Communication games. Game "Compliments" Each person must compliment the neighbor on the left. Mandatory conditions. Address by name. What has been said should be pleasant to the non-speaking, - presentation

And the pictures are the same - the Star knows that in the past, many were collectors of inserts from Love is chewing gum. And now these chewing gums are back on the market, so that the new generation has already fallen in love with these funny little men. The game is simple, in fact, even for children under the age of ten, it is suitable if they want to play with adults. We change cards, like inserts!

So, briefly about the rules

To win, you need to collect 7 cards in your hand on one of five themes. Topics are indicated by symbols in the corners:

There are nine cards in each theme, so collecting seven is quite realistic. Each turn, all players lay out one of the cards from their hand in front of them (you can just hold 7 cards in your hand), the active player opens a card from the deck, and then chooses with whom he would exchange cards. Has changed - everyone takes their cards back and the next player in a clockwise direction becomes active.

But the game is called Compliments for a reason.

Some cards have a large orange question mark in addition to the theme symbol. To exchange his card for one, the player must do something else for its owner. For example, say something nice, tell a poem or a joke, dance, bring tea.

And compliment cards, which come across both in the deck and in the hands of the players, help to illegally receive cards and change them by performing different tasks. For example, sometimes you need to hug someone, just fold some cards or reveal your big secret.

Oops, the cards are not signed!

Of course, this is still a game, not chewing gum. In the process, you can come up with signatures for each card yourself, and even arrange competitions for the best signature. For example, "Love is to hit her in the eye with a snowball, and then take her to the optometrist."

Sweet composition

  • 45 game cards with pictures, as in inserts,
  • 15 compliment cards with actions,
  • Rules of the game.

Love is games:



Games for children up to school age

Topic:

"Communicative competence of preschoolers"

Melikhova O.S MBDOU "CRR - Kindergarten No. 41"

2016

Target:

1. Recommend to educators dow games and exercises that help relieve psycho-emotional stress, anxiety and aggression, improve communication, gaming and motor skills.

2. Show educators the need to conduct the proposed games for educating childrencooperation, friendly attitude towards peers and adults, optimization of relations between preschoolers and teachers.

Equipment: a ball of thread, paper mittens, colored pencils, pictures of vegetables, a doll, cards with geometric shapes, balloons.

A game: "Club".

Target: development of communication skills.

Game description:

Everyone sits on chairs arranged in a circle. The leader, holding a ball in his hands, wraps the thread around his finger, asks any question of interest to the participant in the game (for example: “What is your name, what do you love, what are you afraid of?”, etc.), he catches the ball, wraps the thread around his finger, answers the question, and then asks his next player. Thus, at the end, the glomerulus is returned to the leader. Everyone pulls on the thread and closes their eyes. The teacher asks the participants in the game to imagine that they are a single whole and that each of them is important and meaningful to everyone.

A game: "Compliments".

Target: development of communication skills.

Game description:

Sitting in a circle, everyone holds hands. Looking into the eyes of a neighbor, one must say a few kind words to him, praise him for something. The receiver nods his head and says: “Thank you, I am very pleased!” He then gives a compliment to his neighbor. The exercise is carried out in a circle.

A game: "Mirrors".

Target: development of communication skills.

Game description:

One leader is selected from the group of players. It seems that he came to a store where there are a lot of mirrors. The driver stands in the center, and the participants in the game - in a semicircle around him. The driver shows the movements, and the “mirrors” immediately repeat this movement, etc.

A game: "Gloves".

Target: development of communication skills.

Game description:

For the game, mittens cut out of paper are needed, the number of pairs is equal to the number of pairs of participants in the game. The host spreads mittens with the same ornament, but not painted, around the room. The players disperse around the hall, find their “pair”, sit down at the table and with the help of three pencils different color they try to color the mittens in exactly the same way as quickly as possible.

Note: the facilitator observes how they organize joint work couples, how they share pencils, how they agree at the same time.

A game: "Cooks".

Target: development of communication skills.

Description of the game. Everyone stands in a circle - this is a "pot". Participants are given pictures of vegetables. The host shouts out in turn what he wants to put in the "pan". The one who recognizes himself enters the circle, the next one, leaving, takes the hand of the previous one. The result is a tasty and beautiful dish.

A game: "Let's make a story."

Target: development of verbal communication and listening skills.

Game description:

The host shows the children a doll and invites everyone to come up with a story about how the little girl Katya spends her birthday. The facilitator begins: “As usual, the alarm clock rang at 7 in the morning. Katya opened her eyes, yawned and looked out the window. There she saw ... .. ”Without completing the phrase, the host passes the doll to one of the players, who must continue the phrase. And so on in a circle. The result is a story.

A game: "We are building a house."

Target:

Game description: The players are distributed in pairs and sit opposite each other. With the help of handkerchiefs, the hands of each pair of participants are tied, and then they are given one felt-tip pen. With their tied hands, the couples draw a "House with a pipe" according to the model.

Note: attention is drawn to the quality of the drawing, as well as the nature of the couple's communication (showing patience with each other, the ability to listen to your partner, the culture of communication).

A game: "Magic Suitcase"

Target: developing the ability to cooperate.

Game description: INthe rider brings a colorfully decorated suitcase into the hall.Vedas - Do you like fairy tales? Which? I have a fairy-tale suitcase, the characters of fairy tales “live” in it (lists). Do you want to play with them?

The players gather around the leader and open the suitcase.

Vedas - Oh! What's happened? (In the suitcase, instead of fairy tale characters, cards with geometric shapes). What happened to the heroes of fairy tales? Perhaps they were bewitched by an evil sorceress. How to help them? Do you want to become good wizards and disenchant fairy tale characters?! The players take pencils and felt-tip pens, choose any card and turn it into their favorite fairy tale hero(draw faces and details of costumes on cards).

Then the players are invited to “make friends” between the characters so that they are not bewitched by the evil sorceress again, and think about how this can be done.

Marina Biryukova
Game "Compliments"

Dear guys, do you already know what magic words are? Do you know?

What is compliments? Children express their opinion.

Let's go guys let's play, let's sit in a circle, I turn on the music and how the music stops, I have the sun in my hands, we will pass it in a circle, the music has stopped and whoever has the sun in his hands will say such words:

"I like you"

Whoever has the sun left must say everything in a circle, starting with the words

"I like you...

Did you like kids game?

What did you feel when you were told pleasant things?

Today Olenka is not with us, she is sick, who misses Olenka?

Here are the guys, when Olenka comes, you can tell her, These days without you were so long, etc.

Who can you guys talk to? compliments?

That's right guys, absolutely everyone!

Related publications:

Consultation for educators "The game will teach us, the game will make us friends" There are many in our group. role-playing games: "Barbershop", "Shop", "Hospital", "Pharmacy", Library, "Post Office" and others. Children look forward.

Game "What am I doing?" What am I doing? Purpose: to teach children to call actions with words, to pronounce simple sentences. The teacher prepares in advance for the game.

Didactic game "Who eats what." Purpose: To consolidate children's knowledge of what different domestic and wild animals eat; Develop thinking.

This interesting game is built on the material of labyrinths. The passage of labyrinths develops the logical and spatial thinking of the child.

Rattle game For your judgment, I present a new game for our favorite crumbs - babies! I don’t tie this game to a theme, so you can take it to anyone.

One day I saw an amazing game with rubber bands. In the original, this game is called "Ring Ding". As it turned out, the game is almost impossible to buy.

Kornienko N. A. The game "What grows where?" (preparatory group) The game "Where is the bread from ..." Didactic task: to develop in children intelligence, speed of thinking, speech activity. Teaches to classify vegetables, fruits, berries.

Project “The Magical World of Theatre. Learning to compliment Creative project Short-term creative project: “The Magical World of Theatre. Learn to compliment. Authors of the project: Educator: Trukhina.

Game "Compliments" Each person must compliment the neighbor on the left. Mandatory conditions. Address by name. What is said should be pleasant not to the speaker, but to the listener. The one to whom the compliment was intended should express words of gratitude and return the compliment, starting with the words: "And you ..." or "And you have ...".










A lesson is not just a “form of organization”, but a part of the student’s life and the continuation of this life, and above all communication. And the task of the teacher is to make sure that every 45 minutes of the lesson become a full-fledged moral communication, thoughtful interaction. The lesson is the continuation of the life of the student and the continuation of the process of forming his personality.








Main features educational technologies- are developed for a specific pedagogical plan; - the technological chain of pedagogical actions is built strictly in accordance with the target settings; -elements of technology should be reproducible by any teacher and guarantee the achievement of results by all students; diagnostic procedures are an important part of educational technologies.


