can be
-applied in every case. As a rule, the century in which
-the date occurs is not confusing, and the effort can
-be confined to the particular year. For example, in
-order to remember the date of the Battle of Bunker
-Hill, it is only necessary to remember '75, for the
-year, as every student will know that it was in 1775
-and not 1875, or 1675.</p>
-
-<p>A boy twelve years of age learned more history dates
-in one week after knowing how to use the Number
-Code than he had learned in weeks before. The knowledge
-of how to visualize the lesson and how to remember
-the dates will overcome any prejudice or any difficulty
-which the child may have with history lessons.</p>
-
-<p>The following are samples of how the Number Code
-has been applied to remembering history dates:</p>
-
-
-
-<p><span class="pagenum"><a name="Page_53" id="Page_53">[Pg 53]</a></span>Landing of the English at Jamestown, 1607. During
-the first year there was much sickness and the
-word SICK is '07. The picture of the Jamestown settlers
-"sick on the beach" will fix the year in mind.</p>
-
-<p>The following dates were in one lesson, and are the
-word-pictures which a child used in remembering
-them. Marquette and Joliet explored the Mississippi
-River in 1673. The word COMB is '73. They were
-"combing" the river.</p>
-
-<p>LaSalle reached the mouth of the Mississippi River
-in 1682. He planted the French flag and had a celebration.
-FUN is '82, they had fun when they planted
-the flag.</p>
-
-<p>New Orleans was settled by Bienville in 1718. He
-had a hard time finding a good place for the city,
-TOUGH (tuf) is '18, they had a tough time.</p>
-
-<p>Washington and the Virginian troops drove the
-French troops from Fort DuQuesne in 1754. He drove
-them from their LAIR, '54.</p>
-
-<p>General Braddock was defeated and killed in 1755.
-He was buried in the woods of Pennsylvania. '55 is
-LILY, see a lily on his grave.</p>
-
-<p>Some other examples follow: Alaska was purchased
-in 1867. 18 may be DOVE and '67 CHECK, a picture
-of a DOVE flying to Russia with the CHECK. Or if
-you prefer you can use the two words, STOVE-SHACK,
-or TOUGH-JOKE, it was a tough joke on
-Russia to sell it for so little.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_54" id="Page_54">[Pg 54]</a></span>The Battle of Bunker Hill was June 17th, 1775.
-This can be remembered by the association SHOOTING
-KILL. Sh is 6; TING is 17; KILL is '75. 6-17-'75
-is the date and it is in the two words SHOOTING
-KILL, which is easily remembered with Bunker Hill.</p>
-
-<p>The Battle of Bull Run, July 21st, '61. This is
-7-21-'61. CAN'T SHOOT (because they ran so fast
-they couldn't shoot) and the two words CAN'T SHOOT
-stand for 7-21-'61.</p>
-
-<p>Peary reached the North Pole April 6th, 1909. This
-can be represented by URGES UP. This is 4-6-'09. He
-urges his men up to the pole.</p>
-
-<p>Panama Canal was officially opened August 15th,
-1914. This is 8-15-'14. VITAL DOOR will represent
-these numbers. The canal is a VITAL DOOR between
-the two great oceans.</p>
-
-<p>Examples of the dates of the reigns of the English
-kings at the end of feudalism. The War of Roses.</p>
-
-<table border="0" cellpadding="0" cellspacing="0" summary="table">
-
-<tr><td class="center"><strong>Order of Reign.</strong></td><td class="center"><strong>Code Words.</strong></td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>1&mdash;Henry IV 1399-1413</td><td>Tie&mdash;Henry&mdash;hear, them pipe&mdash;their doom.</td></tr>
-
-<tr><td>&nbsp;</td></tr>
-<tr><td>2&mdash;Henry V 1413-1422</td><td>Snow&mdash;Henry&mdash;lie, to redeem&mdash;true nun.</td></tr>
-
-<tr><td>&nbsp;</td></tr>
-<tr><td>3&mdash;Henry VI 1422-1461</td><td>Home&mdash;Henry&mdash;show, true nun to our chateau.</td></tr>
-
-<tr><td>&nbsp;</td></tr>
-<tr><td>4&mdash;Edward IV 1461-1483 &nbsp; &nbsp;</td><td>Wire&mdash;Edward&mdash;hear, a deer shout their fame.</td></tr>
-
-<tr><td>&nbsp;</td></tr>
-<tr><td>5&mdash;Edward V 1483</td><td>Wheel&mdash;Edward&mdash;hail, true fame.</td></tr>
-
-<tr><td>&nbsp;</td></tr>
-<tr><td>6&mdash;Richard II 1483-1485</td><td>Sash&mdash;Richard&mdash;no, true fame&mdash;dare fail.</td></tr>
-
-</table>
-
-
-
-<p><span class="pagenum"><a name="Page_55" id="Page_55">[Pg 55]</a></span>Here the Code word TIE stands for I, the first king&mdash;Henry
-hear, for Henry fourth; "them pipe" is 1399;
-"their doom" is 1413. The whole can easily be visualized
-into a picture of Henry using the TIE to make an ear
-trumpet to HEAR THEM PIPE THEIR DOOM. A
-peculiar idea, perhaps, but it will accomplish the purpose.
-Use the same plan for other similar lists and make
-strong picture associations and they will aid you greatly.
-They can be recalled when the numbers can not.</p>
-
-<p>The following are examples of dates of Greek and
-Roman History:</p>
-
-<blockquote>
-
-<p>Draco codifies Laws of Athens, 621. Joined&mdash;He joined
-the laws.</p>
-
-<p>Peloponnesian War, 431-404. Remote&mdash;Razor.</p>
-
-<p>Corinthian War, 395-387. Mabel&mdash;Moving.</p>
-
-<p>Alexander King of Macedonia, 336-323. May homage&mdash;My
-name.</p>
-
-<p>Founding of Rome, 753-(?). Column.</p>
-
-<p>Rome supreme in Italy, 264. New Chair.</p>
-
-<p>Sack of Rome by the Gauls, 390. Mobs.</p>
-
-<p>Great Latin War, 340-338. Mars&mdash;May move.</p>
-
-<p>Peace between Rome and Carthage, 201. Nice Tie.</p>
-
-<p>Julian Emperors, 27 B. C.-41 A. D. INK Bottle Can&mdash;RIDE
-After Dark.</p>
-
-<p>Claudian and Flavian Emperors, 41-96. Red&mdash;Badge.</p>
-
-<p>Good Emperors, 96-180. Push&mdash;Thieves.</p>
-
-<p>Invasion of Barbarians, 337-376. May make&mdash;My cash.</p>
-
-<p>Charles the Great crowned Emperor of the Romans,
-800 Vices.</p></blockquote>
-
-<p><span class="pagenum"><a name="Page_56" id="Page_56">[Pg 56]</a></span></p>
-
-
-<h3>The History Game</h3>
-
-<p>Secure pictures of the principal events in history
-and paste them on a series of cards. Have nothing on
-the cards but the picture, no printing, or names. Take
-three blank cards about 2&times;3 inches and on the first place
-the date of the event; on the second the names of the
-leaders; if a battle, the opposing generals; on the third
-put the name of the peoples concerned.</p>
-
-<p>For example, first card, a picture of the Battle of
-Bunker Hill; second card, June 17th, 1775; third card,
-General Wm. Howe and General Joseph Warren; fourth
-card, British and American colonists.</p>
-
-<p>A series of such cards should be made covering the
-events that are being studied at that time. The pictures
-are shuffled and laid in a draw pile on the table, and the
-cards are shuffled and dealt to the players. The one to
-the left of the dealer draws and plays a picture into the
-middle of the table, and then any cards which he holds
-which belong with it. The next player has the next opportunity
-to play, and so on around the group. The
-player who places the fourth card takes the book and
-is entitled to draw and play a picture into the center of
-the table.</p>
-
-<p>Any card which is played in error that does not belong
-with the event in the picture shall be forfeited to
-the one who started the play with the picture card. The
-one getting the most books wins.</p>
-
-<p><span class="pagenum"><a name="Page_57" id="Page_57">[Pg 57]</a></span></p>
-
-
-<h3>The Game of Famous Men</h3>
-
-<p>Secure the pictures of a group of 48 or more men of
-the present and immediate past who are well known in
-national or international circles. Place the picture on
-one card, the name on another, on the third, his nationality,
-and on the fourth, the thing for which he is
-best known. The last card can contain more than one
-thing, if you wish.</p>
-
-<p>The game is played like the History Game above, and
-requires the players to be familiar with the well known
-men and their deeds, also to be able to call them by
-name, and to know their nationality.</p>
-
-<p>The same idea can be used by making a game of the
-famous men of Colonial History; or of the period of the
-Civil War; or of the great World War just passed. Do
-you know the face of Gen. Haig, his nationality and
-principal event of his life? To look up the information
-for the cards is a good history lesson in itself. Take the
-ideas of all these games and by using your Productive
-Imagination make them fit the needs of your study, or
-the things which you wish most to master.</p>
-
-<hr class="chap" />
-
-
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_58" id="Page_58">[Pg 58]</a></span>
-<h2 class="nobreak">STUDYING MATHEMATICS</h2></div>
-
-
-<p>Children learn to count by using objects, in the school
-room they count the desks, the children, the number
-of cards, or blocks. The first lessons are object-lessons
-dealing with objects which can be handled and formed
-into groups. Digits are symbols which represent objects,
-7+3=10, is an abbreviated form for 7 (Apples)
-and 3 (Apples) are 10 (Apples).</p>
-
-<p>It is easier to teach addition and subtraction by the
-use of the objects to add and to take away from.
-The realization of the process comes by seeing the objects
-and the result of the change. The digits become
-symbols for the objects that the child has been working
-with. Counting boards are helpful in teaching children,
-for they enable you to continue the visual process. All
-methods of teaching through the visual processes should
-be continued as long as possible.</p>
-
-<p>The child's interest in the problem will be stimulated
-if he deals with objects, or things, and not with meaningless
-groups of figures. The problem 127+323+417= ,
-is a meaningless one and uninteresting, but if you encourage
-him to think that this is the number of soldiers<span class="pagenum"><a name="Page_59" id="Page_59">[Pg 59]</a></span>
-with which a general is going out to meet an army of
-two thousand, then he has some interest in finding out
-how many men the general really has to meet the two
-thousand with. This makes the problem read thus, in
-his mind.</p>
-
-<p>127 (soldiers) + 323 (soldiers) + 417 (soldiers) = How
-large an army?</p>
-
-<p>Figuring a page of problems will be uninteresting,
-but if you can encourage the child to introduce the imaginary
-objects, it will increase his interest.</p>
-
-<p>Fractions are usually explained by the division of an
-apple or some easily divided object. Division, as a process
-of dividing a group of objects among a smaller
-group of children, is easily understood and interesting
-to them. Encourage your child to continue to think of
-the objects when dealing with fractions.</p>
-
-
-<h3>Visualization Always Aids</h3>
-
-<div class="figright"><img src="images/i_060.jpg" alt="" /></div>
-
-<p>All mental processes should take form in pictures.
-The adding of 4 and 7 should be seen in the mind's eye,
-if the problem is not written down. A parent tells the
-story of his difficulty with his son and this simple problem.
-The child got the idea fixed in his mind that 4 and
-7 were 12. The father had told the boy that the answer
-was 11, and had the child repeat, 4 and 7 are 11, several
-times. But the original impression was still the
-stronger, and the next day, when asked by the father,
-"How many are 4 and 7?" the child's answer was 12.
-In some way this impression had become a very strong<span class="pagenum"><a name="Page_60" id="Page_60">[Pg 60]</a></span>
-one and was recalled before the weaker one of the correct
-answer, 11. The idea of visualization was brought
-to the father's attention during the day by his having
-attended a lesson in Memory Training given by the author.
