Games with children in children's camp


Today, children's camps are very popular among children and their parents. Each children's health camp has its own recreation program, which includes a proper daily routine, physical activity, healthy nutrition, amateur activities, competitions and, of course, fun camp activities.games.

First, first!

All interested children stand in a circle and receive numbers clockwise: first, second, third, etc. Then everyone together begins to clap their hands rhythmically, twice on their hands, twice on their knees. The clapping should not stop. The first player must say his number twice when he claps his knees, and twice the other person's number when he claps his hands. The one who hears his number also calls out his number and the number of the other participant with two claps on the knees. The main thing in the game is not to disrupt the general rhythm of clapping and not to stop. Whoever gets lost goes to the end and gets the last number. All numbers change accordingly, so you need to be careful.

Sitting!

Two players enter into a game agreement - from then on they keep an eye on each other. Every time one of the players sits down, he must say “Sitting!” If a player sits down and does not say “I’m sitting,” then the opponent, no matter where he is, sticks out his thumb and shouts the word “I’m sitting” so that the opponent hears and starts counting. Another player must run up and “press” his finger so that the counting stops. This happens several times, the count is added up until it reaches one hundred. Whoever counts his opponent to one hundred first wins.

A military secret

During the shift, two people must answer each other’s questions “military secret” before saying the answer. If a player forgets, a score is kept. Before the game, the participants agree how long they will play. Basically, up to five “mistakes” are played.

Marathon

The squad is divided into small teams of 3-5 people. The counselors hand out prepared pieces of paper with tasks to everyone in advance and set deadlines for their completion, for example, “before dinner,” etc. The team must complete the instructions written on the piece of paper and return to the “headquarters” (to the counselors). The team that returns first and completes all tasks correctly is considered the winner. At the end of the competition, all teams must return, regardless of the tasks completed. Tasks can be of the following nature: find out from the leader of such and such a detachment, Marya Ivanovna, what her favorite dish is, count the number of windows in the canteen building, etc.

Strong chains

Children are divided into two equal teams. Members of each team line up holding hands. The first team asks: “Whose soul do you want?” The second team calls the name of a player from the first team: “Vasya!” Vasya's goal is to break the chain of the other team. He takes off and runs at the opponents, if he manages to break the chain, then he takes one of the players to his team with him, and if not, then he remains with the opponents. Then the second team asks: “Whose soul do you want?” and so on. At the end of the game, one chain should be formed.

Hello, I'm a locomotive!

The players stand in a circle, one of them is chosen as a locomotive. Then the locomotive runs in and around the circle, eventually running up to one of the players, and, stopping, says: “Hello, I’m a locomotive!” The player, to whom the locomotive “drove up,” repeats his words, with the same intonation, then calls himself (by name), and he himself becomes the locomotive, and the old locomotive his carriage. Then they run by train, and this continues until all the players introduce themselves and become one train.

Let's go North

The players stand in a circle, one player is designated as the leader. The leader declares that he is going to the North, and that he will take with him only those who take with them the “right” item. Next, each of the players in turn must say what exactly he will take with him to the North. The presenter answers whether he takes this person with him or not. The game lasts until everyone guesses on what basis they are taken or not taken on a trip. And the sign is very simple - the leader takes those whose first letter of the name coincides with the first letter of the name of the object he names. However, the sign may be different, for example, you can take only those who add “please” to their phrase or say hello, it all depends on the imagination of the presenter.

What will you do with the item?

Children sit in a circle and the driver names any word or object. The next player in turn must say what he will do with this item, then the other participant also says how he will use this item, but repetition is not allowed. When the turn returns to the leader, he calls a new word. The participant who hesitates or cannot give an answer leaves the game. Example of a game: the driver says the word brush, then the first player says “I will clean my shoes with a brush,” the second player continues, “I will wipe the dust with this brush,” etc.

Guess faster!

Participants are given 10 pieces of paper, on each of which they must write the name of a famous person. These can be both real people and heroes of films and cartoons, for example, “Cheburashka”, “Sofia Rotaru”, “Yuri Gagarin” and others. The leaves are rolled up and thrown into a hat or box prepared for collecting notes. When each participant has written all 10 personalities, all the papers are shuffled.