Principles of educational technologies: the principle of taking into account the level of upbringing and knowledge of the characteristics of pupils; the principle of measuring the share of emotional and rational in the educational impact; the principle of compensatory means the possibility of compensating for the quality or skill that the teacher lacks; the principle of originality and novelty of impact; the principle of professional analogies and borrowings;


Classification of educational technologies Private-methodical and modular technologies of education: technology pedagogical support O.G. Gazman; the system of moral education through the course "Ethical Grammar" by A.I. Shemshurina; KTD technologies I.P. Ivanova. Technology "group problem work". Show - technology. "Information Mirror". business game. Communication training. Technology of game imitation. Modeling technologies. Technologies of discussion activity. Success situation




Communication training is a form pedagogical work, which has the goal of creating in children by means of group psychology various aspects of positive communicative experience: the experience of communication and mutual understanding; handling experience; experience of behavior in problematic situations for the student; obtaining a certain social experience in a model form.






The main exercises of the training are related to the experience that is conceived in the training as a goal. Reflection. Getting feedback on the past lesson. Reflective statements regarding the topic and the lesson as a whole: “The most important thing in the lesson for me was ...”, “In the lesson I understood ...”.


Training rules: Training rules: participation rule; rule "here and now"; feedback rule; Golden Rule circle; the rule of the magic word "miss". Basic rule: - assessment of the participant's actions and deeds; - first-person statements.










Stages Traditional Person-oriented. 1. collective goal setting Social grounds for choosing a business - benefit, joy to people, team building Business as a potential for personal development and growth 2. collective planning Emphasis on group work, group contribution Emphasis on individual contributions, on the authorship of ideas, proposals 3. collective preparation Emphasis on friendly group work Emphasis on the voluntary acceptance of roles, assignments 4. carrying out the case Participation of groups, teams, common action, participation as an implementation of a common plan Opportunities for personal, non-group participation 5. collective analysis Key questions - criteria “How did we organize the business?”, “How Have we shown our collectiveness? Questions - criteria that emphasize the importance of the case for understanding, developing oneself as an individual




Lessons-disputes "Learning the culture of communication" "The priceless gift of the word" Integrated lesson-concert "Pushkin and music" Project "This amazing term" Project "The wall chronicle of the school" Project " Family traditions» Project "Proverb - the soul of the people" Creative workshop "Test of the pen"


KD Ushinsky believed that only success maintains the student's interest in learning. And interest in learning appears only when there is inspiration born from success in mastering knowledge. V.A. Sukhomlinsky argued that the methods used in educational activities should arouse the interest of the child in the knowledge of the world, and educational institution become a school of joy.




Situation of success purposeful creation of a complex external conditions contributing to the satisfaction, joy, range of positive emotions of the participants in the pedagogical process; positive and optimistic assessment; a variety of pedagogical tools that contribute to the success in the activities of students and teachers; success as a motive for self-development, self-improvement; organization of students' activities on the principles of dialogue, mental activity, meaning creation.






Is not afraid of situations in which one needs to prove oneself Sets goals of medium difficulty or a little higher Sees the reasons for failures in oneself Not afraid of competition Stubborn, purposeful in achieving the goal Has a stable, realistic self-assessment Be sure to analyze the result




Techniques for creating a situation of success Unexpected joy Reception Ladder or Get in line Reception Give a chance Reception Confession or When the teacher cries Shared joy Reception Follow us Reception Emotional outburst or You flew so high Reception Role reversal. The motto of this reception: Than brighter personality, the brighter the team. Reception Infection or Where it is seen, where it is heard The joy of knowledge Reception Eureka Reception Horizon line


Algorithm for creating a situation of success 1. The removal of fear helps to overcome self-doubt, timidity, fear of the work itself and the assessment of others. We all try and search, only in this way can something work out. People learn from their mistakes and find other solutions. Test quite easy, we went through this material with you.


2. Advancing a successful result helps the teacher express his firm conviction that his student will definitely cope with the task. This, in turn, instills confidence in the child's own strengths and abilities. You will definitely succeed. I do not even doubt the successful result.




4. Introduction of motive. Shows the child for what, for whom this activity is performed, for whom it will be good after completion. Without your help, your comrades can not cope ... 5. Personal exclusivity. Indicates the importance of the child's efforts in the upcoming or ongoing activity. Only you could... You are the only one I can trust...




7. High grade detail. It helps to emotionally experience the success of not the result as a whole, but some of its individual details. You especially succeeded in that explanation. Most of all, I liked your work ... This part of your work deserves the highest praise.





List of used literature Amonashvili Sh.A. How are you, children? - M., Babansky Yu.K. Optimization of the learning process. General didactic aspect. - M., Bardin K.V. How to teach children to learn. - M.: Enlightenment, Bespalko V.P. Components of pedagogical technology. - M.: Pedagogy, Bespalko V.P. Fundamentals of the theory of pedagogical systems. - Voronezh, Bespalko V.P., Tatur Yu.G. Systematic and methodological support of the educational process of training specialists. - M., Bogolyubov V.I. Pedagogical technology: evolution of the concept // N9, Bordovsky G.A., Izvozchikov V.A. New teaching technologies: questions of terminology // Pedagogy, N5, Bragina G.B. Mastery of the teacher in the classroom - M., 1992.

Communication games

We offer a selection of games that thoughtful adults can adapt to home conditions and actively participate in them themselves. Natural conditions for the child will help him to be more liberated, and parents, knowing better the habits of their child, will be able to choose the most favorable moments for classes. T. L. Shishova indicates that group psychotherapy is comparable to a loading dose of a potent drug that relieves the severity of the disease, but does not always provide a lasting effect, and emotionally developing games in a family setting do not give such a quick, but lasting effect of recovery.

Children love outdoor games. Shy children usually lack liveliness and mobility; participation in such games helps children to actively join the children's team, in general atmosphere cheerfulness. As a rule, outdoor games are accompanied by noisy cries, laughter, and wild fun. All this contributes to the outburst of children's emotions, including negative ones, emancipation and the ability to express their feelings and experiences. Here are some of the outdoor games - “The sea is worried once ...”, “Geese and grey Wolf”, “Where is your house?”, “Pines, Christmas trees, stumps”, “Funny starts”, “Day and night”, “Funny grasshoppers”, “Live beads”, “Who is ahead”, “Tags”. The game "Quiet and Loud" allows children to get involved in general activities, teaches to perform actions in coordination with other children, helps to relieve emotional stress. Outdoor games can be played with the children themselves younger age starting as early as 2 years old.

Pantomime games can help overcome shyness, through which the child learns to express his emotions and recognize the emotions that other children are trying to convey through facial expressions and gestures. Such games contribute to the rapprochement of children and establish a favorable emotional contact between the players. These are the well-known games “Where we were, we won’t say - but what we did, we’ll show”, as well as “What has changed?”, “Who came”, “What is it?”, “What is the assessment?”, “Depict emotions”. Such games can be played with children from 4 years old. For a newly formed group of children, the game "What is my name" will be useful. The game helps children to get to know and better remember each other's names.

To increase children's self-esteem, the games "Good words", "Compliments", "The best" can be used. These games encourage children to compliment each other, which helps to create and strengthen companionship in the team. Undoubtedly, all children love to hear compliments intended for them, it improves their mood and gives a sense of self-worth.

The games "Pink Glasses", "The Best Debater", "Road of Good Mood", "Prickly Beast", "Calls", "I'm Good", "Box of Good Deeds", "Smesilki", "Rain and Daisies", "Because that you are good”, “Kind Beast”, “Old Men”, “Wishes” will teach children to be attentive to other people and to each other, help develop in children such feelings as respect, empathy, sympathy. These games will help children learn to express their emotions, communicate cheerfully and easily with peers, perceive themselves as equal to other people. Such games are best played with older preschool children.

The game "At the Zoo" will teach kids to instantly transform from strong to weak, from good to evil, from cowardly to confident. This game will help shy children feel more confident.

The game “Look at me” also helps to increase self-esteem. The purpose of this game is to bring to the consciousness of shy children a simple truth that says that close attention paid to them, in most cases, means sympathy, and not vice versa.

Games "Broken phone", "Broken TV", "Who hid?", "Whose item?", "What has changed?" contribute to the development of children's ability to be attentive to other people, to concentrate on other people, which is an important skill for shy children.

Shy children are often at a loss when they are suddenly approached with a question. To develop resourcefulness and ingenuity, you can play games such as "Answer - do not yawn", "Who said meow?" and "Catch the ball." Successful participation in the game allows kids to relieve the emotional stress that occurs in shy children, if necessary, quickly answer the question, feel their equality (or even superiority) with other children, helps to increase self-esteem, and, of course, mood. In the process of conducting the game, the teacher must carefully ensure that shy children do not lag behind the rest, otherwise the meaning of the game is lost.

The game "Bunnies in a Tram" will help shy children develop quick thinking, quick wit and the ability to defend their opinion. The game is played with children over 4 years old.

Games such as "Sculptors", "To the touch", "Catch me", "Storm at sea", "Living toys", "Our little friends" will help kids in liberating the emotional-volitional sphere, teach them trusting relationships, help them learn empathize and empathize with other people.

For children whose parents use an authoritarian style of upbringing, the games "All the way around", "Catch the ball and answer" can be successfully used, the purpose of which is to perform actions that are opposite to those given. The game allows children to realize the hidden desire of children to resist the tasks of adults. Games can be played with children over 4 years old.

