Didactic games for speech development for preschoolers in kindergarten. Speech development in children using didactic games
Maria Farmagay
Didactic games for speech development of preschoolers
Didactic games for speech development of preschoolers
Target didactic game: expand your vocabulary, form coherent speech, correct sound pronunciation, the ability to correctly express your thoughts, strengthen the skill of constructing sentences.
"Part and Whole"
Option 1
The adult names part of the object, and the child must name this object. For example: wing - airplane (or bird, petal - flower, screen - TV, etc.
Option 2
An adult says the initial part of a word. The child finishes the word. For example: joy, flower, fairy tale, etc.
"Who is bigger?"
Ask your child to name as many words as possible that start with a certain letter. (S, A, I, R, etc.) or syllable (PA, MA, RA, etc.). You can help children by describing this or that object.
"Opposites"
Ask your child to name words that have the opposite meaning to those you say. (antonyms). For example: sour - sweet, big - small, etc.
"Name the extra word"
The adult names the words and invites the child to name "extra" word and then explain why that word is "extra".
doll, sand, spinning top, bucket, ball;
table, wardrobe, carpet, chair, sofa;
wolf, dog, lynx, fox, hare;
rose, tulip, bean, cornflower, poppy;
sad, sorrowful, dejected, deep;
brave, loud, courageous, daring;
yellow, red, strong, green;
“How are the objects different?”
Cup and glass
Apple and pear
Tomato and pumpkin
Plate and bowl
"What's in common?"
Two items:
cucumber tomato (vegetables);
chamomile, tulip (flowers);
elephant, dog (animals).
Three items:
ball, sun, ball -.
plate, vase, cup -.
leaf, grass, crocodile -.
"Pick up a word"
This game can be played with a ball, throwing it to each other.
What can you say “fresh” about... (air, cucumber, bread, wind); "old"… (house, stump, man, shoe); "fresh"... (bun, news, newspaper, tablecloth); "old" (furniture, fairy tale, book, grandmother); "fresh"... (milk, meat, jam); "old" (chair, seat, window).
"Magic glasses"
An adult speaks: “Imagine that we have magic glasses. When you put them on, everything turns red (green, yellow, blue, etc.). Look around with magic glasses and see what color everything has become, Tell: red ball, red boots, red dress, red nose, red window, red hand, etc.
"Guess the Fairy Tale"
The adult says a few words to the child. The child must say what fairy tale they are talking about. For example:
Sun, snow, glass, mirror, rose, friendship ( "The Snow Queen").
Hollow, witch, soldier, dog, princess ( "Flint").
Mouse, horse, pike, pig, cat ( "The Tale of the Stupid Mouse").
"Make a proposal"
The adult names the word and invites the child to make a sentence with this word. For example: (Flowers) “Beautiful flowers grow in our group”, (Sea) “In the summer I will go to the sea”, (Book) “Grandma bought me a new book” etc.
"Clap the word"
The adult names the word, and the child pronounces it syllable by syllable, with a clap for each syllable. For example: CAROUSEL - KA-RU-SEL, CROCODILE - KRO-KO-DIL, etc.
"Trap"
In this game, the child must clap his hands if he hears a given syllable in a word. An adult offers a child "open traps", i.e. place your elbows on the table, parallel to each other, straightening your palms, which are "traps". He names words, if the word has a given sound, then "traps" you need to slam, i.e. clap your hands. For example, the syllable RO (cow, bed, ferry, etc.).
“Whose is all this?”
The child is named the animal and asked questions that must be answered in one word. Questions such: whose tail? Whose ear? Whose head? Whose eyes?
Cow - cow, cow, cow, cow.
Hare - hare, hare, hare, hare.
Sheep - sheepish, sheepish, sheepish, sheepish.
Horse – equine, equine, equine, equine.
Cat - feline, feline, feline, feline.
"Houses"
An adult explains to a child that in the first house there are words about which one can say "he is mine", in the second – "She is mine", in third - "it's mine", in the fourth - "they are mine". Need to "to resettle" words for houses. The children determine the gender and number of words without naming the terms.
“A game is a huge bright window through which a life-giving stream of ideas and concepts about the world around us flows into the child’s spiritual world. The game is the spark that ignites the flame of inquisitiveness and curiosity."
Sukhomlinsky V. A.
“Speech is an amazingly powerful tool, but you need to have a lot of intelligence to use it.”
G. Hegel
Publications on the topic:
Didactic games for developing grammatically correct speech in preschoolers (school preparatory group) Didactic games and exercises for the formation of grammatically correct speech of preschoolers (school preparatory group) “Who is more.
Didactic games and exercises for the development of coherent speech in preschool children DIDACTICAL GAMES AND EXERCISES FOR THE DEVELOPMENT OF CONNECTED SPEECH IN PRESCHOOL CHILDREN 1. D/i “Let's prepare a salad” Purpose: to teach children to pronounce.
Didactic games as a means of developing speech in preschoolers MDOAU kindergarten No. 3 in Zeya Educator Iotko A.V. Didactic games as a means of developing the speech of preschoolers Starting from the very early days.
“Such different animals” Purpose: To consolidate knowledge about domestic animals, their babies, who screams, and to practice correct sound pronunciation.
MBDOU kindergarten "Raduga" Morshansky district Didactic games for speech development in the older preparatory group. Made it up.
“Name as many objects as possible” goal: activation of vocabulary, development of attention. Progress of the game: children stand in a row and are offered one by one.
Didactic games are a type of educational activities organized in the form of educational games that implement a number of principles of gaming, active learning and are distinguished by the presence of rules, a fixed structure of gaming activity and an assessment system. Didactic games were specially created by teachers to teach children. This is one of the methods of active learning for preschoolers and elementary school students, and this is no coincidence. A child will not sit and listen to a boring lecture or report; he will not remember anything, because he is not interested in it. The child loves to play. Therefore, pedagogy has combined business with pleasure; by playing didactic games, the child learns without even knowing it. He's interested. He remembers. We offer many educational games on completely different topics to educators and primary school teachers, as well as parents on the 7guru website.
PREPARATORY STAGE
1. Games for the development of the phonetic-phonemic aspect of speech
"Let's play a fairy tale"
The adult invites the child to remember the fairy tale “The Three Bears.” Then, changing the pitch of his voice, he asks to guess who is speaking: Mikhailo Ivanovich (low voice), Nastasya Filippovna (medium pitch voice) or Mishutka (high voice). The same replica is pronounced alternately in a voice of different pitches, in three versions:
Who was sitting in my chair?
Who ate from my cup?
Who slept in my bed?
Who was in our house? And so on.
"Broken phone"
Goal: to develop auditory attention in children.
Game rules. The word must be conveyed in such a way that children sitting nearby cannot hear. Who conveyed the word incorrectly, i.e. ruined the phone, moves to the last chair.
Game action: whisper a word into the ear of the player sitting next to you.
Progress of the game. Children choose a leader using a counting rhyme. Everyone sits on chairs placed in a row. The presenter quietly (in the ear) says a word to the person sitting next to him, who passes it on to the next person, etc. The word must reach the last child. The presenter asks the latter: “What word did you hear?” If he says the word suggested by the presenter, then the phone is working. If the word is wrong, the driver asks everyone in turn (starting with the last) what word they heard. This way they will find out who made a mistake and “damaged the phone.” The offender takes the place of the last in the row.
"Traffic light"
The adult gives the child two circles - red and green and offers a game: if the child hears the correct name of what is shown in the picture, he must raise the green circle, if the wrong one - red. Then he shows a picture and loudly, slowly, clearly pronounces the sound combinations:
Baman Paman Banan Banam Vitamin Mitanin Phytamine wavan davan
Bawan vanan vitanin mitavin fitavin album aybom anbom
Abbom cell kite cella alpom almom alm alm ablem kjekta
Flower Tlekta
2. Games for the development of the lexical side of speech (formation of a dictionary)
“We are moving to a new apartment”
Goal: to teach children to distinguish between objects that are similar in purpose and similar in appearance, to help them remember their names; activate the appropriate vocabulary in children's speech.
Game material:
1. Subject pictures (paired): cup-glass, mug-cup, oil-dish-sugar bowl, teapot-coffeepot, saucepan-frying pan, scarf-kerchief, cap-hat, dress-sundress, sweater-vest, trousers-shorts, socks- knee socks, stockings-socks, gloves-mittens, shoes-sandals, slippers-sandals, backpack-briefcase, chandelier-table lamp.
2. Boxes for folding pictures.
Game progress: 6 children play. The teacher gives each child 2-3 pairs of pictures, for example: a cup-glass, a scarf-kerchief, a backpack-briefcase. He says: “Children, we got a new apartment. We need to collect all our things and pack them for moving. First I will pack the dishes. You will help me. Give me only the thing that I name. Be careful - many things look similar. Do not confuse, for example, a mug with a cup, or a teapot with a coffee pot. I will put the collected dishes in a blue box.”
The teacher names one item from each pair, for example a coffee pot. If the child makes a mistake (shows a teapot), the picture remains
him. By the end of the game, the children should not have a single picture left. The loser is the one who has the pictures left. Then, to activate the corresponding vocabulary in the children’s speech, the teacher invites one child to take the collected pictures out of the box and say what he got, and the rest to name the object paired with the one being presented.
"Tops-Roots"
Didactic task: Exercise children in classifying vegetables (based on the principle: what is edible - the root or the fruit on the stem).
Game rules. You can only answer in two words: tops and roots. Whoever makes a mistake pays forfeit.
Game action. Playing forfeits.
Progress of the game. The teacher clarifies with the children what they will call tops and what roots: “We will call the edible root of a vegetable roots, and the edible fruit on the stem – tops.”
The teacher names a vegetable, and the children quickly answer what is edible in it: the tops or roots. The one who makes a mistake pays a forfeit, which is redeemed at the end of the game.
The teacher may offer another option; he says: “Tops - and the children remember vegetables whose tops are edible.”
"Fruits vegetables"
Purpose of the game: differentiation of similar concepts.
Progress of the game. At the beginning of the game, the leader reminds the children which plants we call fruits and which vegetables. For fruits, select the picture “Garden”, and for vegetables – “Vegetable Garden”. These pictures are laid out on different edges of the table. Object pictures depicting fruits and vegetables lie on the table in a stack, pictured down. In turns, children take one picture from the pile, name it, and also explain which group it belongs to. The explanation must be complete: “A tomato is a vegetable because it grows in the garden.” If the child gave the wrong answer, the picture is returned to its place, and if the child correctly named the picture and attributed it to the desired concept, he takes it for himself. The game ends after
All the pictures will be in the hands of the children. The one with the most pictures wins.
The game “Fruits and Berries” is played in the same way, only before the game these concepts are clarified and other pictures-symbols are selected: a bush for berries and a tree for fruit.
"Housewarming"
Purpose: differentiation of the concepts “clothing” and “shoes”.
Progress of the game. The following game situation is created: “Katya’s doll is having a housewarming party. She needs to pack her things to move to a new apartment. Help her arrange her things correctly so that she can easily find all her dresses and shoes in her new place. We will put clothes in one box, and shoes in another.” Then the child is given two sets of object pictures and two boxes, each with its own symbol: a dress for clothes, boots for shoes.
Lotto “In the world of plants”
Purpose of the game: Consolidate generalization words: flowers, trees, vegetables, fruits, berries; activation of vocabulary on these topics.
Description of the game. Lotto consists of six large cards, in the middle of which there is a plot picture depicting a given group of plants in nature. Along the edges there are subject pictures related to one generic concept, for example, flowers or trees. In addition to large cards, there are small cards with the same subject pictures.
