Games at camp to pass the time. Games in children's camp

In the initial period of the formation of a children's team, the pedagogically unorganized interaction of children often becomes the reason for their hostility towards each other, turning into conflicts, indifference to the affairs of the team, opposing themselves to the entire team, etc.

Special games for interaction help to avoid such troubles, the main goal of which is to establish close and friendly relationships between children, as well as between children and teachers. When these games are used correctly, relationships develop much faster and more favorably than in any other situation. What is the secret of such pedagogical success?

In our opinion, the main factors contributing to the rapid establishment of trust and friendship during the interaction game are:

The variety and dynamics of game situations, allowing for interaction with all members of the team in a short period of time;

Transition from a real situation of acquaintance (and interaction) to a game situation;

Extending the game situation beyond the actual game into children’s real, everyday relationships;

The ability to choose from a variety of options proposed by game technicians - strategies and tactics for managing the child’s behavior and his interaction with other children, not only in games, but also in the reality associated with these games;

Pedagogically organized, purposeful and systematic gaming activities;

Analysis of the psychological state of all children and the level of development of relationships in the children's team. This work must be carried out collectively.

Auxiliary factors that allow interaction games to achieve the desired effect:

The desire of children to assert themselves (this is especially typical for adolescence and adolescence);

The child’s desire to demonstrate character strengths is a “façade” (V. Frankl’s term);

The orientation of most children towards friendly, friendly relationships;

The positive role of the teacher (his positive “reinforcements”, “strokes” of both individual members of the group and the entire team as a whole).

The teacher must take into account that “satiation” with interaction games (overplaying) can lead to children developing a persistent aversion to them. Therefore, games must be combined with other activities (sports, group conversations, walks in nature, collective creative activities).

The teacher needs to make sure that children have the opportunity to take at least a little break from the busy schedule of the first days of their life in a new team, to be alone or with friends.

When to conduct interaction games? At any free or specially allocated time. 30-40 minutes should be specially allocated for this purpose (depending on the age of the children) in the first stages of forming relationships in a team or in a situation where serious problems have arisen in relationships between children in an already formed team.

It is necessary to take into account another, no less important circumstance: often relationships that were formed very quickly are unstable and unstable. In order for them to become strong, they need to be tested not only in gaming, but also in real everyday, sometimes serious conflict situations.

Let's look at games whose goal is to organize effective interaction and create a favorable climate in a children's team. Some of them have already been discussed in the “Dating Games” section, so we will not describe them again.

Chaos molecule! (option I)

The presenter explains the rules of the game - you need to form “compounds of molecules”, the number of which corresponds to the number named by him. He then commands the participants: “Chaos molecule!” The icons depict the random movement of molecules within a circle (it can be drawn in advance). Then the presenter announces: “Molecule-2! (3, 4, 5, etc.).” Having found the required number of “molecules”, the participants in the “compound” take turns calling their names to each other. In this case, you need to join hands.

After the required number of participants have found each other, the leader gives the command: “Molecule chaos!”, and the game starts over. At the end of the game, the leader can say: “Molecule squad!” In this case, the entire squad (group) must stand in a circle and hold hands.

Chaos molecule! (option II)

The rules of this game have already been described in the previous section. The second version of the game is noticeably more difficult. Participants must follow all the rules described earlier, but one more thing is added to them: they must move chaotically within a circle (room, hall) with their eyes closed.

In other words, when the leader commands: “Molecule-2,3, etc.,” the participants look for their pair, three, etc. with their eyes closed. The most difficult task is at the command of the presenter “Molecule group!” stand in a circle.

A necessary condition for the game is that you need to move with your eyes closed, without peeking, otherwise all interest (and therefore the result of the game) will be lost.

Notes. Careful observation of the movements of all group members will determine their level of anxiety, aggression, and fear; the nature of psychological defense.

Pay attention to children moving very carefully, holding their arms at chest level or extended forward - these are people with increased levels of anxiety.

Some children move too confidently, pushing everyone away with their shoulders and elbows, stepping on the feet of other participants. They go ahead like a tank - these are people with increased aggression (it is necessary to find out the reason for this aggression). Of course, there are children who move confidently, but at the same time try not to harm others, caring for their comrades.

And finally, there are children (the least of them) who move outside the limits of the main movement. These children make their movements very slowly and carefully - most likely they suffer from fears or phobias.

The teacher needs to identify children who take on the role of coordinator and organizer in the game - these are children with leadership and organizational abilities and skills. Most likely, they will help the teacher in the future when forming a children's team (provided they have a positive attitude).

It is very important after the game to discuss it and reflect (comprehend).

Mirror

The presenter is selected, his role is “person”. All the rest are “mirrors” (it would be more accurate to say “reflections”). The leader moves through a closed space (squad area, room, hall). He looks into the “mirrors” (at other participants in the game), and they “reflect” him, repeating all the actions that he performs. It is important that the “mirrors” accurately repeat the movements, postures, and facial expressions of the “person.” The reliability of the “reflection” is important for establishing contact and developing empathy.

The presenter changes after 2-3 minutes. This is necessary so that as many players as possible “try on” the role of a “person” and at the same time try to play the role of a “reflection”.

Notes. Positive reinforcement (encouragement) should be given to its most passive participants.

The magic of words

All participants count on “first-second”, and then form pairs in which there is one “first” and one “second” number.

The presenter says: “Close your eyes and imagine a ten-point scale. Find your mood at the moment. Mark it for yourself (you can write it down on a piece of paper).” Next, the task for the “first” numbers is to turn to their partners in a pair and make several positive statements about them.

For example: “I’m very glad that you and I are in the same pair”, “you have a very pleasant voice”, “I like your name”, “you are very beautiful today”, “you have a charming smile”, “you performed great yesterday in a concert,” etc. Then the guys change places, and the “second” numbers speak out.

After this, all participants are again asked to close their eyes and mark their mood on a ten-point scale. The “before” and “after” results must be compared.

The active participation of each player must be a prerequisite. You can give a minute to think about your statement.

Don't tell children that they need to compliment each other - a positive statement is a much broader and more capacious concept.

Some children (especially in opposite-sex couples) may have difficulty. Therefore, it is better for the presenter to make several cards in advance with positive statements written on them.

Associations

The game, as a rule, is played in a circle during the evening fire, gathering of the squad, etc. The person who will be discussed is chosen.

Participants must come up with who or what they associate this person with.

For example, who (or what) will this person turn out to be if he suddenly becomes:

Tree. painting

Flower. song

Furniture. river

Animals. plant

Bird. time of year

An option is possible when each participant in the game is described in the form of metaphors: “prickly hedgehog”, “perpetual motion machine”, “Captain Vrungel”, etc.

Notes. The game can be somewhat complicated: choose a driver, ask him to leave the premises or detachment place for a while. At this time, all participants choose the person to be discussed. After this, they invite the driver. His task is to use questions (see above) to find out the associations of players and name the one they are talking about.

If the presenter has coped with this task, then the one he guessed goes to “lead”.

Image makers

Presenter: “We are all interested in knowing what impression we make on other people, what they perceive in us as significant, but do not notice. Now there is an opportunity to participate in the collective creation of images of the people present here, that is, try yourself in the role of image makers.”

The player goes to the center of the circle. The presenter asks the children questions: What image do you have when you look at our hero? What picture can be created for this image? What kind of people surround him, what kind of interior or landscape makes up the background of his portrait? In what era does all this happen? What time of year surrounds our hero? etc.

It is necessary to select questions so as to reflect the diversity of the child’s inner world, the characteristics of his behavior, and the nature of interaction with other members of the team.

Notes. After discussing the advantages and individual disadvantages, you can continue the work of “image makers” to form a positive image of the hero. To do this, the guys must talk about the character traits and personal qualities that are desirable, but absent in him.

Penetrate the circle

All participants stand in a tight circle; shoulder to shoulder, facing the center. One person is behind the circle. He must penetrate the circle, influencing those around him by any means: persuasion, affection, orders, facial expressions, poses, etc. The only condition that cannot be violated under any circumstances is that the use of physical force and threats is prohibited.

Notes. The participant must find the weak link himself, that is, the person who will let him into the circle. Sometimes these attempts can take a very long time. In this case, the leader can interrupt the game and choose another driver.

Gesture relay

All participants sit in a circle. The presenter gives them the task of coming up with some gesture, movement, grimace with which everyone will participate in the game (snapping fingers, clapping palms, “horns” from fingers, sniffling, funny faces, etc.). After the gestures are invented, they need to be demonstrated to each other and try to remember everything that the other participants showed.

The presenter begins the game: he shows his gesture and the gesture of the person to whom he is passing the baton. The player’s task is to repeat the previous gesture (the leader), his own gesture and the gesture of the participant to whom the baton is passed. Thus, each of the participants shows three gestures: the previous participant, his own and the next participant.

Notes. At first glance, this is a game of attention (children very often get confused, forget to demonstrate some of the gestures, etc.). However, 5-7 minutes after the start of the game, you can notice that some gestures (and, accordingly, the participants) are repeated more often than others. Why? The reason is not that some gestures are more memorable. Practice shows that more often they choose guys who are pleasant to talk to and who have managed to successfully prove themselves in some business.

In order for the game to be interesting, a simple condition must be observed - it must take place in complete silence.

7-8 minutes after the start of the game, it can be complicated by giving the participants the task of doubling the pace of the game.

The game can make a shocking impression on “uninitiated” people who are nearby - try to make sure that strangers do not see it.

Crocodiles

The game is very similar to the previous one and demonstrates the relationships, likes and preferences that are formed in the team.

All participants sit in a circle. At the command of the leader (starting with himself), the players are settled in order.

The presenter is number one, he says: “Five crocodiles were flying across the sky.” The player with number “five” asks: “Why five?” The presenter answers: “How much?” The player names any number that does not exceed the number of participants in the game. Now the player whose number was called begins to ask questions and continues the game.