Very helpful in overcoming shyness role-playing games and fantasy games. A parent or teacher can offer a child a story about a fictional character - this can be fairy tale character or just an imaginary child. The hero of your story should have the same character traits as your child. Come up with a name for him that is consonant with the name of your child, but not the same, for example, your child's name is Misha, let the boy named Sasha become the hero of the game. Think in advance of the plot of the game-story, which will tell about your fictional character. To do this, you should think about what your child cares and worries about, what story will help you understand his feelings and desires. Start the story with a description of the main character, tell in detail about his life. Let your child recognize their traits in this hero. Let the hero of the storytelling game, just like your child, have some kind of animal at home, let him have a younger sister or brother, if your family also has youngest child. Then put the character in a situation similar to your child's. For example, your kid cannot find a common language with new classmates - let the hero Sasha, having come to new school, will not be able to make friends with classmates due to the fact that he is shy and afraid to seem stupid and clumsy. He gets so excited around other kids that he constantly drops everything, pushes other kids, and can't say a word. Because of this, the children laugh at him and do not want to play with him. In the course of the story, let your kid understand that Sasha is actually a very good, smart and kind boy, he just sometimes doesn’t know how to start a conversation with children and ask to play. Encourage your child to actively participate in the game, consult with him, ask for help and tips. Sometimes children are embarrassed to talk about their problems and experiences. IN game form It is easier for children to express their feelings and attitude to what is happening around them. An attentive parent during the game can learn a lot about the worldview of his child and understand the difficulties that arise when communicating with peers. Having understood what the cause of his problems is, introduce into the story a new character who enjoys authority with your child - it can be a school teacher, older brother, friend, fairy tale, etc. This person will help your character - describe the problem, suggest options for solving it, advise how to behave in this situation, etc. Your story must necessarily end well. The older brother talked to Sasha and explained that Sasha behaves this way because he is afraid to seem ridiculous, therefore he is nervous and feels embarrassed. The brother suggested to Sasha how to behave in certain situations. The older brother encouraged Sasha, and from that day everything in his life changed. When the children at school saw how witty and funny Sasha was, they changed their attitude towards him and wanted to make friends with him. Your child should find real support, useful tips and a positive attitude in this game. This method will allow you to give advice to your baby in a gentle way, without imposing them and without suppressing his will. Try to make your story interesting and memorable. If the child wishes, you can make this story "serial", with a continuation. For young children, you can make the main character tangible - in the form of a toy. For children over 6 years old, the hero may simply be fictional. Such games can be played at any time convenient for you and your child. During the game, you can take a walk with your child in the park or just sit next to him on the couch. The main thing is that the game is played in a calm atmosphere, without haste and fuss. Then you can discuss the invented story with the child, analyze the behavior and actions of the main characters, think over the options: what would happen if ... similar view activity teaches children the ability to analyze and reflect, the ability to eradicate not the consequences of the problem, but its origins. Observe what conclusions your child has drawn from the game and whether they find application in life.

All the above games are designed for group activities with children, they can be played in kindergarten, in the family, just in the yard. Games can be held under the guidance of an experienced teacher, psychologist, or just a loving parent. It is in your power to gather children from your yard and arrange a real game marathon for them, which can last as long as you like. It is worth noting that this will serve your child well - your authority, and, consequently, the authority of your baby will grow several times in the eyes of the children from your yard.

The sea is rough...

Purpose of the game: teach children to depict various objects with the help of the game.

Age: from 5 years.

Game progress: with the help of a counting rhyme, the children choose the driver, the children stand in a circle, the driver - in its center. The leader says these words:

The sea is worried

The sea is worried two,

The sea is rough three

Marine figure freeze in place.

Depending on the imagination of the leader, the figure can be not only marine, but also celestial, garden, beautiful, ballet, etc. Children in a circle should depict a variation of the figure on a theme given by the leader and freeze. The driver walks among the frozen figures and carefully watches them for 1-2 minutes. The one who moved, smiled or laughed becomes the new driver.

Geese and gray wolf

Purpose of the game: development of dexterity and speed in children, removal of emotional stress.

Age: from 3 years.

Game progress: the game room is divided in half. With the help of a counting rhyme, the driver is selected - he will be a wolf. The rest of the children gather in one half of the room, the teacher says the words folk amusement"Geese-geese", the children answer:

Geese-geese!

Ha-ha-ha!

Do you want to eat?

Yes Yes Yes!

So fly!

We can not.

Gray wolf under the mountain

He won't let us go home.

So fly as you please

Just take care of your wings.

After these words, the children try to run to the other side of the room. The wolf, running along the line, catches the children. The wolf takes the caught children to its lair, and they are eliminated from the game. The game continues, the teacher goes to the other side of the hall and calls the “geese” again. Thus, the game is played 2-3 times, then with the help of a counting rhyme, the children choose a new driver.

Where is your house?

Purpose of the game: development of mindfulness, team spirit, the ability to control one's behavior.

Age: from 3 years.

Game progress: children are divided into three teams: fish, birds, bunnies. The teacher explains to the children that each animal has its own habitat, i.e. birds fly in the sky, fish swim in the water, bunnies jump on land. A small circle with a diameter of approximately 1.5 m is drawn in the middle of the playground. Soft cheerful music is turned on, children run, jump, dance to it. After a while, the music turns off and the teacher commands: "Sky", "Land" or "Water". Children whose characters belong to the named environment must quickly run into the circle. Children who make a mistake are out of the game. The game is repeated several times. Then the children switch roles, and the game continues as long as there is interest in it. Toddlers can make hats-masks in advance that will help them remember who they are in the game.

Pines, Christmas trees, stumps

Purpose of the game: to develop mindfulness, the ability to control one's behavior.

Age: from 4 years.

Game progress: children stand in a circle, holding hands. The teacher is in the center of the circle. Soft music is playing, children are moving in a circle. At the command of the teacher "Pines", "Christmas Trees" or "Stumps", the children should stop and depict the named object: "Pines" - raising their hands high up, "Christmas Trees" - spreading their arms to the sides, "Stumps" - squatting. Players who make a mistake are eliminated from the game or receive a penalty point.

Then the game continues.

Fun starts

Purpose of the game: development of dexterity, speed and reaction of children, promoting collective cohesion.

Age: from 3 years.

Game progress: the teacher warns the children in advance that the “Fun Starts” competition will be held, so the children should have comfortable sportswear with them. The teacher thinks in advance the content of the game, tasks for the players, prepares the playground. Children are divided into teams with an equal number of players, and the game itself is played. These competitions can consist of a variety of tasks. The teacher can consult with the children in advance, ask them to suggest types of tasks that are interesting for them. The winner is the team that first passed all the tests without errors. For kids, the game may consist of a small number of simple tasks, 4-5 tasks will be enough, older children should increase the number of tasks, and make the tasks themselves more complex.

Approximate competition plan for players 3-4 years old.

Run a snake between the placed skittles.

Jump over a 30 cm wide strip drawn on the floor or not on the ground.

Climb into a vertically standing hoop.

Run around the chair on which the ball lies.

Take the ball and hit it in a vertically standing hoop.

Return to your team and pass the baton to another player.

Day and night

Purpose of the game: to develop the speed and dexterity of children, to teach them to freely express their emotions, to promote the rapprochement of children.

Age: from 4 years.

Game progress: 7-8 children are chosen at will (depending on the number of participants), they become in a circle, take each other's hands and raise them high, the rest of the children are freely placed around the game room. At the command of the teacher “day”, the music turns on, the children run around the hall, run through the circle. The teacher commands “night”, the children in the circle lower their hands and try to catch the children who are inside the circle. The caught children join those in the circle and the game continues. The teacher should explain to the children that those who are not standing in the circle should not bypass the circle, otherwise it will not be interesting to play.

Funny grasshoppers

Purpose of the game: development of speed, dexterity, contributing to the establishment of friendly relations in the children's team.

Age: from 4 years.

Game progress: relay game, children are divided into two teams, become columns in front of the start line. At the command of the teacher, the first child in the column must jump a certain distance, for example, to the opposite wall, in the way that the teacher indicates. The child jumps to the wall, touches it with his hand, then returns, the next player takes over. If the players walk the distance not to the wall, but to the line drawn on the floor, be sure to step over the line drawn with their foot. The teacher indicates a new way of jumping to the next player. The team whose members complete the task first wins. You can jump in the following ways.

On the left leg.

On the right leg.

Big jumps from foot to foot.

On two legs.

Three jumps on the left, three jumps on the right foot, etc.

A variety of ways and types of jumps depends on the imagination and age of the children playing.

Live beads

Purpose of the game: to teach children a trusting attitude towards each other, the development of emancipation in the expression of emotions.

Age: from 5 years.

