Miller's Mind training for children Book 2 (of 3) A practical training for successful living; Educational games that train the senses

Part 3

Chapter 34,286 wordsPublic domain

It is the child's memory you wish to improve and this can only be accomplished by his effort. You must help, of course, but do not do too much, merely suggest. Get him to imagine and visualize his own pictures, it will be better for him to make the effort than for you to make it for him.

Attention and Memory

The subject of Attention and Concentration has been discussed in the former book, but it will be well to note their relation to memory and how we are using them here.

We have introduced motion into the mind's eye picture to strengthen its impression; the result comes from a prolonged period of attention. In the exercises for cultivating the power of attention we used the method of change, or motion. It produced prolonged attention, which results in memory. Exaggeration and the unusualness of the imaginary picture inspires that quality of involuntary attention which helps to produce concentration.

The quality of the stimulus to the attention is improved by introducing anticipation, pleasure, or their opposites. The clear, vivid, mind's eye picture creates a greater quantity of attention, and if the objects are familiar they add to the possibility of clear visualization.

The attention should become fixed upon the picture and this can not be done if they follow too rapidly. Take time to make the impression and for best results become as much interested in it as possible. Every means which results in prolonging or intensifying the attention improves the scope and accuracy of the memory faculty.

The Child's Code List

For further practice in learning lists of words, by visualizing the objects, use the one following. These words are selected to conform to special requirements, and form a complete code which is to become of great value later. It should be learned thoroughly so that each word can be recalled quickly and in exact sequence. Use this list now in preference to the previous one, as this one is to be used in future, and the other will not be. Learn ten at a time and review them, then take the next ten, joining them to the last word of the previous ten, thus making an endless chain of the one hundred words.

Child's Code List

Tie Dot Net Meat Heart Snow Town Nun Moon Horn Home Dime Enemy Mama Army Wire Deer Nero Hammer Rower Wheel Towel Nail Mail Roll Sash Dish Hinge Mush Roach Egg Duck Ink Mike Rock Ivy Taffy Knife Movie Roof Whip Tub Knob Mop Robe Toes Nose Mouse Rose Lasso

Lady Shed Kite Foot Bath Lion Ocean Cane Vine Pony Limb Jam Gum Foam Bomb Lair Chair Car Fur Bear Lily Jail Glue Veil Pail Ledge Judge Cage Fish Beach Log Chalk Cook Fig Book Wolf Chief Coffee Fife Beehive Lap Ship Cap Fob Papa Ashes Goose Office Puss Daisies

The Game of Code

A game to develop accuracy and rapidity in the use of the words of this Code List. Cut one hundred cards about two by three inches, or the size of game cards. On one side of each print a word of the Code list.

Shuffle the cards, deal ten to each player and let the balance become a draw pile. The one to the right of the dealer plays into the center of the table any card which is the first of a series of ten Code words as printed in the lists above, for example--Tie, Dot, Net, Meat, Heart, Lady, Shed, Kite, Foot, Bath. All first cards as named must be played first, then the cards containing words which follow consecutively in the list must follow. All cards held by the player which can be played on any series started on the table must be played in their proper turn, including those in the played reserve piles.

If a card is played out of its proper sequence the first one noticing the mistake calls "Code" and shall be entitled to give a card from his hand into that of the player, who must correct the error and cease playing.

When a player has completed his turn, has played all possible cards, or has been stopped, he will place one card face up on the table in front of him as a reserve pile. Each player is entitled to six reserve piles, each lying face up and side by side. When a player cannot make at least one play, he shall draw into his hand from the draw pile until he can play or until the draw pile is exhausted. Each plays in turn until some player has played all the cards from his hand, which entitles him to the game. Any player who completes a series of Code words, puts on the last word of the series of ten, takes away the set and these can be shuffled and added to the draw pile if necessary.

The winner is entitled to one point for each card left in the hands and reserve piles of the other players. The score of the game can be set at any point above 200, and the first reaching this takes the set.

Remembering Errands

After the child has become familiar with the Code List he will be able to use the words in a very practical way in remembering errands and lists of groceries, etc. The objects of the list can easily be recalled in exact sequence, and can now become Mental Hitching Posts to which any errand or runaway idea may be safely hitched for future usefulness. The thing to be remembered can be pictured with the object of the Code list and when wanted it is simply necessary to recall the word of the Code list and it will in turn recall the thing visualized with it.