It is important for players not to get confused and to conduct dialogue correctly at a fast pace.

Notes:

Some time after the start of the game, you can ask the participants to play faster.

For some guys, the game may cause bewilderment: “What is all this for?” Explain that “crocodiles” is a very subtle psychological game (of course, this is not entirely true, but children need to be motivated), which helps to identify the level of team cohesion.

If you play "Crocodiles" for at least 10-15 minutes for 3-4 days, you will notice that children play faster and faster each time.

After a few days, it happens that the numbers that children choose more often than others change. This is natural, since there is an obvious dynamic in the development of relationships in the team.

Money box

Each participant can move within the room, choose a communication partner and ask him for any objects, things, decorations. It is important to convince your comrades that without this item your life will lose all meaning, that the thing is vital for you. It is prohibited to deceive or forcibly take things from each other. The transfer can only take place on a voluntary basis.

Notes:

Whoever has the most things is the winner. But maybe the winner is the one who has nothing left?

What was the begging process like? Who was asked the most and why? Why did you give away your or already begged things? These are questions that should be discussed with children after the game.

It is necessary to ensure that valuables and jewelry (including jewelry) are returned to their owners after the game.

Zoo

Each participant has a sign with the name of the animal attached to their back. There are two signs with the same name in the group. They are held by different players. It’s not difficult to read what’s written on a friend’s back. But can you read what is written on your back? You need to find your “mate”. The main rule of this game is that its participants are forbidden to talk to each other.

It is allowed to interact with each other using facial expressions and gestures, postures and conventional signs: “yes” - nod of the head, “no” - negative shake of the head, etc.

Notes. It is possible to replace the names of animals with numbers, flowers, geometric shapes, etc.

Declamation lessons

The children are given the task: to expressively read a famous poem in chorus (at the same tempo and rhythm). This “lesson” usually does not cause serious difficulties. The next one is much more difficult - to read the same poem with the same intonation, at the same pace and rhythm, and at the same time the “students” must pronounce the words in turn, sitting in a circle.

Notes. You can teach the same “lesson” several times. Does the quality of recitation improve after repeated repetitions? What is the children's mood? Or maybe it's time to change the poem? Ask the children a series of questions: How did they feel during the “lessons”? To what extent did they manage to overcome the psychological barrier (shyness, constraint)? How did they tune in to the same wavelength as the “class”? How did their mood change?

Direction

The participants of the game stand in a line facing one direction. The leader begins to count or clap his hands rhythmically. For each count or clap, participants jump, turning 90°.

The players' task is to all turn in one direction and try to do it as quickly as possible. The task is completed in silence; you cannot talk to each other.

Notes. Watch how the guys negotiate among themselves, who takes the most active part in this, who takes on the functions of a coordinator or organizer.

The game brings the group together, improves children's mood, relieves physical tension and muscle tension. We recommend playing to rhythmic music!

Hello! You imagine...

The presenter turns to the participant sitting (standing) to his left and cheerfully says: “Hello! Can you imagine...” and then tells him some news, tells a funny story, incident, anecdote.

The participant’s task is to listen carefully and rejoice with the presenter. Then the participant turns to the neighbor on the left and also joyfully says: “Hello! Can you imagine...” and ends the sentence with his own news, incident, history.

Notes. You can change the task during the game. For example, ask children to retell the same news, story, incident. Observe how the information initially provided changes (it may become more concise, or perhaps more extensive).

Giant checkers

The presenter invites the children to play checkers. The role of checkers pieces on a pre-drawn field is performed by the children themselves. The main rule is that from the very beginning of the game, all participants are strictly forbidden to talk to each other. So the game begins! The first thing the guys need to do is split into two teams.

After the first task is completed, the leader asks one person from each team to come up to him and “pull out” their team color (black or white). Then each participant in the game must independently take his place on the checkers board. White makes the first move. Then everything goes according to the rules of the game of checkers:

Checkers move only on black squares and cannot move backwards;

In one move, a checker can only move one square;

A checker can hit the enemy back and forth across one square;

In one move you can hit several enemy checkers (if possible);

Having reached the last row of opponent's cells, the checker becomes a queen;

The queen can walk back and forth along the entire line of cells, hitting several enemy checkers at once (if there is such an opportunity).

The game ends when only checkers of one color remain on the field or when it becomes clear that winning is impossible (draw).

The one who is eliminated from the game has the right to advise other team members where to go. But the final decision is made by the checker on the field.

The “checker”, becoming a “queen”, folds his arms crosswise on his chest. All moves are made only at the command of the leader.

Notes:

For this game, you need to prepare a pre-designated area with enough space for everyone. We remind you that on a checkers field, just like on a chess field, there are 64 cells. On each side of the field, the game involves 12 checkers of each color.

Children should be familiarized with the rules before starting the game in order to be able to ask clarifying questions.

If some guys didn't have enough space on the team and were left out of the game, try to bring them into the game next time. But now they, like all participants, are deprived of the right to vote.

Ball on the blanket

To play the game you need a blanket and a ball. Participants stand along the perimeter of the blanket, grasp its edges, lift it from the floor and stretch it so that a flat surface is formed. The presenter places a ball on the blanket.

The participants' task is to prevent the ball from falling from the blanket to the floor. Only well-functioning interaction between all participants in the game will prevent the ball from rolling onto the floor.

Notes:

Make sure that the blanket is sufficiently taut and does not create any depressions into which the ball could roll.

Warn children that the blanket should not be pulled too tightly, otherwise it may simply tear.

Leaders must be closely observed to determine how they influence others.

Killer (Option I)

Despite its scary name, the game is very interesting. All participants stand in a circle (facing the center), pressing their shoulders tightly against each other. The leader is outside the circle. He walks around it and says some nursery rhyme or simply keeps score of the players. The leader, unnoticed by others, touches one of the players with his hand so that he clearly feels this touch. This player becomes the driver (“killer”). His task is to remove (“kill”) as many participants as possible from the game. The players' task is to find the "killer".

At the command of the leader, everyone disperses and begins to move chaotically within a certain space. A prerequisite is that everyone must shake hands (shak hands). Moreover, this must be done an unlimited number of times. The “Killer” also shakes hands with the players, but when shaking, he makes an imperceptible movement - with his finger, as it were, he slightly scratches the palm of the one with whom he is greeting.

If the “victim” greeted the “killer” and he made such a movement, then she leaves the playing field. The main rule is that the “victim” ire must (neither by word, nor by facial expressions, nor by any other means) make it clear to other players that she has been “killed.” Therefore, she makes two more handshakes with any players and only after that leaves the game.

You cannot refuse a handshake. If one of the players has a suspicion that someone is a “killer,” he raises his hand up and says: “I have a suspicion!” The host interrupts the game and asks all participants (except those who have already dropped out): “Who else has suspicions?” If three or four such participants are recruited together with the first player, then the leader counts to three, and they point to the one they suspect.

If they point to the same participant (whether he is the "killer" or not), that person leaves the playing field. If they have identified the "killer", then the game is over. If a regular participant drops out, the game continues. If they point to different participants, then the game continues and no one drops out.

If the “killer” completed his task, then he won. If he is exposed, then victory is for the whole group.

Notes:

The game is played in complete silence. Talking, consulting, exchanging suspicions is prohibited.

The eliminated participants do not comment on what is happening on the site and, of course, do not name the one who “killed” them.

6-7 games can be played in one round.

Killer (Option II)

Number of participants: 15-40 people. Everyone stands in a circle, facing each other. At the initial stage, you need to press your shoulders tightly against each other. At the leader’s command, everyone closes their eyes, and he walks in a circle and recites a nursery rhyme or simply counts the players. Based on the number of players, the presenter randomly selects “killers”. In order for the “killers” to understand that they are “killers,” the leader must touch their back or shoulder with his hand. No one, except the person touched by the presenter, as well as the presenter himself, knows who the “killer” is. There can be from one to three or four “killers”. Then everyone opens their eyes and, at the leader’s command, take half a step back. The game begins. It passes in complete silence!

The task of the “killers” is to eliminate as many players as possible from the game. The task of all players is to identify the “killers” as quickly as possible and remove them from the game.

How does the “murder” happen? The “killer” winks at his “victim” with one eye the moment their eyes meet. Usually a moment is chosen when no one is looking at the “killer” except the “victim”. If the “victim” saw that she was “killed,” then she folds her arms over her chest (“victims” can leave the circle or sit down - the main thing is that other players understand that these participants have dropped out of the game).

If one of the participants saw the “killer” winking at someone, he raised his hand and said: “I have a suspicion!” The facilitator asks the participants: “Does anyone else have any suspicions?” If there are at least three people who raise their hands, then the leader counts to three. On the count of “Three!” players must simultaneously point to the suspects. If they (at least three people) pointed at the same person, he is eliminated from the game, regardless of whether he is a “killer” or not. The number of those who suspect may be more than three people. If less than three people have identified the real “killer,” then he remains in the game.

Notes:

According to the rules of the game, you cannot look away; it is necessary to look at the faces of the participants.

Players' vision must be good enough to notice the wink.

You can’t show emotions, shout out, suggest to play silently.

If one “killer” winks at another, then this is a “blank shot.” The "killer" cannot bring out the "killer". This is how their “quiet” acquaintance occurs.

. “Killers” can also act as suspects. They can “agree” on this with their glances. Voting is another way for them to “kill.”

Although this is a game of interaction and is played at the initial stage of forming a children's team, since the children really like it, they play it later.

Rubber band

To play the game you need the following items: a plastic cup, an elastic band, a skein of strong thread. Several strings (according to the number of participants) 30-80 cm long are tied to an elastic band. A plastic cup is placed in the middle of the circle. Each participant picks up one thread.