-That evening he called the boy to him and said,
-"Son, how many are 4 and 7 tonight?" He received the
-same incorrect answer, 12. Then he took a piece of paper
-and wrote upon it the figures in exaggerated size,
-as illustrated on the right. He had the boy look
-at the problem for a moment and then look away
-and see it in his mind's eye, then look at the problem
-again. Thus he placed a visual impression
-of the correct answer in the child's mind and this
-became the stronger of the two impressions and
-was never forgotten. The next morning the
-father asked the boy the same question, "How
-many are 4 and 7?" and the answer was promptly given,
-"Eleven." "Why, I can just see those figures in my
-mind and I never will forget that."</p>
-
-
-
-<p>This experience is the natural result of using the
-stronger sense of sight in preference to the weaker one
-of hearing. The conscious use of the mind's eye faculty
-in his arithmetic lessons brought this boy from the bottom
-of his class up to a reasonable grade in a very short
-time. Do not overlook the value of visualization. It can
-be applied with helpful results in any lesson or problem.</p>
-
-<p><span class="pagenum"><a name="Page_61" id="Page_61">[Pg 61]</a></span></p>
-
-
-<h3>The Mental Blackboard</h3>
-
-<div class="figright"><img src="images/i_061.jpg" alt="" /></div>
-
-<p>The child can easily learn to visualize his problems in
-mental arithmetic if he will begin while young. This is
-especially true if you have used the exercises for visualization
-given in the First Book. Those on mind's eye
-counting and the Number and Letter games are especially
-helpful. Their importance now becomes apparent,
-and if you have neglected them it will be well to
-go back and use them now.</p>
-
-<p>Encourage the child to see the figures in exaggerated
-size on an imaginary blackboard; see large white figures
-on the blackboard. As soon as the problem is
-given, let the ear impression become a mind's eye
-picture, as illustrated. The use of this visual
-method is gradually being recognized as being
-valuable, and will in the future come into general
-use. Give your children the advantage and have
-them use it now.</p>
-
-
-
-
-<h3>Exercises in Manipulation</h3>
-
-<div class="figright"><img src="images/i_062.jpg" alt="" /></div>
-
-<p>The mind's eye picture of the figures on the
-mental blackboard can be enlarged by practice so that
-the child can visualize problems of some complexity.
-This ability, of course, will come only after continued
-practice. Start with simple problems and increase their
-difficulty as the child progresses. You will be surprised
-to find how he will be able to retain the figures in his
-mind and soon will be able to work with them.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_62" id="Page_62">[Pg 62]</a></span>Write on the blackboard a column of figures as illustrated
-below. (A small one in the house is of great
-value in child training. A yard of blackboard
-cloth can be purchased and hung on the wall.)
-Allow the child to look at them for a few seconds
-and write down the result of his addition. Do
-not have him write the numbers as in previous
-exercises, for visualization, but only the total.</p>
-
-<p>Now, add the first two numbers of the first example,
-subtract the third and add the fourth, then
-write the total.</p>
-
-<p>In the second example let him add the first
-two, subtract the third and multiply by the fourth,
-write the answer.</p>
-
-<p>These exercises of manipulation can be varied in
-many ways. The length of the columns can be accommodated
-to the ability of the child.</p>
-
-
-
-<h3>Learning Rules</h3>
-
-<p>All rules should be worked out in examples or illustrations
-and visually impressed upon the child's mind.
-One visual impression is equal to about twenty repetitions.
-Many times children get the idea that the problem
-cannot be worked unless the exact "Rule in the book" is
-followed. See to it that your children get a broader idea
-and that they understand the reason for doing a thing.
-The training in mathematics, that is of most value after
-school days are over, is, where we understand the reason
-and have worked out for ourselves the correct result,<span class="pagenum"><a name="Page_63" id="Page_63">[Pg 63]</a></span>
-independent of any set rule for working the problem.
-When helping the child at home give him practical examples
-from every day life as well as those in the book.</p>
-
-
-<h3>Fractions</h3>
-
-<p>The first step in fractions are often confusing to children,
-but need not be if they have been taught to be observing
-and to watch for the little aids which help over
-the difficult places.</p>
-
-<p>Nominator and Denominator are two confusing terms
-to many. If you will show the child that most of the
-fractions that he has to deal with are proper fractions,
-and that the Nominator, upper number, is smaller than
-the Denominator, lower number, and that the same
-relationship exists between the words.</p>
-
-<blockquote>
-<p>Nominator<br />
-De-nominator</p>
-</blockquote>
-
-<p>The Denominator is the denomination of the fraction,
-the Numerator is the number of parts. Let the D of
-Denominator stand for Down and remember that it is
-Down (lower) part of the fraction.</p>
-
-<p>Many scholars have difficulty in giving the correct
-answer to the question, What are the three kinds of
-fractions? The following is all that is needed to fix the
-answer in mind.</p>
-
-<p>Give the PROPER answer. If you give the IMPROPER
-you will be MIXED. These capitalized words
-are the three kinds of fractions.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_64" id="Page_64">[Pg 64]</a></span>Think of a fraction as a part of a whole. When the
-fraction becomes a whole, or more than a whole, it is
-Improper. It needs to be changed to make it a unit, or
-a Mixed fraction, a unit and a part.</p>
-
-
-<h3>The Multiplication Tables</h3>
-
-<p>These are a problem which every one has to work
-with and because the use of them requires speed to be
-most valuable there must be a certain amount of repetition
-in learning them.</p>
-
-
-<h3>The Multiplication Game</h3>
-
-<p>The aim is to teach children their multiplication
-tables by visual repetition and at the same time to introduce
-the game spirit, thus to increase the interest and
-to prolong the period of effort without fatigue.</p>
-
-<p>The child can work with these cards himself and thus
-by self instruction can learn this most difficult lesson of
-Arithmetic, and without any possibility of error, accuracy
-is insured.</p>
-
-<p>The equipment consists of a series of eleven pieces
-of cardboard about 2&times;6 inches on which are printed in
-large black numbers the tables without the answers.</p>
-
-<p>A series of ten odd shaped cards is then made and
-the digits printed on them in bright red. The following
-are the suggested shapes for the ten digit cards.</p>
-
-<p><span class="pagenum"><a name="Page_65" id="Page_65">[Pg 65]</a></span></p>
-
-<div class="figcenter"><img src="images/i_065a.jpg" alt="" /></div>
-
-<p>(Digit cards should not exceed one and one half
-inches in height.)</p>
-
-<p>The digit cards which are the correct answer to the
-table printed on the larger cards are then laid in the
-correct position and the shapes marked out. With a
-sharp knife cut out the shapes a trifle larger than the
-marked size of the digit card. The result is a card as
-illustrated, with the table and two holes of irregular
-shape into which the digit cards with the correct answer
-in bright red will fit. No other card but the correct one
-can be put into this opening, there is never any danger
-of the child seeing a wrong answer to the table.</p>
-
-<div class="figcenter"><img src="images/i_065b.jpg" alt="" /></div>
-
-
-
-<p><span class="pagenum"><a name="Page_66" id="Page_66">[Pg 66]</a></span>The only cards which can be fitted into this table are
-the two and the cipher making the correct answer 20.
-This card with the black 4&times;5= and the bright red answer
-20 will make a strong impression upon the brain
-of the child, and by use of the strongest sense, that of
-sight. At the same time he can repeat the table audibly
-and gain the added advantage of the ear impression.</p>
-
-<p>Give the child only one set at a time so that he learns
-one table thoroughly. When he has learned it, mix the
-cards and place them one at a time in front of the child
-and see how many correct answers he can give without
-fitting the cards. In cases where there is hesitation
-have him fit the digit cards and make sure. See to it
-that he is accurate and certain.</p>
-
-<p>After one table is well mastered make a similar set
-of cards for the next table. If you do not wish to take
-time to cut out the irregular shaped holes for the digit
-cards, the place can be blackened and the digit cards
-laid carefully on. The cut outs are far better and well
-worth the little effort necessary to make them.</p>
-
-<p>For the tables up to 12's you will need the following
-number of digit cards; with these you will be able to
-work out any complete table of eleven cards. 10&mdash;1's;
-8&mdash;2's; 6&mdash;3's; 6&mdash;4's; 10&mdash;5's; 4&mdash;6's; 4&mdash;7's; 5&mdash;8's;
-4&mdash;9's; 16&mdash;0's.</p>
-
-<p>After the child has learned two or three of the tables
-mix the cards, take any six and see how quickly he can
-fit the correct digit cards into place.</p>
-
-<p>Keep him playing with these cards until he can give<span class="pagenum"><a name="Page_67" id="Page_67">[Pg 67]</a></span>
-the correct answer to any question and give the correct
-table as a whole. After the tables have been learned you
-can make many tests of speed and competitive games
-with several children of the same age or school grade.</p>
-
-
-<h3>The Difficult Tables</h3>
-
-<p>There are certain tables which seem harder for some
-than the others, yet there is often a difference as to
-which are considered most troublesome. The 2's, 3's, 5's,
-10's, and 11's are easy for all of us. The 9's are as easily
-learned with the aid which follows. This leaves the 4's,
-6's, 7's, 8's and 12's, remaining to work on. The combinations
-that are new in these tables are the following;
-all other combinations are known from the other tables:</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>4 &times; &nbsp; 4 = 16</td><td>6 &times; &nbsp; 6 = 36</td><td>7 &times; &nbsp; 7 = 49*</td><td> &nbsp; 8 &times; &nbsp; 8 = 64*</td></tr>
-<tr><td>4 &times; &nbsp; 6 = 24</td><td>6 &times; &nbsp; 7 = 42* &nbsp; &nbsp;</td><td>7 &times; &nbsp; 8 = 56</td><td> &nbsp; 8 &times; 12 = 96</td></tr>
-<tr><td>4 &times; &nbsp; 7 = 28*</td><td>6 &times; &nbsp; 8 = 48</td><td>7 &times; 12 = 84</td><td>12 &times; 11 = 132 &nbsp; &nbsp;</td></tr>
-<tr><td>4 &times; &nbsp; 8 = 32</td><td>6 &times; 12 = 72</td><td>&nbsp;</td><td>12 &times; 12 = 144</td></tr>
-<tr><td>4 &times; 12 = 48 &nbsp; &nbsp;</td></tr>
-</table>
-
-<p>The first help in mastering these few necessary combinations
-is visualization. If you will print them in large
-figures and the answer in red, each table on a sheet or
-page by itself so that they can be handled and studied,
-they will form visual impressions that can be recalled
-with ease by almost any one. This is especially true of
-children at the ages when they will be learning these
-tables.</p>
-
-<p>Repetition seems the most valuable aid, but to be most
-advantageously applied it should be a combination of<span class="pagenum"><a name="Page_68" id="Page_68">[Pg 68]</a></span>
-visual and auditory repetition. Let the child look at the
-tables in the large form in which you have made them,
-while he repeats them.</p>
-
-<p>Use addition and subtraction. In learning the tables
-there are always some which make a stronger impression
-and which the child will "never forget." Use these
-as starting points or bases of operation. For example,
-4&times;5=20, all will recognize this at once. 4&times;4=16, just
-four less than twenty, and the subtraction will quickly
-give the correct answer. Also 4&times;6=24, or 4 more than
-the known point of 20. To take advantage of this it will
-only be necessary at first to learn 4&times;7=28 in order to
-master the entire table of 4's. The 4&times;4, and 4&times;6, would
-be figured from 4&times;5=20, and the 4&times;8 from the 4&times;7, and
-the 4&times;12, from the known 4&times;11=44. With these known
-bases to work from it is only necessary to fix the one
-starred combination in each table in mind indelibly at
-the beginning, the others will be easily figured from the
-known bases and will become fixtures from use.</p>
-
-
-<h3>The Table of 9's</h3>
-
-<p>There is a peculiar combination of figures in this
-table of 9's, which, if once noticed and perceived,
-will make this one of the easiest of the tables.</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>9 &times; 2 = 18 (1 + 8 = 9) &nbsp; &nbsp;</td><td>9 &times; 8 = 72 (7 + 2 = 9)</td></tr>
-
-<tr><td>9 &times; 3 = 27 (2 + 7 = 9)</td><td>9 &times; 9 = 81 (8 + 1 = 9)</td></tr>
-
-<tr><td>9 &times; 4 = 36 (3 + 6 = 9)</td><td>9 &times; 10 = 90 (9 + 0 = 9)</td></tr>
-
-<tr><td>9 &times; 5 = 45 (4 + 5 = 9)</td><td>9 &times; 11 = 99 (2 9's)</td></tr>
-
-<tr><td>9 &times; 6 = 54 (5 + 4 = 9)</td><td>9 &times; 12 = 108 (1 + 0 + 8 = 9)</td></tr>
-
-<tr><td>9 &times; 7 = 63 (6 + 3 = 9)</td></tr>
-</table>
-
-
-<p><span class="pagenum"><a name="Page_69" id="Page_69">[Pg 69]</a></span>Notice that the two digits of each answer always
-add up to make 9, and that each first digit of the
-answer is just one less than the multiple. For example,
-9&times;5=45, the answer will begin with one less
-than the multiple 5, and the two digits of the answer
-must add to make 9, therefore it can be nothing but
-4 and 5, or 45. This is true in all cases except 9&times;11
-an already known answer, but also only 9's in this
-answer. This simple idea, when once understood,
-will master the table of 9's.</p>
-
-<p>Be sure that the children realize that 7&times;4 in the
-tables of 7's are the same in value as 4&times;7, so that the
-answer to 7&times;4 becomes familiar with learning the
-table of 4's. Ask the question both ways 7&times;4 and 4&times;7.</p>
-
-
-<h3>The Tables of Weights and Measures</h3>
-
-<p>Some of these we learn easily and always retain;
-some always seem confusing. These can be mastered
-by the use of the Number Code and the Visual
-picture combined. Some examples follow:</p>
-
-<p>24 sheets = 1 quire, and 20 quires = one ream. The
-picture of Two Dozen Squires in a Nice Room, will
-fix these figures and terms in mind. Two Dozen is
-24, Squires is a reminder for Quires. Nice is 20 (2
-is N and 0 is C) and room a reminder for Ream.</p>
-
-<p>16-1/2 Feet = 1 Rod, 320 Rods = 1 Mile. Picture a
-Dish and a Half balanced on a Rod. Dish is your
-code word for 16 (1 is D and 6 is sh) and the Half
-Dish makes 16-1/2 Feet on (in) a Rod. Next&mdash;Many's<span class="pagenum"><a name="Page_70" id="Page_70">[Pg 70]</a></span>
-the Rod in a Mile. Many's is 320 or the number of
-rods in a mile.</p>
-
-<p>30-1/4 Sq. Yards = 1 Sq. Rod. Picture&mdash;MISTER
-takes a yard stick and measures off a Sq. Rod. Mister
-is 3-0-1-4, or 30-1/4.</p>
-
-<p>160 Sq. Rods = 1 Acre. Picture&mdash;See a pile of
-Dishes out in the Acre being broken up by a rod.