Game progress: children are divided into several teams with the same number of people. The teacher must ensure that the teams are approximately equal in strength, it is unacceptable to gather active and initiative children in one team, quiet and shy children in another, etc. Each team receives its own “needle and thread” - this can be a rope with a safety pin at the end. The task of each team is to collect "live" beads on a string. The beads in this game are the members of each team. The pin is threaded into the holes on the children's clothes - into the buttonhole, passed through the strap, etc. The team that quickly gathers all the participants on the rope and ties its ends wins. The game can be played several times and the results determine the fastest team. At the end of the game, all children can be awarded small incentive prizes. For older children, over 7 years old, the game can be complicated - each player is “strung” on a thread twice, i.e. the rope is threaded through two holes at once on different items of his clothing - for example, through trousers and a shirt. If suddenly the child does not have suitable holes on the clothes through which the thread can be threaded, the child can connect a large ring and index fingers and pull the thread through the resulting loop.

Who's ahead

Purpose of the game: development of speed and dexterity, the ability to get ahead of rivals without using rudeness and strength.

Age: from 5 years.

Game progress: a small group of children is playing - about 6-7 people. Chairs are placed around, their number should be one less than the number of children playing. To the music, the children walk around the chairs, as soon as the music stops, the children should quickly sit on the chairs. One of the children does not have enough space, he earns a penalty point. Then the game continues. At the end of the game, who is the most left without a place is calculated. The teacher conducting the game should explain that when taking a place, one should not push, be rude and aggressive. At the end of the game, the teacher may say that it is very good to be fast and agile, but the players who were most often left without a place did this not because they were not as fast as others, but because they were used to being polite and giving way to people. This will help slow children not feel disadvantaged and keep them interested in playing outdoor games.

salochki

Purpose of the game: develop speed, reaction, dexterity; rapprochement of children, improvement of mood.

Age: from 4 years.

Game progress: a fairly large number of children can take part in the game. One of them is chosen as the leader with the help of a rhyme. The basic rule of the game is that the driver must catch up with one of the players and touch him with his palm - to touch him. Children can become inaccessible to the driver if they have time to perform the agreed action. There are many varieties of tags, for example, “crosses”, when children can “close” from the driver, become inaccessible by crossing their arms; "Tag-in-the-air" - in order to hide from the driver, the child must get off the ground - climb onto a bench, swing, fence; “little-in-the-house”, children draw a circle around themselves with a piece of chalk; "salochki-on-one-leg", where the child closes from the driver, standing on one leg; “Red flags”, in which the child hides from the driver, touching a red object with his hand, etc. There can be a huge variety of options, depending on your imagination and the imagination of the children. It is very important to match the playing children by temperament - if your shy child turns out to be the slowest and most sluggish, he may remain driving all the time or even leave the game.

Quiet and loud

Purpose of the game: removal of emotional stress, teach children to alternately change the rhythm of movements as directed by the teacher.

Age: from 2 years.

Game progress: playing children stand in a circle. The teacher picks up a tambourine, is located in the center of the circle and explains to the children the rules of the game, which are as follows: under loud and frequent beats of a tambourine, children actively move without moving from their place: they jump in place, stomp their feet strongly, wave their arms, etc. ., depending on the wishes of the child. When the beats of the tambourine become rare and weak, the children reduce their activity and silently step in place - stealthily, slowly and rising on tiptoe. At the beginning of the game, the teacher changes the rhythm at certain intervals, for example, after 3-4 minutes. Further, the game becomes more impulsive, the rhythms and the force of the beats of the tambourine change frequently, at different intervals. Children must learn to change the pace of activity abruptly. The game can be played quite often, several times a week. When the children are well acquainted with the game, the teacher can offer the role of a leader to one of the children - if desired.

Where we were, we won’t say, but what we did, we’ll show

Purpose of the game: teach children to highlight character traits any action and depict the action itself with their help; to teach children to recognize through pantomime the meaning of the depicted action.

Age: from 3 years.

Game progress: with the help of a counting rhyme, a driver is selected, who is invited to go to another room. The remaining children agree among themselves what action they will portray. The driver comes back and asks a question:

Where have you been? children answer:

We won't tell!

The driver asks:

And what did they do?

We don't tell, we show!

Children depict a planned action, the driver must guess what exactly the children are doing. All children or only some of them can represent the intended action. Then, with the help of a counting rhyme, a new driver is selected, and the game continues. If the driver could not guess what was depicted, he is told the correct answer, and he continues to drive. The teacher should pay attention to the fact that shy children are not left out during the game.

Witch
The sorcerer bewitches one of the participants in the game so that he loses the ability to speak. The child will respond to all questions with gestures. By asking questions, he tries to tell the story of how he was bewitched. Other children should retell what the "bewitched" shows.

Tell a verse with your hands
The child tries without words, with the help of pantomime, to tell the well-known entire poem or fairy tale. The rest of the children try to understand what he is saying.

Who's come?

Purpose of the game: to teach children to distinguish characteristic features in people's behavior and be able to portray these features with actions; teach children to identify people by characteristic signs of behavior.

Age: from 3 years.

Game progress: with the help of a counting rhyme, children choose a driver. teacher

tells the child who he should portray, and he leaves the room. The child then returns to the room, knocking on the door. Other children ask:

Who's come?

The child answers:

I won't tell, I'll show you.

The driver begins to portray someone, the rest of the children must guess who exactly he wants to portray. For example, the driver pretends to be a mother: he pretends to open the door with a key, prepares dinner, feeds the doll to him, washes the dishes, puts the doll to bed. The child who first guessed the conceived character becomes the new driver. The teacher can help children in the game, if the leading child finds it difficult to perform actions, the teacher can ask leading questions. If the same children take an active part in the game, and shy kids remain on the sidelines, the teacher can slightly change the rules and suggest choosing a new driver using a counting rhyme or at his own discretion.

What it is?

Purpose of the game: teach children to highlight characteristics objects and depict these objects; teach children to guess the objects depicted with the help of pantomime.

Age: from 3 years.

Game progress: the teacher invites the children to divide into teams with a small number of people (4-6 children in each group). Each team is given the task of depicting an object, the opposing teams must guess what exactly was intended. It is not always easy to depict an ordinary object, so the teacher offers such objects in which it is easy to distinguish distinctive features or objects that are in a certain given situation, for example, a bus with people, washing machine, a vacuum cleaner, crane etc. The teacher should pay close attention to shy children, whether they take part in the game to the fullest or watch the game from the side.

Draw emotions

Purpose of the game: teach children to portray given emotions, such as sadness, joy, delight, boredom, crying, fun, etc.

Age: from 3 years.

Game progress: children use a counting rhyme to choose a driver. The teacher, secretly from other children, calls the driver an emotion, he reproduces it with the help of facial expressions and gestures. The rest of the children guess what exactly the driver depicted. The child who first named the correct answer becomes the new driver. For children of primary preschool age, the task can be set in a situational form: for example, the teacher calls the conditional phrase: “Pinocchio rejoices (sad, bored, etc.)”.

What is my name

Purpose of the game: introduce children to each other, help in remembering names.

Age: from 3 years.

Game progress: children stand in a circle and take each other's hands. One of the children starts the game. He calls his name. The child standing next to him continues the game - he calls the name of the first child, then adds his own. The next child should say the name of the first child, then the second, then add their own. All subsequent players continue the game, naming a chain of names of the children in front of them, and their given name. Depending on the age of the children, the chain may consist of different quantity names. For children of three years of age, the chain should not exceed three names, for seven-year-olds - no more than five names.

Good words

Purpose of the game: teach children to say kind words to each other.

Age: from 3 years.

Game progress: the teacher tells the children a story: “In one distant city, the children began to say a lot of bad words, but they completely forgot the good ones. Good words are very tired of sitting idle and decided to leave this city for other places where children do not forget them. Something terrible has happened in this city. The children began to call names, they completely stopped being friends, teachers at school and educators in kindergartens completely stopped praising children, moms and dads began to only scold their kids. It was very hard for the children, and they went to look for good words to ask them to return to their city. For a very long time, the children searched for these words and finally found them. Good words were very glad that the children needed them again, and they returned with joy. But now, as soon as someone says a bad word, everyone immediately remembers how good words left the city, and everyone immediately doesn’t want to swear. Let's remember the good words we know and say them to each other." Children, turning to others, name kind words that are familiar to them.

compliments

Purpose of the game: to teach children to find good features in each other, to say compliments and nice things to each other.

Age: from 4 years.

Game progress: beforehand, the teacher explains to the children the meaning of the word “compliment” and tells why people compliment each other. Then the teacher invites the children to stand in a circle and picks up the ball. The teacher turns to one of the children, says some compliment to him and throws the ball. Compliments should be specific, be justified by something. Instead of: “Sasha is good,” you should say: “Sasha is generous, he always shares toys with other guys.” The child must "catch a compliment", that is, catch the ball and return it to the teacher. The game continues for a while until all the children have received their compliment, then the rules may change. The child who "caught the compliment" chooses one of the children, tells him his compliment and throws the ball. That one catches the ball and, in turn, compliments the next one. The teacher gently corrects and directs the children's play, helps children in case of difficulties. The game should not be held at a fast pace, the children should have time to think about the compliment they want to give.

The best

Purpose of the game: teach children to find each other positive features to compliment each other.

Age: from 3 years.