The participants’ task is to stretch the rubber band so that it can be put on the cup, then move the cup to the place indicated by the presenter.

Notes:

To introduce an element of excitement and competition, you can invite two or three teams to perform a speed exercise.

The teacher needs to carefully monitor the manifestation of leadership and organizational abilities of the participants.

Mimicry

The participants of the game sit in a circle. The presenter comes up with some movement and shows it to the neighbor, who must imitate this movement with his eyes closed. Then the next player repeats the same movement (with his eyes closed) and so on in a circle. At the end of the game, everyone shares their feelings.

The presenter finds a newspaper article or note in advance that can be read in a short period of time.

He reads this article (along with the title) to the participant sitting next to him, without others hearing its contents. The task of the person to whom the article was read is to retell it to the next participant, and so on in a circle.

It is better if the last participant retells its contents out loud for all participants.

Notes:

Practice shows that a decrease in the amount of information becomes noticeable when retelling an article already on the second or third participant, and its obvious distortion - on the sixth or seventh. Sometimes information, having made a circle, returns to the presenter with the exact opposite of the original meaning.

The “Media” game is very similar to the “Broken Phone” game. Try discussing this situation with your children. Why has the information changed so much?

It is worth noting that in some cases information may not be distorted by participants, but a decrease in its volume always occurs.

Check

Participants sit in a circle. The presenter calls the number, and that is how many participants must rise from their seats. Participants do not have the right to negotiate, but non-verbal interaction is allowed. Until the group acts together well enough, the game cannot continue.

Notes. It is necessary to bring the game to completion; Positive reinforcement is important. This game can be played standing in a circle: the participants, at the command of the leader, must take a step forward.

Counting to ten

The game is very similar to the previous one. But the players’ task changes somewhat: it is necessary, without agreeing with each other, to count out loud from one to ten. It is important to bring your counting to perfection.

A fairy tale with a continuation

The presenter begins to tell some fairy tale or story unknown to the children. After the first 6-7 sentences, he interrupts his narration and passes the floor to the next participant.

The player’s task is to come up with a short continuation of the fairy tale (3-4 sentences). Each participant has the right to change the plot of the fairy tale, introduce new characters into it, or, conversely, exclude someone. It is forbidden to interrupt the speaker. He has every right to compose his passage as he sees fit.

When all participants in the circle have taken part in composing a fairy tale, the floor again passes to the presenter, and he finishes the story.

Notes. Be prepared for the fact that the story will develop not as you would like, but as the storytellers decide. Namely:

Fairy tale heroes will often die, perish, disappear;

The heroes of a fairy tale can be real-life people, members of a team, and sometimes the teachers themselves who conduct this game;

There will likely be a frequent appearance of negative characters who will confuse the whole action and do all sorts of nasty things;

Some episodes of the tale will contradict each other;

Children can think for a long time about their episode of a fairy tale;

Some children will refuse to participate in writing, and some, on the contrary, will intervene even before they are given the floor, etc.

In order to avoid such developments, the teacher needs to take control of the sequence.

It makes sense to play the game several times over 2-3 days. Then the interaction of children becomes more harmonious, purposeful, the content of the fairy tale is kinder, and the plot is more logical.

HAHA!

For this game, you need to choose a platform on which all participants could lie down. First, one participant lies down, then another lies with his head on his stomach, the third with his head on the stomach of the second, the fourth with the third, etc., until all participants are settled on the floor. The circle of participants lying on the floor should be closed: the head of the last player should lie on the stomach of the first player.

The first participant loudly pronounces the word “ha!”, the second says it twice, the third three times, etc. The main task of the participants is not to make a mistake in the number of words that need to be pronounced and try not to laugh.

If these rules are broken, the game starts over. This happens until the last participant says the word “ha!” the required number of times, while no one should laugh.

Notes. Before starting the game, you need to wash the floor or lay some kind of bedding on it. If the game is played on grass, the ground should be warm.

The blind man and the guide

Leading: “Do we trust other people, do we trust ourselves? How often we lack this and how much we sometimes lose from it... Now everyone get up, close your eyes and walk around the room. Thank you, open your eyes. Now divide into pairs. In these couples, everyone can feel like a “blind” or a “guide”. Define your roles in each pair.”

So, one of the pair closes his eyes and becomes “blind”, and the second will lead him along a special route with obstacles (any furniture can be used as obstacles). The “guide” uses his hands to insure and guide his charge. Then the participants change roles.

You can complicate the task: guide the “blind” without using your hands, but only with the help of commands, advice or warnings.

After both participants in a pair have completed these exercises, a discussion of feelings is held (did you trust your partner or not, did you feel comfortable or constrained, did the “guide” feel responsible for the “blind” person, etc.).

Then the exercise can be repeated, changing participants in pairs (at their request).

Notes. Be careful: the objects that the “blind” will walk around must be light, otherwise you can get bruises or even damage your limbs.

Bees and snakes

Before starting the game, you need to split into two groups approximately equal in number of players. Those who want to become “bees” go, for example, to the window, and those who want to play on the “snakes” team go to the wall opposite. Each group must choose its own "king".

Then both "kings" go out the door and wait to be called. The host hides two objects, and the “kings” must find them. The "King of Bees" must find "honey" (for example, a sponge), and the "King of Snakes" must find a "lizard" (for example, a pencil).

"Bees" and "snakes" must help their "kings". Each group can do this by making certain sounds. All the bees will buzz: “W-w-w-w-w-w-w...”. The closer their “king” comes to the “honey”, the louder the buzzing should be. And the “snakes” help their “king” by hissing: “Sh-sh-sh-sh-sh-sh-sh...”. The closer their “king” gets to the “lizard,” the louder the hissing should be.

After explaining the rules of the game, the “kings” go out the door, the “bees” and “snakes” take their places. It must be remembered that no one should speak during the game. The winner is the group whose “king” found his item faster.

Notes. After the game, the children need to answer the following questions:

Did your group do a good job helping their “king”?

How did you interact with each other?

How did you feel as “king”?

What was the most difficult thing for you in this role?

Are you satisfied with your subjects?

Do you think “honey” and “lizard” are equally easy to find?

Caterpillar

Leading:“Everyone is lining up in a line behind each other, and now - attention! Each participant places his right hand between his legs to the neighbor standing behind him, and with his left hand he takes the palm of the person standing in front. We have formed a chain that resembles a caterpillar. Now let's move forward without breaking the chain! Let's move back! Let's not break the chain!

Great! And now the most difficult task: moving backwards, the entire caterpillar must lie on the floor! How? First, the last participant lies down on the floor, passing over the last one, the second to last one, etc.

Do not forget about the main condition - do not release your hands under any circumstances! If it is violated, then the game starts all over again!”

At the end of the game, the “caterpillar” must stand up in the same way: first the very first player stands up, and then the second, etc.

Comment. To play the game you need a site, and all participants must wear sportswear or trousers or jeans.

Crossing

To play, you need two benches or two squares made of any material (cardboard, plywood, whatman paper, etc.), located at a distance of 40-90 cm from each other (depending on the height of the participants).

The group is divided into two teams, each of which takes its place on the square. The task of each team is to change places with the other team by stepping only on these squares. If someone makes an attack, then everything starts all over again. The game leader must clearly show the boundaries of the square before starting (the team must stand very tightly on this square, there should be no free space).

Notes. At the end of the game, its participants share their impressions.

Rope

To play, you need to take a rope and tie its ends so that a ring is formed. The length of the rope depends on the number of participants in the game. The guys stand in a circle and grab the rope, which is inside the circle, with both hands. All participants need to close their eyes and, without letting go of the rope, build a triangle (or square, star, hexagon).

It is important to play without peeking!

Notes. Practice shows that at first there will be a pause and the guys will be inactive. Then one of them will offer, for example, to calculate and then build a triangle according to serial numbers, and then begin to direct the actions. Leaders usually behave this way.

A mysterious stranger

The presenter makes a riddle for one of the participants in the game and gives everyone clues (by talking or writing them down, they can also be in the form of picture puzzles) about this riddled participant. The host offers clues on behalf of the “mysterious stranger.”

For example: “I have blue eyes”, “I have blond hair”, “I can play the guitar”. Hints should be clear and concise. When the presenter has said all the clues, he asks: “Who am I?”

The task of the participants is to guess which of those present was guessed by the presenter. If the players have not guessed who it is, then the presenter repeats all the clues again and asks the “mysterious stranger” to stand up. When inviting the “stranger” to stand, the presenter must look him straight in the eyes.

Notes. Younger children may, without any prompting from you, begin to list the names of everyone sitting next to them.

Gymnastics late

The game can be played during morning exercises. Participants stand facing the game leader. He shows the group gymnastic exercises (a set of morning exercises is quite suitable).

The group must repeat the movements, but with a delay of one movement. Gradually the pace of movements increases, the movements become more complicated.

There-there

To play the game, you need to imagine that all its participants are members of a primitive African tribe. They stand in a circle and close their eyes. The presenter invites the children to pretend to play the tam-tam. To do this, children must beat out the rhythm on their knees.

The participants’ task is to find a common, collective rhythm. At first it is quite difficult to do this, but gradually the rhythm becomes synchronous and, finally, all participants begin to produce a single rhythm on their tam-tams.

Another option: after one of the group members, everyone in turn (in a circle) repeats the given rhythm, clapping their hands.

Oops!

The participants in the game are counted out in order. Everyone remembers their number. The presenter calls two serial numbers (based on the total number of players). The guys whose numbers were called say “Oops!” and quickly change places with each other. At this time, the presenter tries to take the place of one of them. If he managed to do this, then the one who was late to take the free seat starts driving.

Notes. At the end of the game, the presenter can name not two, but several numbers at once. Turmoil guaranteed!