-Dishes is 160 the number of Sq. Rods in an Acre.</p>
-
-<p>640 Acres in a Sq. Mile. Picture&mdash;Take the Shears
-and cut up the mile into squares. Shears is 640, the
-number of Acres in a Sq. Mile.</p>
-
-<p>792 Inches&mdash;1 Link. Picture&mdash;792 is Cabin, see the
-link hanging on the side of the cabin.</p>
-
-<p>4 Rods = 1 Chain. Picture&mdash;See 4 Rods wrapped
-around with a chain. 80 chains = 1 mile. Your Code
-Word for 80 is Vase; put a chain around it and drag
-it a mile.</p>
-
-<p>A few picture associations like these will help in
-fixing the difficult points in mind. Associations which
-you make yourself will help you most. Be sure to
-repeat them at intervals; make them permanent.</p>
-
-
-<h3>Pictures for Answers</h3>
-
-<p>Familiarity with the Number Code given in the
-book on Memory, will aid the child in keeping the
-result of a problem. The numbers of the answer can
-quickly take the form of an object which can be
-translated again into the correct numbers. Many
-children will not be able to hold the visual picture<span class="pagenum"><a name="Page_71" id="Page_71">[Pg 71]</a></span>
-of the digits for any length of time. There is considerable
-difference in the ability to hold the visual
-picture of the digit 127. Many children, and adults,
-will be far more accurate and remember longer if
-they see a TANK, which is easily translated by the
-Code into 127, when the answer is wanted.</p>
-
-
-<h3>Learning Rules</h3>
-
-<p>The exaggerated example illustrating the rule to
-be learned, will make its meaning clear and thus
-make the problem of learning it many times simpler
-than if it is learned as a group of words, the meaning
-of which is not always well understood. It is
-always best to understand the rule first and learn
-it afterwards. Use the suggestion given for learning
-verbatim and the exaggerated example as given
-in the suggestions in spelling. After you understand
-the rule it will not be difficult to memorize.</p>
-
-
-<h3>Visualizing Geometry</h3>
-
-<div class="figright"><img src="images/i_072a.jpg" alt="" /></div>
-
-<p>The Theorem in geometry should have the visual
-process applied to it in the same manner. Make a
-strong picture of the figure which illustrates it. For
-example:</p>
-
-<blockquote>
-
-<p><b>The square on the hypotenuse of a right angle
-is equal to the sum of the square on the other
-two sides.</b></p></blockquote>
-
-
-
-<p><span class="pagenum"><a name="Page_72" id="Page_72">[Pg 72]</a></span>To visualize the figure, as illustrated, will aid in
-fixing this Theorem in
-mind. Do the same with
-others. Another example
-of emphasizing
-the important lines as
-in the Theorem:</p>
-
-<p>Two rectangles are to
-each other as the products
-of their bases by
-their altitudes.</p>
-
-
-
-<p>In the illustration below
-the bases and altitudes
-are emphasized to
-remind you of the fact
-that they are the factors
-to be dealt with. Notice
-that in the first pages of
-the Geometry all simple figures are illustrated as explained
-or defined. Learn to visualize the problem
-with your book closed, work until you can see it
-clearly, and you will understand it better.</p>
-
-<div class="figcenter"><img src="images/i_072b.jpg" alt="" /></div>
-
-<hr class="chap" />
-
-
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_73" id="Page_73">[Pg 73]</a></span>
-<h2 class="nobreak">AIDS IN STUDYING CHEMISTRY</h2></div>
-
-
-<p>Experiments in Chemistry are its most interesting
-phase. Let its problems take form in your visual
-mind and you will add to the enjoyment and also the
-ease of your understanding.</p>
-
-<p>A teacher of this subject, after appreciating the
-value and ease of visualization, worked out picture
-combinations of atoms which helped him greatly.
-He could see the two atoms of Hydrogen floating
-through the air and combining with the atom of
-Oxygen and could see the result of the combination.</p>
-
-
-<h3>Using the Initialing Idea</h3>
-
-<p>The ideas which have been given in this and the
-preceding books can be applied in many ways to the
-problems of any subject. There is no attempt on the
-part of the author to work out all applications, but
-merely to suggest a few possible ones and leave the
-rest to the student. Each will think of different
-methods, and those aids which each one works out
-for himself will be most valuable and most easily
-recalled.</p>
-
-<p><span class="pagenum"><a name="Page_74" id="Page_74">[Pg 74]</a></span></p>
-
-
-<h3>The Elemental Substances</h3>
-
-<p>The six elemental substances of the organic world
-are: Carbon, Hydrogen, Nitrogen, Oxygen, Phosphorus,
-and Sulphur, which can be easily remembered
-by the following: The Organic World&mdash;Can
-Have No Other Principal Story.</p>
-
-<p>The initials of each of the words following
-"World" stand for one of the elements.</p>
-
-
-<h3>Chemical Formulae</h3>
-
-<p>Remembering of chemical formulae can be simplified
-very greatly by reducing the formulae to an idea
-using the initialing plan; for example, the formula
-for Wood Alcohol is CH3OH. This formula in itself
-has no meaning, and is difficult to carry in mind.
-By using the initials you can easily make some ideas
-which will represent this formula and help you to
-remember it, as for example: CAT HAD ham ON
-HAND. In this formula the C of Cat stands for
-Carbon, the H of Had for Hydrogen; Ham being a
-Code Word for 3 is indicative of 3 atoms of Hydrogen,
-and the O. H. is represented by the O and H
-of On Hand.</p>
-
-<p>The formula for Glycerine is C3H5(OH)3, and
-can be remembered by the following idea: COME
-HEEL O HAM. In this example notice that the first
-letter of the word initials the substance and the last
-letter the number of atoms by the number code.
-As COME: C for Carbon, and M for 3. HEEL: H
-for Hydrogen, and L for 5. O for Oxygen. HAM:<span class="pagenum"><a name="Page_75" id="Page_75">[Pg 75]</a></span>
-H for Hydrogen, and M for radicle 3 times. Use
-whichever method suits you best.</p>
-
-<p>The formula for Carbolic Acid, C6H5OH, or
-CASH HAUL O, HAY. The formula for Benzine,
-C6H6, or CASH HASH.</p>
-
-
-<h3>Hardness of Substances</h3>
-
-<p>It is often valuable to know the degree of hardness
-of different substances, and these can easily be remembered
-by the following list. In degree of relative
-hardness the list is as follows, the hardest coming
-first.</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>Diamond</td><td>Apatite</td></tr>
-<tr><td>Corundum &nbsp; &nbsp;</td><td>Bell Metal</td></tr>
-<tr><td>Topaz</td><td>Boric Acid</td></tr>
-<tr><td>Quartz</td><td>Rock Salt</td></tr>
-<tr><td>Iridium</td><td>Kaolin</td></tr>
-</table>
-
-<p>Take Kaolin as a basis. The number opposite each
-substance in the following list indicates its comparative
-degree of hardness in relation to Kaolin:</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td align="right">1</td><td>Kaolin</td><td>TIE</td><td>See tie on Kaolin</td></tr>
-
-<tr><td align="right">2</td><td>Rock Salt</td><td>SNOW</td><td>Poured over Rock Salt</td></tr>
-
-<tr><td align="right">3</td><td>Boric Acid</td><td>HOME</td><td>Built of Boric Acid</td></tr>
-
-<tr><td align="right">4</td><td>Bell Metal</td><td>WIRE</td><td>Swinging a Bell</td></tr>
-
-<tr><td align="right">5</td><td>Apatite</td><td>WHEEL</td><td>With a big appetite for running</td></tr>
-
-<tr><td align="right">6</td><td>Iridium</td><td>SASH</td><td>Irritating the wearer</td></tr>
-
-<tr><td align="right">7</td><td>Quartz</td><td>EGG</td><td>Quartz taken from an Egg</td></tr>
-
-<tr><td align="right">8</td><td>Topaz</td><td>IVY</td><td>To pass the Ivy</td></tr>
-
-<tr><td align="right">9</td><td>Corundum</td><td>WHIP</td><td>Made Cora run</td></tr>
-
-<tr><td align="right">10</td><td>Diamond</td><td>TOES</td><td>Set with Diamonds</td></tr>
-</table>
-
-
-
-<p><span class="pagenum"><a name="Page_76" id="Page_76">[Pg 76]</a></span>In the list you have ten substances. Kaolin, the
-base, is 1, Rock Salt is 2, which indicates that Rock
-Salt is twice as hard as Kaolin. Iridium is 6, and six
-times as hard as Kaolin. Diamond is 10, which
-means that it is ten times as hard as Kaolin.</p>
-
-<p>Learning this list by picturing reminders with the
-word of the Code list will enable you to easily recall
-these ten substances and the degree of hardness
-compared with Kaolin.</p>
-
-
-<h3>Atomic Weight Table</h3>
-
-<p>Some students of Chemistry have learned the entire
-list of elements and their atomic weights. The following
-are a few examples of how the list can be
-arranged and learned. It will be excellent practice
-for you to use this method and make a list of your
-own.</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>&nbsp;</td><td align="center"><strong>Element</strong></td><td align="center"><strong>Code No.</strong></td><td align="center"><strong>Reminder</strong></td><td align="center"><strong>Wt.</strong></td><td align="center"><strong>Code Word</strong></td></tr>
-
-<tr><td align="right">1</td><td>Carbon</td><td>TIE</td><td>Carbine</td><td>&nbsp; 12.005</td><td>Tin Sizzle</td></tr>
-<tr><td align="right">2</td><td>Hydrogen</td><td>SNOW</td><td>Hydrant</td><td>&nbsp; &nbsp; 1.008</td><td>The Saucy Foe</td></tr>
-<tr><td align="right">3</td><td>Nitrogen</td><td>HOME</td><td>Night</td><td>&nbsp; 14.01</td><td>Deer Sat</td></tr>
-<tr><td align="right">4</td><td>Oxygen</td><td>WIRE</td><td>Ox</td><td>&nbsp; 16.0</td><td>Dash</td></tr>
-<tr><td align="right">5</td><td>Sulphur</td><td>WHEEL</td><td>Sulphur</td><td>&nbsp; 32.06</td><td>Money Sash</td></tr>
-<tr><td align="right">6</td><td>Phosphorus</td><td>SASH</td><td>Fuss for us</td><td>&nbsp; 31.04</td><td>Mad Sir</td></tr>
-<tr><td align="right">7</td><td>Sodium</td><td>EGG</td><td>Soda</td><td>&nbsp; 23.0</td><td>Nome</td></tr>
-<tr><td align="right">8</td><td>Potassium</td><td>IVY</td><td>Pot</td><td>&nbsp; 39.1</td><td>Mop It</td></tr>
-<tr><td align="right">9</td><td>Calcium</td><td>WHIP</td><td>Calsomine</td><td>&nbsp; 40.07</td><td>Horse Sack</td></tr>
-<tr><td align="right">10</td><td>Iron</td><td>TOES</td><td>I Run</td><td>&nbsp; 55.84</td><td>Lily Fire</td></tr>
-<tr><td align="right">11</td><td>Arsenic</td><td>DOT</td><td>Arson</td><td>&nbsp; 74.96</td><td>Gray Page</td></tr>
-<tr><td align="right">12</td><td>Gold</td><td>TOWN</td><td>Gold</td><td>197.2</td><td>Dipping In</td></tr>
-</table>
-
-
-<h3>Learning Foreign Vocabularies</h3>
-
-<p>The principle of using a reminder can be applied
-with advantage in learning a foreign language. The
-majority may learn foreign words more easily and<span class="pagenum"><a name="Page_77" id="Page_77">[Pg 77]</a></span>
-permanently by the Reminder Link. In this case the
-reminder is the connecting link between the English
-word and the foreign word. Those who usually
-learn foreign words only by laborious repetition will
-find a saving of time in learning by the reminder
-link.</p>