Let us take a practical example. You are sending the child to the grocery store with an order. The first item is a loaf of Bread. Have him picture this with the first word of the Code list, Tie. Take the Tie and bind the loaf of Bread with it, tying a huge bow with the ends moving in the wind. See this picture clearly, the color of the tie and the shape and details of the loaf of Bread. Of course the Child is to make his own picture wherever possible. A boy would probably use one end of the tie around the loaf and swing the other over his shoulder.

The second item is a package of Matches. See the box lying on the Snow, which is the second word of the Code. Let the box be open and some of the Matches burning, see the black ends of the Matches in contrast with the white snow.

The third item is a box of Raisins. The third code word is Home. See the box open and the Raisins spilling all over the Home.

The next item is Potatoes and the code word Wire. Have him imagine a sharpened wire on which he is stringing the Potatoes.

The next item is a glass of Jelly and the next code word Wheel. See the large Wheel run over the jelly and break the glass.

The next item is Flour and the code word Sash. Drop some Flour over a new red Sash.

The seventh item is Coffee and the seventh code word is Egg. Break the Egg and spill it all over the Coffee.

The eighth item is Butter and the code word ivy. Hang the Butter on the Ivy and see it swinging there.

The ninth item is Soap and the ninth code word is Whip. Stand the soap on end and strike it with the Whip--see the lash wind around the Soap.

The tenth item is a can of Corn and the code word is Toes. Let the boy imagine himself balancing a can of Corn on his Toes.

The Visual Result

A picture of what is now in the mind should show a systematic filing of ten grocery items, each hitched by picture to one of the familiar Hitching Posts. The pictures may be somewhat like the following:

Have the child run over the code words and tell the item that he sees pictured with each. If the items are recalled once that is all the review necessary if they are to be used in the same day the pictures are made. He will be able to go to the store any time that day and by recalling each word in its proper order will recall the ten items just as they were pictured.

Another Practical Application

The same method can be used to fix in mind a list of errands which are to be done at different stores and at different times. It is simply necessary to hitch the errand to the Hitching Posts by picture and then recall the Hitching Posts in order, each will remind you of the errand visualized with it.

For practice, have the child begin with the second series of code words and picture the following errands with them. Review them once and after a few hours see how many he can recall.

Errands for Practice

Dot--Buy some stamps. Town--Get toilet soap. Dime--Buy fish. Deer--Go to the Hardware store. Towel--Have shoes repaired. Dish--Get a spool of thread. Duck--Get some meat. Taffy--Get a Victrola record. Tub--Stop at the jewelry store. Nose--Buy some writing paper.

Always Be Systematic

The best results will be attained from using one list for groceries and another for general errands. Always start with the first word of a series of ten as printed in the code list. Never skip around. Any picture will answer if it is clearly visualized and the attention fixed upon it for a moment.

Review the list once to be sure that the child has made and visualized a definite picture. One review is sufficient to be able to recall the items accurately in the next twenty-four hours.

Applications Are Limitless

The principle involved here is one which will apply to any need of adult, as well as child, life. Whenever there is a need for remembering a list or series of any kind the mental Hitching Posts can be relied upon to accomplish the result, if the method is properly applied. Business men are using this idea every day of their lives and working more efficiently because of time saved and increased accuracy. Use this yourself and see to it that your children form the habit.

Important Points to be Followed

For best results in using this idea:

Always use the same series of code words for the same purpose, do not change lists from day to day.

Be systematic, always file the first item or errand with the first object of the series you are using; do not skip around.

Any Hitching Post will carry any impression which you wish to place there. Your mind only needs a hint to start it right.

Be sure and photograph the picture which your imagination constructs. You will not remember it unless you see it.

Review once for safety. If you are filing a list of items or errands then review each picture and be sure you can recall it accurately before going on to the next.

To file permanent information which you wish to retain and use occasionally it is necessary to review your picture several times and to concentrate upon it longer to strengthen the impression.

For temporary purposes, such as lists, errands, or things you wish to recall once and then discard, do not review but once.

The difference between temporary and permanent information is in the amount of review. Every repetition of your visual association deepens the impression.

Start your new lists always with a new series of code words even though you have not used all of the previous list. Begin always with Tie, Dot, Net, Meat, Heart, or Lady, etc.

To forget, refuse to allow that with which you have finished to re-enter your mind. Do not recall the old pictures, even for an experiment, let them fade away after they have served their purpose.

Value of Forgetting

The reason that you find it impossible to forget certain incidents and circumstances of life is that you have allowed your mind to go over and over these incidents and thus to make the impression upon the brain so deep that it has become a lasting one. Each review deepens the impressions and makes them more and more indelible. For filing information permanently in the mind this is the proper process. For all temporary purposes, simply make the visual impression: review it to see that it is properly filed, recall it when you wish to use it and then refuse to review or again to see the picture.