Empathy

First, the most empathetic person from the group is selected. The rest of the participants are given pieces of paper on which states and moods are written that they must reproduce. Moreover, they must be reproduced in such a way that the one who solves them can recognize them.

In 1-2 minutes it is necessary to “enter” this state so that the driver can guess what is written on the next participant’s card.

Notes. The following states and moods can be listed on the cards: boredom, anger, disgust, fear, admiration, joy, sadness, fear, surprise, contempt, pride, thoughtfulness, irony, etc.

I trust!

Participants are divided into pairs. It is advisable if a girl and a boy participate in the game. The girl stands with her back to the boy and says: “I trust!” falls into his hands. The boy's task is to pick up the girl.

Free flight

Participants stand in pairs (4-5 pairs) opposite each other and hold their outstretched arms tightly. One of the participants runs up and jumps face forward onto the hands of those standing in pairs. To ensure that no one gets hurt, the jumper’s arms should be pressed to the body or extended forward.

Notes. An option is possible when a participant falls face down from a small elevation (about a meter high) onto the clasped hands of other players.

Mafia

Despite the ominous name, the game is so interesting and exciting that not only children, but also adults enjoy playing it. To carry it out, you will need the rich imagination and imagination of each of its participants and a minimum of preliminary preparation.

Before the game, you need to prepare cards for everyone except the host. It is very important to maintain role proportions, since the success of the entire game directly depends on this. Let's say there are 25 people in the game. We make 25 cards:

20 pieces without any markings (these are law-abiding citizens - civilians);

3 pieces with crosses depicted on them (these are “mafia”);

1 card with the inscription “Ambulance”;

1 card with the inscription “Police Commissioner”.

Participants sit in a circle so that everyone can be seen and no one touches each other. The leader goes around the circle and distributes cards. Having received them, players must look at what is written or drawn on them. They must do this in such a way that other players do not read the entry on the card. This is the intrigue: no one should know who is who!

Player tasks:

. “mafiosi” must destroy all “civilians”;

. “civilians” must expose and destroy the “mafia”;

. the “police commissioner” must destroy the “mafia”;

. The ambulance must help those who were shot by the mafia.

The playing time is not regulated. It continues until the “mafia” or “civilians” win complete victory

After the rules are explained to the participants, the game begins. The presenter asks everyone to close their eyes and begins the story:

Imagine that we are residents of the beautiful Italian city of Palermo. A gang of mafiosi is operating in the city. Nobody knows them by sight. During the day they look like ordinary people, and at night they begin to hunt the inhabitants of Palermo.

So, night spread its arms over Palermo. Today, under the cover of darkness, mafiosi go out on their next business. (Players with cards with crosses on them open their eyes.) They recognize each other (the players make eye contact) and take their shot! (“Mafiosi” should only show with their glances or hand gestures who they want to take out of the game. This must be done in such a way that the leader understands who their victim is. At the same time, those sitting next to them should not feel any movements.)

It was a beautiful morning. The residents of Palermo are waking up. From the morning television news they learn that a murder was committed in the city tonight... (The name of the person who was taken out of the game by the “mafia” is given. The presenter can name both the real names of the participants and the Italian names he himself invented. The main thing is that everyone understand who we are talking about.) Dear residents! We are asking you to give us testimony regarding everything strange and unusual that you saw or heard tonight.

Next is the improvisation of the presenter and all the “residents” sharing their suspicions. When making accusations, a witness must explain as convincingly as possible why he suspects a particular participant. The presenter takes testimony, but no more than 3-4 suspects in one round of the game (one day).

If the most votes are against one of the suspects, he is eliminated from the game, regardless of whether he is a “mafioso” or a “civilian.” This is one of the features of the game - you can, without wanting to, take both the “peaceful”, innocent “resident” and the “mafioso” out of the game.

After a player is eliminated from the game, he reveals his card and names his role. All “killed” and eliminated participants leave the circle. Game continues.

At the second stage of the game - after the “mafia” shot, when the “mafiosi” close their eyes, the presenter puts into action the “ambulance”. The task of this player is to save the “killed” person. He indicates with a nod of his head or a hand gesture to the one he wants to save. He may make a mistake, or he may actually get the “mafia” victim out of the attack.

At the same stage, the “police commissioner” is included in the game. His task is to take a shot at the “mafioso”. However, he does not know who the “mafioso” is and therefore can kill a “civilian.” This scenario does not honor him, and therefore he can refuse the right to fire

The game continues until one of the sides wins.

Notes:

The average game duration is 20-25 minutes.

Typically, a series of 4-5 games is played to encourage more children to take on different roles.

However, there will be children in the team who, with enviable consistency, will play the role of “civilians.”

Oddly enough, the vast majority of children want to be the “mafia” in this game...

Various modifications of this game are known (with additional roles of “maniac”, etc.).

Dear Killer

Another game with a not very pleasant name, but also very fun and exciting. Its peculiarity is that you can play and simultaneously perform any other activities: communicate, play, read, etc.

To play the game, a little preliminary preparation is required, namely: you need to prepare cards according to the number of players (for teachers too). Each card contains the first and last name of the participant. The children themselves can take on this work, each writing their own names and surnames on their own cards.

All cards are collected by the game organizer, shuffled, and then distributed to each player. Thus, each participant has a card with the first and last name of the other player. This is a “killer order”. None of the players should know who placed the “order” for his “killing”. At the same time, each player knows the first and last name of his “victim”, but must not tell anyone about it.

The “killer” must carry out the “order” (“kill” his victim), and the “victim” must not create conditions for his “murder”.

The ultimate goal of the “killer” is to collect the cards of all players.

After all the cards have been dealt, the presenter announces the rules to start the game:

. the “murder” must take place at a time when the “killer” and the “victim” are alone, without witnesses;

You cannot use physical force to artificially create such a situation;

. a “murder” is considered to have taken place if the “killer,” being alone with his “victim,” shows her a card with her name;

After the “killer” has committed the “murder”, the “victim” gives him a card with his “order”. After this, the “killer” has a new “victim”;

The game ends when one of the players has all the cards.

The duration of the game is from several hours to several days. It all depends on the number of participants; it can vary from 20-25 to 100 people. It’s probably possible to play with a larger team, but we haven’t tried it yet.

Notes:

It occasionally happens that when cards are dealt to a player, a card with his name appears. In this situation, the participant must, unnoticed by others, contact the game leader. While the game is just beginning, the host has the opportunity to quietly exchange “orders” between two players (with their mutual consent, of course). At the same time, none of them should know who placed the new “order”.

The name of the “killer” and the name of his “victim” must be kept secret. Otherwise, the game loses all meaning and becomes uninteresting.

Very often controversial situations arise that relate to issues of “purity” of fulfilling an “order”. These situations are decided only by the game leader at his own discretion.

Once the “victim” is “killed,” she must not tell anyone about it.

If the game is played in one team, then it is not difficult to find out the name of the “victim”. It is more difficult to fulfill the “order” if the “victim” is not a member of the team in which the “killer” is located. This condition causes particular difficulties for younger children, since they are very spontaneous and can ask all participants for first and last names, thereby giving themselves away.

Candle

Participants sit in a circle. It is better if the room is twilight or completely dark. In the center of the circle is a chair with a burning candle. Anyone can sit on a chair, take the candle in their hands and look at it, bringing it to their eyes. The others ask questions. The questions relate to the personal qualities, hobbies, and character traits of the participant who answers them. Answers should be as sincere as possible, and questions should be deep and sincere.

You can play this game a little differently - the one sitting on the chair asks all the children questions. These questions should be something like this: how does the whole group see this member of the team, how does it perceive him, what impression does he make, etc. It is advisable that as many children as possible take part in answering the questions.

Notes:

This game can be played if more or less friendly, trusting relationships have already been formed in the children's team.

Provocative questions (including those related to a person’s intimate, personal life) are not allowed. This condition must be discussed with the participants in advance.

It is likely that there will be children who will not want to be in a role that is very unusual for them. No need to force them.

Facial expressions and gestures

Such games are necessary for the development of paralinguistic (extralinguistic) means of communication, as well as for the development of a free, relaxed style of communication.

Tasks:

Each participant, using only gestures, tries to show two opposite states, for example: anger and pleasure, sadness and joy, fatigue and vigor, tension and looseness, anger and kindness, etc.

The same thing, only with the help of facial expressions (without gestures).

The same thing, but now with the help of facial expressions and gestures.

Everyone is divided into pairs. Each pair takes turns performing the task in front of the whole group.

For example, one of the partners receives a note with approximately the following text: “rearrange the furniture in the classroom”, “erase from the board and write a new text”, “leave the class and bring water in a glass”, etc. d.

The person who receives the note must convey the information to his partner using only facial expressions and gestures. The second one does. The group must evaluate how accurately the task was completed.

Seeing others

This game is about paying attention to each other:

One participant sits with his back to the audience. He must describe in detail the appearance of someone present - details of the costume, hairstyle, shoes, etc.

One of the participants is called. The whole group together must reproduce the sequence of his behavior: gestures, actions, statements from the very beginning of the lesson until this moment (for example, in the last half hour).

Study with an object

The purpose of the game is to demonstrate the role of a friendly atmosphere in creating the mood of the participants.

Two people are given the task to come up with two studies with objects. For example, one sketch with a diplomat (the diplomat can replace a mirror, a picture that needs to be attached to the wall, etc.). The second is with a ruler (a ruler can play the role of a pointer, cane, knife, etc.). While the two are preparing outside the classroom door or outside the playground, the facilitator negotiates with the audience about the group reaction.

For example, the sketch of the first performer is met with approval (smiles, friendly glances, interest on their faces). The second sketch is greeted coldly by the participants (indifferent faces, boring eyes, yawning). Replies from the floor are not recommended.