Game progress: a “throne” is being prepared in advance, for example, an armchair covered with a beautiful fabric. Above the throne, in large bright letters, is the inscription: "The BEST." Children sit on chairs. With the help of a counting rhyme, a leader is selected, who takes a place on the throne. Within a few minutes (time is regulated by the teacher), the rest of the children explain why this child is the best, come up with diminutive derivatives of his name. At the end, the leader chooses the next child to take the throne. The educator can suggest that you can thank the children for the compliments and ask the child to describe his emotions that he experienced while on this throne. All children must sit on the throne once. In this game, shy children should not be among the first players, it is necessary to give them time to get comfortable and get used to the idea that he will soon have to be in the spotlight. Of course, the teacher must explain to the children that it is unacceptable to say offensive words; that it is very unpleasant to publicly listen to things that are unpleasant for oneself, and that if someone is not satisfied with something in the behavior of other children, it is better to say it face to face in a tactful and gentle manner. If a shy child categorically refuses to sit on the throne, you should not force him, you can invite him to take part later, perhaps he will change his mind. The teacher can tell the child that he refuses to play in vain, because the teacher has long wanted to tell him how much he appreciates in this child ... (the teacher names the child’s quality that characterizes him on the positive side), and now an excellent opportunity has presented itself. Shy children may simply be afraid to hear anything unflattering about themselves.

Pink glasses

Purpose of the game

Age: from 3 years.

Course of the game: the game is played in a small group of children. The teacher explains to the children the meaning of the expression "rose-colored glasses" - this expression implies that a person sees the environment in a "pink light", that is, only the good, not noticing everything unpleasant and negative. The teacher puts on pre-prepared glasses with pink lenses, looking at each child, gives him a brief positive reference, describes it strengths and dignity. After that, the teacher can invite each child to put on glasses and look around - look at other children and see good features in everyone. For children over 5 years old, the teacher can offer a psychological technique for relieving stress in conflict situations- if a child is angry, angry with someone, you can mentally imagine how you put rose-colored glasses on your eyes, and the world changes, an unpleasant person appears in a different light.

The best debater

Purpose of the game: help children see positive traits in each other, increase self-esteem and good mood in children.

Age: from 4 years.

Game progress: the game is played in a small group of children - 8-12 people. Children are divided into pairs, it is desirable that in each pair there are children who treat each other well. The game is played between two pairs, in each pair one child is the debater, the other is the subject of the dispute. Two debaters are trying to prove to each other how their partner is better. The teacher carefully monitors that during the dispute the merits of his partner are discussed, and not the shortcomings of the opponent, in such cases the game stops, and the child who tries to humiliate the opponent automatically loses. Then the next couple argue. After all pairs have participated in the game, the children in each pair change roles and the game resumes. As a result of the game, the most convincing debater is selected, who best of all presented the qualities of his partner, gave convincing arguments. He becomes the winner of the game.

Roar, lion, roar!
This game is good to play with children suffering from stiffness and passivity. The adult says: “We are all lions, big Friendly family. Let's have a competition to see who can growl the loudest. As soon as I say: "roar, lion, roar!", let the loudest growl be heard.

good mood road

Purpose of the game: creating a friendly atmosphere in the children's team, raising the mood and creating positive emotions.

Age: from 4 years.

Course of the game: the game is played in a small group of children. The teacher must first conduct a conversation, ask the children to recall situations when they felt good and comfortable. This can be a boat trip with parents, cycling with friends, a vacation in the village with a grandmother who always bakes pies, etc. Some objects or actions may be associated with a child with a good mood. The most ordinary word can evoke fond memories in a child.

Children stand in a row in front of the path, on which multi-colored rings from the pyramid are laid out (6-7 rings will be enough). Children walk this path one by one, touching each ring and naming words that seem good and kind to them. The teacher can ask the child to explain to everyone why he considers this word to be good. Words must not be repeated.

The teacher can suggest that children over 5 years old use this technique to improve their mood.

spiny beast

Purpose of the game: creating a positive mood in children, creating a friendly atmosphere.

Age: from 3 years.

Game progress: the teacher shows the children a drawing of a mysterious animal, made on a large sheet. The whole animal was pierced with toothpicks stuck in the poster. The teacher explains that it is very angry and scary beast. He became this way for the reason that there are a lot of thorns on him, so everyone is afraid of him and does not want to play with him. The teacher asks the children to help this animal get rid of its anger and irritation. The task of children is to take pity on the beast, to reward him with good character traits. As soon as the child speaks good word about this animal, the teacher pulls one thorn out of it and breaks it. Gradually, the number of thorns on the animal decreases, it acquires a completely kind and pretty look, the children all together come up with a nickname for it. It is desirable that the number of thorns be greater than the number of children, so that each child can contribute to the process of reincarnation of the beast from evil and prickly to good.

name-callers

Purpose of the game: to teach children to understand other people, to treat them with great attention and respect.

Age: from 5 years.

Game progress: the children sit in a circle, the teacher offers to play a game called "Calls", where each child must call the other. The most important rule of the game - name-calling should not be humiliating. Before saying an invented name-calling, the child must mentally apply this word to himself and decide whether he would be offended if they called him that. If he considers this name-calling not offensive and not humiliating, he can name another child for her. It is very important to give the children time to consider whether he would like to be called that word. The game will help children understand that unpleasant words uttered against another can bring that experience and resentment. This game is not advisable to play if there are very active, excitable children in the children's team who are capable of thoughtlessly offending others or aggressive and unfriendly children.

I'm good

Purpose of the game: to develop children's sense dignity Learn to see the positives in yourself.

Age: from 6 years.

Course of the game: the game is played in a small group of children, approximately 6-8 people. The game consists in the fact that each child must determine one of his positive qualities, and the other children must guess which quality in question. The child approaches the teacher and calls him one of his virtues. Then, turning to the rest of the children, he says: “I am good, because ...” The rest of the children take turns calling positive traits this child until one of the children guesses what exactly was guessed. Then the game continues with the child who correctly named the hidden quality. All children present must take part in the game.

The game will help children see the real picture of their attitude towards themselves, compare the child's self-esteem with the assessment of others around him. Perhaps he will learn a lot about himself and see that some character traits that he did not consider virtues look like such in the eyes of other people.

Fairy tale
The child is invited to come up with a fairy tale about a person whose name is the same as his. This exercise contributes not only to a better self-awareness, but to the development of the ability to talk about yourself without embarrassment.

Good Deeds Box

Purpose of the game: educating children in a benevolent attitude towards each other, creating a positive emotional mood in the children's team, educating children in the ability to notice and appreciate positive deeds committed by other people.

Age: from 5 years.

Game progress: the teacher shows the children a box filled with cubes, pours them out and invites the children to imagine that each cube is good deed committed by any of the children. The game continues for a certain period of time, for example, for one day. Each child can put a cube in the box for any good deed, no matter who did it - this child or someone else. The children inform the teacher about each cube placed in the box, and at the end of the game, the results are summed up. The teacher, together with the children, counts the number of cubes, the good deeds for which the cubes were put in the box are remembered and analyzed, the children who have committed these deeds are encouraged and set as an example.

The same act should not be evaluated twice.

Mixers

Purpose of the game: to help children learn to express their emotions more freely, to teach children to positively influence the mood of other people.

Age: from 5 years.

Game progress: with the help of a counting rhyme, one driving child is selected. If this is a girl, she will play the role of Princess Nesmeyana, if a boy, the role of Prince Grustin. Other children should make this child laugh. The driver tries his best not to laugh or smile. It is forbidden to touch the driver with your hands. If the child could not make the driver laugh, then another child comes into play, if the driver smiled or laughed, then the one who laughed becomes the new driver. The game continues as long as the children remain interested in it. The teacher must ensure that all children take part in the game, so that shy players do not stand aside, and their participation in the game does not become formal. It is desirable that all players be able to play the role of Princess Nesmeyana or Prince Grustin.

Rain and daisies

Purpose of the game: help children learn to express their emotions more freely, teach children sensitivity, teach to cheer up other people.

Age: from 5 years.

Game progress: the teacher invites the children to divide into two groups, a third of the children will go into one group - rain, two-thirds of the children will go into another group - daisies. The teacher tells the children a story with something like this: “The hot summer has come, the bright sun is shining, the daisies are very thirsty. They sit in the meadow sad and waiting for the rain. They do not want to do anything, they feel bad. They need to drink immediately. Finally it began to rain, raindrops fall on the daisies and water them with water. Gradually, the daisies come to life, open up and straighten up.

Children playing the role of daisies squat down, take sad and tired look, a sad melody sounds softly. At the words of the teacher about the beginning of the rain, the children of the "rain" approach the "daisies", take their hands in their own, look into their eyes, say gentle and affectionate words of consolation, so that the "daisies" cease to be sad and their mood rises. "Daisies" smile, rise to their full height with the help of "raindrops". When all the "daisies" "come to life", the children can switch roles and continue the game. The game is completely controlled by the teacher, he helps the children with examples and tips.