Progress of the game. The game follows the general rules of playing lotto. When all the small cards have been dealt out, each player must name the entire group of their words - the names of plants - in one word.
"It flies, not a bird"
Purpose: differentiation of the concepts “birds” and “insects”.
Progress of the game. The presenter asks riddles about birds and insects. Children solve the riddles and explain which thematic group this animal belongs to. If the answer is correct, the presenter gives the child a chip or a symbol of that animal. The one who collects the most chips wins. Before the game, the presenter reminds the children of the identifying characteristics of birds: they have feathers, beaks, claws, wings, they build nests and hatch chicks, they can sing, they are big. Insects are small, have six legs, do not hatch chicks, and have no feathers.
In a dark dungeon Red paws
The girls are beautiful. They pinch your heels
Without thread, without knitting needle (Goose)
Knitting.
(Bees in the hive)
Black, agile, appeared in a yellow fur coat,
Goodbye, two shells. Shouts "crak"
(Chicken) The enemy of worms. (Rook)
A bird was flying, not an animal, not a bird,
Not feathered, not winged, But the nose is like a knitting needle.
Who will kill her? The flower was sleeping and suddenly woke up:
Human blood I didn’t want to sleep anymore.
It will spill. He moved, he started,
(Mosquito) Soared up and flew away. (Butterfly)
There are many masters of Vereshchanye, white-sided.
They cut down the hut without corners. And her name is... (magpie).
(Ants)
Little boy Zhu-zhu, zhu-zhu,
I'm sitting on a branch in a gray ball,
Snooping around the yards, I keep repeating the letter F,
Collects crumbs, knowing this letter firmly,
Spends the night in the field, I buzz in the spring and summer.
He steals hemp. (Bug)
(Sparrow)
In a clearing near the fir trees, There is a palace on a pole,
The house is built from needles. There is a singer in the palace,
He is not visible behind the grass, but his name is... (starling).
And there are a million residents there. (Anthill.)
"Blurred Letter"
Purpose: To practice composing common exercises.
Material. Teddy bear.
Organization. Educator:
The little bear received a letter from his brother. But the rain blurred some words. We need to help him read the letter. Here is the letter: “Hello, Mishutka. I'm writing to you from the zoo. Once I didn’t listen to my mother and got so far that... I wandered through the forest for a long time and... Coming out into a clearing, I fell... I fell into a hole because... It was so deep there that... Hunters came and... Now I I live in... We have a playground for... There is a lot in the playground for young animals... We play with... They are looked after... They love us because... A trainer from … Goodbye. Toptygin."
While reading the letter, the teacher uses intonation to encourage the children to complete the sentences.
"Living Words"
Purpose: To practice composing sentences using a structural diagram.
Organization. Each child depicts a word. Educator: - Let Slava depict the word “bear cub”; Anya – the word “loves”. Which third word should we choose? (Honey) Read the sentence: “The little bear loves honey.” Let's swap the second and third words. What happened? (The little bear loves honey). Let now the first word become the last. What will happen? (Little bear loves honey). Let's replace the word "honey" with another. Katya will now use the word “tumbling”. Read the sentence (The little bear loves to tumble). And now? (The little bear loves to tumble).
Make up your own sentences with the word "bear cub". (The bear cub is clubfooted, The bear cub loves raspberries, The bear cub is sleeping...)
“Add sentence”
Game rules. You need to find and say a word to make a complete sentence. You only need to add one word.
Progress of the game. The teacher says a few words of the sentence, and the children must add new words to it to make a complete sentence, for example: “Mom bought ... - ... books, notebooks, a briefcase,” the children continue.
"Come up with a proposal"
Didactic task: To develop children's speech activity and quick thinking.
Game rule. You can pass the pebble to another player only after you have come up with a sentence with the named leading word.
Progress of the game. The children and the teacher sit in a circle. The teacher explains the rules of the game:
Today we will come up with proposals. I will say a word, and you will quickly come up with a sentence with this word. For example, I will say the word “close” and give Dasha a pebble. She will take a pebble and quickly answer, “I live close to the kindergarten.” Then she says her word and passes the pebble to the person sitting next to her. The word in a sentence must be used in the form in which the person guessing suggests it. So, in turn, in a circle, the pebble passes from one player to another. If children find it difficult to answer, the teacher helps them.
“Who will notice more fables?”
Didactic task: Teach children to notice fables, illogical situations, explain them; develop the ability to distinguish the real from the imagined.
Game rules. Whoever notices a fable in a story or poem must put a chip in front of him, and at the end of the game name all the noticed fables.
Game action. Using chips. (Whoever noticed and explained the most fables won).
Progress of the game. Children sit down so that they can put chips on the table. The teacher explains the rules of the game:
Now I will read you an excerpt from Korney Chukovsky’s poem “Confusion.” There will be many fables in it. Try to notice and remember them. Whoever notices a fable will put down a chip, notice another fable, put a second chip next to it, etc. Whoever notices more fables wins. The chip can only be put down when you yourself have noticed the fable.
First, a small part of this poem is read, slowly, expressively, places with fables are emphasized.
After reading, the teacher asks the children why the poem is called “Confusion.” Then the one who put aside fewer chips is asked to name the noticed fables. Children who have more chips name those fables that the first responder did not notice. You cannot repeat what has been said. If the child has placed more chips than fables in the poem, the teacher tells him that he did not follow the rules of the game and asks him to be more attentive next time.
Then the next part of the poem is read. We must ensure that children do not get tired, because... the game requires a lot of mental effort. Having noticed from the children’s behavior that they are tired, the teacher must stop playing. At the end of the game, those who noticed more fables and explained them correctly should be praised.
“Where is the beginning of the story?”
Goal: To teach to convey the correct temporal and logical sequence of a story using serial pictures.
Progress of the game. The child is asked to compose a story. Based on pictures. The pictures serve as a kind of outline for the story, allowing you to accurately convey the plot, from beginning to end. For each picture, the child makes one sentence and together they are connected into a coherent story.
“Find a place for the picture”
Goal: to teach how to follow the sequence of actions.
Progress of the game. A series of pictures are laid out in front of the child, but one picture is not placed in a row, but is given to the child so that he can find the right place for it. After this, the child is asked to compose a story based on the restored series of pictures.
Sets of serial pictures for posting
"Correct the mistake"
Goal: to teach how to establish the correct sequence of actions.
Progress of the game. A series of pictures are laid out in front of the child, but one picture is in the wrong place. The child finds the mistake, puts the picture in the right place, and then makes up a story based on the entire series of pictures.
“Which picture is not needed?”
Goal: to teach how to find details that are unnecessary for a given story.
Progress of the game. A series of pictures are laid out in front of the child in the correct sequence, but one picture is taken from another set. The child must find an unnecessary picture, remove it, and then make up a story
DEVELOPING PHASE
"Repeat"
The child is asked to repeat similar words, first by 2, then by 3 in the given order:
Mak-bak-tak
Tok-tok-tok
Bull-buck-buck
Dam-house-smoke
Com-house-gnome
skein-roller-flow
loaf-bud-concrete
booth-pipe-duck
cotton wool branch
cage film
When perceiving words, knowledge of concepts is not necessary. The peculiarity of this and subsequent selections of words is that they are accessible in terms of sound composition and do not contain difficult-to-pronounce sounds.
“It looks like it doesn’t look like it”
From every four words named by an adult, the child must choose a word that is not similar in sound composition to the other three:
Mac-buck-so-banana
Catfish-com-turkey-house
Lemon-car-cat-bud
Mac-bak-broom-cancer
Scoop-gnome-wreath-skating rink
Heel-fleece-lemon-tub
Branch-sofa-cage-mesh Skating rink-house-skein-stream
"Catch the Sound"
Vowel sounds highlighted in the sound stream (A, O, U, I, Y, E).
The adult names and repeatedly repeats the vowel sound, which the child must distinguish among other sounds (clap his hands when he hears). Then the adult slowly, clearly, with pauses, pronounces a sound series, for example:
A – U – M – A – U – M – I – S – S – O – E – R – W – F – L – V – G – F – X – S – A
Lotto “Name the picture and find the vowel sound”
Goal: to teach children to find a given sound in a word at the stage of loud pronunciation of the word by the child himself.
Description of the game. Children have cards with drawn pictures (four in each card). The presenter names any vowel sound, the children say the names of their pictures out loud and find the one they need. If the picture is named correctly, the presenter allows you to cover it with a chip, the one who covers his pictures first wins.
The same lotto set is used to recognize consonant sounds in a word. The game is played in the same way: the presenter calls an isolated consonant sound (in the words-names of the pictures from this lotto you can distinguish the sounds: R, K, K, L, L, M, Ш, С, С, Т, Б, Н, Ж, Д , Ш, П, Б), and the children must name the desired picture.
“Who can find twenty objects whose names contain the sound S?”
Goal: consolidation of the ability to highlight a given sound in a word based on presentation, development of visual attention, learning to count.
Description of the game. A plot picture is given, in which there are many subject pictures, including those containing the sound C in the title (there should be twenty such pictures)
Progress of the game. Children are allowed to look at the picture and name the necessary objects. The one who names the most items wins. Children place chips on the pictures they find, and the presenter then checks whether the task was completed correctly and determines the winner.
Lotto “Name the picture and find the first sound”
Goal: to teach children to find the given first sound in a word at the stage of loud pronunciation of the word by the child himself.
Description of the game. Children have cards with drawn pictures (four on each card). The presenter names any vowel sound, the children say the names of their pictures out loud and find the one they need. If the picture is named correctly, the presenter allows you to cover it with a chip. The one who closes their pictures first wins.
"Close the chain"
Rule: the first word is matched to a word that begins with the sound that ends with the first word, the third word must begin with the last sound of the second word, and so on. Games can be oral, with moving the ball, or you can play a board game with pictures and practice children in laying out a chain without first speaking loudly, only by presentation.
To eliminate mistakes and teach children to act according to the rules and control the progress of the game themselves, the chain should be made closed. If all operations are performed in the required sequence, the chain is closed, i.e. the beginning meets the end. You need to start playing from a picture marked with a special icon. Systematic play helps in solving issues of children's mental development, because Such a valuable quality of memory as recollection is improved, voluntary attention is significantly improved, and speed of thinking develops. Children's speech becomes clearer, more correct, and expressive.
“Find a place for the chip”
Purpose of the game: to teach how to determine the place of a given sound in a word (beginning, middle, end), based on loud pronunciation.
Description of the game. To play the game you will need cards, each with an object picture and a diagram: a rectangle divided into three parts. In the upper right corner is a letter indicating a given sound. In addition to subject pictures, chips are prepared according to the number of cards.
Progress of the game. Several people can play, but no more than the number of cards available. All cards and chips are on the table. The players take one card at a time, examine and name out loud the picture, the letter, and determine the position of the given sound in the word - the name of the picture, placing a chip in the appropriate place according to the diagram. Then they take the next card. The game continues until all cards have been analyzed. The one who manages to correctly analyze the most cards wins.
Pictures for the game: zebra(b), bus(s), robe(l), stork(s), heron(t), beehive(y), turkey(k), elk(o), bison(r), pen (h), newspaper(t), watch(s), cat(w), finish(w), sun(z).
"Walk around and don't get lost"
Goal: to teach how to determine the place of a sound in a word (beginning, middle, end) by representation.
Description of the game. The game consists of playing fields (a separate field for each sound), on which pictures and diagrams are placed. Labyrinths are laid from picture to picture: they start from each section of the diagrams and go to the next pictures. Only one maze will lead to the next picture: the one that departs from the correct position of the given sound (the sound is given by the letter located in the corner of the playing field). If the player correctly determines the location of the sound in each picture, he will go through the maze from picture to picture and return to the beginning movement (you need to move clockwise from any picture). The one who returns to the beginning on his playing field first wins.
