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* * * * *
A beautiful and useful work. It presents a general survey of the kingdom
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information. While the work is well suited as a class-book for schools,
its fresh and simple style cannot fail to render it a great favorite for
family reading.
The Three Parts of this book can be had in separate volumes by those who
desire it. This will be advisable when the book is to be used in
teaching quite young children, especially in schools.
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ELEMENTARY EDUCATION.
Books for the School and Family.
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ARITHMETIC.
FRENCH'S FIRST LESSONS IN NUMBERS. First Lessons in Numbers, in their
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FRENCH'S MENTAL ARITHMETIC. Mental Arithmetic, in which Combinations of
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NATURAL SCIENCE.
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THE CHILD'S BOOK OF NATURE. The Child's Book of Nature, for the Use of
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Children in the Observation of Nature. In Three Parts. Part I. Plants.
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HOOKER'S FIRST BOOK IN CHEMISTRY. A First Book in Chemistry. By
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CALKINS'S PRIMARY OBJECT LESSONS. Primary Object Lessons, for Training
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A LATIN WORD SQUARE.
BY H.
My first was highly prized of old;
They thought the future it foretold,
And nothing did without it;
But now we listen with a smile
When once 'tis mentioned in a while,
And hardly think about it.
My second has no proper hue,
Though white, red, yellow, black, and blue,
'Tis called by one or t'other.
We pass it over night and day,
And yet when man becomes its prey
They swallow each the other.
My second backward spells my third,
And shows what magic's in a word.
It makes a part of being.
'Tis singular, and yet 'tis true,
Imperfect as it is, to you
It shows how time is fleeing.
Now take my first, reverse its spell,
'Twill make my fourth; and _he_, note well,
Could solve the problems mighty--
To square the circle, change to gold,
Perpetual motion to unfold,
And make elixir vitae.
THE MISSING LINK PUZZLE.
[Illustration]
Put on your thinking cap, and see if you can not find out the true
inwardness of these sausages.
THE GAME OF GEOGRAPHY.
AS ARRANGED BY G. B. BARTLETT.
This play, although instructive, can not fail to be amusing, as the best
scholars can hardly help making blunders in the excitement and hurry of
the game. Two leaders are chosen, who each select in turn, until all the
players are taken, and are formed in two lines facing each other, a
chair for each being placed behind him. The leader on one side calls out
some letter, and says "Sea," or mentions some other body of water. The
leader on the other side immediately names one beginning with the
letter, and each one on his side gives another in rapid succession. If
there is a pause, the leader of side No. 1 counts ten rapidly, and calls
"Next"; the player who stands next answers, and the one who missed takes
his seat. If a mistake is made by giving a wrong name to the piece of
water called for, as by calling a river by the name of a sea or isthmus,
or by giving the wrong letter as its first one, and it is not corrected
by some member of the same side before the leader of the opposite side
calls out "Miss," then all of side No. 2 must take their seats, which
counts two for side No. 1.
The leader of side No. 2 requests all his side to again stand in line,
with the exception of those who missed, and calls out some piece of
land, as mountain, State, county, etc., and a letter, which the opposite
side answer in the same way; and if every one succeeds in answering to
the call, and each one gives a correct reply without mistake, they score
three for their own side. The game is won by the side that first scores
ten; and as all who have missed must keep their seats until the end of
the play, they have abundant opportunity for laughing at the mistakes
which are made by their friends. If it should happen that the leader of
one side has no one to call upon to stand in line, he is obliged to
answer alone; and if he also fails, the victory belongs to the other,
even if they have not scored ten.
Another game of geography is played by each person taking pencil and
paper, and in a given time--say, five minutes--writing as many
geographical names, beginning with a certain letter, as he can remember.
When "Time" is called, a player reads his list, and any name that he
has, and the others have not, counts as many for him as there are
players besides himself. Each then reads his list in turn, and the one
who scores the greatest number, when all have read, wins the game. If
during the reading any name is challenged, and the writer is unable to
describe it, if it be a river, sea, bay, etc., or locate it if it is a
city, town, or cape, every other player counts one.
[Illustration: BESIEGED.]
End of Project Gutenberg's Harper's Young People, June 22, 1880, by Various