Then both performers talk about their feelings and evaluate the sketches. As a rule, a sketch performed in a situation of “indifference” is rated lower by the author himself than a sketch performed in a situation of “interest.” Then the essence of the “conspiracy” is revealed to the performers and the problem of psychological support is discussed with the entire audience.

Coherence of Thoughts

This game helps you learn to tune in to each other and be able to fully engage in the situation.

Two people come out. The first one stands 2-3 meters from the second one, with his back turned; the second one looks at the back of his head. The second partner’s task is to give the first a mental order to look back. The first knows about the task of the second, but does not know exactly when the order will follow.

Both players must be free and ready to feel their partner with their whole being.

So that the audience knows when an order is sent, the second partner raises his hand at this moment.

Labyrinth

The game consists of five stages and helps to identify visual, auditory and kinesthetic learners in the group.

First stage. Three participants, located in the center of the site, are given the task: to walk through an imaginary labyrinth with their eyes closed. The group observes the physical condition of the performers (movements are free or constrained, whether the muscles are tight, what is the position of the head, hands, is there any fussiness, etc.). After 1-2 minutes of “wandering,” the participant is asked to describe “his” labyrinth.

The initial description is usually very short: 1-2 sentences, most often a definition of the place. For example: “it was a dark, damp dungeon”, “it was a glass labyrinth”, “this was the corridor of a spaceship”. The group may note stiffness and tension in the muscles, shoulder girdle, arms, and pelvis.

Second phase. The same participants are asked to examine the maze while walking through it (the task is performed with their eyes closed). When describing the labyrinth, the group makes sure that the describers do not stray into describing sounds and sensations. For example:

. “It was a glass labyrinth, very transparent, sparkling so much that it hurt the eyes” (the group should notice the kinesthetic word “hurt” and correct the narrator).

. “It was a corridor of a spaceship with blue walls and light from somewhere below. I heard... (the group stops) I saw a very beautiful remote control, on which there were many colorful lights.”

. “This is a dark dungeon with gray stone walls. I had a small candle in my hands, from which there was almost no light. I saw water flowing down the walls...”

After the description, the group discusses the physical condition of the participants. A high head and freer hand movements will likely be noted.

Third stage. It is suggested that you walk through the maze and “hear” the maximum number of sounds. When describing sounds, the group makes sure that the participants do not get confused by pictures and sensations. For example:

. “The walls in this labyrinth rang like glass in a sideboard when a truck passes.”

. “There was a special, ringing silence there. All the devices worked silently, the special coating muffled the sound of footsteps, and yet I felt... (the group stops), I heard quiet breathing behind me.”

When the group describes the physical condition of the participants, they will probably note a head tilted to the shoulder, less constrained hand movements compared to the first stage of the game, and perhaps a cautious gait.

Fourth stage. Participants need to describe how they feel while walking through the maze (temperature, humidity, smell, etc.):

. “It was a very hot labyrinth, the sun was so hot that I was melting. And the walls were cold. I really wanted to get out, but I couldn’t find a way out. I wanted to break down the walls."

. “I was damp and cold, I stumbled and fell on sharp stones - it was very painful. I really wanted warm light and someone to be near.” (The group should note that in this case the subject’s movements were free, his face was down, his step was light.)

. “I felt the breath of another person behind my back and I felt very calm that I was not alone. The walls were soft and the floor was springy. In general, it was a very convenient corridor. I felt comfortable."

Fifth stage. The last “pass” through the maze with the task of “seeing,” “hearing,” and “feeling.” After this, a complete description is given, which is compared with the original one. The changes that occurred in the physical condition of the participants are analyzed.

In conclusion, the floor is given to the subjects to analyze their condition, what hindered and helped when performing the exercise, etc.

Notes. This game can also be played in a group with a large number of participants (up to 12-14 people). In this case, the discussion should be very dynamic, and the training facilitator should take on the role of coordinator. He must single out from the entire group those who described the labyrinth as visual, auditory, and kinesthetic.

Choki na pshoda

The game must be played after first learning the words. All children stand in a circle, facing the center; the circle should be wide, so the players need to stand so that they are at a distance of 40-50 cm from each other. The leader says the words and shows the movements, everyone repeats after him:

Choki na pshoda (arms slightly bent at the elbows, extended forward, palms clenched into fists, thumbs up).

Elbows to the rear (elbows pressed to the body).

Legs are skeletal (squat slightly).

Knees are swollen (feet turn inward).

Belly operas (the belly is pushed forward).

Brod on the belly (the head is lowered onto the chest).

Tongue out (stick out tongue).

Ear to shoulder (the head is tilted, now to the right, now to the left).

And himself with a mustache, and himself with a mustache, and himself with a mustache: O-pa! (turn left or right).

The lines are spoken in the following order: first the first and last, then the first, second and last; then - the first, second, third and last, etc.; at the end all lines are repeated. It is necessary to repeat not only all the words, but also all the movements. During the game, children walk in a circle (to the left, then to the right), turning at the command of the leader “O-pa!”

Notes. At the end of the game it makes sense to take a photo. We think it will enjoy continued popularity. In addition, if you play in winter, you can also warm up.

Santiki-candy wrappers-limpopo

The game involves from 15 to 40 people. Everyone stands in a circle, facing each other. One of the players is called for the circle. At this time, those remaining in the circle, unnoticed by him, choose the “ringleader”, and the game begins.

Everyone starts clapping their hands and repeating to the beat: “Santiki-candy wrappers-limpopo!” The driver is invited to the circle. From this moment on, from time to time the “ringleader” changes his movements (walks in place, rubs his stomach, slaps himself on the stomach, cheeks, shows a tease with his hands, etc.).

The players’ task is to repeat all of the “ringleader’s” movements. The driver’s task is to guess who the “ringleader” is. If the “ringleader” has been identified, then he becomes the driver and goes out of the circle. The game starts over.

Mail

15-40 people participate. Everyone stands in a circle, facing each other and holding hands. The driver stands inside the circle.

One of the participants says: “I am sending a telegram (letter),” and names his addressee. The “letter” is transmitted with a light handshake. You can only shake hands with the neighbor on your right or left. The handshake is passed clockwise (or counterclockwise) by all participants in the game.

The driver’s task is to intercept the “letter,” that is, to see who is delivering it. If he intercepted the “letter,” then the participant who transmitted it becomes the driver. If the letter reaches its addressee, then he says: “I received the letter” and sends it to one of the players.

A swan was flying

All children form a circle, facing the center. The circle should be quite wide, so you need to stand so that you are at a distance of 30-40 cm from each other. The arms are extended forward, the palms of each participant lie on the palms of the person standing next to them or support them.

One of the players begins a children's rhyme: “A swan was flying across the blue sky, he wished for a number...”. Each of the guys says only one word from the counting rhyme. The one who needs to name the number calls it, and the next ones start counting. At the same time, everyone makes a clap on the neighbor’s palm.

The one who received the final number must not miss it and remove his palm from under his neighbor’s clap in time.

Knot

Children stand in a circle and hold hands. The driver goes outside the circle and turns to the side. At this time, the first participant begins to “tangle the knot,” that is, while continuing to hold hands, he twists the hands of the other participants, steps over them with his feet, passes others between the legs, etc.

All participants actively help him and also “tangle the knot” themselves. When the “knot is tied,” the driver is called. His task is to correctly “unravel” the tied “knot”.

Aram-shim-shim

A variation of the famous spin the bottle game. By the way, both adults and children play it with pleasure. Everyone stands in a circle. The driver is selected. He stands in the middle of the circle, closes his eyes and extends his hand forward. Those standing in a circle begin to move clockwise, saying the words:

Aram-shim-shim, Arma-shim-shim! Aramia-Gulsia, Point to me!

The one to whom the driver's hand pointed goes to the middle of the circle. The driver opens his eyes. Those standing in the middle of the circle stand with their backs to each other. Everyone around starts counting: “One, two, three!”

On command: “Three!” The driver and his partner turn their heads either to the left or to the right. If their heads are turned in different directions, they shake hands. If their heads are turned in one direction, they kiss. The driver leaves the center of the circle and takes the player’s place. The player becomes the driver. Game continues.

Notes. Alternatively, you can replace the kiss with patting each other on the shoulder.

Hunters

Participants form a circle. One of them, portraying a hunter, must clasp his hands with a pistol and, pointing this “pistol” at one of the players, imitates a shot, accompanying it with the sound “u”. The “victim” instantly leans back, raises his hands up and also says “y”. Those participants who are to the left and right of the “victim” immediately lean towards him, join their palms and pronounce the same sound. Next, the “victim” becomes the hunter.

All this must happen very quickly. Those who do not have time leave the game.

To yourself - to your neighbor

To play the game you will need a small object: a ring, a key, a button, a keychain, etc. First, a driver is chosen, then the participants stand in a circle, arms extended to the sides; The palm of the left hand is held like a ladle, the fingers of the right hand are folded with a pinch. Repeating the words “to oneself - to a neighbor,” all players transfer a small object from their left palm to the left palm of the neighbor on the right. The driver's task is to guess who has the item.

Travolta

Leading:“If you have not been to the Wild West, we invite you to take a trip across the prairie. There, cowboys drive herds of cows and bulls. They themselves travel on horses. There are all sorts of surprises in their lives, for example, meetings with Indians or wild animals. One of these great cowboy guys is Travolta. So, everyone stood in a circle and repeated the following words and movements.”

The following dialogue occurs:

- How are you? (The presenter extends his hand forward - the fist is clenched, the thumb points up.)

- OK! (Children repeat the movement.)

- Show me the cow! (The presenter places his palm with the visor to his eyes.)

- What you said?!

- I said - show me the cow!

- Uaaaaaaaaaaaaaaaaaaaaaaaaaaah! (The presenter and the children depict a cow.)

- Again! (Words and gestures are repeated.)

