Part 5
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