Players are divided into pairs. It is most convenient if the partners sit opposite each other. The task of the gaming pairs is to guess as many personalities written on pieces of paper as possible during the game.

The hat with notes always goes in a circle and goes to players from different pairs in turn. The participant who received the hat makes sure that his partner is prepared to listen carefully. It takes 30 seconds and during this time the player must pull out the notes one by one, unfold them and explain to his partner what kind of name is written in the note without saying this name. The partner must quickly figure out who is in the note and say his name as soon as possible. Then the next note is pulled out and explained to the partner in the same way.

The more personalities a couple can guess in 30 seconds, the better. If the identity cannot be guessed, the note is dropped back into the mass for the next player. Moving around the circle, the hat with notes goes to one participant in the pair, then to the other. Those pieces of paper whose names are guessed are put in one place, and at the end of the game, when all the notes have been sorted out, the pairs count the number of pieces of paper. Whoever has the most wins!

Prepared by Anna Suslova

Before working at a camp for gifted children of different ages, I was faced with a problem: how to organize a new multi-age team in which all children would feel comfortable.
Children of any age love to play! Therefore, I studied different sources of information on the methodology of playing games, the result of this work was a selection of games for getting to know each other, for uniting children's teams, as well as joke games.

Download:


Preview:

Selection of games

Dating games

Often, in the first days at camp, many children feel uncomfortable; everything here is unfamiliar to them and they really want to go home to their family and friends. This makes the guys too constrained, almost afraid of each other, and a request to tell about themselves is perceived as something impossible. There is simply no time to wait until everyone gets to know each other and makes friends, because on busy days you need to do something together (decorate a corner, prepare for the opening, etc.) from the first day. And it’s not very nice if children address each other: “hey!”, “the girl in the yellow sweater” or “uh, come here.” It’s better when they call you by your native name, which is so pleasing to the ear. And for the counselor, it is very important from the first minutes to remember all the children by name, as well as to get a first idea about the child.

Undoubtedly, “business cards” (badges) for each child and joint activities (the same preparation of the corner) will help to get to know each other faster. But it’s best to get to know each other while playing. This section contains games that will help you relieve tension in the first days, overcome embarrassment and get to know each other. Therefore, here is a block of games for remembering names, identifying the interests of children, and identifying leaders, both business and emotional. This is necessary so that the counselor can rely on them in his future activities. On the one hand, this will make the counselor’s work easier, and on the other, it will give the child the opportunity to realize his leadership abilities.

This block of games is intended for the first days of the shift - the organizational period, but you can use some of them on other days of the shift (for example, if you have guests).

Game "Mutual choice".

Everyone splits up into pairs. For one minute, one tells the other about himself, and for another minute, at the signal of the presenter, vice versa. All couples do this at the same time without interfering with each other. After this, everyone sits in a circle, where each couple takes turns telling what they have learned about each other. The game can be played on the spark of dating.

Game option: “Dutch performance” - a person talking about his partner can insert one kind of fable into his story.

Game "Border".

The goal of the game is to get as much information as possible about the guys.

Progress of the game: a border is drawn (defined), the counselor invites those who are united by some common feature to move to one side.

The counselor sets simple criteria for unification, for example, you can cross to the other side of the border by:

who loves ice cream;

who has a dog (cat) at home;

who likes to watch cartoons, etc.

At the same time, during the game, the counselor can find out:

who loves to sing;

who loves to dance;

who is how old;

who is at the camp for the first time.

and a lot of other useful information by asking these questions mixed with the simple ones written above.

Game "Ten I".

The letter “I” is written in a column on the piece of paper. A certain time is given, and each participant must write 10 qualities inherent in him. For example: I am honest, I am strong, etc. After that, everyone walks around chaotically, getting to know each other and showing each other what they wrote. At the end, you can ask who remembered what.

Game "Thrush".

Players form two circles of equal numbers. The inner circle is boys, the outer circle is girls. The inner circle turns its back to the center, and the outer circle faces the center (pairs are formed). Then everyone says the following words together (while also performing certain movements): “I am a blackbird and you are a blackbird (with an open palm they point at themselves and their neighbor). I have a nose and you have a nose (touch your nose and your neighbor’s nose with your fingertips). I have scarlet cheeks and you have scarlet cheeks (they touch their cheeks and their neighbor’s cheeks). My lips are sweet and your lips are sweet (they touch their lips and their neighbor’s lips). You and I are two friends, we love each other (they hug or shake hands, saying their names).” After this, the outer circle takes a step to the right, and new pairs are formed. Game continues.