To forget means to get-for. You must get some other thought or picture into your mind in place of it. Do not waste time trying to force thoughts or pictures from your mind. Get some other picture or thought in its place as quickly as possible.

Alphabetical Hitching Posts

The list of code words given here is not the only thing which can be used for this idea. The only essential is a series of easily pictured objects which can be recalled quickly, with little effort, and in accurate sequence. There is however an additional reason why these particular words of the Child's Code List are better adapted to this purpose than any others. This reason you will fully understand later in this book.

For the use of children and adults who are not familiar with the Code list it is simple and practical to use the A, B, C's as Hitching Posts. In this case it is simply necessary to have an easily visualized object beginning with the letter of the alphabet, so that, for example, the letter A will without hesitation bring to mind the object Ant, which can be pictured with the errand. For the majority of children it is not practical to visualize the letter A with the errand, but the Ant can be easily used by all.

Following is a list of suitable objects to represent the letters of the alphabet. It will be good practice to learn them all, though you may only use the first few.

Alphabetical Hitching Posts

Ant Hand Owl Vine Bee Ink Pig Wolf Cannon Jockey Quilt X-Ray Door Kettle Rat Y. M. C. A. Engine Lamb Snow Zebra Fire Monkey Tea Goose Nun U-Boat

Filing Abstract Ideas

Everything which you wish to remember does not take form in a definite object which can be visualized and often presents a more difficult problem. Fortunately the mind only requires a hint or suggestion to start the Law of Association into operation which will bring the thought not in itself easily pictured. As the child progresses his imagination will find many original ways in which to create Reminder Pictures to aid him in remembering abstract ideas. This ability will not come except by practice and effort; if he is allowed to consider the remembering of abstract ideas an obstacle to success it will be so; but if he tries to master these he will find it is not difficult to create a picture which will remind him of what he wishes to remember.

Reminder Pictures

It is of course more difficult to construct a picture for an abstract thought or word than for a simple object, but it can be done, and becomes easier with each effort. In some cases it may require an elaborate picture to remind you of a single word. Note the following abstract words and example of how a reminder picture aided in recalling them.

Contest--A footrace. Noisy--Boys pounding tin pans. Stuck--An auto stuck in the mud. Melancholy--A watermelon and a collie dog. Success--See a well known successful man. Financial--A pile of money in a bank. Secrecy--Two people whispering together. Contrary--A mule refusing to move. Immovable--An Egyptian Pyramid.

Christianity may be represented by a cross; cold by a piece of ice; heat by a fire; light by a lamp; love by a heart; pride by a peacock; spring-time by green grass and budding trees.

You are familiar with the old man with the sickle and forelock used to represent Time; the maiden with the balance and sword representing Justice; and the little scantily clad fellow who represents the New Year. These are examples of successfully used reminder pictures.

Thought the Desired Result

In some cases you may not succeed in constructing a definite picture for the thing which you wish to remember. Memory is brought about by interested attention and concentration. In cases where the visualization proves to be difficult or even impossible, you will experience the fact that the effort made to form the picture has produced sufficient concentration to help wonderfully in the problem of remembering.

Thinking by Pictures

If you have never given it thought it will surprise you to notice how much of our thinking is in picture form. The architect sees the completed building, sees it in detail and puts this creation of his brain on paper to guide the builder in reproducing it. The engineer sees the completed bridge spanning the chasm before a workman has turned a hand to rear it. All successful captains of industry think largely in pictures. Children do so naturally and lose the ability by lack of use and substitution of the "more modern methods," some of which are most detrimental. See to it that your children appreciate the value of visualization, that they use it continuously in their thinking and study.

Uses of Hitching Posts

This picturing your errands with code words is a principle of mental operation the uses of which are almost limitless. It will be profitable to note how business men apply it in their business.

A physician lists his calls and the appointments he has made.

A factory manager hitches up the many instructions he wishes to give during the day.

A lawyer uses six words for the six days of the week and hitches up his court appointments.

A salesman makes a list of his calls, arranges them in the best order, and fixes one with each word of the list.

A groceryman uses it for remembering the things he needs to buy for his stock.

A real estate man lists some of the places he has for sale to be able to talk about them when away from his office.

A salesman lists his selling points systematically and does not leave out any important ones.

Anecdotes and stories can be listed and easily recalled when wanted.

Points of a sermon or lecture can be quickly pictured with definite words and recalled later.