- Well done!

- This is us!

Then the game continues with the words of the presenter (second, third, etc. circle). Now the game host asks to show the mare, the jackal, the Indian, and, finally, Travolta himself - a wonderful guy and a fearless cowboy.

Knead, knead the dough

Participants stand in a circle, holding hands, and unanimously repeat the words: “Knead, knead the dough, knead, knead the dough,” while coming together as tightly as possible. To the words: “Inflate the bubble, but don’t burst, inflate the bubble, but don’t burst!” disperse as widely as possible, trying to break the circle. Two people whose knot has broken stand in the center of the circle, and they are already “kneaded”. Those in the circle have the right to help “break” the “bubble” with their backs. The strongest and most dexterous ones win.

Contact

Participants stand (or sit) in a circle. The presenter thinks of a word and says what letter it begins with. Everyone else must guess the word.

For example, the presenter says that the word begins with the letter “L”. In order for the presenter to open the second letter, it is necessary to select a word starting with the letter “L” and give it a short description.

Let’s say one of the players says: “This is in the sky at night.” Whoever guessed it says “contact” and together with the player who gave the description, count to ten and name the word.

If the words turn out to be different, then the players continue to select words starting with the letter “L”. If the words match, then the presenter calls the next letter (for example, “A”), thus forming the syllable “La”. Now they begin to select words for this syllable, characterize them, count to ten, etc.

The presenter can also guess the words that the participants describe. If he guesses right, then he will have to choose new words. In this game, it is important for the leader that his word cannot be guessed for as long as possible.

kind animal

The game is played at the initial stage of forming a children's team or in a situation of correction of interpersonal relationships. Children stand in a circle and hold hands. The presenter says in a quiet, mysterious voice: “Guys, let’s imagine that we are one big, kind animal. Let’s listen to how it breathes and how its heart beats.” When you inhale, everyone takes a breath and takes two steps into the circle; when you exhale, everyone takes a breath and takes two steps to their place. Provided that breaths and steps are performed synchronously, the effect of a beating heart (steps) and the breathing of the animal (the breathing of all participants in the game) should be obtained.

As a variation of the game, you can imagine that the animal falls asleep and its breathing and heartbeat slow down. Or, on the contrary, that it is excited about something and its breathing and heartbeat are increasing.

Video clip

Communication game. It is carried out in a team with varying degrees of cohesion (the main thing is that the cohesion is at least minimal). To organize the game, you need phonograms of three or four modern songs with a clear plot and, if possible, with a large number of characters or objects (this number should be known to the presenters in advance). The whole group can take part in the “filming” of the video clip. If there are not enough participants, one of them can take on two or more roles.

At the beginning of the game, children are asked to listen to the song chosen by the presenter two or three times. After which they are given the task of independently distributing the available roles and, if possible, building the storyline of the video. Three to four minutes are given for this task, after which the group must show a ready-made clip to the music.

If the teacher has the opportunity to film what is happening and show it to the children, then this can be used as a technique that unites the group and creates a favorable psychological climate in it.

A friend suggested that my husband go to a children’s camp and work as a counselor. “Only for a week and a half,” he said. We thought, why not? And our dad began to prepare. Namely, to collect various competition games. He searched on the Internet, asked friends - and in the end he had his own collection of games. He was told that he would be a troop leader for children 8-10 years old. So when collecting games, he was targeting approximately this age. But at the same time I tried to choose “unused” games.

Multiprinters

The game requires little preparation. You need to record music from different cartoons in advance. Make a multi-cut like this (each musical excerpt is 1.5-2 minutes long).

We also need to prepare cards that depict cartoon characters, the music from which we have already recorded (one card for each musical excerpt).

All players are divided into two teams and line up on the same line. At a distance of about 5-7 meters there is a table on which cards are laid out. The host turns on the music and the first player starts at the table. He must quickly find the card and return to his team. If the player returns first, the team is awarded one point.

The team that scores the most points wins.

Fat Boy Relay

To play you will need two narrow long T-shirts and two inflated balloons. All children are divided into two teams. Each person is given a T-shirt and a balloon. At the command of the leader, the relay begins.

The first participant must quickly put on a T-shirt, put a ball under it and run in this way to a certain mark. The ball can be supported so that it does not fall out - this is permitted by the terms of the game.

So, the participant runs to a certain mark and also runs back to his team. He pulls out the ball, takes off his shirt and passes it to the next participant. He, in turn, puts on a T-shirt, puts a ball under it and runs along the same route... And so on until the last participant returns to the team.

The team that finishes the relay faster wins.

Zhmurki

At one end of the playing area you need to place tables - according to the number of teams participating in the game. Small things are laid out on each table: a key, a matchbox, a pebble, a toy. The main thing is that on each table there is the same number of objects, approximately equal in size.

At the other end of the site, several buckets are placed, also according to the number of participating teams.

At the command of the leader, the first player is blindfolded and sent on his way. He must go to his table, take one given object, carry it to his bucket and put it in it. Then he takes off the bandage and returns to the team. The next participant is blindfolded and continues the game.

The team that wins is the one that quickly transfers all the things from the table to the bucket.

Perestroika

This is a game not only for speed, but also for attention. All participants are divided into two teams, each lined up. At the command of the leader, the players of each team must line up:

  • by shoe color

    alphabetically (first letters of names are taken into account)

Water trucks

In the game, team captains compete - but you can also make a relay race so that all pairs from two teams compete.

Everyone stands on all fours at the starting line, and small bowls filled with water (a little more than half) are placed on the back of the first and second captain. At the leader's command, they must run to the finish line and return back. The one who doesn't splash the water gets a bonus point.

Living device

This can be either a team or individual game. The players' task is to depict the object as accurately as possible. The presenter assigns each player a certain number of points from 1 to 5. If the game is a team game, then the points are summed up.

So, you need to depict household appliances:

  • fan.

It is clear that the presenter can diversify this set to the best of his imagination. You can depict not devices, but, for example, animals.

Garment factory

Each team chooses a player to be a seamstress. He is given a spoon or stick to which a long rope is tied - this is a “needle”. The player’s task is to “seam” all members of his team to each other faster than the seamstress player from the opposing team.

To do this, he pulls the “needle” through a belt, strap or belt loop on trousers - in general, through any piece of clothing so that all team members are “sewn” with a common rope.

The team whose player completed the task faster wins.

Sometimes this game is played without a seamstress, then each player must “stitch” himself when it’s his turn and pass the “needle” to the next one. There is also a more complicated option, when the “needle” needs to be passed through the entire clothing - that is, put it behind the collar and pulled out through the bottom of the trouser leg or skirt.

Children go to camp for vivid impressions and positive emotions. Therefore, even rainy days should not spoil the mood and bring boredom into the life of children in the camp. To keep children entertained in bad weather, there are plenty of fun indoor games that will lift children's spirits and leave happy memories even on rainy days.

"Find a couple"

The leader sits the children in a circle and invites everyone to take off their shoes from their left feet. The shoes are folded in the center and all players are blindfolded. At the leader’s signal, they rush towards this pile, trying to find their shoes. The one who does it first wins.

"The Great Mongol".

By lot, one of the players stands on a chair, bench or stool and assumes a majestic pose. This is the Great Mongol. The rest of the players pass in front of him one after another, bow to him, and say: “Great Mongol! I bow before you without tears or laughter!”

This phrase must be pronounced solemnly and seriously. At this time, the “Great Mongol” makes all sorts of grimaces, makes faces to make the player laugh.

"Who's in charge?"

Children choose a driver who must leave the room for a short time. The remaining children stand in a circle and choose the main player, who will have to show the movements to everyone else so that the driver does not notice who is doing it. The driver enters the room. All participants repeat the movements after the main player, and the driver’s task is to spot the one who shows these movements. The driver is given 2 attempts. If he guessed wrong, he leaves the room again and the main player is changed.

"Takeoff".

The player is brought into the room blindfolded. He is invited to fly on an airplane. They help him climb onto the “plane” (chair or bench). He holds the hand of one of the players standing on the floor. The command is given: “Start the engine.” Everyone begins to hum, slowly raising the bench (only 20 - 30 cm from the floor). The player holding the pilot's hand gradually squats and lowers his hand so that the pilot gets the impression that he is already high. At this time, a solid object rises above the pilot: a book, a board. As soon as the pilot’s head touches something solid, the command is heard: “Ceiling! Jump quickly!” The pilot jumps, imagining that he is high. It is advisable to lay out sports mats in advance.

"Dinosaur".

The players stand in a circle. The presenter explains that every person has an animal - a patron, his own totem: a snake, a cat, an elephant, a bear... And even an ancient animal - a dinosaur. Then the leader goes around the circle and tells each player his animal in the ear, explains the rules of the game: when he shouts out an animal, the participant in the game whose animal is named must try to jump out of the circle. The others try to stop him.

The game begins. The entire circle suddenly falls to the floor, because most of the players were named a dinosaur.

"Telepath No. 1."

The presenter agrees in advance with the players on the rules of the game. “Now the driver will come in, he wished for a fruit, a color, a name.” He will tell me about it. First we will guess the fruit. I will list the fruits, and you will shout “no” in unison. If I say a keyword, like pineapple, then you also shout “no.” But the next fruit will be named the one that the driver wished for, and you answer “yes.” The same will happen with the rest of the words. Therefore, let's think of key words, after which I will say the word that was hidden to the driver. After this, a driver is invited, who tells the presenter three words and the guessing begins.

Telepath #2.

Several people leave the door and then enter one by one. While they are gone, the presenter explains the rules of the game: “I will ask the question, how many words are in the sentence, the presenter guessed the number.” (For example: “what number?”, the hidden number “2”). The presenter invites one person, who tells the presenter any number from 2 to 5 inclusive. Then he addresses the players (let’s say the hidden number is “4”). “What number was guessed? And he begins to list: “Three?” - all in unison: “No!”, “Two?” - everyone - “No!”, “Four? - "Yes"! Let’s try again, the driver’s task is to guess why this happens. If not, then the next player is called, with whom everything is repeated.

