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Monday, September 30, 2024

Doors--Sermon

 

John 10:9 - "I am the door: by me if any man enter in, he shall be saved, and shall go in and out, and find pasture."
 

Matthew 7:7 - "Ask, and it shall be given you; seek, and ye shall find; knock, and it shall be opened unto you."

 
Revelation 3:8 - "I have set before thee an open door, and no man can shut it: because thou hast a little strength, and hast kept my word, and hast not denied my name."   
 

Acts 16:26 - "And suddenly there was a great earthquake, so that the foundations of the prison were shaken: and immediately all the doors were opened, and every one's bands were loosed."   
 
Matthew 6:6 - "But when thou prayest, enter into thy closet, and when thou hast shut thy door, pray to thy Father which is in secret; and thy Father, which seeth in secret, shall reward thee openly."   
 
1 Corinthians 16:9 - "For a great door and effectual is opened unto me, and there are many adversaries."

Proverbs 8:34 - "Blessed is the man that heareth me, watching daily at my gates, waiting at the posts of my doors."
 
Revelation 4:1 - "After this I looked, and, behold, a door was opened in heaven: and the first voice which I heard was as it were of a trumpet, saying unto me, Come up hither, and I will shew thee things which must be hereafter."   
 
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The primary purpose of a door is to control access to a space. It serves as a barrier between two areas, allowing for privacy, security, and regulation of movement. Doors can be used to:

  • Provide privacy: Doors create enclosed spaces, allowing for personal or confidential activities.
  • Ensure security: They can be locked to prevent unauthorized entry and protect valuable items.
  • Regulate temperature and airflow: Doors can be closed to maintain a desired climate within a space or opened to allow for ventilation.
  • Control noise levels: Doors can help to reduce noise transmission between different areas.
  • Aesthetic purposes: Doors can be designed to enhance the appearance of a building or room.

Different types of doors serve specific functions:

  • Main entrance doors: These doors are designed to withstand heavy use and provide security for the entire building.
  • Interior doors: These doors separate rooms within a building and may have various functions, such as providing privacy or sound insulation.
  • Sliding doors: These doors slide horizontally along tracks, saving space and providing easy access.
  • Folding doors: These doors fold up or out of the way, creating a wide opening.
  • Garage doors: These doors are designed to provide access to a garage and are often motorized for convenience.

In essence, doors are essential components of buildings that serve a variety of purposes, from providing basic security to enhancing the overall functionality and aesthetics of a space.

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Metaphors for Doors

Here are some metaphors for doors:

Symbolic of Opportunity and Access

  • Gateway to new beginnings: A door can represent a chance to start fresh or embark on a new venture.
  • Passage to a better life: A door can signify the possibility of improvement or advancement.

Related to Restriction and Limitation

  • Barrier to progress: A closed door can symbolize obstacles or limitations that prevent advancement.
  • Hindrance to freedom: A locked door can represent constraints or restrictions that limit personal liberty.

Connected to Knowledge and Understanding

  • Portal to enlightenment: A door can represent the opportunity to gain new knowledge or understanding.
  • Entrance to wisdom: A door can signify the path to acquiring wisdom or insight.

Representing Choice and Decision

  • Point of departure: A door can symbolize a decision point or the need to choose a direction.
  • Crossroads of fate: A door can represent a critical moment that will determine future outcomes.

Would you like me to provide examples of these metaphors in literature or poetry?

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"The Road Not Taken" by Robert Frost:
"Two roads diverged in a yellow wood, And sorry I could not travel both And be one traveler, long I stood And looked down one as far as I could To where it bent in the undergrowth." The two roads can be seen as metaphorical doors, representing different paths or choices.   

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The Door Game Show: A Hypothetical Concept

The Door is a unique game show concept that combines elements of classic game shows like Deal or No Deal and Who Wants to Be a Millionaire with a twist.

The Game:

  • The Doors: A large, imposing wall is adorned with numerous doors, each labeled with a different prize. These prizes can range from small cash amounts to luxurious vacations or even life-changing sums of money.
  • The Contestants: Multiple contestants participate in each episode, each starting with a certain number of "keys."
  • The Rounds: The game progresses in rounds. In each round, contestants use their keys to unlock doors.
  • The Prizes: Behind each door is a prize. If a contestant unlocks a door with a valuable prize, they keep it. However, if they unlock a door with a less desirable prize or no prize at all, they lose a key.
  • The Risks: The game becomes more intense as the rounds progress. Contestants must decide whether to risk their remaining keys on potentially high-value doors or play it safe and try to secure smaller prizes.
  • The Grand Prize: The ultimate goal is to unlock the "Grand Prize" door, which could contain a life-changing sum of money or an extraordinary experience.