Game "Friendship".

Everyone becomes three. The driver is determined. He goes around everyone, chooses one player, and takes their place. An acquaintance takes place. The released player becomes the driver, and the game continues. If there are many players, then there may be more drivers.

Game "From Point A to Point B".

The driver's goal: to take a certain number of steps, to walk a distance. The goal of the group is to detain him (the distance is determined arbitrarily, for example, from bench to bench). The presenter will stand still while the group asks him questions (any questions regarding himself).

Game "Name in the center".

The first player goes to the center of the circle, says his name and makes some gesture. Everyone else should then also take a step forward, say his name and repeat his gesture as accurately as possible. So everyone is shown in turn.

Game "How can you say hello."

Everyone is walking chaotically. The driver says how to greet each other and everyone begins to greet each other in this way, learning each other’s names. After a few seconds the task changes. You can greet with your knees, little fingers, ears, backs, etc.

Game "Goat".

The players form a circle with the driver in the center. He chooses a mate from the circle under the words:

A goat walked through the forest, through the forest, through the forest

Found myself a princess, princess, princess.

Come on, goat, let's jump, jump, jump

And we kick our legs, we kick, we kick,

And let's clap our hands, clap our hands, clap our hands,

And we'll stomp our feet, stomp our feet, stomp our feet

Let's spin around, spin around, spin around,

And we'll be friends forever, we'll be friends, we'll be friends.

Getting acquainted. The couple separates, and each participant chooses a new couple. The game continues, but there are already two pairs in the circle. And this continues until all the couples stand in a circle.

Game "Chuk-chukh little locomotive".

The driver approaches anyone in the circle and says: “I’m a chug-chug engine, and what’s your name?” The player says his name and joins the “train”, and they “travel” further, and everyone pronounces his name with the same intonation. This is how they “reach” the next player. And everything continues until all the players “attach” to the “train”.

The game should take place at a fast and fun pace.

Game "Snowball".

Everyone stands in a circle. One says his name. The next participant, clockwise, says the name of the first and his name. The third says the name of the first, then the name of the second and his own name. So the game continues until the first one names all the names in a circle.

Game "Wall".

Everyone is divided into two or three (equal in number) teams. Task: a player from the team runs to the wall (or a certain place) and stops. The team must say his name in unison. After that he returns back. After returning to the team, the next player runs. And so does the whole team. The team that completes the task first wins.

To prevent the dating game from turning into mechanical cramming, ask the children to look at the person whose name is being pronounced as they pronounce the name. Also, the game will become ineffective if the number of participants is too large.Game "Vanity and Vanity".

All participants are given cards, which are divided into 9 - 16 cells. Each cell contains a task. The essence is the same: write down in a box the name of a person who (here there is room for your imagination) loves fish, keeps a dog at home, loves the stars. The more unexpected the task, the better. You can put into this card what you need, for example, identify lovers of drawing, singing, playing the guitar, etc. The one who collects names the fastest wins.

Game "Who's like me."

Props: a sheet of paper and a pen (pencil). A table consisting of two columns is depicted on a piece of paper. On the left side certain criteria (characteristics) are written. For example, hair color, eye color, first letter of name, favorite dish, hobby and others. The right side is empty.

Each player must find a person with whom one or another criterion coincides. For example, my name is Pasha, and her name is Polina (the first letter in our names is the same). People who find each other exchange sheets of paper and on the right side of the table, opposite the similar criterion, write their name, after which they return the sheet of paper back. In this way, the entire right side of the table is filled.

The players' task is to collect as many signatures as possible within a certain time.

Game option. A third column is added to the sheet: “Other.” A player (let's call him Dima) can approach everyone only once. Approaching one of the players (let's call him Sasha), Dima must choose only one criterion by which he will compare it with his criterion (for example, hobby). If it matches, then Sasha writes his name on Dima’s sheet. If it doesn’t match, then in the third column Dima writes down Sasha’s “hobbies”. After that he goes to another person. Note, now Sasha will need to choose a criterion other than “hobby” when meeting this Dima. The first one to bypass all players wins.