Detective story competition

The detective story competition is especially popular among senior children. Possible topics (for the winter shift): “Winter might not have happened”, “Pictures in the snow”, “The Mystery of the Black Cat”. To write stories, the guys unite in fives - “author's teams.” They come up with titles and plots themselves, and on the day of the competition evening they read them to everyone, including the jury, made up of adults. It is very interesting to compose one from several stories, choosing the most successful passages.

"Tailor"

The guys need to be divided into 2 teams. Each team captain is given a teaspoon to which a rope is tied. The captains’ task is to “seam” all members of their team to each other as quickly as possible, that is, to thread a teaspoon with a rope through a buckle, strap, strap, or buttonhole.
Another interesting topic about games for children -

All teachers know that children learn best through play. Therefore, the entire educational process must be structured in such a way that it is simply interesting for them. But it should also be noted that even during rest, the child must explore the world and gain new knowledge. In this article I would like to look at various competitions in the camp for children: fun, active, but most importantly - educational.

Competition "Who can count better"

The first comic competition game will tell you which team can count better. To do this, you need to create two groups of children, each containing 8 people. The guys line up in a line, and numbers from 1 to 8 are attached to their backs, randomly. Children do not know what number is on their back, but they can see the number of the player in front of them. The essence of the competition is to line up as quickly as possible so that the score is correct.

Competition “Artist, or Like a chicken with its paw”

You can also use creative competitions in camps for children. Here, for example, is an excellent competition that will help reveal a non-standard artist in a child. To do this, you need to take one person from each squad. The essence of the game: you need to use a pencil and your foot (not your hand!) to draw a picture (the same for everyone). For example, a house or a flower. Whoever does it better wins.

Competition "Crocodile"

We must also remember that competitions in a camp for children should also be very fun. So why not play good old Crocodile with the kids? To do this, you need to choose one person who will be the leader. Children from different teams sit in front of the main player and try to guess what he is showing. In this case, the presenter should not use words or other sound cues. The team that scores the most points throughout the competition wins. Each guess by a team member is worth 1 point.

Competition "Cooks"

We also need to remember that competitions in camps for children should also teach children something useful. That's exactly what this competition is. For him, the children are divided into two teams, one of which “cooks” the soup, the other - compote. That is, participants must take turns naming vegetables or fruits. And so on until one team knows what to say. Alternatively, this could be a captain’s competition, where not the whole team, but only one person will name vegetables and fruits.

In search of treasures

When choosing interesting competitions for children in the camp, you need to remember to organize a game for the children called “In Search of Treasures.” To do this, you need to hide the treasure in a certain area and post clues that should help the players move forward. As a result, the winner is the team that found the treasure before the rest. Please note: this competition also includes adults. After all, it is best to hide treasures somewhere in the forest.

Animals

What other competitions are there for children at the camp? Cheerful! So, you can just fool around. To do this, the guys are divided into two teams. The players of one meow, the other ones grunt. Then everyone is blindfolded, the children mix among themselves. The goal of the game: with your eyes closed, find all the members of your team, eventually holding hands in a chain.

Attentiveness competition

This is an individual competition. That is, everyone plays for themselves here. Although as a result, the winner can also represent the entire team. So, all the children stand in a row. When the leader says “sea”, everyone should jump forward, “land” - back. The presenter can also say “water”, “river”, “lake” and so on, that is, everything that relates to water. And the same with land. Variations: “shore”, “earth”, “sand”. Those children who jump incorrectly are eliminated from the game. There must be one person left who will bring the winning score to his team.

Portrait

It often happens that you have to spend some time in the building. To do this, you need to have in stock various competitions for children, which can be held in an indoor camp without much difficulty. An excellent competition in this case is for the ability to draw. So, each player chooses a “victim” for himself, that is, the person he draws (from those present). Next, all other participants must guess who is depicted in the portrait. The one whose drawing is recognized by more people wins.

Prize

We next consider competitions and games for children in the camp. So, you can ask the children to quickly get the prize. That is, a large barn lock is hung on a box or cabinet. Children are given a bunch of keys, among which they need to find the right one as soon as possible. If there is no way to hide something interesting, you just need to ask the children to pick up the key to the lock.

Young sculptors

There are also very fun competitions at summer camp for children. For example, all children will definitely enjoy the game “Sculptor”. The props here are simple: balloons and tape. From the inflated balloons you need to glue a man or a woman together so that it is as similar as possible to the original. Next, you will have to explain your creation, so the fun is yet to come.

Sports competition "Marine"

You can play this game in the gym, which, by the way, will be even better. Here it’s every man for himself. An admiral, that is, the commander-in-chief of the ship, is selected. He will give orders that players must obey.

  • "Starboard!" - all the children run to the right wall.
  • "Left side!" - the guys run to the left wall.
  • “Food” - children go to the back wall.
  • “Nose” - to the front.
  • "Raise the sails!" After this command, everyone must stop immediately and raise their hands up.
  • “Scrub the deck!” In this case, all the children pretend to wash the floor.
  • "Cannonball!" After this command, all children squat.
  • "The Admiral is on board!" In this case, the children must freeze and “salute” the commander-in-chief.

The person who executed the command incorrectly or was the last to run to the wall leaves the game. And so on until one or more players remain.

Take down the mammoth

There are also very fun and at the same time sports competitions for children in the camp. This game is more suitable for younger teams. To do this, you need to imagine that the whole team is a tribe. The counselor chooses a mammoth, that is, the one who needs to be thrown onto the nearest bed or mat. In principle, there can be no winners. But you can try to time how long this or that mammoth will last.

Accuracy game

You need to choose those games and competitions for children at summer camp that the kids really, really like. So, the guys love the following fun, which also develops accuracy. To do this, you need to place a plate with sand or flour on the chair. All children take turns throwing a coin or a bottle cap there, while at a certain distance. The team with the most items in its bowl wins.

Games on paper

If you can’t go outside or even to the gym, you can keep yourself busy with a very fun and simple game. To do this, all participants are given a piece of paper and a pen. One long word is selected, from which participants need to add many small ones. There can be two winners here. One - who added the most words. The other is who made the longest word out of a long word.

You can also play the good old “Battleship”.

If you're very bored

What other competitions can there be for children in a day camp? Why not start the day in a good mood? To do this, all the children sit in a row, and each one gives his friend a compliment or wishes something good. At the same time, you can also make a funny face.

Make a mummy

Children also really enjoy the competition game, the goal of which is to make a mummy out of a person using toilet paper. That is, you need to wrap the player in such a way that he looks like her as much as possible. The winner is the one whose mummy the audience likes the most.

As a small conclusion, I would like to say that when choosing games, quizzes, competitions for children in the camp, you need to take into account not only the age of the kids, but also their interests. After all, you need to work with different children in completely different ways. Some people need more sports competitions, some more fun ones, and some more intellectual ones.

MBOU DO "Palace of Children and Youth Creativity" of the Leninsky district of the city of Kemerovo

Association "Young Kemerovo Residents of Leninsky District"

Training manual for counselors:

"We play ourselves"

Kemerovo 2014

CONTENT:

Dating games

Interaction games

Unity games

Games - jokes

Dating games:

1. Blanket:

Participants are divided into two teams, with a blanket stretched between them. From each team, one of the participants, who should not see each other, approaches the blanket. As soon as the blanket goes down, participants must say the name of the person they see on the other side of the blanket. The one who did it first takes the loser to his team. Thus, out of two teams, by the end of the game there is one.

The presenters can not only lower the blanket, but also raise it, lower it, and quickly raise it again. For a change, they can persuade one of the teams to sit all in front of the blanket, or for the person sitting in front of the blanket to make some kind of face.

Advice: before the blanket falls, exchange a jacket or cap with a friend -

A great way to confuse the other team's players.

2. Thrush:

Players form two circles, inner and outer, equal in number. The inner circle turns its back to the center, pairs are formed. Next, together with the presenter, the phrase is pronounced: “I am a blackbird, and you are a blackbird, I have a nose and you have a nose, I have scarlet cheeks and you have scarlet cheeks. You and I are two friends. We love each other." At the same time, couples perform movements: with an open palm they point at themselves and their neighbor, touch their fingertips to their nose and the neighbor’s nose, to their cheeks and to the neighbor’s cheeks, hug or shake hands, saying their names. Then the outer circle takes a step to the right, and new pairs are formed, the game continues.

3.Hike:

Participants stand in a circle. The first participant starts the game, saying his name and the item he is taking with him on the hike. The presenter begins: “My name is Katya, I take rolls with me.” All participants need to guess that the object must begin with the same letter as the name. Whoever guessed it, the leader takes him on a hike. And so on until everyone says it correctly.

4.Passport:

Each child receives the task of making a passport (cardboard card), which will help all participants in the game get to know each other better. The passport contains little information about the owner. (5–8 facts). Each fact (appearance, interests, details of personal life) is described in one sentence. The finished passports are placed in a large hat or box and mixed. Each participant pulls out one passport and, based on the data described in it, tries to find out who they are talking about. The contents of all passports are read aloud, and all participants in the game try to find out who they are talking about.

5.Gorgeous Valeria:

Participants stand in a circle. The first participant says his name and an adjective that characterizes him (the player) and begins with the same letter as his name. For example: Magnificent Valeria, Interesting Igor, etc. The second participant names the phrase of the first and says his own. The third participant names the phrases of the first two players and so on until the last participant says his name.