Lotto "Paronyms"
Goal: development of the ability to distinguish words - paronyms by ear.
Description of the game. The game consists of large cards on which several pictures are drawn, the names of which can be pairs of words - paronyms, but the paired pictures are not on the same card. The presenter has small cards with written words.
Progress of the game. The presenter says the word out loud. The child who has this item depicted on the card must raise his hand and say the name of his picture. If the answer is correct, the presenter allows him to cover this picture with a chip or card - the name of this word (in this case, the children will practice global reading). If he makes a mistake, and in fact the leading word was named as a pair, the player receives a penalty point. The winner is the one who closes his pictures faster and receives fewer penalty points.
Cards with words for the game: cancer, poppy, roof, rat, brand, T-shirt, tub, reel, box, bun, shower, mascara, bow, bandage, soup, tooth, smoke, house, nut, jackdaw, jar, folder, bream, forest, tower, arable land, whale, cat, duck, fishing rod, mouse, bear, horns, spoons, ball, shawl, tin, six, llama, frame, ears, ducks, sleds, tanks.
“Every sound has its own room”
Goal: to teach how to conduct a complete sound analysis of a word based on the sound diagram and chips.
Progress of the game. Players receive houses with the same number of windows. Residents – “words” – must move into the houses, and each sound wants to live in a separate room.
Children count and conclude how many sounds there should be in a word. Then the presenter pronounces the words, and the players name each sound separately and place the chips on the windows of the house - “populate the sounds.” At the beginning of training, the leader speaks only words suitable for settlement, i.e. those in which there will be as many sounds as there are windows in the house. At subsequent stages, you can say a word that cannot be “settled” in a given house, and the children, through analysis, are convinced of the mistakes. Such a tenant is sent to live on another street, where words with a different number of sounds live.
"Who will be invited to visit"
Goal: to teach how to determine the number of sounds in words pronounced out loud by the child himself.
Progress of the game. Four people play, each player has a house of some kind. On the table there are subject pictures with images of various animals (according to the number of players), as well as a stack of cards with the images down. Children choose the pictures they need from those that lie face up - “find the owner of the house.” Then everyone, in turn, takes one picture card from the pile, says the word out loud and determines whether they should “invite this picture to your house for a visit or not.” If the word - the name of the picture opened by the child - has the same number of sounds as the sole - "the owner", then you need to invite him to visit, and then the player gets the right to additional moves until an unsuitable picture is encountered. If the number of sounds is different, the picture is placed at the end of the stack. The one who called his guests first wins. One set includes four pictures with each number of sounds. Picture material for the game: pictures - “owners”: cat, wolf, wild boar, dog; pictures - “guests”: three sounds – wasp, catfish, beetle, crayfish; four sounds - goat, owl, beaver, mole; five sounds - jackdaw, giraffe, marmot, bear; six sounds - cow, chicken, rabbit, crow.
"Solve the puzzle"
Goal: to teach how to isolate the first syllable from a word, to compose words from syllables.
Progress of the game. Children are given cards with two pictures on them. There is a word “hidden” on the card. It must be compiled by isolating the first syllables from each word - name, and then forming a word from them, for example: chamomile, airplane - dew. The one who composes the most words wins.
Pigeons, crayfish - mountain
Bottle, rowan - borax
Balls, basins - mint
Ship, lark - leather
Crackers, balls - dry land
Chamomile, basins - company
Telephone, raspberry - theme
Stocking, home is a miracle
Carriage, mountain ash - Varya
Pencil, jar - boar
Banana, butterfly - baba
Kolobok, brand - mosquito
Girl, a shovel is a thing
Chanterelles, airplane - fox
Fur coat, rocket - Shura
2. Games for the development of the lexical side of speech (enrichment of vocabulary)
"Collect Five"
Goal: to teach how to assign individual objects to certain thematic groups.
Progress of the game. To play, you need to prepare a set of subject pictures, consisting of several thematic groups (clothing, dishes, toys, furniture, etc.). Several people play, depending on the number of thematic groups. The pictures lie on the table face down. Everyone takes one picture, names it and the generic concept to which this picture belongs. In this way, it is established which group each participant will assemble. If identical groups are selected, one more picture is opened. Then the presenter shows the players one picture at a time, and they must ask for one or another picture: “I need a doll because I collect toys.” The winner is the one who first collected his group of pictures (the number of pictures in each group should be the same, for example, six pictures).
Goal: expanding the verb dictionary on this topic.
Progress of the game. The presenter reads a poem by G. Sapgir to the children.
The wind carried a spring song
A hunting dog barked a song,
The wolf howled this song at the edge of the forest,
The frogs croaked their song together.
The bull hummed this song as best he could.
The lynx purred
Som hummed.
The owl hooted
Already hissed
And the nightingale sang this song.
"Relay race"
Goal: activation of the verb dictionary.
Progress of the game. The players stand in a circle. The leader has a baton-relay. He says a word and passes the baton to the child standing next to him. He must choose the appropriate action word and quickly pass the wand on. When the baton returns to the leader, he asks a new word, but passes the baton in a different direction. If someone finds it difficult to name a word or chooses the wrong word, they are given a penalty point. After a player has scored three penalty points, he is out of the game. The one with the fewest penalty points at the end of the game wins.
Progress of the game: the dog barks, bites, runs, guards, whines, howls; cat – purrs, hunts, plays, dozes, meows, scratches.
"Vice versa"
Didactic task: To develop children's intelligence and quick thinking.
Game rule. Name words that have opposite meanings only.
Game actions. Throwing and catching the ball.
Progress of the game. Children and the teacher sit on chairs in a circle. The teacher says a word and throws a ball to one of the children, the child must catch the ball, say the word with the opposite meaning, and throw the ball again to the Teacher. The teacher says: “Go ahead.” The child answers “Back” (right - left, up-down, under - above, far - close, high - low, inside - outside, further - closer). You can pronounce not only adverbs, but also adjectives, verbs: far - close, top - bottom, right - left, tie - untie, wet - dry, etc. If the one to whom the ball was thrown finds it difficult to answer, the children, at the teacher’s suggestion, say the right word in unison.
"Who knows more"
Didactic task: Develop children's memory; enrich their knowledge about subjects, cultivate such personality qualities as resourcefulness and intelligence.
Game rule. Remember and name how the same item can be used.
Game action. Competition - who can name the most ways to use the item.
Progress of the game. Children, together with the teacher, sit on chairs (on the carpet) in a circle. The teacher says: “I have a glass in my hands.” Who can tell how and for what it can be used?
Children answer:
Drink tea, water flowers, measure cereals, cover seedlings, place pencils.
That’s right,” the teacher confirms and, if necessary, complements the children’s answers. Now let's play. I will name various objects, and you will remember and name what you can do with them. Try to say as much as possible. The teacher selects in advance the words that he will offer to the children during the game.
"Say it differently"
Didactic task. Teach children to select a synonym - a word that is close in meaning.
Progress of the game. The teacher says that in this game the children will have to remember words that are similar in meaning to the word that he names.
“Big,” the teacher suggests. Children name the words: huge, large, enormous, gigantic.
“Beautiful” - “handsome, good, beautiful, charming, wonderful.”
“Wet” - “damp, wet”, etc.
"Choose a word"
Didactic task: To develop children's intelligence and the ability to select words that have the right meaning.
Progress of the game. The teacher, addressing the children, asks them questions, for example: “Remember what you can sew?” Children’s answers: “Dress, coat, sundress, shirt, boots, fur coat, etc. “Darn – socks, stockings, mittens, scarf.” “Tie – shoelaces, string, scarf, ties.” “Pull on a cap, a scarf, a hat, a Panama hat, a peakless cap, a cap, a Budenovka.” “Wear a coat, dress, stockings, fur coat, raincoat, skirt, sundress, tights,” etc.
"First Grader"
Didactic task: To consolidate children’s knowledge of what a first-grader needs to study at school, to cultivate a desire to study at school, composure, and accuracy.
Game rule. Collect items when signaled.
Game action. Competition - who can quickly collect everything needed for school in a briefcase.
Progress of the game. There are two briefcases on the table. On other tables there are educational supplies: notebooks, primers, pencil cases, pens, colored pencils, etc. After a short conversation about the fact that the children of the preparatory group will soon go to school, and that they themselves will collect everything necessary for studying in their briefcases, they begin two players come to the table; at the driver’s command, they must select the necessary educational supplies,
carefully place them in the briefcase and close it. Whoever does this first wins. To keep the game going, children who complete the task choose other participants to take their place. The rest act as fans and objectively evaluate the winners.
The game defines the name and purpose of all items. The teacher draws the children’s attention to this. That you not only need to fold everything quickly, but also carefully; rewards those who accurately followed these rules in the game.
"Body"
Didactic task: Develop auditory attention, activate vocabulary, thinking; develop intelligence.
Game rules. You can “put” only those words that end in -ok in the box; The one who says the word passes the box to another child.
Game actions. Imitation of movement, as if an object is being lowered into a box; whoever makes a mistake by naming an object with a different ending pays a forfeit, which is then won back.
Progress of the game. The players sit at the table. The teacher puts the basket on the table, then asks:
Do you see, children, this little box? Do you know what you can put in the box? In this box you will put everything that can be called a word ending in -ok. For example: lock, scarf, stocking, sock, lace, leaf, lump, bun, hook. Fungus, boxes, etc. Everyone puts into the box what he wants, according to the rule, and passes it on to his neighbor, who will also put one of the things whose name ends in -ok and passes the box on.
"Find the extra picture"
A series of drawings is selected, among which three drawings can be combined into a group based on a common characteristic, and the fourth is redundant.
Offer your child the first four drawings and ask them to remove the extra one. Ask: “Why do you think that? How are the drawings you left similar?”
“Name three objects”
Didactic task: Exercise children in classifying objects.
Game rules. Name three objects with one common word. Whoever makes a mistake pays forfeit.
Progress of the game. Children, says the teacher, we have already played different games where we had to quickly find the right word. Now we will play a similar game, but we will only select not one word, but three at once. I will name one word, for example, furniture, and the one to whom I throw the ball will name three words that can be called furniture in one word. What items can be called, in one word, furniture?
Table, chair, bed.
“Flowers,” says the teacher and after a short pause throws the ball to the child. He answers: “Chamomile, rose, cornflower.”
In this game, children learn to classify three species concepts into one generic concept. In another version of the game, children, on the contrary, learn to find generic concepts using several specific concepts. For example, the Teacher calls: “Raspberries, strawberries, currants.” The child who caught the ball answers: “Berries.” A more complex version of the game will be when the teacher changes the task during one game: then he names specific concepts, and the children find
Generic, then names generic concepts, and children indicate specific ones. This option is suggested if children often played various games to classify objects.
3. Games for the development of grammatical structure of speech
“Let’s write a letter to the doll”
Goal: to teach how to determine the number of words in a sentence, relying on auxiliary means.
Progress of the game. To play the game, you need to prepare long strips for sentences and short strips for laying out words. The presenter says a sentence, the children lay out a long strip - “write a letter to the doll.” The second time they listen to the same sentence and place as many short strips under the long strip as there are words in the sentence. Then the second and third sentences are analyzed in the same way.
After “writing”, you can ask someone to “read” the first sentence, the second, and so on, to develop involuntary memory.
"Say the word"
Goal: to consolidate the use of nouns in the genitive plural in speech.
Progress of the game. Familiar lines of poetry are read aloud to children, without finishing the last word. (This word is in the genitive plural). Children add the missing word and receive a chip for each correct answer. The one who gets the most chips wins.