-
-<h3>Spanish words:</h3>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td align="center"><strong>English</strong></td><td align="center"><strong>Link</strong></td><td align="center"><strong>Spanish</strong></td></tr>
-<tr><td>cold</td><td>freeze</td><td>frio</td></tr>
-<tr><td>drink</td><td>beer</td><td>beber</td></tr>
-<tr><td>written &nbsp; </td><td>inscribed</td><td>escrito</td></tr>
-<tr><td>sing</td><td>cantata</td><td>cantar</td></tr>
-<tr><td>full</td><td>complete</td><td>completo</td></tr>
-<tr><td>sweet</td><td>delicious &nbsp; </td><td>dulce</td></tr>
-<tr><td>window</td><td>ventilate</td><td>ventana</td></tr>
-<tr><td>keep</td><td>guard</td><td>guardar</td></tr>
-<tr><td>sell</td><td>vend</td><td>vender</td></tr>
-</table>
-
-
-<h3>Latin Vocabularies</h3>
-
-<p>Latin is the base from which most modern languages
-are derived, and you will find in English a very
-large proportion of the words taken directly from
-the Latin source. This makes the learning of Latin
-Vocabularies simpler than any other.</p>
-
-<p>In a great many cases the word is a direct derivative
-and needs no reminder or intermediate step; for
-example, the Latin word ANIMAL is the same as in
-English, although pronounced differently; or Latin:
-ORNAMENTUM, and the English ORNAMENT. Be
-resourceful, draw upon your imagination. Note the
-following suggestions:</p>
-
-<p><span class="pagenum"><a name="Page_78" id="Page_78">[Pg 78]</a></span></p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td align="center"><strong>English</strong></td><td><strong>Reminder</strong></td><td><strong>Latin</strong></td></tr>
-
-<tr><td>boyish</td><td>Puerile</td><td>puer</td></tr>
-<tr><td>crown</td><td>coronation</td><td>corona</td></tr>
-<tr><td>free</td><td>liberate</td><td>liber</td></tr>
-<tr><td>land</td><td>terrace</td><td>terra</td></tr>
-<tr><td>dog</td><td>canine</td><td>canis</td></tr>
-<tr><td>think</td><td>cogitate</td><td>cogito</td></tr>
-<tr><td>mind</td><td>mental</td><td>mentis (gen.)</td></tr>
-<tr><td>running</td><td>current</td><td>curro</td></tr>
-<tr><td>pleasing</td><td>gratifying</td><td>gratus</td></tr>
-<tr><td>soldiers</td><td>militia</td><td>milites (pl.)</td></tr>
-<tr><td>teaching</td><td>doctrine</td><td>doceo</td></tr>
-<tr><td>more</td><td>majority</td><td>maior</td></tr>
-<tr><td>unending</td><td>perpetual</td><td>perpetus</td></tr>
-<tr><td>shortness</td><td>brevity</td><td>brevis</td></tr>
-<tr><td>time</td><td>temporary</td><td>tempora (pl.)</td></tr>
-<tr><td>faith</td><td>fidelity</td><td>fides</td></tr>
-</table>
-
-<p>German Vocabularies become very much less difficult
-if you search for an intermediate step or reminder:</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-<tr><td align="center"><strong>English</strong></td><td><strong>Link</strong></td><td><strong>German</strong></td></tr>
-<tr><td>fork</td><td>gobble</td><td>gabel</td></tr>
-<tr><td>coffee-pot</td><td>coffee-can</td><td>kaffekanne</td></tr>
-<tr><td>amusing</td><td>comical</td><td>komisch</td></tr>
-<tr><td>ancient</td><td>old timer</td><td>alterthuemlich</td></tr>
-<tr><td>easy</td><td>light</td><td>leicht</td></tr>
-<tr><td>meat</td><td>flesh</td><td>fleisch</td></tr>
-<tr><td>writing</td><td>scribed</td><td>schreiben</td></tr>
-<tr><td>gloves</td><td>hand shoe</td><td>handschuh</td></tr>
-<tr><td>quilt</td><td>bed cover</td><td>betdecke</td></tr>
-<tr><td>walking</td><td>going</td><td>gehen</td></tr>
-<tr><td>stove</td><td>oven</td><td>ofen</td></tr>
-<tr><td>flowers</td><td>blooms</td><td>blumen</td></tr>
-</table>
-
-<p><span class="pagenum"><a name="Page_79" id="Page_79">[Pg 79]</a></span></p>
-
-
-<h3>Studying Music</h3>
-
-<p>The visual memory is the best memory for music.
-Many of the better musicians who learn music readily
-and remember it well have the visual memory.
-They can see the page, the bar, and the notes in the
-mind's eye. This ability can be developed in the
-child by the use of the exercises for visualization
-given in the first book. When the child begins to
-study music give part of the time to practice of visualizing
-and memorizing music.</p>
-
-<p>First, teach him to visualize a perfect clef. Draw
-imperfect ones on paper or slate and have the child
-tell what is the matter with them. Draw different
-notes and have him become thoroughly familiar with
-them by reproducing them. Have him draw the
-whole, half, quarter, and eighth notes, etc.</p>
-
-<p>Teach the child the division of time by grouping
-the notes with reference to beats. Write a line of
-notes and have him divide them into groups of whole
-note value. Then indicate a certain time to be followed
-and have him divide other rows of notes into
-bars in accordance with the time indicated.</p>
-
-<p>Teach the child the different rests by the same
-visual process. Have him write bars of music using
-the different rests and completing the bar of given
-time by filling in with the proper notes. Teach the
-use of sharps and flats and the difference in signatures
-by the same visual process. Let all practice
-be simple in the beginning and increase in complexity
-as he grows older.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_80" id="Page_80">[Pg 80]</a></span>Teach the child to combine the use of the eye and
-ear in musical practice. Have him transfer ear impressions
-to visual ones by seeing the notes on a
-staff as he hears the tone. Write a few bars of a
-familiar tune and have the child tell what it is.</p>
-
-<p>Another application of the visual memory is to
-look carefully at the staff, then close the eyes and
-see it in the mind's eye, then look back and correct
-and improve the picture. Another plan is to see the
-staff exaggerated in size, covering the entire wall of
-the room. This exaggerated picture can be colored
-according to the above suggestions.</p>
-
-<p>It will be helpful to take the piece which is to be
-memorized, and after fixing the picture of it in mind
-write it upon a blank staff. Keep improving this
-written copy of music, writing only that part of the
-score which is seen clearly. These methods will help
-to improve the visual ability to carry a picture of the
-page; and continuous practice with them will help
-in improving the ability to memorize in this way.</p>
-
-<p>Be systematic in all your efforts. It is best first to
-memorize the words, then the air, then the technical
-part. A thorough understanding of the composition
-and its general plan will be of assistance.</p>
-
-<p>In learning songs apply the principles given in the
-second book, and learn the words thoroughly. This
-will enable you to devote all of your time and attention
-to the technical part of the music. When you<span class="pagenum"><a name="Page_81" id="Page_81">[Pg 81]</a></span>
-do not know the words thoroughly your attention is
-divided between learning the technical part of the
-music and recalling the words. Better master one
-thing at a time and do that well.</p>
-
-
-<h3>Speaking in Public</h3>
-
-<p>When you have trained your child's memory and
-created in his mind a feeling of confidence that he
-can remember what he wishes to say, there will be
-very little embarrassment connected with speaking
-in public.</p>
-
-<p>Teach the child to use the Hitching Post idea in
-all matters of public speaking.</p>
-
-<p>This subject was covered in Book Two and the following
-sample outline of the points of a talk
-"Hitched" to the Code Words will be helpful.</p>
-
-<p>A patriotic speech made after the Declaration of
-War with Germany.</p>
-
-<blockquote>
-
-<p>1 (Tie)&mdash;Volunteering for Service.</p>
-<blockquote>
-<p>Young men are taking off their ties and
-waving them in the air rushing into the
-Enlisting Office.</p></blockquote>
-
-<p>2 (Snow)&mdash;Great Need of Shipbuilders.</p>
-<blockquote>
-<p>A partly built ship covered with snow
-which men are shoveling away so others
-can go on with the work.</p></blockquote>
-
-<p>3 (Home)&mdash;Public Speakers for Propaganda.</p>
-<blockquote>
-<p>Speakers going from home to home calling
-out to people and addressing them.</p></blockquote>
-
-
-<p><span class="pagenum"><a name="Page_82" id="Page_82">[Pg 82]</a></span>4 (Wire)&mdash;Conservation of Food.</p>
-
-
-<p>Boxes of food being wound around with
-wire so that they cannot be wasted.</p></blockquote>
-
-<p>5 (Wheel)&mdash;Stopping Criticism of Government.</p>
-<blockquote>
-<p>Setting a lot of men gagged and bound upon
-a large wheel.</p></blockquote>
-
-<p>6 (Sash)&mdash;Increasing Production.</p>
-<blockquote>
-<p>Factory boss offering a wide, red, white
-and blue sash to the worker who makes
-the greatest increase in production.</p></blockquote>
-
-<p>7 (Egg)&mdash;Lend Your Savings.</p>
-<blockquote>
-<p>Putting your savings in a large Egg and
-taking out Liberty Bonds.</p></blockquote>
-
-<p>Be original and make an effort. You will soon
-learn that these simple pictures will recall the points
-of the talk in the order in which you have arranged
-them. The hint is all the mind needs, if it gets the
-right start you will be able to say what you wish.</p>
-
-
-<h3>Review Your Studies</h3>
-
-<p>An excellent method of mental development is to
-make a practice of recalling the occurrences of the
-day each evening. This is especially important for
-students. Time should be taken to sit quietly and review
-the facts and ideas of the day's lessons. Here
-is an excellent opportunity to urge your mind to
-think them over for yourself. There can be little
-growth of knowledge without independent thinking.</p>
-
-<p>Review as much in detail as possible all of today's<span class="pagenum"><a name="Page_83" id="Page_83">[Pg 83]</a></span>
-lessons before starting on the new. One reason you
-do not remember more of what you see, read, or hear,
-is that you do not review it. Reviewing carefully
-will very largely increase your stock of knowledge.
-It is not unreasonable to expect that some of the facts
-or experiences of the day's work and lessons will
-later become as important and valuable as a business
-man's papers. He does not hesitate to take time in
-the middle of the day to file these papers, or even to
-carry them to the vault. Teach the child to take a
-few minutes in the evening and review the occurrences
-of the day and you will be surprised to see
-his mind begin to take on the retentive power of a
-vault.</p>
-
-<p>The necessity of repetition will never be eliminated;
-it may by better methods be reduced to a
-minimum, but cannot disappear entirely. Some
-knowledge must be so familiar that it can be used
-habitually (by the subconscious mind) without the
-necessity of conscious effort, and this cannot become
-true without repetition.</p>
-
-
-<h3>Review Improves Observation</h3>
-
-<p>Another result which is far from unimportant is
-the fact that this effort will develop the ability and
-the inclination to take notice of things as they transpire.