Game "U!"

Everyone stands in a circle. Someone starts: loudly says: “Uh!”, and at the same time points to someone from the circle. Two players standing next to each other (one on the left, the other on the right) say “Uh!” The person pointed at says his name. After that, he points to the other player, saying “Ooh!” Everything repeats itself again.

The game should be played in a fast and fun way.

Game "Clappers".

All players stand in a circle. The counselor learns the following rhythm with the children: two blows to the knees, then the arms are thrown out twice with the gesture “Whoa!” (hands clenched into fists, thumb of each hand raised). Having mastered the rhythm, you can begin the game itself. After the first two claps on the knees, the counselor says his name (at the same time as throwing out the “Wo!” gesture), after the second two claps the name of the person to whom he is giving his voice. And so on. To avoid the problem of duplicate names, you can replace the gesture with a pointing one.

Possible options:

the player can call himself (after the second claps, say his name again), but no more than 2 times;

without identifying yourself, immediately pass the baton. In case of an error, the player leaves the game; as one or another player is eliminated, his name cannot be named.

Game "It's Me!"

The presenter quickly says some statements: “movie lover”, “food lover”, “lazy person”, etc. If the player agrees, then he answers “That’s me!” The players answer in unison and quickly. You can catch the player: name something for a long time, to which he will answer “It’s me!”, and then unexpectedly ask a provocative question and the child, without hesitation, can answer the truth.

Game "Me and my neighbors".

Props: chairs according to the number of participants, paper, pens and pencils.

The chairs are arranged in a circle, the participants take their places in the circle. The game host offers to draw a table on the sheets of paper. In the first column, “Name of the player sitting one person to the left” is written; in the second - “Your name”; in the third - “Name of the player sitting one person to the right.”

It is proposed to write the names of neighbors through one, so that players do not have the desire to spy on what the neighbor is writing. The point of the game is as follows: the game leader asks questions, and the players answer them in writing on their pieces of paper for themselves and for their neighbors (trying to guess the correct answer). During the game, any conversations between players are prohibited. Questions, in principle, can be any, the number of questions is 8-10. Sample questions:

Favorite color.

Does he like discos?

Favorite movie character.

Favorite pet.

Can he sing well?

Does he like to watch television series?

Does he know what “exaltation” is (Exaltation is an enthusiastic and excited state)

Favorite sport (two).

At the end of the game, participants are given time to evaluate how well their answers matched. The game can be played not only during the organizational period, as a game for getting to know each other, but also during other periods of the shift to see how well the children know each other.

Team building games

Game "Atoms - molecules".

The presenter explains: an atom is the smallest particle. In the game, each player will be an atom. A molecule is made up of atoms, so a chain of several players in a game is called a molecule. The presenter says: “Atoms.” All players begin to move chaotically. After the word “molecule of three,” the players must form groups of three. Anyone who cannot stand in threes is eliminated from the game. And the leader continues to change the number of atoms in the molecules. The game can be made more difficult: the atoms must move with their eyes closed.

Game "Family Photography".

The group is asked to pretend that they are a big family and they need to take a photo. A “photographer” is selected. He must arrange for everyone to be photographed. First he chooses the “grandfather”, who also helps with the arrangement. Next, the children must decide for themselves who should be who and where to stand.

This game is about identifying leaders and tracking group dynamics. It is also interesting to look at the distribution of roles, activity - passivity in choosing a location.

After arranging and distributing the roles, the game can be ended like this: the “photographer” counts to three, everyone claps their hands. On the count of three, everyone shouts “cheese.”

Games with the hall

Game "Lady".

The hall is divided into four parts. Everyone gets their words.

1: “In the bathhouse, the brooms are soaked.”

2: "The spindles are turned."

3: “But the sponge is not dried.”

4: “The lady is the lady, the lady is the madam.”

The presenter “conducts” the hall, pointing first to the third, then to the third. Whoever he points to must pronounce his words. Before the start, words are rehearsed with each team.

Game "Gnomes".

The hall is divided into two halves: “Petka” and Vaska.”

The words of “Petek”: “Petka, I have a checkered shirt, I came to you kids to eat some candy.”