I give you my word of honor: He said: “You are a villain,
Yesterday at half past six. You eat people
I saw two pigs. So, for this my sword -
Without hats and ... (shoes) Your head from ... (shoulders)
Wait, isn't it for you Ant, ant
Last week. Doesn’t regret... (bast shoes)
I sent two pairs
Excellent... (galoshes)
Robin Bobin Barabek. Where is the killer, where is the villain?
I ate forty... (man) I'm not afraid of him... (claws)
"Who do I see, what do I see"
Goal: distinguishing in speech the forms of the accusative case of animate and inanimate nouns, developing short-term auditory memory.
Progress of the game. It is better to play this game while walking, so that there are more objects in front of your eyes to observe. Several people can play. Before the game starts, they agree that they will name the objects around them. The first player says: “I see... a sparrow” and throws the ball to any player. He must continue: “I see a sparrow, a dove” - and throws the ball to the next one. If someone cannot continue listing the objects that can be observed in a given situation, they are out of the game. The next round begins, a new proposal is drawn up, and so on.
"Hide and Seek"
Goal: to teach to understand and correctly use prepositions with spatial meaning in speech (in, on, about, before, under).
Progress of the game. Mishka and Mouse are visiting the children. The animals began to play hide and seek. The bear leads, and the mouse hides. Children close their eyes. The mouse hid. Children open their eyes. The bear is looking: “Where is the mouse? It's probably under the typewriter. No. Where is he, guys? (In the cockpit) Etc.
"Explain why..."
Goal: to teach correctly how to construct sentences with a cause-and-effect relationship, the development of logical thinking.
Progress of the game. The facilitator explains that the children will have to complete the sentences that the facilitator begins to say using the word “because.” You can select several options for one beginning of a sentence, the main thing is that they all correctly reflect the reason for the event stated in the first part. For each correctly executed continuation, players receive a chip. The one who collects the most chips wins.
Unfinished suggestions for the game:
Vova got sick... (got a cold) Mom took an umbrella... (it’s raining)
The children went to bed... (late) I'm very thirsty... (hot)
The ice on the river has melted... (warmth) The trees swayed strongly... (the wind is blowing)
It became very cold... (it started snowing)
"One and Many"
Goal: learn to change words by numbers.
Progress of the game. “Now we will play this game: I will name one object with a word, and you will name the word so that you get many objects. For example, I will say “pencil”, and you should say “pencils”.
Words for the game:
Book pen lamp table window
city chair ear brother flag
child person glass tractor lake
name spring friend seed watermelon
“Now let’s try the opposite. I will say a word that denotes many objects, and you will say one.”
Words for the game:
claws clouds waves leaves
flowers saw well done stems
"Add words"
Goal: to teach how to make common sentences.
Progress of the game. “Now I’ll make a proposal. For example, “Mom is sewing a dress.” What do you think can be said about the dress, what is it like? (silk, summer, light, orange). If we add these words, how will the phrase change?” Mom sews a silk dress. Mom is sewing a summer dress. Mom is sewing a light dress. Mom is sewing an orange dress.
Suggestions for the game:
The girl feeds the dog.
The pilot controls the plane.
The boy drinks juice.
"Unravel the Words"
Goal: learn to compose sentences using these words.
Progress of the game. The words in the sentence are mixed up. Try to put them in their place. What will happen?
Suggestions for the game:
1. Smoke, coming, pipes, from.
2. Loves, little bear, honey.
3. Standing, in a vase, flowers, in.
4. Nuts, in, squirrel, hollow, hiding.
"Find the mistake"
Goal: learn to find a semantic error in a sentence.
Progress of the game. “Listen to the sentences and tell me if everything in them is correct. How should the sentence be corrected?
1. In winter, apples bloomed in the garden.
2. Below them lay an icy desert.
3. In response, I nod my hand to him.
4. The plane is here to help people.
5. I soon succeeded by car.
6. The boy broke the ball with glass.
7. After the mushrooms there will be rains.
8. In spring, the meadows flooded the river.
9. The snow was covered with a lush forest
“Right or wrong?”
Goal: learn to find grammatical errors.
Progress of the game. “Do you think it’s possible to say that?”
1. Mom puts a vase of flowers on the table.
2. When they want to buy something, they lose money.
3. Grandmother and grandfather live under the house on the edge of the forest.
4. There is a beautiful carpet on the floor.
“Why are the sentences inaccurate? – the teacher additionally asks the children.
4. Games for the development of coherent speech
"Guess it"
Purpose of the game: to teach children to describe an object without looking at it, to find significant features in it; recognize an object by description.
Progress of the game. The teacher reminds the children how they talked about familiar objects, made and guessed riddles about them and suggests: “Let's play. Let the objects in our room tell us about themselves, and we will guess from the description which object is speaking. We must follow the rules of the game: when you talk about an object, don’t look at it so that we don’t guess right away. Talk only about the objects that are in the room.”
After a short pause (children must choose an object to describe and prepare to answer), the teacher places a pebble on the lap of anyone playing. The child stands up and gives a description of the object, and then passes the pebble to the one who will guess. Having guessed, the child describes his object and passes the pebble to another player to guess.
Item Description Plan
It is multi-colored and round in shape. You can throw it up, roll it on the ground, but you can’t play it in a group, as it can break the glass
"Draw a fairy tale"
Goal: to teach how to draw up a drawing plan for the test and use it when telling stories.
Progress of the game. The child is read the text of the fairy tale and asked to write it down using drawings. Thus, the child himself makes a series of sequential pictures, based on which he then tells a fairy tale. The story should be short.
Of course, you can help the child, show him how to schematically draw a person, a house, a road; Determine with him which episodes of the fairy tale must be depicted, i.e. highlight the main plot twists.
"Photographer"
Goal: to teach how to write a description of a painting based on fragments of this painting.
Progress of the game. The adult asks the child to look at the large picture, as well as the small object pictures next to it. “The photographer took many pictures of one sheet. This is the overall picture, and these are parts of the same picture. Show where these fragments are located in the overall picture. Now tell me what this picture is about. Don’t forget to describe those details that the photographer photographed separately, which means they are very important.”
“What doesn’t happen in the world”
Goal: to teach how to find and discuss errors when looking at an absurd picture.
Progress of the game. After looking at the absurd pictures, ask the child not only to list the wrong places, but also to prove why this image is wrong. Then you will get a complete description of the picture, and even with elements of reasoning.
"How do you know?"
Goal: to teach how to select evidence when composing stories, choosing essential features.
Progress of the game. In front of the children are objects or pictures that they have to describe. The child chooses any object and names it. The presenter asks: “How did you know it was a TV?” The player must describe the object, choosing only the essential features that distinguish this object from the rest. For each correctly named attribute, he receives a chip. The one who collects the most chips wins.
"And I would..."
Goal: development of creative imagination, teaching free storytelling.
Progress of the game. After reading a fairy tale to your child, invite him to tell him what he would do if he found himself in this fairy tale and became one of the main characters.
Consolidating stage
1. Games for the development of the phonetic-phonemic aspect of speech
"Make a Word"
Goal: to learn to isolate the first sound in words and compose words from the resulting sounds.
Progress of the game. Children have one card each, the leader has letters. He names the letter, and the children ask for the necessary letters and put them on the necessary pictures. When all the letters are collected, the child must read the resulting word. If he finds it difficult to read a word himself, an adult helps him and thus teaches him how to read initially.
"Solve the puzzle"
Goal: to consolidate the ability to isolate the first syllable from a word, to compose words from syllables.
Progress of the game. Children are given cards with three pictures on them. A word is hidden on the card. It must be compiled by isolating the first syllables from each word-name, and then forming a word from them.
Cards with subject pictures for the game:
Ear, bell, skis - injections
Crowbars, balls, sofa - horses
Kettlebell, slippers, rocket - guitar
Owls, shovel, car - straw
Cucumber, gun, pencil - edge
Houses, chamomile, weight - roads
Pencil, seal, Katyusha balls
Wasp, tit, thimble - aspen
Nuts, owls, cabbage - sedge
Crow, rose, plate - gate
Wasp, chickens, threads - perches
Banana, hare, fish - markets
Owl, balalaika, pencil - dog
“From syllables - a sentence”
Goal: to teach how to isolate the first syllable from a word, to compose words from the first syllables, and from them - sentences.
Progress of the game. The child is given a rebus card on which a whole sentence is encrypted. Each word in this sentence is placed on a separate line. The child identifies the first syllables of each picture related to one word, composes a word from them and remembers it. Then, on the next line, he analyzes the next group of pictures, composes the second word from the first syllables, and so on, until he deciphers all the words. Then he names the words received in order, forming a sentence.
2. Games for developing the lexical side of speech
"The Fourth Wheel"
Goal: to learn to establish the similarities and differences of objects according to essential features, to consolidate generalization words.
Progress of the game. Four pictures are laid out on the table, three of them belong to one thematic group, and the fourth to some other group. The children are given a task: look at the pictures and determine which one is the odd one out. Turn over the unsuitable picture, and name the remaining ones in one word.” Each participant eliminates the extra picture in turn. If he makes a mistake or does not complete the task, his version is offered to the next player to complete. For each correct execution they give a chip. The one who collects the most chips wins. A number of pictures for the game:
1. Shirt, shoes, trousers, jacket.
2. Apple, gooseberry, currant, raspberry.
3. TV, wardrobe, chair, bed.
4. Cuckoo, owl, butterfly, magpie.
5. Plate, bread, pan, spoon.
6. Chamomile, birch, spruce, poplar.
7. Tomato, cucumber, carrot, plum.
8. Cap, beret, hat, sock.
9. Axe, saw, handle, plane.
10. Bear, fox, teddy bear, hare.
"Is this true?"
Goal: development of auditory attention, activation of the verb vocabulary.
Progress of the game. Children are read a poem containing absurd situations. Children must answer the question: “Is this true? – after each sentence and prove why they think so. For the correct answer they get a chip. The one who gets the most chips wins.
Is this true?
They collect cheese from the bushes.
Cows are grazed with hares.
Oxen are being milked in the meadow.
The bear starts dancing.
The pumpkins began to sing songs.
Mowers are mowing the forests.
There is dew on the snow.
Is it true that once
Did the umbrella save us from the rain?
Why does the moon shine for us at night?
What don't children like sweets? L. Stanchev
"Find the extra word"
Purpose: to exercise the development of thought processes of generalization, abstraction, and identification of essential features.
Progress of the game. Invite your child to identify the word that is redundant. Read a series of words to your child. Each series consists of 4 words. 3 words in each series are homogeneous and can be combined based on a common feature, and 1 word differs from them and should be excluded.
List of series of words:
1. Old, decrepit, small, dilapidated.
2. Brave, angry, daring, daring.
3. Apple, plum, cucumber, pear.
4. Milk, cottage cheese, sour cream, bread.
5. Hour, minute, summer, second.
6. Spoon, plate, pan, bag.
7. Dress, sweater, hat, shirt.
8. Soap, broom, toothpaste, shampoo.
9. Birch, oak, pine, strawberry.
10. Book, TV, radio, tape recorder.
3. Games for the development of grammatical structure of speech
"Raise the number"
Goal: to teach how to determine the number of words in a sentence by ear.
Progress of the game. The presenter says the sentence out loud, and the children count the number of words and raise the corresponding number. Initially, sentences without prepositions and conjunctions are used for analysis.
Suggestions for the game:
1. Alyosha is sleeping.
2. Petya feeds the chickens.
3. The doctor is treating a sick child.
4. Mom bought Natasha a beautiful doll.
5. A strong athlete easily lifted a heavy barbell.
“Why do we need these things?”
Goal: to teach how to use complex target sentences in speech.