Twists and Turns:

  • The Wildcard Door: A special door, known as the "Wildcard Door," can be unlocked at any time. Behind this door is a surprise, which could be a valuable prize, a penalty, or even a chance to switch places with another contestant.
  • The Deal Breaker: At certain points in the game, a "Deal Breaker" might appear. This could be a character or a device that introduces a new element of risk or challenge into the game.

The Appeal:

  • High Stakes: The combination of risk and reward creates a tense and exciting atmosphere for both contestants and viewers.
  • Strategic Decision-Making: Contestants must carefully weigh the potential rewards and risks before making their choices.
  • Unpredictability: The element of chance and surprise keeps viewers engaged and guessing what will happen next.

This hypothetical game show concept offers a unique and thrilling experience, combining elements of classic game shows with a modern twist.

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Deal or No Deal?

Here's a quick game of Deal or No Deal:

I'll present you with a list of 26 briefcases, each containing a different cash amount ranging from $1 to $1 million. You'll choose one briefcase to be your "lucky case."

After you've chosen your case, I'll start eliminating briefcases one by one, revealing the cash amounts inside. At each stage, you'll be offered a "deal" – a cash amount based on the remaining briefcases.

You can either accept the deal and walk away with the offered cash, or decline the deal and continue playing until all but your lucky case are eliminated. If you reach the end and your lucky case contains the highest amount, you win that amount.

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You've chosen Briefcase #1.

Let's begin eliminating the other briefcases.

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Doors as Literary Devices: A Symbol of Passage and Transformation

Doors, in literature, often serve as powerful metaphors and symbols, representing transitions, choices, and the threshold between different states of being or worlds.

Here are some common ways doors are used as literary devices:

1. Passage Between Worlds or States:

  • Physical Passage: Doors can symbolize the literal passage from one place to another, often representing a journey or a change in circumstances.
  • Metaphorical Passage: Doors can also represent the transition from one state of mind or being to another, such as childhood to adulthood, innocence to experience, or life to death.

2. Opportunity and Possibility:

  • New Beginnings: Doors can symbolize new opportunities, fresh starts, or the potential for growth and change.
  • Access to Knowledge or Understanding: Doors can represent the gateway to new knowledge, wisdom, or enlightenment.

3. Restriction and Limitation:

  • Barriers: Closed or locked doors can symbolize obstacles, limitations, or restrictions that prevent progress or freedom.
  • Confined Spaces: Doors can also represent feelings of being trapped or limited by circumstances.

4. Choice and Decision:

  • Branching Paths: Doors can symbolize the need to make a choice or decision that will lead to different outcomes.
  • Fateful Moments: Doors can represent critical moments that will determine the future course of events.

5. Mystery and Intrigue:

  • Unknown Beyond: Doors can create a sense of mystery or intrigue by suggesting that something unknown or hidden lies beyond them.

By using doors as literary devices, authors can create powerful and evocative imagery that adds depth and meaning to their stories.

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The Bible frequently uses the metaphor of a door to symbolize various concepts, including:

  • Access to Salvation: In John 10:9, Jesus says, "I am the door. By me if any man enter in, he shall be saved." This implies that Jesus is the only way to salvation.
  •  
  • Opportunity and Possibility: Revelation 3:8 states, "I have set before thee an open door, and no man can shut it." This suggests that God has provided opportunities for growth and success.
  • Invitation and Welcome: Jesus invites people to come to him, often using the metaphor of a door. For example, in Matthew 11:28, he says, "Come unto me, all ye that labor and are heavy laden, and I will give you rest."
  •  
  • Knowledge and Understanding: In Proverbs 8:34, wisdom is personified as saying, "Blessed is the man that heareth me, watching daily at my gates, waiting at the posts of my doors." This suggests that seeking wisdom is like seeking entrance through a door.

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Uncle Wiggly is a classic children's game that involves a group of players pretending to be rabbits following the mischievous Uncle Wiggly.