Words from “Vasek”: “Vaska, I have polka dot pants, I came from a fairy tale, because I’m good.”

The words are rehearsed with each half of the hall. Then the presenters say the following words: “On a high hill there stands a beautiful house, and in a beautiful house lives a cheerful gnome. Gnome, dwarf, what’s your name?” The answer follows from one half of the hall, then from the other. After this, both halves of the hall shout at the same time, who will outshout whom.

Game "Nose - floor - ceiling".

The presenter takes turns calling “nose”, “floor”, “ceiling”, pointing with his index finger. The players’ task is to carry out the leader’s tasks accurately (if “floor” is named, everyone must point to the floor). Same with other words. The presenter tries to confuse the players by pointing to something other than what he was told. For example, he said “nose” and pointed to the ceiling. A game for the most attentive.

Game "Volume Control".

The presenter depicts the volume control with his hand. The maximum raised hand means maximum noise. A hand down means silence. The counselor raises his hand up, lowers it down, and the players make sounds at the appropriate volume.

Game "Titanic".

It is proposed to stage a new film "Titanic".

Presenter: “Let's go on a sea voyage on the Titanic.” To do this, two people are invited to the stage. They will be on board the Titanic. Then another actor is invited. He gets the role of the boat. The sides hold hands, and the boat hangs in their hands. The bow of the ship should be decorated with a female figure, a beautiful girl is needed.

A girl comes out. Then two tall people are invited and asked to be on the ship. The ship is built, but not equipped. It is very important not to forget the flare. A little girl is invited to play this role. Able to make a loud, piercing cry. Two actors in white are invited to play the role of the iceberg. He gets in the way of the ship. Finally, a couple is invited and plays the role of lovers. Lovers on the bow of the ship depict a scene from the movie “Titanic” (flying on the bow of a ship over the ocean). He: “Trust me” (trust me). She: “I trust you” (I believe you). Presenter: “But then the ship crashes into an iceberg and splits in half (the sides uncouple the hands, the boat falls into the water). There is panic on the ship (spectators scream). Rats flee the ship (spectators stomp their feet). A signal flare takes off. Signal flare: “HELP! HELP!” Rocket jumps out of his chair and screams. Presenter: “And our lovers are saved on a boat. A happy ending. Everyone kisses."

Game "Chika - boom".

The presenter asks you to repeat words and movements after him. For the first word - clap your hands, for the second - clap your knees, then the movements are repeated. First, the leader says the line, and then all the players repeat it, not forgetting to make the movements. Words:

Chika - boom - cool song,

Let's sing it all together,

If you need some cool noise,

Sing chika with us - boom.

I sing boom, chica boom,

I sing boom, chica boom,

I sing boom, chika - cancer, chika - cancer, chika - cancer, chika - boom.

O-e,

A-a,

Again.

Prank games

Game "Lunokhod".

The players stand in a circle. The driver, moving on all fours, walks around the circle with the words: “I am the lunar rover - 1. Pi - pi - pi.” The one who laughed or at least smiled, sits down behind the lunar rover. The game continues until everyone becomes a “lunar rovers”.

Game option: The driver walks in a circle and meows. Can approach any player, and that player must pat him on the head and say: “My cat is sick today.” Whoever laughs also joins as a “kitty”.

Game "School of Garden Scarecrows".

The players repeat the movements after the leader. Presenter: “Now we will do a little warm-up. Raise your right hand up and shake your hand. Raise your left hand up. Shake your arms, make noise like the birch trees rustle: sh – sh – sh – sh! Spread your arms out to the sides. Humor like airplanes: w-w-w-w! Wave your arms like birds. Shout: ksh - ksh - ksh! Congratulations! You graduated from the school of garden scarecrows.

Game "Hypnosis".

The presenter calls those who want to undergo hypnosis, and one assistant. Those who wish stand in front of him, the assistant is nearby. The presenter begins: “Imagine that a wonderful flower is blooming in front of you: pink buds, carved leaves. You close your eyes from its blinding beauty (do it) and drop to one knee in admiration, pressing your hands to your heart (do it). The flower emits a delightful aroma. You feel? Stretch your nose towards the flower (do it). You wanted to pick it up to give it to your best friend. But be careful, the stem is thorny, so stretch your relaxed right hand forward (do it). You feel hot! You are thirsty, but there is a large drop of dew frozen on the petal of a flower. I really wanted to lick it off. Stick out your tongue (do). They froze: they opened their eyes!” With the last words, the leader approaches the assistant, gives him a military honor and says: “Comrade Sergeant Major! A group of guard dogs to protect the state border has been built!”