Progress of the game. The players have different objects in front of them: a ball, pencils, a book, a doll, a truck, a jump rope and other toys. Children must choose any item for themselves, but explain what it is for. The sentence must use the conjunction so: “I took a pencil to draw.”
"Make a phrase"
Goal: to strengthen the ability to form sentences from words.
Progress of the game. Invite children to come up with sentences using the following words:
funny puppy full basket
ripe berry cheerful song
thorny bush forest lake
4. Games for the development of coherent speech
"Make two stories"
Goal: to teach to distinguish the plots of different stories.
Progress of the game. Two sets of serial pictures are placed in front of the child mixed up and asked to lay out two series at once, and then write stories for each series.
"Search for missing parts"
Goal: to teach how to write a description of a picture based on fragments of this picture.
Progress of the game. “The photograph has deteriorated, some fragments have been erased from the large picture. It's good that small photographs were preserved. Place each fragment in the right place and describe the picture that the photographer took.”
PREPARATORY STAGE
1. Games for the development of the phonetic-phonemic aspect of speech
"Let's play a fairy tale"
The adult invites the child to remember the fairy tale “The Three Bears.” Then, changing the pitch of his voice, he asks to guess who is speaking: Mikhailo Ivanovich (low voice), Nastasya Filippovna (medium pitch voice) or Mishutka (high voice). The same replica is pronounced alternately in a voice of different pitches, in three versions:
Who was sitting in my chair?
Who ate from my cup?
Who slept in my bed?
Who was in our house? And so on.
"Broken phone"
Goal: to develop auditory attention in children.
Game rules. The word must be conveyed in such a way that children sitting nearby cannot hear. Who conveyed the word incorrectly, i.e. ruined the phone, moves to the last chair.
Game action: whisper a word into the ear of the player sitting next to you.
Progress of the game. Children choose a leader using a counting rhyme. Everyone sits on chairs placed in a row. The presenter quietly (in the ear) says a word to the person sitting next to him, who passes it on to the next person, etc. The word must reach the last child. The presenter asks the latter: “What word did you hear?” If he says the word suggested by the presenter, then the phone is working. If the word is wrong, the driver asks everyone in turn (starting with the last) what word they heard. This way they will find out who made a mistake and “damaged the phone.” The offender takes the place of the last in the row.
"Traffic light"
The adult gives the child two circles - red and green and offers a game: if the child hears the correct name of what is shown in the picture, he must raise the green circle, if the wrong one - red. Then he shows a picture and loudly, slowly, clearly pronounces the sound combinations:
Baman Paman Banan Banam Vitamin Mitanin Phytamine wavan davan
Bawan vanan vitanin mitavin fitavin album aybom anbom
Abbom cell kite cella alpom almom alm alm ablem kjekta
Flower Tlekta
2. Games for the development of the lexical side of speech (formation of a dictionary)
“We are moving to a new apartment”
Goal: to teach children to distinguish between objects that are similar in purpose and similar in appearance, to help them remember their names; activate the appropriate vocabulary in children's speech.
Game material:
1. Subject pictures (paired): cup-glass, mug-cup, oil-dish-sugar bowl, teapot-coffeepot, saucepan-frying pan, scarf-kerchief, cap-hat, dress-sundress, sweater-vest, trousers-shorts, socks- knee socks, stockings-socks, gloves-mittens, shoes-sandals, slippers-sandals, backpack-briefcase, chandelier-table lamp.
2. Boxes for folding pictures.
Game progress: 6 children play. The teacher gives each child 2-3 pairs of pictures, for example: a cup-glass, a scarf-kerchief, a backpack-briefcase. He says: “Children, we got a new apartment. We need to collect all our things and pack them for moving. First I will pack the dishes. You will help me. Give me only the thing that I name. Be careful - many things look similar. Do not confuse, for example, a mug with a cup, or a teapot with a coffee pot. I will put the collected dishes in a blue box.”
The teacher names one item from each pair, for example a coffee pot. If the child makes a mistake (shows a teapot), the picture remains
him. By the end of the game, the children should not have a single picture left. The loser is the one who has the pictures left. Then, to activate the corresponding vocabulary in the children’s speech, the teacher invites one child to take the collected pictures out of the box and say what he got, and the rest to name the object paired with the one being presented.
"Tops-Roots"
Didactic task: Exercise children in classifying vegetables (based on the principle: what is edible - the root or the fruit on the stem).
Game rules. You can only answer in two words: tops and roots. Whoever makes a mistake pays forfeit.
Game action. Playing forfeits.
Progress of the game. The teacher clarifies with the children what they will call tops and what roots: “We will call the edible root of a vegetable roots, and the edible fruit on the stem – tops.”
The teacher names a vegetable, and the children quickly answer what is edible in it: the tops or roots. The one who makes a mistake pays a forfeit, which is redeemed at the end of the game.
The teacher may offer another option; he says: “Tops - and the children remember vegetables whose tops are edible.”
"Fruits vegetables"
Purpose of the game: differentiation of similar concepts.
Progress of the game. At the beginning of the game, the leader reminds the children which plants we call fruits and which vegetables. For fruits, select the picture “Garden”, and for vegetables – “Vegetable Garden”. These pictures are laid out on different edges of the table. Object pictures depicting fruits and vegetables lie on the table in a stack, pictured down. In turns, children take one picture from the pile, name it, and also explain which group it belongs to. The explanation must be complete: “A tomato is a vegetable because it grows in the garden.” If the child gave the wrong answer, the picture is returned to its place, and if the child correctly named the picture and attributed it to the desired concept, he takes it for himself. The game ends after
All the pictures will be in the hands of the children. The one with the most pictures wins.
The game “Fruits and Berries” is played in the same way, only before the game these concepts are clarified and other pictures-symbols are selected: a bush for berries and a tree for fruit.
"Housewarming"
Purpose: differentiation of the concepts “clothing” and “shoes”.
Progress of the game. The following game situation is created: “Katya’s doll is having a housewarming party. She needs to pack her things to move to a new apartment. Help her arrange her things correctly so that she can easily find all her dresses and shoes in her new place. We will put clothes in one box, and shoes in another.” Then the child is given two sets of object pictures and two boxes, each with its own symbol: a dress for clothes, boots for shoes.
Lotto “In the world of plants”
Purpose of the game: Consolidate generalization words: flowers, trees, vegetables, fruits, berries; activation of vocabulary on these topics.
Description of the game. Lotto consists of six large cards, in the middle of which there is a plot picture depicting a given group of plants in nature. Along the edges there are subject pictures related to one generic concept, for example, flowers or trees. In addition to large cards, there are small cards with the same subject pictures.
Progress of the game. The game follows the general rules of playing lotto. When all the small cards have been dealt out, each player must name the entire group of their words - the names of plants - in one word.
"It flies, not a bird"
Purpose: differentiation of the concepts “birds” and “insects”.
Progress of the game. The presenter asks riddles about birds and insects. Children solve the riddles and explain which thematic group this animal belongs to. If the answer is correct, the presenter gives the child a chip or a symbol of that animal. The one who collects the most chips wins. Before the game, the presenter reminds the children of the identifying characteristics of birds: they have feathers, beaks, claws, wings, they build nests and hatch chicks, they can sing, they are big. Insects are small, have six legs, do not hatch chicks, and have no feathers.
In a dark dungeon Red paws
The girls are beautiful. They pinch your heels
Without thread, without knitting needle (Goose)
Knitting.
(Bees in the hive)
*** ***
Black, agile, appeared in a yellow fur coat,
Goodbye, two shells. Shouts "crak"
(Chicken) The enemy of worms. (Rook)
*** ***
A bird was flying, not an animal, not a bird,
Not feathered, not winged, But the nose is like a knitting needle.
Long nose (Mosquito)
Who will kill her? The flower was sleeping and suddenly woke up:
Human blood I didn’t want to sleep anymore.
It will spill. He moved, he started,
(Mosquito) Soared up and flew away. (Butterfly)
There are many masters of Vereshchanye, white-sided.
They cut down the hut without corners. And her name is... (magpie).
(Ants)
*** ***
Little boy Zhu-zhu, zhu-zhu,
I'm sitting on a branch in a gray ball,
Snooping around the yards, I keep repeating the letter F,
Collects crumbs, knowing this letter firmly,
Spends the night in the field, I buzz in the spring and summer.
He steals hemp. (Bug)
(Sparrow)
*** ***
In a clearing near the fir trees, There is a palace on a pole,
The house is built from needles. There is a singer in the palace,
He is not visible behind the grass, but his name is... (starling).
And there are a million residents there. (Anthill.)
"Blurred Letter"
Purpose: To practice composing common exercises.
Material. Teddy bear.
Organization. Educator:
The little bear received a letter from his brother. But the rain blurred some words. We need to help him read the letter. Here is the letter: “Hello, Mishutka. I'm writing to you from the zoo. Once I didn’t listen to my mother and got so far that... I wandered through the forest for a long time and... Coming out into a clearing, I fell... I fell into a hole because... It was so deep there that... Hunters came and... Now I I live in... We have a playground for... There is a lot in the playground for young animals... We play with... They are looked after... They love us because... A trainer from … Goodbye. Toptygin."
While reading the letter, the teacher uses intonation to encourage the children to complete the sentences.
"Living Words"
Purpose: To practice composing sentences using a structural diagram.
Organization. Each child depicts a word. Educator: - Let Slava depict the word “bear cub”; Anya – the word “loves”. Which third word should we choose? (Honey) Read the sentence: “The little bear loves honey.” Let's swap the second and third words. What happened? (The little bear loves honey). Let now the first word become the last. What will happen? (Little bear loves honey). Let's replace the word "honey" with another. Katya will now use the word “tumbling”. Read the sentence (The little bear loves to tumble). And now? (The little bear loves to tumble).
Make up your own sentences with the word "bear cub". (The bear cub is clubfooted, The bear cub loves raspberries, The bear cub is sleeping...)
“Add sentence”
Game rules. You need to find and say a word to make a complete sentence. You only need to add one word.
Progress of the game. The teacher says a few words of the sentence, and the children must add new words to it to make a complete sentence, for example: “Mom bought ... - ... books, notebooks, a briefcase,” the children continue.
"Come up with a proposal"
Didactic task: To develop children's speech activity and quick thinking.
Game rule. You can pass the pebble to another player only after you have come up with a sentence with the named leading word.
Progress of the game. The children and the teacher sit in a circle. The teacher explains the rules of the game:
Today we will come up with proposals. I will say a word, and you will quickly come up with a sentence with this word. For example, I will say the word “close” and give Dasha a pebble. She will take a pebble and quickly answer, “I live close to the kindergarten.” Then she says her word and passes the pebble to the person sitting next to her. The word in a sentence must be used in the form in which the person guessing suggests it. So, in turn, in a circle, the pebble passes from one player to another. If children find it difficult to answer, the teacher helps them.
“Who will notice more fables?”
Didactic task: Teach children to notice fables, illogical situations, explain them; develop the ability to distinguish the real from the imagined.
Game rules. Whoever notices a fable in a story or poem must put a chip in front of him, and at the end of the game name all the noticed fables.
Game action. Using chips. (Whoever noticed and explained the most fables won).
Progress of the game. Children sit down so that they can put chips on the table. The teacher explains the rules of the game:
Now I will read you an excerpt from Korney Chukovsky’s poem “Confusion.” There will be many fables in it. Try to notice and remember them. Whoever notices a fable will put down a chip, notice another fable, put a second chip next to it, etc. Whoever notices more fables wins. The chip can only be put down when you yourself have noticed the fable.
First, a small part of this poem is read, slowly, expressively, places with fables are emphasized.
