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.