How to Play:

  1. Choose a Leader: One player takes on the role of Uncle Wiggly.
  2. Form a Rabbit Trail: The other players line up behind Uncle Wiggly, forming a rabbit trail.
  3. Uncle Wiggly's Tricks: Uncle Wiggly leads the rabbit trail through a designated area, often a backyard or park. Along the way, he performs various tricks or actions, such as hopping, skipping, or pretending to be scared.
  4. Rabbits Follow: The other players must imitate Uncle Wiggly's actions as closely as possible.
  5. The Wrong Turn: At some point, Uncle Wiggly will deliberately take a wrong turn or perform a trick that the rabbits fail to follow.
  6. Caught Rabbits: Any rabbits who fail to follow Uncle Wiggly correctly are "caught" and must sit out for the next round.
  7. New Leader: The last rabbit remaining in the trail becomes the new Uncle Wiggly for the next round.

The Goal: The goal of the game is to be the last rabbit standing in the trail. The game is often played in multiple rounds, with the winner being the player who remains the longest without being caught.

Uncle Wiggly is a fun and active game that can be enjoyed by children of all ages. It encourages teamwork, observation, and quick thinking.

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How to Play Uncle Wiggily

Uncle Wiggily is a classic board game based on the beloved children's character. Here's a basic overview of how to play:

Equipment:

  • Game board
  • Four rabbit tokens (one for each player)
  • Deck of cards

Setup:

  1. Place the game board on a flat surface.
  2. Each player chooses a rabbit token and places it on the starting space.
  3. Shuffle the deck of cards and place them face down in a pile.

Gameplay:

  1. Take Turns: Players take turns drawing a card from the deck.
  2. Follow Instructions: The card will have a rhyme or instruction telling the player how many spaces to move their rabbit token. Some cards may also have special effects, like sending the player back a certain number of spaces or allowing them to skip ahead.
  3. Reach the Finish: The first player to reach the finish line (usually Dr. Possum's house) wins the game.

Additional Rules:

  • Landing on Exact Spaces: If a player lands on a space by exact count, they may draw another card.
  • Landing on Special Spaces: Some spaces on the board may have special rules, such as sending players back or allowing them to move forward a certain number of spaces.

Variations:

  • Timed Rounds: Play a timed round to add excitement and limit the game's duration.
  • Team Play: Divide players into teams and have them work together to reach the finish line.
  • Storytelling: Encourage players to create stories based on the cards they draw and the adventures of Uncle Wiggily.

Enjoy playing Uncle Wiggily and have fun with this classic board game!


**Enjoy playing Uncle Wiggily and have fun with this classic board game!**

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Would you like to know more about Uncle Wiggly or other games? Here are some additional details about Uncle Wiggly and other popular children's games:

Uncle Wiggly

  • Origin: The character of Uncle Wiggly was created by Howard R. Garis in the early 20th century. He appeared in numerous children's books and comic strips.
  • Other Characters: In addition to Uncle Wiggly, the stories often featured other characters like his wife, Aunt Josephine, and their children, Buster and Susie.
  • Adaptations: Uncle Wiggly has been adapted into various media, including animated films and television shows.

Other Popular Children's Games

  • Tag: A classic game where one player tries to "tag" the others.
  • Hide-and-Seek: Players hide while one player tries to find them.
  • Red Rover: A team game involving two lines of players facing each other.
  • Simon Says: A game where players must follow the commands of a leader only when they say "Simon says."
  • Duck, Duck, Goose: A circle game where players sit in a circle and one player goes around tapping others on the head.

Is there a specific game you'd like to learn more about?

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That's correct! Duck, Duck, Goose is a popular children's game that involves a circle of players and one player who goes around tapping others on the head.

Here's how to play:

  1. Form a Circle: Players sit in a circle.
  2. Choose a Tapper: One player is chosen to be the "tapper."
  3. Tap, Tap, Goose: The tapper walks around the circle, tapping each player on the head and saying "duck."
  4. The Goose: At some point, the tapper will tap a player on the head and say "goose."
  5. Chase: The player who was tapped "goose" must stand up and chase the tapper around the circle.
  6. Safety: The player who was tapped "goose" can avoid being caught by sitting in an empty seat.
  7. New Tapper: If the tapper is caught, they become the new tapper. If the tapper avoids being caught, they continue to be the tapper.

Duck, Duck, Goose is a simple yet fun game that can be enjoyed by children of all ages. It's a great way to get kids active and learn basic social skills.


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