Game "Giraffe - elephant - bird".

Everyone stands in a circle. The driver suddenly points at someone and says one of three words (giraffe, elephant, bird). If the word “giraffe” is pronounced, then this player raises both hands up, and his two neighbors - on the right and on the left - must squat down. This is how they depicted a giraffe. If “elephant”: the player makes a trunk out of his hands, and the players on the right and left make ears to it. If it is a “bird”, the player himself makes a beak out of his hands, and the neighbors bend one leg farthest from the player and move their arm to the side.

A player who hesitates or makes the wrong piece is eliminated from the game.


Plan

1.Dating game

2. Outdoor games

3. Educational games

4.Water games

Dating game

In the first days of the shift, it is important to interest and captivate children with interesting activities. For this purpose, it is advisable to direct all efforts to get to know and unite children with each other. Counselor, try to be joyful, cheerful, a little “reckless”, try to “unwind” to the fullest extent of your capabilities, then the children will begin to imitate and copy you in everything, and isn’t this what you need for further participation in the program? It’s no secret, that the first stage of creating a team is getting to know each other. The faster the guys get to know each other, the easier it will be for you to work with them. One of the simplest forms of dating is a game.

Very important for the selected games is:

    criterion “number of participants”, because some games require a number of participants of at least 20 people, while others are not recommended to be played in groups of more than 14 participants;

    criterion “game time”, because There are games that can take a long time (15-20 minutes). In this case, the group begins to lose momentum, and additional efforts will be required to correct the situation;

    criterion "success". The group must successfully complete the game, because... For a newly created team, it is important to quickly obtain positive results, and the reverse process can lead participants to the idea of ​​joint failure and attempts to find someone to blame for common failures.

Getting to know each other games are games that you can use to get to know kids and introduce them to each other. Conventionally, they can be divided into two groups.

    The first are those that make it possible to learn and remember names.

    The second are games that help us get to know each other better. During them, we learn the interests, hobbies, abilities and some character traits of the participants.

Game "Compliment"

Before the game starts, all participants stand in a circle. The first player then starts by complimenting his neighbor. Only the compliment must begin with the first letter of the name of the person to whom it is addressed. For example, if Vasya gives a compliment to Dasha, then this compliment should begin with the letter “D”: kind, sincere, dear, etc. Anyone who cannot come up with a compliment for their neighbor is eliminated from the game. Those who can come up with or remember the largest number of compliments win.

Acquaintance

Each participant divides a sheet of paper into 6 parts and writes their name in 6 different versions, as interesting as possible. When finished, he cuts the paper into 6 pieces and carefully folds each note.

The counselor collects the notes, mixes them well and invites everyone in a circle to pull out any 6 notes. At the signal, everyone opens the notes. Everyone tries to get back all 6 of their notes through negotiations with those who hold them. You cannot give a note without receiving another in return. The winner is the one who finds his six first.

Search for common

The group is divided into twos, and two people find a certain number of common features, then the twos are united into fours for the same purpose.

The presenter, at his discretion, can stop the process at fours, eights, etc.

Games and training exercises for unity will help you in solving the problem of uniting the squad. It is advisable to conduct these games throughout the entire camp shift (from the first to the last day), taking into account the logic of its development. During the organizational period, games for unity should be of an educational nature, contain simple tasks and take a short time. Examples of such games could be:

  • Atoms-molecules (all)

Participants wander “in chaotic Brownian motion.” Each of them is an atom. The presenter announces how many atoms they should form into a molecule.

  • Person to person (all)

Participants are divided into pairs. Galyaschaya gives commands that are carried out by each pair. For example: hand to hand, back to back, ear to ear, etc. The figure becomes more complicated. After this “Person to Person” command, each participant looks for a new pair. The galling's task is to find a mate. The one left without a mate becomes the new one.