-Many examples can be given of the extreme
-value of this exercise, as the experiences of Thurlow
-Weed. He had the ambition to become a politician,
-but lacked one necessary requisite&mdash;a retentive<span class="pagenum"><a name="Page_84" id="Page_84">[Pg 84]</a></span>
-memory. The above idea was suggested to him by
-his wife. Mr. Weed practiced by recalling to his
-wife in the evening all the circumstances and happenings
-of the day. He was so greatly repaid for
-this effort that he continued this for many years.
-Mr. Weed says, "I am indebted to this discipline for
-a memory of unusual tenacity. I recommend this
-practice to all men who wish to store up facts and
-expect to have much to do in influencing men."</p>
-
-
-<h3>A Word to the Student</h3>
-
-<p>The greatest lesson of education is thought. The
-thing you should be striving for and working toward
-is the ability to think clearly, logically and deeply.
-One of the greatest aids is the knowledge which is
-stored in your brain and which you are all able to
-recall at will.</p>
-
-<p>Your brain is not like sticking plaster, it is like
-putty; you must make an impression of the things
-you wish to retain. To make these impressions will
-always require an effort, no help will ever be devised
-which will enable you to remember without effort.</p>
-
-<p>The ideas given to you in this book are aids, and
-you should become able to use them as such. The
-principles of memory are scientifically accurate and
-you need to become familiar with them and to use
-them to add to your success in study and progress.</p>
-
-<p>Do not be like the carpenter who "is too busy to
-sharpen his tools," or like the drowning man who refused<span class="pagenum"><a name="Page_85" id="Page_85">[Pg 85]</a></span>
-to grasp the rope because he feared it was not
-strong enough.</p>
-
-<p>Use every idea that proves helpful and apply it in
-every possible way. There is no intent to give here
-all of the applications, but merely to give principles
-and to suggest one or two ways in which they have
-been used. The applications that are of most value
-to you are those you make for yourself. The principles
-will cover every need, if you will be resourceful
-in their use.</p>
-
-
-<h3>Get Out of the Rut</h3>
-
-<p>Make an effort. Insist upon your brain waking up
-and "getting on the job" and doing its share. The
-old method of "learning by heart" requires a maximum
-of time and mental effort.</p>
-
-<p>This visual method requires only a minimum of
-time and mental effort.</p>
-
-<p>Time is of the utmost value to you. Dr. James tells
-us that over seventy-five per cent of our Mental power
-is dormant, asleep. Stir yourself. Put a Maximum
-of Mental Effort into a Minimum of Time; develop
-an accurate and retentive memory&mdash;a worthy servant
-to be at all times relied upon&mdash;the very foundation
-of your success. You can work wonders with
-yourself by intelligent and persistent effort.</p>
-
-<p>The Capacity of the Visual Memory is Unlimited.</p>
-
-<p>Faith is the Atmosphere in which Success lives.</p>
-
-<p>Kill Mental Laziness. It has always been fatal&mdash;it
-is as deadly NOW!</p>
-
-<p><span class="pagenum"><a name="Page_86" id="Page_86">[Pg 86]</a></span></p>
-
-
-<h3>It Can Be Done</h3>
-
-<blockquote>
-<div class="poetry">
-<div class="stanza">
-<div class="verse">Somebody said that it couldn't be done,</div>
-<div class="verse indent2">But he with a chuckle replied,</div>
-<div class="verse">That maybe it couldn't, but he would not be one</div>
-<div class="verse indent2">To say so until he tried.</div>
-<div class="verse">So he buckled right in with a bit of a grin</div>
-<div class="verse indent2">On his face; if he worried he hid it,</div>
-<div class="verse">He started to sing as he tackled the thing</div>
-<div class="verse indent2">That couldn't be done&mdash;and he did it.</div>
-</div>
-<div class="stanza">
-<div class="verse">Somebody scoffed, "Oh, you'll never do that&mdash;</div>
-<div class="verse indent2">At least, no one ever has done it,"</div>
-<div class="verse">But he took off his coat and he took off his hat,</div>
-<div class="verse indent2">And the first thing we knew he'd begun it.</div>
-<div class="verse">With a bit of a grin and a lift of his chin</div>
-<div class="verse indent2">Without any doubting or quit it</div>
-<div class="verse">He started to sing as he tackled the thing</div>
-<div class="verse indent2">That couldn't be done&mdash;and he did it.</div>
-</div>
-<div class="stanza">
-<div class="verse">There are thousands to tell you it cannot be done,</div>
-<div class="verse indent2">There are thousands to prophesy failure,</div>
-<div class="verse">There are thousands to point out, one by one,</div>
-<div class="verse indent2">The dangers that wait to assail you;</div>
-<div class="verse">But just buckle in with a bit of a grin,</div>
-<div class="verse indent2">Take off your coat and go to it;</div>
-<div class="verse">Just start in to sing as you tackle the thing</div>
-<div class="verse indent2">That cannot be done&mdash;and you'll do it.</div>
-</div>
-</div>
-<p class="right">&mdash;Edgar Guest.
-</p>
-</blockquote>
-
-<p>While you are thinking it can't be done&mdash;somebody
-else is doing it.</p>
-
-<hr class="chap" />
-
-
-
-
-<div class="chapter">
-<span class="pagenum"><a name="Page_87" id="Page_87">[Pg 87]</a></span>
-<h2 class="nobreak">CHAPTER TWO</h2></div>
-
-
-<p>In this last chapter will be given applications of
-the memory principles which have been made by
-students. Some will be helpful to you, others will
-suggest ideas which you can change and adapt to
-your own problems.</p>
-
-
-<h3>Value of Forgetting</h3>
-
-<p>Sometimes it is of as great value to be able to forget
-as it is to be able to remember. You have seen
-that each time you review a mental impression it
-becomes stronger and more deeply implanted in the
-brain. When using your Hitching Post for temporary
-purposes refuse to see the pictures after having
-used them, and your Hitching Posts will be free
-for filling any other information.</p>
-
-<p>The unfortunate or embarrassing situations of life
-which you wish to eliminate from your mind can be
-forgotten by the same process. Each time you allow
-this circumstance to enter your mind you see again
-the conditions which you are trying to forget. This
-is just the thing you should not do. Each time you
-rehearse the subject you drive it deeper and deeper
-into your mind.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_88" id="Page_88">[Pg 88]</a></span>To forget you must refuse to review or to revisualize.
-There must be an utter absence of this circumstance
-from your mind. This will require some determination
-upon your part, and a little application
-of WILL POWER, but it is not a difficult thing to
-accomplish. The best method of eliminating a troublesome
-thought is to fill your mind with a pleasant
-one. When there is a tendency to recall that which
-you wish to forget do not deny it, but rather begin
-immediately to think of something entirely different
-and keep your mind continuously upon the new
-thought and the old will be completely eliminated.</p>
-
-
-<h3>To Remember Playing Cards</h3>
-
-<p>Those who are interested in card playing will find
-in the following idea an excellent method of entertaining
-friends. It will also prove valuable in playing
-certain games, and above all, it is good practice
-for the development of your memory.</p>
-
-<p>Remembering all the cards of a shuffled deck in
-proper order is an application of the Hitching Post
-idea and the Number Code. Have a word to represent
-each card in the deck, beginning with the
-first letter of the series and ending with the Code
-Letter for the number of the card. For example
-HEAD would represent 1 of Hearts, H for Heart,
-and D the Code Letter for 1.</p>
-
-<p>In this way the 2 of Hearts would be represented
-by Honey; the word Hem would stand for the 3 of<span class="pagenum"><a name="Page_89" id="Page_89">[Pg 89]</a></span>
-Hearts. The word Hero would stand for the 4 of
-Hearts.</p>
-
-<p>In the same way a list of words may be made to
-represent the Spade cards, each word beginning with
-S to stand for the Spades, and ending in a letter of
-the number Code to represent the number of the card.</p>
-
-<p>A similar list may be made for the Club cards,
-beginning with C for Clubs and for the Diamond
-cards beginning with D.</p>
-
-<p>The following list of words has been prepared to
-cover the entire deck:</p>
-
-
-<h3>Card Words</h3>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td align="center"><strong>Cards</strong></td><td align="center"><strong>Spades</strong></td><td align="center"><strong>Hearts</strong></td><td align="center"><strong>Clubs</strong></td><td align="center"><strong>Diamonds</strong></td></tr>
-
-<tr><td align="center">Ace</td><td>Seat</td><td>Head</td><td>Caddy</td><td>Dad</td></tr>
-<tr><td align="center">2</td><td>Sun</td><td>Honey</td><td>Coon</td><td>Dawn</td></tr>
-<tr><td align="center">3</td><td>Seam</td><td>Hem</td><td>Comb</td><td>Dam</td></tr>
-<tr><td align="center">4</td><td>Soar</td><td>Hero</td><td>Cur</td><td>Deer</td></tr>
-<tr><td align="center">5</td><td>Sail</td><td>Heel</td><td>Coal</td><td>Duel</td></tr>
-<tr><td align="center">6</td><td>Sage</td><td>Hash</td><td>Cage</td><td>Ditch</td></tr>
-<tr><td align="center">7</td><td>Sack</td><td>Hog</td><td>Cake</td><td>Dyke</td></tr>
-<tr><td align="center">8</td><td>Safe</td><td>Hive</td><td>Cave</td><td>Dive</td></tr>
-<tr><td align="center">9</td><td>Soup</td><td>Hobo</td><td>Cap</td><td>Daub</td></tr>
-<tr><td align="center">10</td><td>Seeds</td><td>Hods</td><td>Cuts</td><td>Deeds</td></tr>
-<tr><td align="center">J</td><td>Statute</td><td>Heated</td><td>Cadet</td><td>Dotted</td></tr>
-<tr><td align="center">Q</td><td>Stein</td><td>Hidden</td><td>Cotton</td><td>Detain</td></tr>
-<tr><td align="center">K</td><td>Steam</td><td>Hit'em</td><td>Cut'em</td><td>Daytime</td></tr>
-</table>
-
-<p>By use of these words it is not difficult to take a
-deck of cards previously shuffled by some one, and to
-learn the position of each card in the pack. The first
-card will be represented by its corresponding word
-and visually associated with the first word of the<span class="pagenum"><a name="Page_90" id="Page_90">[Pg 90]</a></span>
-Code List Tie. For example, the first card you find
-in the pack is the 6 of Hearts, which is represented
-by the word HASH, and you simply make a picture
-of a TIE &amp; HASH.</p>
-
-<p>The second card might be the 4 of Clubs, which
-is represented by the word Cur, and made into a picture
-with the second word of the Code List, Snow.</p>
-
-<p>The third card might be the 3 of Spades, in which
-case you would make a picture of Home and SEAM.</p>
-
-<p>In a similar manner proceed to make a visual picture
-for each card in the pack, as you come to it,
-with the following word of your Code List. Then
-when you have gone as far as you wish, pick up the
-cards, being careful to keep them in the order in
-which you have learned them, holding them with
-their backs to you and their faces to those who are
-watching. In order to name the first card simply
-recall your picture with Tie which will bring to
-mind the word HASH, which stands for the 6 of
-Hearts. The second card will be Snow and CUR
-for the 4 of Clubs. The third card will be Home
-and SEAM or the 3 of Spades.</p>
-
-<p>With practice you will be able to take the fifty-two
-cards of the deck. At first it is advisable to take
-only twenty or twenty-five, so that you can recall
-your pictures soon after they have been made. The
-more cards you take, the stronger picture you must
-make to hold it accurately in mind without review.</p>
-
-<blockquote>
-
-<p><b>When the Pictures Is Clear and Vivid
-the Memory Is Dependable.</b></p></blockquote>
-
-<p><span class="pagenum"><a name="Page_91" id="Page_91">[Pg 91]</a></span></p>
-
-
-<h3>Mastering Robert's Rules of Order</h3>
-
-<p>Everyone should be well posted regarding precedence
-of motion in Parliamentary Law. You may be
-called upon to decide such questions at any time.