6. Transfers:

1 chair is removed from the circle, 1 person stands in the place where his chair was. He names a sign by which a person can be characterized (for example, “a person who likes to sleep” or “a person whose birthday is today”, “who likes to dig in the garden”, “who likes to eat”, “who likes active sports "). People for whom this sign is suitable are required to stand up and move to another chair, but not to the adjacent two (1 on the left and 1 on the right). People change at speed; whoever remains becomes the leader. (The goal is to move around, find out each other’s interests

7.Domino

Participants stand in a circle. One goes to the center, and, saying “My name is...”, they name 2 of their characteristics (“On the one hand, I wear glasses, on the other, I like ice cream.”) Another participant, who has the same characteristics, stands next to the previous one on either side . The entire camp is built on this principle.

Interaction games:

1.Tower:

Tool: matchboxes.

The exercise is performed silently. At the command of the leader, the participant approaches the table and puts one box, returns to the team with another empty box and passes it to the next participant. He must put it on the previous one, etc. If the tower falls, the exercise is performed from the beginning.

2. Elephant:

The players are divided into two teams. The members of the first team become the "elephant". To do this, they bend down so that the upper part of the body is parallel to the ground, and stand one after another, with each player holding the belt of the person standing in front of him. The players of the second team jump on horseback onto the “elephant”. The elephant's task is to take as many steps as possible before the entire structure falls apart. After this, the teams change roles, and the distance covered by the other “elephant” is measured. The team should have 3-6 players. If the total number of participants exceeds 12 people, you can create 2-3 elephants at the same time and hold competitions between them. The physical characteristics of the teams should be approximately the same.

3.Locomotive:

All participants stand in a circle. The game host approaches any player and says: “Hello, I’m a steam locomotive. What is your name?" The participant says his name, and the “Locomotive” repeats it. It is important to repeat the name with the same intonation with which the participant pronounced it. Whoever introduces himself joins the “Steam Locomotive”. Then, with each new participant in the acquaintance, all players take turns repeating the name of the new person. The game continues until all participants join each other. Notes: If there is a player with a name that is already in the lineup, then he is assigned a serial number, for example, Sveta - 2, Sasha -3, etc.

4.Pencil:

Equipment: sheets of blank paper, preferably checkered, red and blue pencils for each participant in the game.

Progress of the game: children are seated at tables in pairs, given pieces of blank paper and carefully listen to the rules of the game, which are that it is necessary to give instructions to a partner about drawing a particular line (for example, lead to the right, and now - up).

After this, each person is left with a certain broken line drawn in red pencil on the sheet. Now the participant who gave commands to his partner takes a blue pencil himself and begins to repeat the existing drawing on his sheet of paper. A special rule is that the length of the lines from which the polyline is constructed should be approximately the same.

The next stage is that the participants who played in pairs change roles, and now the other child gives instructions that must be followed. At the same time, children not only repeat concepts such as “up”, “down”, “right”, “left”, but also learn to repeat the drawing on another sheet on their own, which requires certain attention and the ability to navigate on a plane.

5. Build a fortress.

The players sit in a circle on chairs. The driver is blindfolded in the center of the circle. He is a guard protecting the territory. Those sitting are enemies who must build a fortress on the territory, for which they need to be able to form all the others on one chair (the number of chairs is equal to the number of players). The driver seeks to stop the builders. With his hand he shows where he hears the sound from, saying<здесь>. If he managed to point to the builder, then the builder leaves the game and pointed to the place where the fortress was being built - it should be rebuilt in another place. If the fortress is built, the builders win.

Unity games:

1. Titanic:

The presenter invites a group of children to climb onto chairs or a bench. Then the situation is explained to them: “You find yourself on the sinking Titanic. The ship is sinking gradually. It is necessary for as many people as possible to be saved. After this, the presenter removes a chair every 15 - 20 seconds or limits the length of the bench.

2.Web:

This team game is designed not only for dexterity and strength, but also for trust. Stretch a “web” of ropes, leaving large cells. Each team member must be carried through these very cells without touching the rope. Some people can climb on their own, while others need to be carried by hand. This is where trust comes in, because the player is taking risks!

3. Labyrinth:

A simple “labyrinth” (a corridor with several turns) is drawn on the ground.

A “Victim” is selected from the group (preferably a child with strong nerves and self-control), he is blindfolded and placed at the entrance to the labyrinth.

Everyone else stands around the maze. Their task is to guide the “Verva” through the labyrinth, giving him detailed instructions on how and where to put his foot, which way to turn, etc. Everything seems simple... But there are several conditions:

1. Each participant can say only one word per “circle”

(For example: Left, Right, Stop, etc.;

A little bit, To the right, etc. are already considered 2 words).

2. You need to speak strictly in a chain.

3. If the “victim” steps beyond the line, then he is returned to the beginning of the maze.

4. If someone from the circle cannot stand it - he says several words at once or out of turn, then the “Victim” also returns to the start.

It is advisable to be patient, not to feel sorry for the “victim”, not noticing the spades, not the circle, giving concessions in the form of ignoring shouts, etc.

After the training, it is advisable to conduct a reflection. Ask the “victim” how she felt, whether it was easy to follow the instructions. and ask the circle whether it was easy to “feel” the guys from the circle, etc.

4. Swamp:

A vast swamp stretches out in front of you. Deep, marshy, but with hummocks. The whole group has to get to the other side. Only one participant can be in the swamp. Everyone else stands at the line (edge ​​of the carpet) and carefully watches the game.

Those crossing the swamp, be careful! If one of you ends up with even one foot in the swamp while another participant is crossing it, the whole group will begin the transition over again.

Now about how you will get across. You need to move, as it were, from bump to bump (each of you will imagine these bumps for yourself), but the way you move should be different for everyone. It must not be repeated! If it turns out that one of the participants repeated a movement technique that had already been used, the entire group will return to the beginning of the path. Now you have five minutes to come up with possible ways and come to an agreement with each other.

The moderator does not interfere in the discussion process. As a rule, the first time it proceeds disorganized and ineffective. This is fine.

Almost always, the group gives the leader the opportunity to “punish” himself by returning to the beginning of the path. Be sure to take advantage of this. If the reason was to repeat the method of movement, invite the group to once again discuss all possible methods and distribute them among themselves.

If the group returned due to a violation of the “line rule,” invite the children to discuss measures that will help them prevent a similar situation in the future.

5. Do it once, do it twice

The players stand behind chairs. At the leader’s command “Do it once!” they must raise the chairs and lower them, but at the same time (without additional command from the leader). It is important to notice the person who is the first to command “3-4” or “lower”. This is a leader-organizer.
The players stand behind chairs. At the leader’s command “Do it, once!” they must raise the chairs and lower them at the same time, but without the leader’s command. It is important to notice the person who is the first to set an example of lowering the chairs. At the leader’s command “Do two!” The players run around the chairs, and at the command of one of the players sit on them. This game helps to identify the leader-organizer.

6.NUMBER

Players write any serial number on pieces of paper in absolute silence. After that, they put the sheets of paper in one pile, numbers down, in complete silence. The presenter checks the stack and asks to repeat the game until the numbers are in order.


7.GOOD UMBRELLA

Good qualities are written on pieces of paper, the number of pieces of paper coincides with the number of participants. The pieces of paper are rolled up and placed in an open umbrella. In turns, players take out one piece of paper, read a good quality and give the piece of paper to someone who matches this quality.


8.SNOWFLAKES

Using 3 scissors, you need to cut out 20 snowflakes from 7 sheets of 6 umagi. The condition is that every member of the group must take part in the work.

Note: The facilitator should observe how the participants communicate with each other and conduct an analysis.

Prank games

1. Crocodile:

Two teams play. Teams think of words, necessarily nouns, and choose one Leader each. The team that comes up with the word first starts the game. The leader of the opposing team is told the hidden word, and he must, using only gestures and facial expressions, show the word so that his team guesses which word was guessed. Then the teams change roles.

2.Santas-candy wrappers-limpopo:

The players stand in a circle. The driver leaves the circle for a few seconds. At this time, the children in the circle agree on who everyone will repeat the movements after (absolutely any, we give free rein to our imagination!: D). The driver returns to the circle. His task is to determine who shows all the movements. Throughout the game, children pronounce the words: “Santiki-santiki-lim-po-po.” The task of the person demonstrating is to change movements imperceptibly, and everyone should immediately begin to repeat it. Three attempts to guess. If you guess correctly, then the one showing and guessing change places.

3. Associations:

One driver is selected and leaves the room, during which time the remaining group chooses one person. The driver returns and begins asking the group questions like, “What kind of weather is this person like?” or “What animal do you associate this person with?” The goal of the game is to guess the person. The driver has three attempts to do this. If he guesses right, the person chosen becomes the leader, and the former leader returns to the group.

4. Lavata:

Presenter: guys, let's learn the words of our song:

We dance together

Tra-ta-ta, tra-ta-ta

Our cheerful dance

This is Lavata

Host: Are our hands good?

Everyone: good... Host: what about the neighbor?

Everything is better! (everyone joins hands and sings)

5.Ramina head:

Head - head;

Ramena - shoulders;

Knees - knees;

Fingers - snaps fingers;

Ochi - eyes;

Ears - ears;

Mouth - lips;

Nose - nose

And gradually increases the pace. All movements go to the song:

Head - ramen - knees - fingers,

Knees - toes - knees - toes,

Head - ramen - fingers, on

Eyes, ears, mouth, nose.

6. MPS (disposable)

When the participants stand in a circle, the leader announces that everyone

Now they will play a game called "MPS". A driver is selected, who is told that a person will now be guessed, and who

I have to guess. The driver has the right to ask all participants any questions about the hidden person.

After the driver has left the circle, the leader deciphers the name of the game: “MPS is my right neighbor.” Thus, to the driver’s questions

players will have to answer about their right neighbor, and the driver will

To complete the task, you will have to demonstrate such qualities as observation and logical thinking.