Because you are good

Purpose of the game: increase children's self-esteem, teach them to see the positive aspects in other people.

Age: from 5 years.

Game progress: the teacher invites the children to divide into pairs. It is desirable that in each pair there are children who are friends with each other. The teacher gives the children to think for 2-3 minutes and determine which feature of the partner the child likes the most. Each player says to his partner: “I would like to be like you, because you ...” and then calls the reason - the quality of the child, which he considers the most outstanding and wonderful in this child. Then his partner answers - repeats the same phrase, only indicates a different character trait. Each pair takes part in the game. The teacher can help the children if they have difficulties.

good beast

Purpose of the game: to teach children empathy and sympathy, the ability to show and understand emotions, express them without words, using gestures and facial expressions.

Age: from 5 years.

Game progress: the game is played with a small group of children, no more than 6-7 people. After reading some work about animals, the teacher invites the children to come up with their own animal - small and defenseless, which does not exist in nature. Children must describe his appearance, come up with character traits and behavior, give him a name. The teacher can help children with leading questions, corrections and additions. For example, if children are at a loss, you can ask them to think about whether the animal has fur, if it has, what color it is, whether it is soft to the touch, what kind of tail it has, what shape and size of ears, how its paws end - nails or hooves, and etc. Then, by joint efforts, the children can draw a portrait of this beast. After that, you can continue the game: the children will take turns playing the role of this beast, the rest must take care of it, care for it and guess its desires and needs. An important rule is that this beast cannot be offended, forced to do anything, punished and angry with him. The teacher offers some kind of game for the game life situation- children come from a walk and bring the beast with them. One of the children plays the role of this beast. Children jointly wash his hands (paws), lead him to the dining room and feed him, etc. The animal makes it clear with facial expressions and gestures what he likes in the actions of children and what not. For example, the animal does not like semolina and does not want to eat it, he is allergic to strawberry soap, and he goes to bed strictly at 3 o'clock. The beast does not know how to talk and shows all its emotions with the help of gestures and facial expressions. If the children cannot understand it, the beast can inform the teacher in a whisper, and he will give the children a hint.

Oldies

Purpose of the game: develop a respectful and considerate attitude towards the elderly.

Age: from 5 years.

Wishes

Purpose of the game: to teach children to express their emotions, empathize with other people, make good wishes.

Age: from 5 years.

Course of the game: the game is played in a small group of children. Previously, children from paper make a seven-flower flower in the classroom, and the number of petals coincides with the number of children in the group (or will be a multiple of the number of children). The teacher invites the children to play: write a wish on each petal, tear off the petals and give them to those children who, in their opinion, need this wish. Each child tears off the petals in turn, gives them to each child and explains why he gives each of the children exactly such a wish, and not another. For example, Sasha gives a petal with a wish for health, because Sasha was recently sick, Katya - a petal with a wish for fun, because she is sad today, etc. So the children exchange all the petals. Then each child sticks all the wishes that were presented to him on his middle of the flower and takes this flower home as a keepsake.

In zoo

Purpose of the game: allow children to try on various roles - good, evil, cunning, cowardly, etc .; increase the level of self-esteem.

Age: from 3 years.

Game progress: the teacher offers to play: “Imagine that we came to the zoo. We will walk, move from cage to cage, observe the behavior of animals. Our task is to depict how the host of each cell behaves.” The teacher turns on soft music, names various animals, the children depict the named animal for 3-4 minutes, then the teacher offers the next animal. It is best to offer children the names of animals paired with an adjective that characterizes it. The teacher can name the following animals: an evil wolf, a cowardly bunny, an angry bear, a kind elephant, a nimble mouse, sly Fox, lazy cat, ferocious tiger, etc. Shy children are often embarrassed to show their emotions and may have difficulty completing tasks. The teacher should help them, draw their attention to how other children imitate the behavior of animals.

Show yourself
Painful isolation can be tried to unleash if children are given the opportunity to express themselves, to play the role of another, speaking in a strange voice. Masks, costumes release such unexpected aspects of behavior that are usually inhibited. Give the children masks or have them make their own. Each child will take a new name for himself and in the game will behave in accordance with his new role. You can also transform by painting your face. Puppets can be used to express feelings.

Look at me

Purpose of the game: to teach children to see positive traits in people.

Age: from 5 years.

Game progress: The teacher invites the children to portray a scene in which one person is staring at another. The one being looked at describes his feelings. The one who is looking describes the reason why he is looking at the person. Shy children are usually embarrassed by the looks of others, so the monologue of the one who is being looked at goes something like this: “Why is he (s) looking at me? What does he/she dislike? I must have dirty shoes. Or he (she) doesn't like my glasses. The one that looks: “What a cute boy is sitting. This sweater really suits him. He also has very kind eyes.

broken phone

Purpose of the game: to teach children to pay attention to the words of other people.

Age: from 5 years.

Game progress: the children are arranged in a row, the teacher tells the ear of the last child in the row an arbitrary conceived word, he passes it on to the next, and so on in the chain. The child closing the chain pronounces the word aloud, everyone compares the initial word that the teacher calls and the word at the end of the chain. If the word has changed, it turns out in which place its transformation took place. The teacher warns the children in advance that the words should be pronounced in a quiet but intelligible whisper. It is not advisable to play the game in a team in which there are children with speech or hearing impairments.

Who hid?

Purpose of the game: to teach children to be more attentive to other people.

Age: from 4 years.

Game progress: children dance and spin to the music, when the music stops, the children squat down and cover their eyes with their hands. The teacher touches the shoulder of one of the children and gestures for him to leave the room. The child quietly leaves the room, trying not to make noise. After a minute, the teacher gives a signal, the children open their eyes and try to determine which of them is missing. After the hidden child is named, it is returned to the players and the game continues.

Whose subject?

Purpose of the game: to teach children to show consideration for other people.

Age: from 4 years.

Game progress: the teacher prepares in advance several items belonging to different children. Soft music is turned on, the children are spinning and dancing, then the music stops. Children close their eyes and freeze in place. The teacher waits for a while, allowing the children to calm down and concentrate, then offers to open their eyes and shows an object belonging to one of the children. Children must remember who owns this thing. The owner of the item should not prompt. Items such as hair clip, badge, sweater, tie, etc. can participate in the game.

What changed?

Purpose of the game A: develop children's mindfulness, teach children attention to other people.

Age: from 5 years.

Game progress: with the help of a counting rhyme, the driver is selected. The soft music is turned on, to which the children dance. The music stops and the children freeze in various poses. The driver carefully examines the frozen children for 1 minute, then leaves the room. Children quickly make several changes (the number of changes depends on age) - one puts on a hat, the second picks up a doll, the third sits on a chair, etc. The driver comes in and tries to determine what exactly has changed. Then a new driver is chosen and the game continues. The teacher encourages the most attentive children.

Answer - don't yawn

Purpose of the game: to develop in children the speed of reaction and ingenuity.

Age: from 3 years.

Game progress: the game can be played outside. You can first draw the asphalt with chalk so that each kid has his own track with divisions. Children stand in a row, each on his own path, the teacher takes turns asking each a simple question. If the child answered without hesitation, he moves to the next division, if he did not find the answer, he remains in the same place, and the teacher moves on to the next kid. It is very important in this game to pay attention to shy children, help them to keep up with other children and give them a sense of self-confidence and a taste of victory. Questions can be any, including playful ones, as well as answers, in this game it is not the correctness of the answer that is evaluated, but the speed and reaction.

Sample questions:

How many fingers do you have on your hand?

How is your mother's name?

What color is the sun?

How old is Santa Claus?

How many times did you come to kindergarten?

Who has a carrot nose? etc.

Bunnies on the tram

Purpose of the game: to teach children to come up with objections and find answers to them.

Age: from 4 years.

Game progress: children stand or sit in a row. The first child pronounces any phrase, the teacher can help him, for example: "The bunnies are going in the tram." The next child must name the reason-obstacle, due to which the spoken phrase loses its meaning. For example: "The bunnies can't ride the tram because the power went out." The third child changes the phrase uttered by the first child, taking into account the remark of the second: "The bunnies are driving in the car." The fourth comes up with an obstacle: "The car ran out of gas." Etc. The following statement phrases may be used in the game.

I bought bread in the store (the names of goods or food products that can be purchased in the store change).

A cat lives in my apartment (the name of the animal changes).

Onions grew in the garden (the name of the vegetable changes), etc.

To the touch

Purpose of the game: to teach children a trusting attitude towards each other, to develop emancipation in the expression of emotions, attentiveness.

Age: from 5 years.

The course of the game: the children stand in a circle and, with the help of a counting rhyme, choose a driver. He is blindfolded with a scarf or bandage, and he stands in the center of the circle. Music is turned on, under it the children dance around the leader until the teacher tells them to stop with a certain gesture or sign, for example, a wave of the hand or the word “stop”. Then the driver approaches the first child he comes across and tries to determine by touch who it is. If he guesses, then the guessed child becomes the driver, if the driver is mistaken, he continues to drive. The child, whom the driver is trying to identify by touch, should behave quietly, not laugh, not say anything in order to complicate the task of the driver. Other children should not tell the driver. The same child should not remain driving more than 3 times in a row. This game should be played in groups with a small number of children, no more than 15.