Speaking Without Notes

One of the most valuable applications of the "Hitching Post Idea" is its use for fixing in mind the points of a talk, sermon or lecture. Most of the nervousness of talking in public is caused by the fear of forgetting. It is doubt of your ability to recall the points you wish to talk about. This is easily overcome by the use of your Hitching Posts. If you wish to make five points in a talk, make a picture to remind you of each point and hitch them in turn to the first five words of a list. Review the picture a couple of times, be sure that you can recall them easily; before you are to speak, review them again.

When you are called upon, see the first word of your list and with it you will see a picture which will remind you of the first point you wish to make. The picture made with the next word of your list will suggest your next point, when you are ready for it. There is no limit; use as many words of the list as you have different points in your speech. When you have used this idea once you will never do without it; you will remember all the points of your talk and you will use them in the order you intended. Hundreds, who have never spoken in public without notes, are now doing so by the use of this method. Others, who have been able to speak without notes have been troubled by getting the points out of order or after sitting down have realized that they have omitted an important one. With this idea you can entirely overcome such a difficulty.

Originality and Effort

Help the child to cultivate the habit of originality and not to be afraid of trying new ideas. Do not always suggest a picture, let him work and create one for himself.

=Effort is the price of increased mental power--the result will be secured in no other way.=

Make lists of groceries, errands, etc., for the child to practice with. If he has no need of using the Hitching Posts now, deliberately make the need, so that he can form this valuable habit.

The Mind's Eye and the Story

An excellent time for the development of the child is "story time." Have him use his imagination and make mind's eye pictures while you are reading stories. The story book naturally becomes a picture book in the child's mind. When you are reading a story, stop occasionally and have him form his own picture of it. You will find that he can easily see little Red Riding Hood going down the road to her grandmother's house. Encourage this habit of mental picturing of all stories and rhymes read to the child.

This is a natural mental operation but the lack of knowledge of its importance and consequently the failure to continue it after we have learned to read is one of the great causes of our forgetting what we read so easily. If you will see to it that your child visualizes what you read to him, and as he learns to read for himself stops occasionally to picture what he has read, he will develop a wonderful memory along this line. He will study easily, retain accurately and make more progress with less effort than any child who does not visualize and is forced to depend upon repetition.

The Game of Story Telling

Read a story from the child's story book; have him make pictures of the story as you read; when you have finished, let him tell the story from his Mind's Eye picture, and see how completely he can retell it. If points are omitted, call the child's attention to them and help him to include them in his picture. When several children are together have one retell the story and the others add what they can to it. See to it that the retelling is from visual pictures. This is excellent training for future school work.

Two Results of Visualization

Beside the memory value of visual impressions of the story there is another important result. You cannot visualize the thing that you do not understand. If you do know about it you can see it clearly.

If the child has difficulty in picturing what you have been reading it may be because he does not understand it. Here is your opportunity to explain and add to his definite knowledge. Visualization results in increased understanding and in a greater ability to remember. These are the important results sought in study and the formation of this habit in your children will pay wonderful dividends in their education.

Learning Poetry and Prose

The value of the mind's eye picture will be much appreciated when the child comes to learning verbatim. Every author has a picture in mind which he describes in words. He attempts to make the word description so clear that those who read will also see the picture.

Children who have not yet learned to read will naturally form pictures in their minds as you read the story. When you wish to have the child learn the story or poem, the mind's eye picture will be of the greatest aid. Practice with some of the examples following; make clear pictures and review them several times; aid the child in understanding the words that he finds are difficult.

Note the pictures described by the authors in the following poems and prose selections.

The Land of Story Books

At evening when the lamp is lit, Around the fire my parents sit; They sit at home and talk and sing, And do not play at any thing.

Now with my little gun I crawl, All in the dark, along the wall, And follow round the forest track Away behind the sofa back.

There in the night, where none can spy, All in my hunter's camp I lie, And play at books that I have read, Till it is time to go to bed.

* * * * *

So, when my nurse comes in for me, Home I return across the sea, And go to bed with backward looks At my dear land of story books.

--Robert Louis Stevenson.

The Hare and the Tortoise

A hare boasted loudly to a tortoise of her speed in running, at the same time giving him a look of scorn because of his slowness.

"Let us have a race," answered the tortoise. "I will run with you five miles, and the fox over yonder shall be the judge."

The hare with a scornful smile agreed, and away they started together.

Soon the hare left the tortoise far behind, and feeling a little tired, lay down on a tuft of grass that grew by the way. "If that slow-coach passes, I shall see him and easily catch up with him again," she said to herself, and fell asleep.