After reading, the teacher asks the children why the poem is called “Confusion.” Then the one who put aside fewer chips is asked to name the noticed fables. Children who have more chips name those fables that the first responder did not notice. You cannot repeat what has been said. If the child has placed more chips than fables in the poem, the teacher tells him that he did not follow the rules of the game and asks him to be more attentive next time.
Then the next part of the poem is read. We must ensure that children do not get tired, because... the game requires a lot of mental effort. Having noticed from the children’s behavior that they are tired, the teacher must stop playing. At the end of the game, those who noticed more fables and explained them correctly should be praised.
“Where is the beginning of the story?”
Goal: To teach to convey the correct temporal and logical sequence of a story using serial pictures.
Progress of the game. The child is asked to compose a story. Based on pictures. The pictures serve as a kind of outline for the story, allowing you to accurately convey the plot, from beginning to end. For each picture, the child makes one sentence and together they are connected into a coherent story.
“Find a place for the picture”
Goal: to teach how to follow the sequence of actions.
Progress of the game. A series of pictures are laid out in front of the child, but one picture is not placed in a row, but is given to the child so that he can find the right place for it. After this, the child is asked to compose a story based on the restored series of pictures.
Sets of serial pictures for posting
"Correct the mistake"
Goal: to teach how to establish the correct sequence of actions.
Progress of the game. A series of pictures are laid out in front of the child, but one picture is in the wrong place. The child finds the mistake, puts the picture in the right place, and then makes up a story based on the entire series of pictures.
“Which picture is not needed?”
Goal: to teach how to find details that are unnecessary for a given story.
Progress of the game. A series of pictures are laid out in front of the child in the correct sequence, but one picture is taken from another set. The child must find an unnecessary picture, remove it, and then make up a story
DEVELOPING PHASE
"Repeat"
The child is asked to repeat similar words, first by 2, then by 3 in the given order:
Mak-bak-tak
Tok-tok-tok
Bull-buck-buck
Dam-house-smoke
Com-house-gnome
skein-roller-flow
loaf-bud-concrete
booth-pipe-duck
cotton wool branch
cage film
When perceiving words, knowledge of concepts is not necessary. The peculiarity of this and subsequent selections of words is that they are accessible in terms of sound composition and do not contain difficult-to-pronounce sounds.
“It looks like it doesn’t look like it”
From every four words named by an adult, the child must choose a word that is not similar in sound composition to the other three:
Mac-buck-so-banana
Catfish-com-turkey-house
Lemon-car-cat-bud
Mac-bak-broom-cancer
Scoop-gnome-wreath-skating rink
Heel-fleece-lemon-tub
Branch-sofa-cage-mesh Skating rink-house-skein-stream
"Catch the Sound"
Vowel sounds highlighted in the sound stream (A, O, U, I, Y, E).
The adult names and repeatedly repeats the vowel sound, which the child must distinguish among other sounds (clap his hands when he hears). Then the adult slowly, clearly, with pauses, pronounces a sound series, for example:
A – U – M – A – U – M – I – S – S – O – E – R – W – F – L – V – G – F – X – S – A
Lotto “Name the picture and find the vowel sound”
Goal: to teach children to find a given sound in a word at the stage of loud pronunciation of the word by the child himself.
Description of the game. Children have cards with drawn pictures (four in each card). The presenter names any vowel sound, the children say the names of their pictures out loud and find the one they need. If the picture is named correctly, the presenter allows you to cover it with a chip, the one who covers his pictures first wins.
The same lotto set is used to recognize consonant sounds in a word. The game is played in the same way: the presenter calls an isolated consonant sound (in the words-names of the pictures from this lotto you can distinguish the sounds: R, K, K, L, L, M, Ш, С, С, Т, Б, Н, Ж, Д , Ш, П, Б), and the children must name the desired picture.
“Who can find twenty objects whose names contain the sound S?”
Goal: consolidation of the ability to highlight a given sound in a word based on presentation, development of visual attention, learning to count.
Description of the game. A plot picture is given, in which there are many subject pictures, including those containing the sound C in the title (there should be twenty such pictures)
Progress of the game. Children are allowed to look at the picture and name the necessary objects. The one who names the most items wins. Children place chips on the pictures they find, and the presenter then checks whether the task was completed correctly and determines the winner.
Lotto “Name the picture and find the first sound”
Goal: to teach children to find the given first sound in a word at the stage of loud pronunciation of the word by the child himself.
Description of the game. Children have cards with drawn pictures (four on each card). The presenter names any vowel sound, the children say the names of their pictures out loud and find the one they need. If the picture is named correctly, the presenter allows you to cover it with a chip. The one who closes their pictures first wins.
"Close the chain"
Rule: the first word is matched to a word that begins with the sound that ends with the first word, the third word must begin with the last sound of the second word, and so on. Games can be oral, with moving the ball, or you can play a board game with pictures and practice children in laying out a chain without first speaking loudly, only by presentation.
To eliminate mistakes and teach children to act according to the rules and control the progress of the game themselves, the chain should be made closed. If all operations are performed in the required sequence, the chain is closed, i.e. the beginning meets the end. You need to start playing from a picture marked with a special icon. Systematic play helps in solving issues of children's mental development, because Such a valuable quality of memory as recollection is improved, voluntary attention is significantly improved, and speed of thinking develops. Children's speech becomes clearer, more correct, and expressive.
“Find a place for the chip”
Purpose of the game: to teach how to determine the place of a given sound in a word (beginning, middle, end), based on loud pronunciation.
Description of the game. To play the game you will need cards, each with an object picture and a diagram: a rectangle divided into three parts. In the upper right corner is a letter indicating a given sound. In addition to subject pictures, chips are prepared according to the number of cards.
Progress of the game. Several people can play, but no more than the number of cards available. All cards and chips are on the table. The players take one card at a time, examine and name out loud the picture, the letter, and determine the position of the given sound in the word - the name of the picture, placing a chip in the appropriate place according to the diagram. Then they take the next card. The game continues until all cards have been analyzed. The one who manages to correctly analyze the most cards wins.
Pictures for the game: zebra(b), bus(s), robe(l), stork(s), heron(t), beehive(y), turkey(k), elk(o), bison(r), pen (h), newspaper(t), watch(s), cat(w), finish(w), sun(z).
"Walk around and don't get lost"
Goal: to teach how to determine the place of a sound in a word (beginning, middle, end) by representation.
Description of the game. The game consists of playing fields (a separate field for each sound), on which pictures and diagrams are placed. Labyrinths are laid from picture to picture: they start from each section of the diagrams and go to the next pictures. Only one maze will lead to the next picture: the one that departs from the correct position of the given sound (the sound is given by the letter located in the corner of the playing field). If the player correctly determines the location of the sound in each picture, he will go through the maze from picture to picture and return to the beginning movement (you need to move clockwise from any picture). The one who returns to the beginning on his playing field first wins.
Lotto "Paronyms"
Goal: development of the ability to distinguish words - paronyms by ear.
Description of the game. The game consists of large cards on which several pictures are drawn, the names of which can be pairs of words - paronyms, but the paired pictures are not on the same card. The presenter has small cards with written words.
Progress of the game. The presenter says the word out loud. The child who has this item depicted on the card must raise his hand and say the name of his picture. If the answer is correct, the presenter allows him to cover this picture with a chip or card - the name of this word (in this case, the children will practice global reading). If he makes a mistake, and in fact the leading word was named as a pair, the player receives a penalty point. The winner is the one who closes his pictures faster and receives fewer penalty points.
Cards with words for the game: cancer, poppy, roof, rat, brand, T-shirt, tub, reel, box, bun, shower, mascara, bow, bandage, soup, tooth, smoke, house, nut, jackdaw, jar, folder, bream, forest, tower, arable land, whale, cat, duck, fishing rod, mouse, bear, horns, spoons, ball, shawl, tin, six, llama, frame, ears, ducks, sleds, tanks.
“Every sound has its own room”
Goal: to teach how to conduct a complete sound analysis of a word based on the sound diagram and chips.
Progress of the game. Players receive houses with the same number of windows. Residents – “words” – must move into the houses, and each sound wants to live in a separate room.
Children count and conclude how many sounds there should be in a word. Then the presenter pronounces the words, and the players name each sound separately and place the chips on the windows of the house - “populate the sounds.” At the beginning of training, the leader speaks only words suitable for settlement, i.e. those in which there will be as many sounds as there are windows in the house. At subsequent stages, you can say a word that cannot be “settled” in a given house, and the children, through analysis, are convinced of the mistakes. Such a tenant is sent to live on another street, where words with a different number of sounds live.
"Who will be invited to visit"
Goal: to teach how to determine the number of sounds in words pronounced out loud by the child himself.
Progress of the game. Four people play, each player has a house of some kind. On the table there are subject pictures with images of various animals (according to the number of players), as well as a stack of cards with the images down. Children choose the pictures they need from those that lie face up - “find the owner of the house.” Then everyone, in turn, takes one picture card from the pile, says the word out loud and determines whether they should “invite this picture to your house for a visit or not.” If the word - the name of the picture opened by the child - has the same number of sounds as the sole - "the owner", then you need to invite him to visit, and then the player gets the right to additional moves until an unsuitable picture is encountered. If the number of sounds is different, the picture is placed at the end of the stack. The one who called his guests first wins. One set includes four pictures with each number of sounds. Picture material for the game: pictures - “owners”: cat, wolf, wild boar, dog; pictures - “guests”: three sounds – wasp, catfish, beetle, crayfish; four sounds - goat, owl, beaver, mole; five sounds - jackdaw, giraffe, marmot, bear; six sounds - cow, chicken, rabbit, crow.
"Solve the puzzle"
Goal: to teach how to isolate the first syllable from a word, to compose words from syllables.
Progress of the game. Children are given cards with two pictures on them. There is a word “hidden” on the card. It must be compiled by isolating the first syllables from each word - name, and then forming a word from them, for example: chamomile, airplane - dew. The one who composes the most words wins.
Pigeons, crayfish - mountain
Bottle, rowan - borax
Balls, basins - mint
Ship, lark - leather
Crackers, balls - dry land
Chamomile, basins - company
Telephone, raspberry - theme
Stocking, home is a miracle
Carriage, mountain ash - Varya
Pencil, jar - boar
Banana, butterfly - baba
Kolobok, brand - mosquito
Girl, a shovel is a thing
Chanterelles, airplane - fox
Fur coat, rocket - Shura
2. Games for the development of the lexical side of speech (enrichment of vocabulary)
"Collect Five"
Goal: to teach how to assign individual objects to certain thematic groups.
Progress of the game. To play, you need to prepare a set of subject pictures, consisting of several thematic groups (clothing, dishes, toys, furniture, etc.). Several people play, depending on the number of thematic groups. The pictures lie on the table face down. Everyone takes one picture, names it and the generic concept to which this picture belongs. In this way, it is established which group each participant will assemble. If identical groups are selected, one more picture is opened. Then the presenter shows the players one picture at a time, and they must ask for one or another picture: “I need a doll because I collect toys.” The winner is the one who first collected his group of pictures (the number of pictures in each group should be the same, for example, six pictures).
Goal: expanding the verb dictionary on this topic.
Progress of the game. The presenter reads a poem by G. Sapgir to the children.
The wind carried a spring song
A hunting dog barked a song,
The wolf howled this song at the edge of the forest,
The frogs croaked their song together.
The bull hummed this song as best he could.
The lynx purred
Som hummed.
The owl hooted
Already hissed
And the nightingale sang this song.
"Relay race"
Goal: activation of the verb dictionary.