-The worries of officiating in public will be reduced
-to a minimum if you will learn the proper sequence
-of motions through the following suggestions. It
-will require but a few minutes to do this. The following
-is a list of motions given in the order in which
-they take precedence. The motion which has precedence
-over all others is the motion, To Fix the Time
-to Adjourn, and is Number 1. The motion which
-takes precedence over all motions, except Number 1,
-is the motion, To Adjourn, and is Number 2.</p>
-
-
-<h3>Privileged Motions</h3>
-
-<p>
-1&mdash;To fix the time to adjourn (non-debatable).<br />
-2&mdash;To adjourn (non-debatable).<br />
-3&mdash;Questions of privilege (debatable).
-</p>
-
-
-<h3>Incidental Motions</h3>
-
-<p>
-4&mdash;Call for orders of day (non-debatable).<br />
-5&mdash;Appeal (debatable).<br />
-6&mdash;Objection (non-debatable).<br />
-7&mdash;To read paper (non-debatable).<br />
-8&mdash;Leave to withdraw motion (non-debatable).<br />
-9&mdash;To suspend the rules (non-debatable).
-</p>
-
-<p><span class="pagenum"><a name="Page_92" id="Page_92">[Pg 92]</a></span></p>
-
-
-<h3>Subsidiary Motions</h3>
-
-<p>
-10&mdash;To lay on the table (non-debatable).<br />
-11&mdash;The previous question (non-debatable).<br />
-12&mdash;To postpone to a certain day (debatable).<br />
-13&mdash;To refer to committee (debatable).<br />
-14&mdash;To amend (debatable).<br />
-15&mdash;To postpone indefinitely (debatable).<br />
-16&mdash;Main or principal motion (debatable).
-</p>
-
-<p>In order to learn the sequence, it is simply necessary
-to make a Reminder Picture of the motion, and
-Hitch it to the corresponding number, which of
-course, must be represented by the words in your
-Code List. For this purpose the following pictures
-are suggested, using the list of Code Words. The
-pictures given here are merely suggestions. Make
-any pictures which will serve to call the motion to
-mind.</p>
-
-<p>1&mdash;TIE.&mdash;To Fix the Time to Adjourn.</p>
-
-<p>See some men seated around a table playing a
-game of cards. The prize for the winner is a large
-red TIE lying on the table. One man points to the
-clock and says, "We will play until ten-thirty o'clock,
-and then go home." The TIE stands for 1, and the
-picture suggests fixing the time to adjourn.</p>
-
-<p>2&mdash;SNOW.&mdash;To Adjourn.</p>
-
-<p>See some people seated around a dinner table.
-Their attention is directed to the fact that it is snowing
-and they all rise and go home.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_93" id="Page_93">[Pg 93]</a></span>3&mdash;HOME.&mdash;Questions of Privilege.</p>
-
-<p>See some people leaving a meeting and starting
-HOME, other jumping up and objecting, raising the
-question of their privilege to leave.</p>
-
-<p>4&mdash;WIRE.&mdash;Call for Orders of Day.</p>
-
-<p>See a messenger boy all bound up with WIRE, calling
-the orders of the day.</p>
-
-<p>5&mdash;WHEEL.&mdash;Appeal.</p>
-
-<p>See a man waving a WHEEL to gain attention and
-calling for an appeal.</p>
-
-<p>6&mdash;SASH.&mdash;Objection to the Consideration of the
-Question.</p>
-
-<p>See a member of the assembly pulling another
-away by a SASH, to keep him from getting a chance
-to ask a question which he wishes to have considered.
-The first man objects to the consideration of the second
-man's question.</p>
-
-<p>7&mdash;EGG.&mdash;The Reading of Papers.</p>
-
-<p>See an officer taking the papers out of a large EGG
-shell and reading them.</p>
-
-<p>8&mdash;IVY.&mdash;Leave to Withdraw Motion.</p>
-
-<p>See a man reaching over with a piece of IVY and
-trying to get a copy of the motion off from the desk.</p>
-
-<p>9&mdash;WHIP.&mdash;To Suspend the Rules.</p>
-
-<p>See a WHIP dangling a ruler suspended at its end.</p>
-
-<p>10&mdash;TOES.&mdash;To Lay on the Table.</p>
-
-<p>See a member come up and put his TOES on the
-table.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_94" id="Page_94">[Pg 94]</a></span>11&mdash;DOT.&mdash;The Previous Question.</p>
-
-<p>See a man trying to cover the previous question
-with a large DOT.</p>
-
-<p>12&mdash;TOWN.&mdash;To Postpone to a Certain Day.</p>
-
-<p>See a town with posters all over it, with a large
-date referring to a day set for meeting.</p>
-
-<p>13&mdash;DIME.&mdash;To Refer to Committee.</p>
-
-<p>See a committee standing up in line and a large dime
-being handed to them.</p>
-
-<p>14&mdash;DEER.&mdash;To Amend.</p>
-
-<p>See some hunters trying to mend the DEERS
-antlers.</p>
-
-<p>15&mdash;TOWEL.&mdash;To Postpone Indefinitely.</p>
-
-<p>A TOWEL is rolled up and placed on a high shelf,
-its use is indefinitely postponed.</p>
-
-<p>16&mdash;DISH.&mdash;The main or Principal Question.</p>
-
-<p>See a large DISH carried in and put in the middle
-of the table, indicating that it is the principal dish.</p>
-
-<p>The question of whether or not these motions are
-debatable is an important one. You will notice that
-each question is marked "debatable" or "non-debatable."
-The easiest way to fix this in mind is to take
-them in groups. Notice that the motions from 1 to 11
-are non-debatable, and that the motions from 12 to
-16 are debatable.</p>
-
-<p>The exceptions to this fact are the motions 3 and 5
-which are debatable. In our Number Code M stands
-for 3 and L for 5, represent the motions 3 and 5, by<span class="pagenum"><a name="Page_95" id="Page_95">[Pg 95]</a></span>
-M and L, made into the word MULE. These are debatable,
-or can be "kicked" about, which idea is easily
-associated with MULE. This will always keep in
-mind that the only debatable motions of the first set
-are the motions Mule.</p>
-
-<p>Another question is, which motions require a two-thirds
-vote to carry? They are the motions 6, 9 and
-11. These three Numbers are represented by the
-words SASH, WHIP and DOT, which can easily be
-fixed in mind.</p>
-
-<p>Whether the motion, TO LAY ON THE TABLE, or
-the motion, TO SUSPEND RULES, should have precedence
-can be decided by referring to your pictures.
-To suspend the Rules brings the picture of the Whip
-Suspending the Ruler from a string. To lay on the
-Table brings the picture of a man putting his Toes on
-the Table. Whip is 9 and Toes is 10, therefore you
-know that to Suspend the Rule has the precedence.</p>
-
-
-<h3>Aids for Bible Students</h3>
-
-<p>Many very helpful ideas for Bible study may be
-worked out by combining the different principles you
-have been studying in memory development. The
-whole Bible can become one great, moving Panorama.
-The picture can contain all the detail which you wish
-to remember.</p>
-
-<blockquote>
-
-<p><b>The More Detail the Picture, the More
-Complete and Accurate Your Memory.</b></p></blockquote>
-
-
-<h3>Books of the Old Testament</h3>
-
-
-
-<p><span class="pagenum"><a name="Page_96" id="Page_96">[Pg 96]</a></span>The following Reminder Picture story will aid in
-learning the sequence of the books of the Old Testament.</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>Genesis</td><td>asked to</td><td>leave a</td><td>number of</td><td>duties</td></tr>
-<tr><td>Genesis</td><td>Exodus</td><td>Leviticus</td><td>Numbers</td><td>Deuteronomy</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>And for</td><td>Joshua to</td><td>Judge</td><td>Ruth.</td><td>Samuel saw</td><td>Saul</td></tr>
-<tr><td>&nbsp;</td><td>Joshua</td><td>Judges</td><td>Ruth</td><td>1 Samuel</td><td>2 Samuel</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>First</td><td>and</td><td>Second</td><td>Kings</td><td>Chronicle</td><td>a crisis for</td><td>Ezra</td></tr>
-<tr><td>1</td><td>and</td><td>2</td><td>Kings</td><td>1 Chronicle</td><td>2 Chronicles</td><td>Ezra</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>Nehemiah.</td><td>Esther's</td><td>Job with</td><td>Psalms and</td><td>Proverbs is to</td></tr>
-<tr><td>Nehemiah</td><td>Esther</td><td>Job</td><td>Psalms</td><td>Proverbs</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>equalize the</td><td>Songs of</td><td>Solomon for</td><td>Isaiah and</td><td>Jeremiah.</td></tr>
-<tr><td>Ecclesiastes</td><td>Song of</td><td>Solomon</td><td>Isaiah</td><td>Jeremiah.</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>The</td><td>lamentations of</td><td>Ezekiel</td><td>dared</td><td>Hosea and</td><td>Joel</td></tr>
-<tr><td>&nbsp;</td><td>Lamentations</td><td>Ezekiel</td><td>Daniel</td><td>Hosea</td><td>Joel</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>to be</td><td>a most</td><td>Obedient</td><td>Jonah.</td><td>Micah and</td><td>Nahum</td></tr>
-<tr><td>&nbsp;</td><td>Amos</td><td>Obadiah</td><td>Jonah</td><td>Micah</td><td>Nahum</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>had a cook</td><td>Zephaniah</td><td>haggard</td><td>from carrying</td><td>a</td></tr>
-<tr><td>Habakkuk</td><td>Zephaniah</td><td>Haggai</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>sack of rye a</td><td>mile.</td></tr>
-<tr><td>Zechariah</td><td>Malachi.</td></tr>
-</table>
-
-
-<h3>New Testament</h3>
-
-<p>The following story will help in learning the books
-of the New Testament.</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>Matthew and</td><td>Mark</td><td>like the way</td><td>John</td><td>acts</td></tr>
-<tr><td>Matthew</td><td>Mark</td><td>Luke</td><td>John</td><td>Acts</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>with</td><td>Romans and</td><td>one or two</td><td>Corinthians. The</td></tr>
-<tr><td>&nbsp;</td><td>Romans</td><td>1 and 2</td><td> Corinthians</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>Galatians at</td><td>Ephesus</td><td>fill a</td><td>Colossal<span class="pagenum"><a name="Page_97" id="Page_97">[Pg 97]</a></span></td></tr>
-<tr><td>Galatians</td><td>Ephesians</td><td>Philippians</td><td>Colossians</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>first</td><td>and</td><td>second</td><td>thesis</td><td>two</td><td>times.</td></tr>
-<tr><td>1</td><td>and</td><td>2</td><td>Thessalonians</td><td>1 &amp; 2</td><td>Timothy</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>When</td><td>Titus</td><td>follows men</td><td>He brews</td><td>Games for</td><td>two</td></tr>
-<tr><td>&nbsp;</td><td>Titus</td><td>Philemon</td><td>Hebrews</td><td> James</td><td>1 &amp; 2.</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>Peters,</td><td>three Johns and</td><td>Jude's</td><td>relation.</td></tr>
-<tr><td>Peter</td><td>1,2,3 John</td><td>Jude</td><td>Revelation.</td></tr>
-</table>
-
-
-<h3>Location of Passage</h3>
-
-<p>The location of a verse can be fixed in mind by the
-use of Reminders and the Number Code. For example,
-remember the idea, "THE APOSTLES MADE A
-DOZEN." In this sentence "made" stands for Matthew,
-"dozen" stands for 10 and 2; or the Apostles
-are named in Matthew 10:2.</p>
-
-<p>The names of the Apostles can be easily remembered
-by the following Reminder Story:</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>Peter</td><td>and</td><td>James</td><td>join</td><td>Philip</td><td>Bartholomew</td></tr>
-<tr><td>Peter</td><td>Andrew</td><td>James</td><td>John</td><td>Philip</td><td>Bartholomew</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>to make</td><td>Matthew</td><td>James</td><td>Thaddeus</td><td>Zion's</td><td>Justice.</td></tr>