  • Formation (all)

The squad is divided into 2 teams, which must line up as quickly and accurately as possible according to some parameters: height, eye color, hair length, leg size, number of pockets, birthdays, arm length, etc.

  • Formation – 2 (senior, middle)

Game in a circle. Everyone closes their eyes. Instructions: in complete silence, build a circle, triangle, square, rhombus, etc.

  • Crocodile + (all)

It is necessary to depict something using all team members, for example: various letters, figures; orchestra, train, centipede, tank; fans whose team is losing; spectators watching a cool action movie; people queuing for sausage; patients at the dentist's office; famous paintings, etc.

  • Prostitute (all)

The driver turns away. The participants, standing in a circle and holding hands, begin to get tangled with each other, forming a living tangle (the counselor himself can get tangled while playing with the children). The driver’s task is to unravel this tangle without breaking hands.

  • Caterpillar (all)

The squad stands one after another in a column, holding the neighbor in front by the waist. After these preparations, the leader explains that the squad is a caterpillar, and now cannot be torn apart. The caterpillar should, for example, show how it sleeps; how he eats; how to wash; how he does exercises, etc.

  • Impulse (all)

The players form a circle and hold hands; the person playing passes the “impulse” - a handshake - in one direction. The time during which the “impulse” returns to it is recorded. We need to increase the pace.

  • 33 (senior, middle)

Game in a circle. The squad counts up to 33 in order, and the person who gets a number containing 3 or a multiple of 3 must say his name instead of the number. If you make a mistake, the game starts again with that person.

  • Sit on your knees (senior, middle)

Participants stand in a circle, looking at the back of each other's heads. Their task is to sit on each other’s laps and hold in this position for 30 seconds.

  • Gatherings (all)

When the leader claps, the players form pairs: one of the participants squats halfway so that the other can sit on his lap. The last 2 people leave the game (or join the leader). The game continues until there is only one pair left.

  • Hooray! They love me (senior)

Participants form a circle. They look at the toes of their shoes. When the leader claps, they must look one of those present in the eyes. If the pair matches, they say the words “Hurray! I am loved!!!" and leave the circle. The game continues until all pairs match. The game is played with an even number of players.

  • Group rating (intermediate, senior)

Material: pens, paper. Participants are divided into two groups. Everyone’s task is to guess (make an estimate)

Total weight of the opposite group, - total length of shoes of the opposite group, - total number of pets of the opposite group, - total age of the opposite group, - total height of the opposite group.

Approximately on the 3rd day of the shift, you can hold a camp-wide event “Trail of Trust”, where units are asked to perform various tasks (not for speed, but for quality) while moving around stations. Each station is a teaming game, selected based on the age characteristics of children and safety precautions. You can come up with some interesting idea. This game will work well at night, when each station will be marked with a burning candle. You can also move between stations in a special way: holding hands, putting your hands on your waist, etc. You can complicate the task and, based on the legend, declare that there is one blind person on the team (the person is blindfolded), a lame person (the leg is tied up), etc. Assignments should be aimed at the interaction of children in the squad and their joint creative solution of various types of problems, for example:

  • Path

A rather winding path is drawn on the ground. One person from the squad is blindfolded. The task of the detachment is to show him the path in such a way that he walks the path from beginning to end without ever stumbling.

  • Swamp

At a short distance from each other, 4-5 “islands” are drawn from large to small; the children need to move to the last island. Condition: first everyone must gather on the island, and only then move on.

  • The Blind Engine

“Locomotives” (a column of guys of 3 people, only the last one has his eyes open) must get to a certain object in the room without talking. (“Locomotives” of senior squads may be “longer” and there may be obstacles on their way).

  • abyss

For this game you need a parapet, a long bench or a pool edge. Children line up along the edge shoulder to shoulder, facing the counselor. Their task is to move from one end of the line to the other, one at a time, facing the guys and holding on to them, with their backs to you.

  • Minefield

A “minefield” measuring 5 by 5 or more is drawn. The leader has a map of the minefield. The task of the detachment is to cross the minefield with the least losses. If a person steps on a mine, the leader claps. The man stands at the end of the column.

  • Pyramid

It is proposed to build a pyramid with the smallest possible base (determined by the number of legs of the entire detachment).