Progress of the game. The players stand in a circle. The leader has a baton-relay. He says a word and passes the baton to the child standing next to him. He must choose the appropriate action word and quickly pass the wand on. When the baton returns to the leader, he asks a new word, but passes the baton in a different direction. If someone finds it difficult to name a word or chooses the wrong word, they are given a penalty point. After a player has scored three penalty points, he is out of the game. The one with the fewest penalty points at the end of the game wins.
Progress of the game: the dog barks, bites, runs, guards, whines, howls; cat – purrs, hunts, plays, dozes, meows, scratches.
"Vice versa"
Didactic task: To develop children's intelligence and quick thinking.
Game rule. Name words that have opposite meanings only.
Game actions. Throwing and catching the ball.
Progress of the game. Children and the teacher sit on chairs in a circle. The teacher says a word and throws a ball to one of the children, the child must catch the ball, say the word with the opposite meaning, and throw the ball again to the Teacher. The teacher says: “Go ahead.” The child answers “Back” (right - left, up-down, under - above, far - close, high - low, inside - outside, further - closer). You can pronounce not only adverbs, but also adjectives, verbs: far - close, top - bottom, right - left, tie - untie, wet - dry, etc. If the one to whom the ball was thrown finds it difficult to answer, the children, at the teacher’s suggestion, say the right word in unison.
"Who knows more"
Didactic task: Develop children's memory; enrich their knowledge about subjects, cultivate such personality qualities as resourcefulness and intelligence.
Game rule. Remember and name how the same item can be used.
Game action. Competition - who can name the most ways to use the item.
Progress of the game. Children, together with the teacher, sit on chairs (on the carpet) in a circle. The teacher says: “I have a glass in my hands.” Who can tell how and for what it can be used?
Children answer:
Drink tea, water flowers, measure cereals, cover seedlings, place pencils.
That’s right,” the teacher confirms and, if necessary, complements the children’s answers. Now let's play. I will name various objects, and you will remember and name what you can do with them. Try to say as much as possible. The teacher selects in advance the words that he will offer to the children during the game.
"Say it differently"
Didactic task. Teach children to select a synonym - a word that is close in meaning.
Progress of the game. The teacher says that in this game the children will have to remember words that are similar in meaning to the word that he names.
“Big,” the teacher suggests. Children name the words: huge, large, enormous, gigantic.
“Beautiful” - “handsome, good, beautiful, charming, wonderful.”
“Wet” - “damp, wet”, etc.
"Choose a word"
Didactic task: To develop children's intelligence and the ability to select words that have the right meaning.
Progress of the game. The teacher, addressing the children, asks them questions, for example: “Remember what you can sew?” Children’s answers: “Dress, coat, sundress, shirt, boots, fur coat, etc. “Darn – socks, stockings, mittens, scarf.” “Tie – shoelaces, string, scarf, ties.” “Pull on a cap, a scarf, a hat, a Panama hat, a peakless cap, a cap, a Budenovka.” “Wear a coat, dress, stockings, fur coat, raincoat, skirt, sundress, tights,” etc.
"First Grader"
Didactic task: To consolidate children’s knowledge of what a first-grader needs to study at school, to cultivate a desire to study at school, composure, and accuracy.
Game rule. Collect items when signaled.
Game action. Competition - who can quickly collect everything needed for school in a briefcase.
Progress of the game. There are two briefcases on the table. On other tables there are educational supplies: notebooks, primers, pencil cases, pens, colored pencils, etc. After a short conversation about the fact that the children of the preparatory group will soon go to school, and that they themselves will collect everything necessary for studying in their briefcases, they begin two players come to the table; at the driver’s command, they must select the necessary educational supplies,
carefully place them in the briefcase and close it. Whoever does this first wins. To keep the game going, children who complete the task choose other participants to take their place. The rest act as fans and objectively evaluate the winners.
The game defines the name and purpose of all items. The teacher draws the children’s attention to this. That you not only need to fold everything quickly, but also carefully; rewards those who accurately followed these rules in the game.
"Body"
Didactic task: Develop auditory attention, activate vocabulary, thinking; develop intelligence.
Game rules. You can “put” only those words that end in -ok in the box; The one who says the word passes the box to another child.
Game actions. Imitation of movement, as if an object is being lowered into a box; whoever makes a mistake by naming an object with a different ending pays a forfeit, which is then won back.
Progress of the game. The players sit at the table. The teacher puts the basket on the table, then asks:
Do you see, children, this little box? Do you know what you can put in the box? In this box you will put everything that can be called a word ending in -ok. For example: lock, scarf, stocking, sock, lace, leaf, lump, bun, hook. Fungus, boxes, etc. Everyone puts into the box what he wants, according to the rule, and passes it on to his neighbor, who will also put one of the things whose name ends in -ok and passes the box on.
"Find the extra picture"
A series of drawings is selected, among which three drawings can be combined into a group based on a common characteristic, and the fourth is redundant.
Offer your child the first four drawings and ask them to remove the extra one. Ask: “Why do you think that? How are the drawings you left similar?”
“Name three objects”
Didactic task: Exercise children in classifying objects.
Game rules. Name three objects with one common word. Whoever makes a mistake pays forfeit.
Progress of the game. Children, says the teacher, we have already played different games where we had to quickly find the right word. Now we will play a similar game, but we will only select not one word, but three at once. I will name one word, for example, furniture, and the one to whom I throw the ball will name three words that can be called furniture in one word. What items can be called, in one word, furniture?
Table, chair, bed.
“Flowers,” says the teacher and after a short pause throws the ball to the child. He answers: “Chamomile, rose, cornflower.”
In this game, children learn to classify three species concepts into one generic concept. In another version of the game, children, on the contrary, learn to find generic concepts using several specific concepts. For example, the Teacher calls: “Raspberries, strawberries, currants.” The child who caught the ball answers: “Berries.” A more complex version of the game will be when the teacher changes the task during one game: then he names specific concepts, and the children find
Generic, then names generic concepts, and children indicate specific ones. This option is suggested if children often played various games to classify objects.
3. Games for the development of grammatical structure of speech
“Let’s write a letter to the doll”
Goal: to teach how to determine the number of words in a sentence, relying on auxiliary means.
Progress of the game. To play the game, you need to prepare long strips for sentences and short strips for laying out words. The presenter says a sentence, the children lay out a long strip - “write a letter to the doll.” The second time they listen to the same sentence and place as many short strips under the long strip as there are words in the sentence. Then the second and third sentences are analyzed in the same way.
After “writing”, you can ask someone to “read” the first sentence, the second, and so on, to develop involuntary memory.
"Say the word"
Goal: to consolidate the use of nouns in the genitive plural in speech.
Progress of the game. Familiar lines of poetry are read aloud to children, without finishing the last word. (This word is in the genitive plural). Children add the missing word and receive a chip for each correct answer. The one who gets the most chips wins.
*** ***
I give you my word of honor: He said: “You are a villain,
Yesterday at half past six. You eat people
I saw two pigs. So, for this my sword -
Without hats and ... (shoes) Your head from ... (shoulders)
*** ***
Wait, isn't it for you Ant, ant
Last week. Doesn’t regret... (bast shoes)
I sent two pairs
Excellent... (galoshes)
*** ***
Robin Bobin Barabek. Where is the killer, where is the villain?
I ate forty... (man) I'm not afraid of him... (claws)
"Who do I see, what do I see"
Goal: distinguishing in speech the forms of the accusative case of animate and inanimate nouns, developing short-term auditory memory.
Progress of the game. It is better to play this game while walking, so that there are more objects in front of your eyes to observe. Several people can play. Before the game starts, they agree that they will name the objects around them. The first player says: “I see... a sparrow” and throws the ball to any player. He must continue: “I see a sparrow, a dove” - and throws the ball to the next one. If someone cannot continue listing the objects that can be observed in a given situation, they are out of the game. The next round begins, a new proposal is drawn up, and so on.
"Hide and Seek"
Goal: to teach to understand and correctly use prepositions with spatial meaning in speech (in, on, about, before, under).
Progress of the game. Mishka and Mouse are visiting the children. The animals began to play hide and seek. The bear leads, and the mouse hides. Children close their eyes. The mouse hid. Children open their eyes. The bear is looking: “Where is the mouse? It's probably under the typewriter. No. Where is he, guys? (In the cockpit) Etc.
"Explain why..."
Goal: to teach correctly how to construct sentences with a cause-and-effect relationship, the development of logical thinking.
Progress of the game. The facilitator explains that the children will have to complete the sentences that the facilitator begins to say using the word “because.” You can select several options for one beginning of a sentence, the main thing is that they all correctly reflect the reason for the event stated in the first part. For each correctly executed continuation, players receive a chip. The one who collects the most chips wins.
Unfinished suggestions for the game:
Vova got sick... (got a cold) Mom took an umbrella... (it’s raining)
The children went to bed... (late) I'm very thirsty... (hot)
The ice on the river has melted... (warmth) The trees swayed strongly... (the wind is blowing)
It became very cold... (it started snowing)
"One and Many"
Goal: learn to change words by numbers.
Progress of the game. “Now we will play this game: I will name one object with a word, and you will name the word so that you get many objects. For example, I will say “pencil”, and you should say “pencils”.
Words for the game:
Book pen lamp table window
city chair ear brother flag
child person glass tractor lake
name spring friend seed watermelon
“Now let’s try the opposite. I will say a word that denotes many objects, and you will say one.”
Words for the game:
claws clouds waves leaves
flowers saw well done stems
"Add words"
Goal: to teach how to make common sentences.
Progress of the game. “Now I’ll make a proposal. For example, “Mom is sewing a dress.” What do you think can be said about the dress, what is it like? (silk, summer, light, orange). If we add these words, how will the phrase change?” Mom sews a silk dress. Mom is sewing a summer dress. Mom is sewing a light dress. Mom is sewing an orange dress.
Suggestions for the game:
The girl feeds the dog.
The pilot controls the plane.
The boy drinks juice.
"Unravel the Words"
Goal: learn to compose sentences using these words.
Progress of the game. The words in the sentence are mixed up. Try to put them in their place. What will happen?
Suggestions for the game:
1. Smoke, coming, pipes, from.
2. Loves, little bear, honey.
3. Standing, in a vase, flowers, in.
4. Nuts, in, squirrel, hollow, hiding.
"Find the mistake"
Goal: learn to find a semantic error in a sentence.
Progress of the game. “Listen to the sentences and tell me if everything in them is correct. How should the sentence be corrected?
1. In winter, apples bloomed in the garden.
2. Below them lay an icy desert.
3. In response, I nod my hand to him.
4. The plane is here to help people.
5. I soon succeeded by car.
6. The boy broke the ball with glass.
7. After the mushrooms there will be rains.
8. In spring, the meadows flooded the river.
9. The snow was covered with a lush forest
“Right or wrong?”
Goal: learn to find grammatical errors.
Progress of the game. “Do you think it’s possible to say that?”
1. Mom puts a vase of flowers on the table.
2. When they want to buy something, they lose money.
3. Grandmother and grandfather live under the house on the edge of the forest.
4. There is a beautiful carpet on the floor.
“Why are the sentences inaccurate? – the teacher additionally asks the children.
4. Games for the development of coherent speech
"Guess it"
Purpose of the game: to teach children to describe an object without looking at it, to find significant features in it; recognize an object by description.
Progress of the game. The teacher reminds the children how they talked about familiar objects, made and guessed riddles about them and suggests: “Let's play. Let the objects in our room tell us about themselves, and we will guess from the description which object is speaking. We must follow the rules of the game: when you talk about an object, don’t look at it so that we don’t guess right away. Talk only about the objects that are in the room.”
After a short pause (children must choose an object to describe and prepare to answer), the teacher places a pebble on the lap of anyone playing. The child stands up and gives a description of the object, and then passes the pebble to the one who will guess. Having guessed, the child describes his object and passes the pebble to another player to guess.