-<tr><td>Thomas</td><td>Matthew</td><td>James</td><td>Thaddeus</td><td>Simon</td><td>Judas.</td></tr>
-</table>
-
-<p>To remember where to find the Ten Commandments
-remember the two words "Extra Nice." Extra
-is a reminder for Exodus and Nice stands for 20th
-Chapter.</p>
-
-<p>The story of the Prodigal Son found in the 15th
-Chapter of Luke is easily remembered by the idea,
-"PRODIGAL SON LOOK DAILY." Look is a reminder
-for Luke, and Daily stands for 15th Chapter.</p>
-
-
-
-<p><span class="pagenum"><a name="Page_98" id="Page_98">[Pg 98]</a></span>The idea that the fond father looked daily for the
-Prodigal Son will be easily remembered.</p>
-
-
-<h3>Rhyme Often Helpful</h3>
-
-<p>In every case possible take advantage of the fact
-that rhyme is easy to remember. There are many examples
-of this fact which have aided you in the past,
-as for example:</p>
-
-<blockquote>
-<p>
-"Thirty days has September,<br />
-April, June and November," etc.<br />
-</p></blockquote>
-
-<p>There are many other common examples. The
-following is a good illustration of how information
-can be arranged in rhyme and thus aid materially in
-fixing it in mind.</p>
-
-
-<h3>Grammar by Rhyme</h3>
-
-<blockquote>
-<p>
-Three little words you often see<br />
-Are Articles A, AN, THE.<br />
-<br />
-A Noun's the name of anything.<br />
-As SCHOOL or GARDEN, HOOP or SWING.<br />
-<br />
-Adjectives tell the kind of noun,<br />
-As GREAT, SMALL, PRETTY, WHITE or BROWN.<br />
-<br />
-Instead of nouns the Pronouns stand:<br />
-HIS head, HER face, YOUR army, MY hand.<br />
-<br />
-Verbs tell something to be done:<br />
-To READ, COUNT, LAUGH, SING, JUMP or RUN.<br />
-<br />
-How things are done the Adverbs tell:<br />
-As SLOWLY, QUICKLY, ILL or WELL.<br />
-<span class="pagenum"><a name="Page_99" id="Page_99">[Pg 99]</a></span><br />
-Conjunctions join the words together,<br />
-As men AND women, wind OR weather.<br />
-<br />
-The Preposition stands before<br />
-The noun, as IN or THROUGH the door.<br />
-<br />
-The Interjection shows surprise,<br />
-As OH! How pretty! AH! How wise!<br />
-<br />
-The whole are called nine parts of speech<br />
-Which reading, writing, speaking teach.<br />
-</p></blockquote>
-
-
-<h3>Learning the Telegraphic Code</h3>
-
-<p>An interesting and valuable application of the A,
-B, C, Hitching Posts and Visualization is made on the
-following pages as a basis of learning the International
-Code as used by the army and navy.</p>
-
-<p>Many persons have learned the code in a few hours
-by this method, where it has taken days to master it
-by repetition. The Morse Code has only a few
-changes and can be learned by the same plan.</p>
-
-
-<h3>The Code in Pyramid Signal Form</h3>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td align="center"><strong>1</strong></td><td align="center"><strong>2</strong></td><td align="center"><strong>3</strong></td><td align="center"><strong>4</strong></td></tr>
-<tr><td>E.</td><td>T_</td><td>R._.</td><td>K_._</td></tr>
-<tr><td>I..</td><td>M_ _</td><td>L._..</td><td>Y_._ _</td></tr>
-<tr><td>S...</td><td>O_ _ _ </td><td>P. _ _.</td><td>C_._.</td></tr>
-<tr><td>H....</td><td>&nbsp;</td><td>&nbsp;</td><td>X_.._</td></tr>
-<tr><td>&nbsp;</td></tr>
-<tr><td>A._</td><td>N_.</td><td>U.._</td><td>G_ _.</td></tr>
-<tr><td>W._ _</td><td>D_..</td><td>F.._.</td><td>Z_ _..</td></tr>
-<tr><td>J._ _ _ </td><td>B_...</td><td>V..._</td><td>Q_ _._</td></tr>
-</table>
-
-
-
-<p><span class="pagenum"><a name="Page_100" id="Page_100">[Pg 100]</a></span>Note the Pyramid arrangement of the signals in
-groups of three and four. Also note that the signals
-in columns 1 and 3 begin with DOTS, and those in
-columns 2 and 4 begin with DASHES. Note that the
-signals in the adjacent columns are opposite. A is
-._; opposite in the adjacent column is _. N.</p>
-
-<p>Learn the signals in groups as arranged.</p>
-
-<p>As it is more difficult to translate from signal to
-letter, the following instructions are based upon
-learning from signal to letter. To learn in this manner
-will shorten the time necessary in becoming able
-to "receive" messages. Follow the instructions
-closely.</p>
-
-
-<h3>How to Learn the Code</h3>
-
-<p>Each DOT or DASH of the signal is to be represented
-by an object which you can see or visualize.
-The alphabet letter is represented by an Object beginning
-with that letter.</p>
-
-<p>The signal objects and the letter objects are then
-grouped into a picture. This picture visualized and
-reviewed a few times can easily be recalled either
-from letter to signal, or from signal to letter.</p>
-
-<p>In all signals beginning with a DOT or DOTS, the
-dots are represented by big Yellow Oranges and the
-dashes by thick board Planks.</p>
-
-<p>In all signals beginning with a DASH or DASHES,
-the dashes are represented by Baseball Bats, and the
-dots by big red Apples.</p>
-
-<p><span class="pagenum"><a name="Page_101" id="Page_101">[Pg 101]</a></span></p>
-
-
-<h3>Picture Illustration</h3>
-
-<div class="figcenter"><img src="images/i_101.jpg" alt="" /></div>
-
-<p>A in this picture is represented by an ANT. The
-dot is represented by an ORANGE on which the
-PLANK is resting, the plank represents the dash.
-Down the plank walks the Ant. See the picture and
-the motion of the Ant walking on the plank. See all
-pictures large in size and in motion. To close your
-eyes will help you to see the picture clearly. In each
-case make a large Moving Cartoon of the objects.
-Review by seeing the same picture each time.</p>
-
-<p>ANT&mdash;ORANGE&mdash;PLANK, ._ is A.</p>
-
-<p>B is Honey Bee, with a BAT (dash) batting three
-APPLES (dots) along the ground. See the BEE&mdash;BAT&mdash;APPLE&mdash;APPLE&mdash;APPLE.
-_... is B.</p>
-
-<p>C is a Cannon out of which is being shot a BAT
-(dash), an APPLE (dot), a BAT (dash) and an APPLE
-(dot). See the CANNON&mdash;BAT&mdash;APPLE&mdash;BAT&mdash;APPLE.
-_._. is C.</p>
-
-<p>In the same manner see clearly the pictures described
-for the code signals following.</p>
-
-<p>. E, an Orange balanced on the smokestack of an
-Engine, . is E.</p>
-
-<p><span class="pagenum"><a name="Page_102" id="Page_102">[Pg 102]</a></span></p>
-
-<p>.. I, two Oranges rolled at an Ink bottle. See ink
-spilled on the oranges, .. is I.</p>
-
-<p>... S, three Oranges sticking in a Snowdrift. See
-bright yellow oranges, ... is S.</p>
-
-<p>.... H, four Oranges, one between each of the fingers
-of your Hand, .... is H.</p>
-
-<p>._ A, an Orange, a Plank, and an Ant, as pictured
-above.</p>
-
-<p>._ _ W, an Orange with two Planks leaning on it, a
-Wolf runs up one plank and down the other, ._ _
-is W.</p>
-
-<p>._ _ _ J, a Jockey picks up a big yellow Orange and
-carries it across the street by walking upon three
-Planks laid zig-zag, ._ _ _ is J.</p>
-
-<p>._. R, an Orange on each end of a Plank, a Rat is
-carrying the Plank in his mouth, ._. is R.</p>
-
-<p>._.. L, an Orange on the left end of a Plank and
-two Oranges on the other end, all are balanced on the
-back of a lamb, ._.. is L.</p>
-
-<p>._ _. P, an Orange placed on the ground by a Pig,
-he then walks across two Planks and places an
-Orange at the other end, ._ _. is P.</p>
-
-<p>.._ U, two Oranges floating on the sea, up comes a
-U-boat, pushes them apart and crashes into a Plank,
-.._ is U.</p>
-
-<p>.._. F, two Oranges left on the end of a Plank and
-one on the other end, a Fire burns the Plank in two,
-see the Oranges roll into the Fire, .. _. is F.</p>
-
-<p><span class="pagenum"><a name="Page_103" id="Page_103">[Pg 103]</a></span></p>
-
-<p>(Note the difference in location of the two oranges
-in L and F.)</p>
-
-<p>..._ V, three Oranges hanging on a Vine, you take
-a Plank and knock them off, ..._ is V.</p>
-
-<p>_ T, a Bat used for pounding Tea leaves, _ is T.</p>
-
-<p>_ _ M, two Bats being swung in the air by a wild
-Monkey, _ _ is M.</p>
-
-<p>_ _ _ O, three Bats stacked on end, along comes an
-Owl and carries them away, _ _ _ is O.</p>
-
-<p>_. N, a Bat being used to knock an Apple from a
-tree by a Nun, _. is N.</p>
-
-<p>_.. D, a Bat used to bat two Apples against a Door,
-_.. is D.</p>
-
-<p>_... B, a Bat and three Apples pictured with a
-Bee, as given above, _... is B.</p>
-
-<p>_._ K, a Bat sticking on one side of a Kettle and a
-big Apple between it and another Bat on the other
-side of the kettle, _._ is K.</p>
-
-<p>_._ _ Y, a Bat used to bat an Apple into the YMCA
-hut, two fellows inside pick up two more Bats and
-swing at the Apple as it passes, _._ _ is Y.</p>
-
-<p>_._. C, a Bat, an Apple, a Bat and an Apple, pictured
-with a Cannon above, _._. is C.</p>
-
-<p>_.._ X, a Bat, two Apples and a Bat laid out upon
-a table to be photographed by an X-Ray machine,
-_.._ is X.</p>
-
-<p><span class="pagenum"><a name="Page_104" id="Page_104">[Pg 104]</a></span></p>
-
-<p>_ _. G, two Bats leaning together with an Apple
-placed on top, along comes a Goose and grabs the
-Apple, _ _. is G.</p>
-
-<p>_ _.. Z, two Bats with two Apples tied on the other
-end and swung over the back of a Zebra, the Bats on
-one side, the Apples on the other, _ _.. is Z.</p>
-
-<p>_ _._ Q, two Bats and an Apple roll into a Quilt
-and swung on the end of another Bat to carry over
-your shoulder, _ _._ is Q.</p>
-
-<p>Go over the pictures a section at a time as pyramided.
-See them in large size and in motion. Do
-this several times. Have some one call the signal to
-you. See the ORANGES and PLANKS, or the BATS
-and APPLES and the picture they form. The object
-pictured with them brings the corresponding letter to
-you.</p>
-
-<p>Note that all signals beginning with a DOT are pictured
-with ORANGES and PLANKS. All signals beginning
-with a DASH are pictured with BATS and
-APPLES.</p>
-
-<p>By this simple method you are guided at once to
-your picture. When this signal is given .._ at once
-you know it is two oranges and a plank. This brings
-the picture of the U-boat dashing between the
-oranges and striking the plank. After a few repetitions
-the process will become instantaneous.</p>
-
-<p>Go over the alphabet forward and backward and
-in each case SEEING and speaking the object used to
-represent the letter. Thus:</p>
-
-<p><span class="pagenum"><a name="Page_105" id="Page_105">[Pg 105]</a></span></p>
-
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>A&mdash;Ant</td><td>H&mdash;Hand</td><td>O&mdash;Owl</td><td>U&mdash;U-Boat</td></tr>
-<tr><td>B&mdash;Bee</td><td>I&mdash;Ink</td><td>P&mdash;Pig</td><td>V&mdash;Vine</td></tr>
-<tr><td>C&mdash;Cannon &nbsp;</td><td>J&mdash;Jockey</td><td> Q&mdash;Quilt &nbsp;</td><td>W&mdash;Wolf</td></tr>
-<tr><td>D&mdash;Door</td><td> K&mdash;Kettle</td><td>R&mdash;Rat</td><td>X&mdash;X-Ray</td></tr>
-<tr><td>E&mdash;Engine</td><td>L&mdash;Lamb</td><td>S&mdash;Snow</td><td>Y&mdash;YMCA</td></tr>
-<tr><td>F&mdash;Fire</td><td>M&mdash;Monkey &nbsp;</td><td>T&mdash;Tea</td><td>Z&mdash;Zebra</td></tr>
-<tr><td>G&mdash;Goose</td><td>N&mdash;Nun</td></tr>
-</table>
-
-
-<p>For practice go over the alphabet and see the object
-and picture of the signal. Thus, A is Ant, see
-the ant walking down the plank which is resting on
-the orange. Repeat the signal A ._ Orange, Plank.