Storm on the sea

Purpose of the game: to liberate the emotional sphere of children, to teach them to get rid of negative emotions in an acceptable form for this.

Age: from 5 years.

Game progress: with the help of a long rope, the teacher makes the outlines of the ship, inside which the children are on the chairs. The teacher plays the role of a captain, he imitates swimming and comments on “what is happening” around:

We are sailing on the sea, the island of Monkeys is visible on the right. Many, many palm trees with huge bananas grow on this island. See the monkeys

sitting on the very tops of palm trees and waving their paws at us? They welcome us and invite us to visit. Well, we have half an hour of free time, let's visit the monkeys? Helmsman, turn the ship around, heading for Monkey Island. But what is it, we are drowning! Why did this happen? Guys, help me, we urgently need to scoop up water from a sinking ship! (Children pretend to scoop up water and pour it overboard). We need urgent help! (Turning to one of the children) Sasha, call the monkeys for help, shout loudly: “Help! Save!

The teacher invites the children to take turns shouting as loudly as possible, asking for help. Usually shy children have psychological barriers that prevent them from screaming loudly. As a rule, these barriers arise due to constant noise control by parents. Children sometimes need to shout, throw out negative energy, this game will teach children to do this in certain situations and suitable places.

The game develops according to the scenario invented by the teacher. Children should take a direct part in the game and become co-authors of the game; for this, the teacher can constantly turn to the children for help and tips.

Live toys

Purpose of the game: to teach children empathy, a sympathetic attitude towards others, to instill a caring attitude towards toys.

Age: from 3 years.

Game progress: the teacher distributes toys that are well known to them: cars, dolls, soft animals, balls, cubes, etc. Toys should be different for all children. The teacher invites the children to tell a composed story for each toy. It's better if it's in first person. An adult can tell the first story first, then invite the most active children to come up with their own story, and so on. Shy children should come up with their stories somewhere in the middle. You should not call them among the first and last storytellers. The teacher must ensure that the children do not retell each other's stories, in this case, you can direct the child's thoughts in a new direction by asking leading questions. The story might go something like this: “I am a teddy bear. My name is Misha. I have been living here for a long time. I have friends - dolls Masha and Alena, a tiger cub Tigra, a tumbler and three nesting dolls. I also really like to play with ... (the name of the child who loves to play with this bear cub most of all is called). It’s always very fun and noisy here, but sometimes I get upset, for example, when they leave me or my friends, forget to put us in our place, or tear off our ears and tails ... ”Depending on the teacher’s imagination, the story can have any continuation, it can be in this form draw the attention of children to some undesirable aspects of their behavior.

Our little friends

Purpose of the game: to develop in children the ability to sympathize and empathize, to develop a caring attitude towards pets.

Age: from 3 years.

Game progress: the teacher first invites the children to draw their pets. From these drawings, children should tell stories about their favorites. This may be the story of the appearance of a little friend in the child's family, some funny incident from their life, or just a story about how they live, what they do, where they go for walks, etc.

All the way around

Purpose of the game: to teach children to identify actions that are opposite in meaning.

Age: from 4 years.

Game progress: with the help of a counting rhyme, we choose the driver. Children stand in a circle, hands on their belts, the driver becomes the center of the circle. The leader makes arbitrary movements and calls them, the rest of the children perform the opposite actions. For example, the driver raises his hands up and says: “Hands up”, all the children lower their hands at the seams. A child who makes a mistake becomes a leader. If all the children perform the actions correctly, after a while a new driver is selected with the help of a counter.

What I am and what I would like to be

Target: boosting the self-esteem of a shy child.

Age: for preschool and primary school age.

When performing this exercise, you can work with one child or with a group of children.

The child is asked to draw himself twice. In the first picture - as he is now, in the second - as he would like to be. Working with drawings is based on a comparison of their features. The colors that the child used in each drawing, the pose, the mood in which he is depicted, the environment are compared.

According to psychologists, a child's self-esteem is expressed in the differences between the two drawings. Some children have coincidences between the "real" and "ideal" I. In this case, he believes that nothing should be changed. As a rule, such children have high self-esteem.

Self-assessment is considered adequate if the discrepancy between the two figures is not too significant.

In children with low self-esteem, the color of the drawing remains unchanged, often dark, the drawing is small, sloppy and even dirty. When drawing an ideal self, a large number of colors are used, the child draws himself in bright clothes with elements that emphasize external beauty, in situations where positive actions are performed.

At the end of the drawing, a discussion is held, after which the child must formulate for himself what needs to be done in order to become what he wants to be.

The following games: Draw a Shape, Pass the Drawing, Trust Fall, Conspirator, and Sculpture can be helpful for those shy children who have difficulty communicating with adults.

Draw a figure

Purpose of the game: remove communication barriers, increase trust in adults.

Age: children 6-12 years old

The game is attended by at least two children and two adults. Divided into pairs: one adult and one child. It is desirable that the child be in the same pair with someone else's adult, but one should not insist if such a division causes a strong objection in a shy child. In this case, one can try to introduce a condition that the players must necessarily change partners, but again, do not insist in case of a strong rejection of such a condition by a shy child. Often the child, having mastered the course of the game, offers this option himself.

The rules of the game are as follows: the partners agree what they will portray (the task of an adult is to make sure that the idea is not too complicated and difficult to implement), after that one draws a figure with a finger on the back of the other, and the second depicts it with facial expressions, gestures, maybe dance. The second pair guesses. A point is awarded (attention!) not to guess, but to those who seem to have depicted their plan.

Sculpture

Purpose of the game: to teach to trust another person.

Age: for senior preschool age).

The minimum number of participants in the game is 3 people. The two agree on what figure they will portray, after which one player “sculpts” it from the other, gradually forcing him to take the desired poses. The third player must guess what kind of sculpture it is.

Most topical issue shy child is the theme rejection. Adults often do not consider it significant enough, which it is for the child himself. To correct this complex, T. L. Shishova recommends that adults turn to the games “Homeless Kitten” and “Robot”. We invite readers to take advantage of these games.

homeless kitten

Purpose of the game: let the child feel its importance, increase self-esteem.

Age: for children 4-8 years old

The game can be played in the form puppet theater, and for school-age children - on the table using small figures (possible from kinder surprises). Kitten is the conventional name of the game. It can also be a bunny, a dog, a dinosaur, a crocodile, etc.

A kitten lived in the same house. He was cute and, most importantly, very affectionate. Other owners would have doted on him, but the owners of the Kitten (let the child figure out who they are, how many of them) behaved terribly with him (let him show him exactly how. Invite him to play the role of the Kitten, and another time switch roles) . And then one day the Kitten found himself without a roof over his head ... (The owners either kicked the Kitten out, or he ran away - leave the choice of situation to the child. If the child wants, you can come up with and show the adventures of a homeless Kitten, but you should not insist on this. For your the baby is important not to get used to the role of the rejected one, but to feel more fully the joy of finding affectionate and caring loved ones). But then he met ... (let the child himself come up with a character who will shelter the Kitten). And since then, Kitten's life has changed radically! (Do not be lazy and show in detail how a good character took care of him. Such a game often seems boring to adults, but for a lonely child, it is in these sentimental details that sometimes the most important, most intimate meaning is contained).

As indicated in the previous chapter, a child can learn to better understand another person through pictograms.

Mimicry in drawings

Target: to learn to recognize the feelings of another person.

Age: for children of primary school age

A pictogram is a set of cards on which various emotions are depicted using simple signs. There are five icons in total. The first symbolizes a joyful face, consists of an oval (face), an inverted number seven (nose), two semi-ovals with tips down (eyebrows) and a semi-oval with tips up (mouth).

The second pictogram symbolizes a distressed face, consists of an oval, an inverted number seven, two oblique lines converging at the top (eyebrows), and a semi-oval with tips down (mouth).

The third pictogram, symbolizing the expression of fear, consists of an oval, an inverted number seven, two oblique lines converging at the top, and a circle (an open mouth).

The fourth pictogram depicts an angry face and consists of an oval, an inverted number seven, two slashes converging at the bottom, and a rectangle or small oval (grinning mouth).

The fifth pictogram shows a surprised face, consisting of an oval, two dashes (eyebrows) and a circle raised high above the inverted number seven.

Description of the game with pictograms. Sets of five cards were used for each child. Children should, having examined the pictograms, name the mood that they symbolize. Then all the cards are cut along the line dividing the conditional face into upper and lower parts, after which all the cards are mixed. Children are given the task to restore the pictograms by connecting them with adhesive tape. It is recorded how successfully the children coped with the task, how quickly they could do it.

fun exercise

Target: liberate children, provide a charge of vivacity for the whole day.

It is advisable to accompany the exercise with music.