Item Description Plan
It is multi-colored and round in shape. You can throw it up, roll it on the ground, but you can’t play it in a group, as it can break the glass
"Draw a fairy tale"
Goal: to teach how to draw up a drawing plan for the test and use it when telling stories.
Progress of the game. The child is read the text of the fairy tale and asked to write it down using drawings. Thus, the child himself makes a series of sequential pictures, based on which he then tells a fairy tale. The story should be short.
Of course, you can help the child, show him how to schematically draw a person, a house, a road; Determine with him which episodes of the fairy tale must be depicted, i.e. highlight the main plot twists.
"Photographer"
Goal: to teach how to write a description of a painting based on fragments of this painting.
Progress of the game. The adult asks the child to look at the large picture, as well as the small object pictures next to it. “The photographer took many pictures of one sheet. This is the overall picture, and these are parts of the same picture. Show where these fragments are located in the overall picture. Now tell me what this picture is about. Don’t forget to describe those details that the photographer photographed separately, which means they are very important.”
“What doesn’t happen in the world”
Goal: to teach how to find and discuss errors when looking at an absurd picture.
Progress of the game. After looking at the absurd pictures, ask the child not only to list the wrong places, but also to prove why this image is wrong. Then you will get a complete description of the picture, and even with elements of reasoning.
"How do you know?"
Goal: to teach how to select evidence when composing stories, choosing essential features.
Progress of the game. In front of the children are objects or pictures that they have to describe. The child chooses any object and names it. The presenter asks: “How did you know it was a TV?” The player must describe the object, choosing only the essential features that distinguish this object from the rest. For each correctly named attribute, he receives a chip. The one who collects the most chips wins.
"And I would..."
Goal: development of creative imagination, teaching free storytelling.
Progress of the game. After reading a fairy tale to your child, invite him to tell him what he would do if he found himself in this fairy tale and became one of the main characters.
Consolidating stage
1. Games for the development of the phonetic-phonemic aspect of speech
"Make a Word"
Goal: to learn to isolate the first sound in words and compose words from the resulting sounds.
Progress of the game. Children have one card each, the leader has letters. He names the letter, and the children ask for the necessary letters and put them on the necessary pictures. When all the letters are collected, the child must read the resulting word. If he finds it difficult to read a word himself, an adult helps him and thus teaches him how to read initially.
"Solve the puzzle"
Goal: to consolidate the ability to isolate the first syllable from a word, to compose words from syllables.
Progress of the game. Children are given cards with three pictures on them. A word is hidden on the card. It must be compiled by isolating the first syllables from each word-name, and then forming a word from them.
Cards with subject pictures for the game:
Ear, bell, skis - injections
Crowbars, balls, sofa - horses
Kettlebell, slippers, rocket - guitar
Owls, shovel, car - straw
Cucumber, gun, pencil - edge
Houses, chamomile, weight - roads
Pencil, seal, Katyusha balls
Wasp, tit, thimble - aspen
Nuts, owls, cabbage - sedge
Crow, rose, plate - gate
Wasp, chickens, threads - perches
Banana, hare, fish - markets
Owl, balalaika, pencil - dog
“From syllables - a sentence”
Goal: to teach how to isolate the first syllable from a word, to compose words from the first syllables, and from them - sentences.
Progress of the game. The child is given a rebus card on which a whole sentence is encrypted. Each word in this sentence is placed on a separate line. The child identifies the first syllables of each picture related to one word, composes a word from them and remembers it. Then, on the next line, he analyzes the next group of pictures, composes the second word from the first syllables, and so on, until he deciphers all the words. Then he names the words received in order, forming a sentence.
2. Games for developing the lexical side of speech
"The Fourth Wheel"
Goal: to learn to establish the similarities and differences of objects according to essential features, to consolidate generalization words.
Progress of the game. Four pictures are laid out on the table, three of them belong to one thematic group, and the fourth to some other group. The children are given a task: look at the pictures and determine which one is the odd one out. Turn over the unsuitable picture, and name the remaining ones in one word.” Each participant eliminates the extra picture in turn. If he makes a mistake or does not complete the task, his version is offered to the next player to complete. For each correct execution they give a chip. The one who collects the most chips wins. A number of pictures for the game:
1. Shirt, shoes, trousers, jacket.
2. Apple, gooseberry, currant, raspberry.
3. TV, wardrobe, chair, bed.
4. Cuckoo, owl, butterfly, magpie.
5. Plate, bread, pan, spoon.
6. Chamomile, birch, spruce, poplar.
7. Tomato, cucumber, carrot, plum.
8. Cap, beret, hat, sock.
9. Axe, saw, handle, plane.
10. Bear, fox, teddy bear, hare.
"Is this true?"
Goal: development of auditory attention, activation of the verb vocabulary.
Progress of the game. Children are read a poem containing absurd situations. Children must answer the question: “Is this true? – after each sentence and prove why they think so. For the correct answer they get a chip. The one who gets the most chips wins.
Is this true?
They collect cheese from the bushes.
Cows are grazed with hares.
Oxen are being milked in the meadow.
The bear starts dancing.
The pumpkins began to sing songs.
Mowers are mowing the forests.
There is dew on the snow.
Is it true that once
Did the umbrella save us from the rain?
Why does the moon shine for us at night?
What don't children like sweets? L. Stanchev
"Find the extra word"
Purpose: to exercise the development of thought processes of generalization, abstraction, and identification of essential features.
Progress of the game. Invite your child to identify the word that is redundant. Read a series of words to your child. Each series consists of 4 words. 3 words in each series are homogeneous and can be combined based on a common feature, and 1 word differs from them and should be excluded.
List of series of words:
1. Old, decrepit, small, dilapidated.
2. Brave, angry, daring, daring.
3. Apple, plum, cucumber, pear.
4. Milk, cottage cheese, sour cream, bread.
5. Hour, minute, summer, second.
6. Spoon, plate, pan, bag.
7. Dress, sweater, hat, shirt.
8. Soap, broom, toothpaste, shampoo.
9. Birch, oak, pine, strawberry.
10. Book, TV, radio, tape recorder.
3. Games for the development of grammatical structure of speech
"Raise the number"
Goal: to teach how to determine the number of words in a sentence by ear.
Progress of the game. The presenter says the sentence out loud, and the children count the number of words and raise the corresponding number. Initially, sentences without prepositions and conjunctions are used for analysis.
Suggestions for the game:
1. Alyosha is sleeping.
2. Petya feeds the chickens.
3. The doctor is treating a sick child.
4. Mom bought Natasha a beautiful doll.
5. A strong athlete easily lifted a heavy barbell.
“Why do we need these things?”
Goal: to teach how to use complex target sentences in speech.
Progress of the game. The players have different objects in front of them: a ball, pencils, a book, a doll, a truck, a jump rope and other toys. Children must choose any item for themselves, but explain what it is for. The sentence must use the conjunction so: “I took a pencil to draw.”
"Make a phrase"
Goal: to strengthen the ability to form sentences from words.
Progress of the game. Invite children to come up with sentences using the following words:
funny puppy full basket
ripe berry cheerful song
thorny bush forest lake
4. Games for the development of coherent speech
"Make two stories"
Goal: to teach to distinguish the plots of different stories.
Progress of the game. Two sets of serial pictures are placed in front of the child mixed up and asked to lay out two series at once, and then write stories for each series.
"Search for missing parts"
Goal: to teach how to write a description of a picture based on fragments of this picture.
Progress of the game. “The photograph has deteriorated, some fragments have been erased from the large picture. It's good that small photographs were preserved. Place each fragment in the right place and describe the picture that the photographer took.”
Dear parents, I invite you to play the following didactic games for speech development with your children.
"Let's play a fairy tale"
Goal: To develop speech activity in children.
The adult invites the child to remember the fairy tale “The Three Bears.” Then, changing the pitch of his voice, he asks to guess who is speaking: Mikhailo Ivanovich (low voice), Nastasya Filippovna (medium pitch voice) or Mishutka (high voice). The same replica is pronounced alternately in a voice of different pitches, in three versions:
Who was sitting in my chair?
Who ate from my cup?
Who slept in my bed?
Who was in our house? And so on.
“We are moving to a new apartment”
Goal: to teach children to distinguish between objects that are similar in purpose and similar in appearance, to help them remember their names; activate the appropriate vocabulary in children's speech.
Game material:
1. Subject pictures (paired): cup-glass, mug-cup, oil-dish-sugar bowl, teapot-coffeepot, saucepan-frying pan, scarf-kerchief, cap-hat, dress-sundress, sweater-vest, trousers-shorts, socks- knee socks, stockings-socks, gloves-mittens, shoes-sandals, slippers-sandals, backpack-briefcase, chandelier-table lamp.
"Blurred Letter"
Purpose: To practice writing common sentences.
The little bear received a letter from his brother. But the rain blurred some words. We need to help him read the letter. Here is the letter: “Hello, Mishutka. I'm writing to you from the zoo. Once I didn’t listen to my mother and got so far that... I wandered through the forest for a long time and... Coming out into a clearing, I fell...I fell into a hole because...It was so deep there that... Hunters came and...Now I I live in...We have a playground for...There is a lot in the playground for young animals...We play with...They are looked after...They love us because...A trainer from …Goodbye. Toptygin."
While reading the letter, the adult encourages the children to complete the sentences with intonation.
"Living Words"
Purpose: To practice composing sentences using a structural diagram.
Each child depicts a word. Driver: - Let Slava depict the word “bear cub”; Anya – the word “loves”. Which third word should we choose? (Honey) Read the sentence: “The little bear loves honey.” Let's swap the second and third words. What happened? (The little bear loves honey). Let now the first word become the last. What will happen? (Little bear loves honey). Let's replace the word "honey" with another. Katya will now use the word “tumbling”. Read the sentence (The little bear loves to tumble). And now? (The little bear loves to tumble).
Make up your own sentences with the word "bear cub". (The bear cub is clubfooted, The bear cub loves raspberries, The bear cub is sleeping...)
“Add sentence”
To develop speech activity and quick thinking in children.
Game rules. You need to find and say a word to make a complete sentence. You only need to add one word.
Game actions. Throwing and catching the ball.
Progress of the game. The teacher says a few words of the sentence, and the children must add new words to it to make a complete sentence, for example: “Mom bought ... - ... books, notebooks, a briefcase,” the children continue.
“Who will notice more fables?”
Teach children to notice fables, illogical situations, and explain them; develop the ability to distinguish the real from the imagined.
Game rules. Whoever notices a fable in a story or poem must put a chip in front of him, and at the end of the game name all the noticed fables.
Game action. Using chips. (Whoever noticed and explained the most fables won).
Progress of the game. Children sit down so that they can put chips on the table. The teacher explains the rules of the game:
Now I will read you an excerpt from Korney Chukovsky’s poem “Confusion.” There will be many fables in it. Try to notice and remember them. Whoever notices a fable will put down a chip, notice another fable, put a second chip next to it, etc. Whoever notices more fables wins. The chip can only be put down when you yourself have noticed the fable.
First, a small part of this poem is read, slowly, expressively, places with fables are emphasized.
After reading, the adult asks the children why the poem is called “Confusion.” Then the one who put aside fewer chips is asked to name the noticed fables. Children who have more chips name those fables that the first responder did not notice. You cannot repeat what has been said. If the child has placed more chips than fables in the poem, the teacher tells him that he did not follow the rules of the game and asks him to be more attentive next time.
Then the next part of the poem is read. We must ensure that children do not get tired, because... the game requires a lot of mental effort. Having noticed from the children’s behavior that they are tired, the teacher must stop playing. At the end of the game, those who noticed more fables and explained them correctly should be praised.