-Do this a few times till all pictures are clear and
-come quickly.</p>
-
-<p>Let all your alphabetical practice be by seeing the
-picture and speaking the signal. Thus, A, see the
-picture and speak the signal, Dot, Dash.</p>
-
-<p>See to it that most of your practice is from signal to
-letter. This is "receiving" and requires the most
-practice.</p>
-
-<p>In your odd moments go over signals, thus, _ _._
-two bats, an apple and a bat (wrapped in a Quilt) Q.</p>
-
-<p>._ _ an orange and two planks (the Wolf walks
-over) W.</p>
-
-<blockquote>
-
-<p><b>Pictures insure accuracy, depend upon the picture.
-Practice is the only possible method for
-developing speed.</b></p></blockquote>
-
-
-<h3>The Knight's Tour</h3>
-
-<p>Chess players find a great deal of interest and
-amusement in being able to remember the moves<span class="pagenum"><a name="Page_106" id="Page_106">[Pg 106]</a></span>
-necessarily made by the Knight in touring the board,
-stopping once on each square, and never more than
-once on any square.</p>
-
-
-
-<p>One of our great mathematicians put in a great
-deal of time working out the proper moves of the
-Knight in touring the board in this manner. It is a
-simple matter for the memory student to keep in
-mind the necessary moves in their proper order. This
-would be an almost impossible feat without the aid of
-your number code, as there are sixty-four different
-moves to be made by the Knight in this tour.</p>
-
-<div class="figright"><img src="images/i_106.jpg" alt="" /></div>
-
-<p>The problem is to call from memory each move of
-the Knight, beginning either at square No. 1, or in
-fact any square of the board. Notice that the squares
-are numbered from 1 to 64, each row of squares always
-numbering from left to right. The following
-cut illustrates the method of moves. The Knight always
-moves two squares in one direction, and one in
-the other, indicated by a diagonal line drawn from 1
-to 11, and from 11 to 5. Thus you will see, beginning
-with square No. 1 that the move of the Knight
-will be as follows:</p>
-
-<blockquote>
-
-
-
-<p>1, 11, 5, 15, 32, 47, 64, 54, 60,
-50, 35, 41, 26, 9, 3, 13, 7, 24,
-39, 56, 62, 45, 30, 20, 37, 22,
-28, 38, 21, 36, 19, 25, 10, 4, 14,
-8, 23, 40, 55, 61, 51, 57, 42, 59,
-53, 63, 48, 31, 16, 6, 12, 2, 17,
-34, 49, 43, 58, 52, 46, 29, 44,
-27, 33, 18 and back to 1.</p></blockquote>
-
-
-
-
-
-<p><span class="pagenum"><a name="Page_107" id="Page_107">[Pg 107]</a></span>To remember these moves in their proper order is
-an excellent application of the Hitching Post idea,
-and use of the Code List representing the moves in
-consecutive order as 1, 2, 3, 4, etc., and any word with
-it that will represent the number of the square to
-which the Knight is to move. The list following begins
-with the first square as the starting place:</p>
-
-<table border="0" cellpadding="2" cellspacing="2" summary="table">
-
-<tr><td>Tie</td><td>and</td><td>Hut</td><td>Town</td><td>and</td><td>Riot</td></tr>
-<tr><td>Snow</td><td>and</td><td>Dude</td><td>Dime</td><td>and</td><td>Hinge</td></tr>
-<tr><td>Home</td><td>and</td><td>Owl</td><td>Deer</td><td>and</td><td>Ape</td></tr>
-<tr><td>Wire</td><td>and</td><td>Doll</td><td>Towel</td><td>and</td><td>Ham</td></tr>
-<tr><td>Wheel</td><td>and</td><td>Maine</td><td>Ditch</td><td>and</td><td>Team</td></tr>
-<tr><td>Sash</td><td>and</td><td>Rug</td><td>Duck</td><td>and</td><td>Oak</td></tr>
-<tr><td>Egg</td><td>and</td><td>Cherry</td><td>Taffy</td><td>and</td><td>Snare</td></tr>
-<tr><td>Ivy</td><td>and</td><td>Lawyer &nbsp; &nbsp; </td><td>Depot</td><td>and</td><td>Imp</td></tr>
-<tr><td>Whip</td><td>and</td><td>Chess</td><td>Nose</td><td>and</td><td>Latch</td></tr>
-<tr><td>Toes</td><td>and</td><td>Lace</td><td>Net</td><td>and</td><td>China</td></tr>
-<tr><td>Dot</td><td>and</td><td>Mill</td><td>Nun</td><td>and</td><td>Reel</td></tr>
-</table>
-
-<p>Follow on through the sixty-four moves using the
-code words for the sequence of the move and any
-words you wish that stand for the number of the
-squares on the board.</p>
-
-<p>When you have pictured all the objects together,
-the first object will keep the sequence of the moves
-clearly in mind, and the second will reveal the number
-of the square to which the Knight is to move.
-You can very quickly go over the pictures and give
-the moves of the Knight. The first move, Tie, begins
-with Hut or square No. 1. The second move, Snow,
-is Dude or square 11; the third move, Home, is Owl,<span class="pagenum"><a name="Page_108" id="Page_108">[Pg 108]</a></span>
-or square 5; the fourth move, Wire, is Doll, or square
-15; the fifth move, Wheel, is Maine, or square 32.
-Each move is represented by the picture which you
-have with the succeeding word of your code list.</p>
-
-<p>As soon as you are familiar with these pictures
-you can begin with any square designated. If you
-are asked to begin with square 24 you know that 24
-is Snare, which is pictured with Taffy. Taffy is 18,
-so you begin with the 18th move.</p>
-
-
-<h3>Knight's Tour by Story</h3>
-
-<p>Another method of following the Knight's tour is
-to learn the following story, the words of which are
-based upon the Number Code, each word giving the
-number of the square to which the Knight should
-move next. The story begins with the square 1.
-After you have learned the story, go over it and instead
-of saying the words, speak the number of the
-square as represented by the word of the story. This
-first sentence is an example: The TIDE IS LOW, a
-TALL MAN is ROWING. These words represent the
-following figures: 1, 11, 5, 15, 32, 47.</p>
-
-<p>First learn the story, then practice until you are
-able to go over the whole thing and speak the figures
-1, 11, 5, etc. After you are thoroughly acquainted
-with the number values of the words you can allow
-the persons looking on to select any square on the
-board as the starting place. For instance, if square
-32 should be selected you would know that the word<span class="pagenum"><a name="Page_109" id="Page_109">[Pg 109]</a></span>
-MAN stands for 32, and so you would begin with
-MAN. The next move would be the next word,
-ROWING (47), and so on through the story. When
-you come to the end of the story you must go back to
-the beginning and work forward to the word MAN,
-so as to cover the entire board.</p>
-
-<p>To learn the Knight's tour is excellent training,
-and gives you an excellent method of entertaining
-your friends, as they will scarcely believe it possible
-that you can remember the 64 moves without error.</p>
-
-
-<h3>The Story for the Knight's Tour</h3>
-
-<p>
-The Tide is Low a Tall Man is Rowing. A Cheery<br />
-<span class="indent05">1 &nbsp; &nbsp; 11 &nbsp; &nbsp; &nbsp; &nbsp; 5 &nbsp; &nbsp; &nbsp; 15 &nbsp; &nbsp; 32 &nbsp; &nbsp; &nbsp; &nbsp; 47 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 64</span><br />
-<br />
-Lawyer Chose Lazy Mollie Reed. A Hinge By My Team.<br />
-<span class="indent1">54 &nbsp; &nbsp; &nbsp; &nbsp; 60 &nbsp; &nbsp; 50 &nbsp; &nbsp; &nbsp; 35 &nbsp; &nbsp; &nbsp; 41 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 26 &nbsp; &nbsp; 9 &nbsp; 3 &nbsp; &nbsp; 13</span><br />
-<br />
-A Key Near a Mop. A Slouchy Jane Roll a Mouse to a<br />
-<span class="indent15">7 &nbsp; &nbsp; &nbsp; 24 &nbsp; &nbsp; &nbsp; 39 &nbsp; &nbsp; &nbsp; &nbsp; 56 &nbsp; &nbsp; &nbsp; &nbsp; 62 &nbsp; &nbsp; 45 &nbsp; &nbsp; &nbsp; &nbsp; 30</span><br />
-<br />
-Nice Meek Nun. Knave Move Not so Much Stop as a<br />
-<span class="indent05">20&nbsp; &nbsp; &nbsp; 37 &nbsp; &nbsp; 22 &nbsp; &nbsp; 28 &nbsp; &nbsp; &nbsp; 38 &nbsp; &nbsp; 21 &nbsp; &nbsp; &nbsp; &nbsp; 36 &nbsp; &nbsp; &nbsp; 19</span><br />
-<br />
-Snail Does. Her Dear Foe Nome, Rose Slyly Shot Lead<br />
-<span class="indent1">25 &nbsp; &nbsp; 10 &nbsp; &nbsp; 4 &nbsp; &nbsp; 14 &nbsp; &nbsp; 8 &nbsp; &nbsp; 23 &nbsp; &nbsp; &nbsp; 40 &nbsp; &nbsp; 55 &nbsp; &nbsp; &nbsp; 61 &nbsp; 51</span><br />
-<br />
-Like Rainy Slop. A Lame Chum Arrive Mad as Dutch.<br />
-<span class="indent05">57 &nbsp; &nbsp; 42 &nbsp; &nbsp; 59 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 53 &nbsp; &nbsp; &nbsp; 63 &nbsp; &nbsp; &nbsp; 48 &nbsp; &nbsp; 31 &nbsp; &nbsp; &nbsp; &nbsp; 16</span><br />
-<br />
-Joe Dine Now, Take More Ripe Rum. A Live Lion Rush<br />
-<span class="indent05">6&nbsp; &nbsp; 12 &nbsp; &nbsp; &nbsp; 2 &nbsp; &nbsp; &nbsp; 27 &nbsp; &nbsp; 34 &nbsp; &nbsp; 49 &nbsp; &nbsp; 43 &nbsp; &nbsp; &nbsp; 58 &nbsp; &nbsp; &nbsp; 52 &nbsp; &nbsp; 46</span><br />
-<br />
-a Snob. Warrior Sneak Mama a Dove.<br />
-<span class="indent15">29 &nbsp; &nbsp;&nbsp;&nbsp; 44 &nbsp; &nbsp; &nbsp; &nbsp; 27 &nbsp; &nbsp; &nbsp; 33 &nbsp; &nbsp; &nbsp; &nbsp; 18</span><br />
-</p>
-
-<p><span class="pagenum"><a name="Page_110" id="Page_110">[Pg 110]</a></span></p>
-
-
-<h3>A Last Word</h3>
-
-<p>"Memory is the foundation without which there can
-be no structure of knowledge." On the other hand,
-there can be a good foundation and very little structure.
-The story is told of a fool who was placed under
-the charge of a country clergyman. The young
-fellow would sit in church on the Sabbath and was
-able to remember almost every word of the sermon.
-He could tell afterwards, where every one sat, and
-what they wore, but he was good for very little of
-anything else.</p>
-
-<p>A reporter in the House of Commons could sit for
-hours without taking notes and write the full
-speeches for his paper, but he had very poor judgment
-and was an utter failure in life.</p>
-
-<p>Do not neglect the development of your memory,
-but do not go to the extreme, so that you neglect
-other factors of mentality and character. Strive always
-to gain a fully rounded education and development.
-Develop the Common Senses; make them
-keen, alert and useful, and you will not lack in Common
-Sense.</p>
-
-<p>Great buildings, great characters, great minds and
-great memories are not built in a day. But a few
-minutes a day of persistent effort will win. In the
-words of Michael Angelo:</p>
-
-<p>"Trifles make perfection, but perfection is no
-trifle."</p>
-
-<hr class="chap" />
-
-<div class="transnote">
-
-<h3>TRANSCRIBER'S NOTES:</h3>
-
-<p>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.<br />
-<br />
-Obvious spelling and punctuation errors have been standardized.</p></div>
-
-
-
-
-
-
-
-<pre>
-
-
-
-
-
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