The adult tells, the children show. In order for the car to work, you need to start the engine. A sleeping person is like a car turned off (children are “sleeping”). The body gets tired during the day, it needs rest - sleep. But there is a new day ahead and there are many, many interesting things and adventures ahead. We must prepare ourselves for them. Turn on, start your body. Let's jump on the floor! Each of you is the master of your own body. You are awakened cats, stretching either the front or the hind legs. Or are we ladybugs fallen on our backs? Can you roll over without assistance? And now we are tigers crouching in the thicket. Let us become a reed in the wind and take its flexibility for ourselves. Now let's take a deep breath and turn into balloons. A little more and we'll fly. Stretching up like giraffes. Let's jump like a kangaroo to become as agile and strong. And now we are pendulums. Heavy bronze pendulums in antique clocks. We sway from side to side - and we have enough time for everything. Now let's start the plane. We twist its propeller with all our might. Let's bend like an Indian's bow and become just as resilient. Which of our two legs will jump higher today - the left or the right? Beat your own record, sit down one more time than yesterday. You're a winner! The whole day will be ours! However, you can not do exercises, but crawl all day like an old sick turtle.

aliens

Target: development of non-verbal communication skills.

Age

It is advisable to use external paraphernalia: helmets for aliens, a cardboard model of a ship or a flying saucer, etc.

An interplanetary ship makes an emergency landing on an unfamiliar planet. This is Earth. Aliens step on a foreign land and see a group of guys. But how to make contact? After all, no one knows each other's language. And here gestures come to the rescue.

"Aliens" point with their hand at some object (for example, a chair, bed, table, etc.), and earthlings, naming this object, must show it with gestures functional purpose. The game is accompanied by music.

During the game, shy children must achieve understanding from their peers, which requires them to be active and confident.

compliments

Target: the formation of adequate self-esteem, the development of communication skills.

Age: for senior preschool and primary school age

The game can take on various forms. The essence of the game is that children give each other verbal signs of attention. The one to whom this sign is addressed must adequately respond to it. To name a few options this game.

Option 1.

Children stand in a circle and take turns saying something positive to one of the participants in the game. Attention signs can be marked personal qualities, appearance, skills, behavior, etc. In response, the child says: “Thank you, I also think that I ...” (repeats what was said to him, and then he reinforces with one more praise addressed to him: “I am still me I think that I...").

Option 2(using a ball).

The game is played in a circle. The content of the game is the same, but the child to whom the ball was thrown receives signs of attention. An adult makes sure that the ball hits all the children.

As mentioned in previous chapters, it is very important for a shy person to learn how to relax. Here are two options for psycho-muscular training for children, set out in the book by M. I. Chistyakova "Psycho-gymnastics".

Psychomuscular training without focusing on the breath

Bear cubs in a den(introductory game)

Age: for children 4-5 years old.

Autumn. It gets dark early. The cubs are sitting in a forest clearing and looking after the mother bear going into the thicket. She went to make beds for them in the lair. The cubs want to sleep. They go home one by one, exactly following the trail of the bear. The cubs climb into their beds and wait for the mother bear to play with them before going to bed. The she-bear counts her cubs. Everything is in place, you can start the game.

Bump game

Mother bear throws bumps to cubs. They catch them and squeeze them with force in their paws. The cones are broken into small pieces. The cubs throw them in different directions and drop their paws along the body - the paws rest. Mom again throws cones to the cubs.

Repeat the game 2-3 times.

The bee game

The she-bear calls the golden bee to play with the cubs. Children raise their knees, making houses. The bee flies under the knees. The mother bear says: "Flying!", and the cubs straighten their legs in a jaunty way, but the dexterous bee did not get caught.

Repeat the game 2-3 times.

Cold - hot

Mama bear is gone, a cold blew North wind and made his way through the cracks into the lair. The bears are cold. They shrunk into small balls - they are warming themselves. It got hot. The bears turned around. Again the north wind blew.

Repeat the game 2-3 times.

scarf game(to relax the muscles of the neck).

Mom came and handed out scarves to the cubs so that they would not freeze anymore. The half-asleep cubs, without opening their eyes, tied scarves around their necks. The cubs turned their heads from side to side: good, warm necks.

The bee interferes with sleep(play of facial muscles).

The bee flew into the den again. She decided to sit on someone's tongue, but the cubs quickly clenched their teeth, made their lips a tube and began to twist them in different directions. The bee got offended and flew away. The cubs again slightly opened their mouths, the tongue is resting. Mama bear came and turned on the light. From the bright light, the cubs tightly closed their eyes and wrinkled their noses. Mom sees: everything is in order, she turned off the light. The cubs stopped squinting and wrinkling their noses. The bee has flown again. The cubs did not chase her away, but rolled her on their foreheads, moving their eyebrows up and down. The bee thanked the cubs for the pleasure and flew off to sleep.

Rest. The she-bear sang a lullaby to the cubs (" Lullaby for a bear cub”), and the cubs, having settled comfortably, began to doze off. The bear went into the forest. (Pause). The bear returned and began to tell the cubs what they were dreaming about. All the cubs had the same dream: as if they were sitting in the bushes and looking at the children playing. (Pause). The bear tells the cubs that now they will hear wonderful music, and, turning to each bear cub individually, tells how good they will be when they wake up (P. I. Tchaikovsky, "Sweet Dream"). Then she warns the cubs that morning is coming soon and as soon as the lark sings, they will wake up. (Pause). The lark sings ("Song of the lark"). Children quickly and vigorously or, if the subsequent activity of children requires it, calmly and slowly get up. With surprise and curiosity, the cubs look out of the den: they went to bed in the fall, and now it's spring. All winter, it turns out, the cubs slept in the den.

The host invites the cubs to turn into children again.

Rest option. The facilitator invites the children to sit comfortably, relax and listen with eyes closed affectionate music. When the music ends, the children open their eyes and quietly stand up.

Psycho-muscular training with fixation of attention on breathing

By the Sea (introductory game)

Age: for children 6-7 years old.

Children play on the seashore (playing with pebbles), splashing in the water. After bathing enough, the children come out of the water and lie down on the sun-warmed sand of the beach... They close their eyes from bright sun. They spread their arms and legs in pleasant laziness.

sand play(for tension and relaxation of the muscles of the hands).

Pick up imaginary sand (on inspiration). Strongly clenching your fingers into a fist, hold the sand in your hands (holding your breath). Sprinkle sand on your knees, gradually opening your fingers (as you exhale). Shake the sand off your hands, relaxing your hands and fingers. To drop powerlessly hands along the body: too lazy to move heavy hands.

Repeat the sand game 2-3 times.

Ant game(for tension and relaxation of the leg muscles).

An ant (ants) climbed onto the toes and runs over them. Pull the socks on with force, legs tense, straight (on inspiration). Leave the socks in this position, listen to which finger the ant is sitting on (holding the breath). By instantly relieving tension in the feet, release the ant from the toes (as you exhale). Socks go down - to the sides, relax the legs: the legs are resting.

Repeat the game 2-3 times.

Sun and cloud(for tension and relaxation of the muscles of the body).

The sun went behind a cloud, it became fresh - shrink into a ball to warm up (hold your breath). The sun came out from behind the clouds. It's hot - relax - exhausted in the sun (on the exhale).

Water got into your ears

In the supine position, shake your head rhythmically, shaking water from one ear, then from the other.

face sunbathing(for tension and relaxation of the neck muscles).

The chin is sunbathing - expose the sun to the chin, slightly open the lips and teeth (on the exhale). A bug is flying, going to sit on one of the children's tongue. Close your mouth tightly (hold your breath). The bug flew away. Slightly open your mouth, exhale with relief. Chasing the bug, you can vigorously move your lips. The nose is sunbathing - expose the nose to the sun, the mouth is half open. A butterfly is flying. Chooses whose nose to sit on. Wrinkle the nose, lift the upper lip up, leave the mouth half open (holding the breath). The butterfly has flown away. Relax the muscles of the lips and nose (as you exhale). Eyebrows - swing: a butterfly flew in again. Let the butterfly swing on the swing. Move your eyebrows up and down. The butterfly has completely flown away. I want to sleep, relaxation of the muscles of the face. Without opening your eyes, crawl into the shade, take a comfortable position.

Rest. Sleep by the sea.

Children listen to the sound of the sea (V. Uspensky). The facilitator tells the children that they all have the same dream, and tells its content: the children see what they did during the day. (Pause). The host tells what signal the children will wake up on (according to the score, when the music starts playing, etc.). (Pause). A signal sounds. Children vigorously (or, if the situation requires it, slowly and calmly) get up.

Rest option. The facilitator tells the children the name of the play they will be listening to and invites them to take a comfortable position and close their eyes. Music sounds (K. Saint-Saens, "The Swan"). With the end of the music, the children quietly get up and approach the leader.

In conclusion, I would like to say: do not expect your children to be the way you want them to be. This never happens. Children always go their own way. Therefore, think less about what they should become and look more carefully at what they are in reality. Think more about how to help them, less about how to fix them. Do not forget that irritation, resentment and disappointment, which are always the result of unjustified expectations, are the most ineffective and dangerous method of influencing a person at any age.