  • Web

Ropes are stretched between poles or trees at the level of the neck and ankles, and between the ropes there are elastic bands imitating a spider web. Only one person can pass through one cell. You can't touch the rubber bands, you can't talk. The goal is to get through the web without hitting it.

  • Equilibrium

The squad is divided into groups of several people who form a ring, facing inward, holding hands and leaning back. Their task is to sit down together and stand up together

  • Save the little men

A line is drawn on the asphalt, on one side of the line there are players standing, on the other there are pencils (men) scattered. The players’ task is to save the little men, without using any available means and without stepping over the line. During the main period of the shift, you can increase the duration of the cohesion games and complicate their tasks. Games of the main period can be:

  • Quiet mail (middle, senior)

Materials: 2 sheets of paper, 2 markers. A group of players sits fairly close to each other in single file. The first and last players each receive one piece of paper and markers. The last player draws some kind of image (object, living creature, etc.) on a piece of paper. At the same time, other players should not see what is drawn. After this, the last player draws with his finger on the neighbor’s back exactly the same image as on the piece of paper. The neighbor, even if he didn't quite understand what it was, draws with his finger on the back of his next neighbor what he thinks was drawn on his back. The first player, after having something drawn on his back, must transfer this image onto paper. As a result, two options are compared.

  • Brownian motion (senior)

Everyone closes their eyes and begins to move randomly around the room, colliding, diverging again. At the leader’s signal, the participants, without opening their eyes, grab the partner closest to them and try to determine who got caught.

  • Get to know me (everyone)

One or more participants sit in a circle with their eyes closed. The remaining players approach him/them and extend their hands. The task of “fortune tellers” is to guess a person by his hand. Modifications of this game are possible. For example, you can recognize a person by their voice, knees, etc.

  • Games for passing an object (middle, senior)
- Clown

To play this game, you need to divide into 2 - 3 teams and prepare 2 - 3 boxes of matches. More precisely, you don’t need the entire box, but only the upper part of it. The inner, retractable part along with the matches can be put aside. To start the game, all teams line up in a column, the first person puts the box on his nose. The essence of the game is to pass this box from nose to nose to all members of your team as quickly as possible, with your hands behind your back. If someone's box falls, the team starts the procedure again. Accordingly, the winning team is the one that completes the transmission faster.

Bullseye

This game again involves the passing of an object by two or more teams. This object will now be an apple, and you will need to hold it, holding it between your chin and neck. You can replace the apple with an orange or a tennis ball.

Sparkle

A similar game, but you need to pass a match, gradually breaking it off circle by circle.

  • Running gnome (middle, senior)

Children stand in a circle and close their eyes (this is important). The counselor starts the game: loudly stomps first with his right foot, then with his left. The neighbor standing on the left, having heard the stomp, transmits the signal further, also first with his right, then with his left foot. At first, the gnome’s running will “slow down” and “crash” on someone, but gradually the speed of transmission of the stomp will increase and the effect of a gnome running in a circle will appear.

  • Japanese theater (all)

In this theater there are only three roles: the beauty (defeats the knight, is defeated by the dragon), the knight (defeats the dragon, is defeated by the beauty) and the dragon (defeats the beauty, is defeated by the knight). The squad is divided into two teams. Teams agree, secretly from the other, who they will portray (one team shows one role). Next is the demonstration. The winning team gets 1 point.

  • Counting to twenty (middle, senior)

The participants disperse around the room. They should be evenly distributed throughout the room and in no case form a row or circle. As soon as everyone finds a comfortable place for themselves, they close their eyes. Purpose of the exercise: The group must count from one to twenty. (With a small number of players, it is enough to count to ten.) The following rules apply: one player cannot name two numbers in a row (for example, four and five), but during the game each participant can name more than one number. If several players call the same number at the same time, the game starts over. Participants do not have to agree on a game strategy in advance. You cannot talk while performing the task. At the end of the main period, which marks the peak of children’s mood and activity (day 12-15 of the shift), you can start a long (2-5 days) game “Wish Tree” or “Your Secret Friend”

  • Wish tree

To start this game you will need to divide the children into 2 groups, write the children's names on pieces of paper and give each of them the opportunity to draw. In this case, one group draws out the names of people from another group. Next, the teams choose a name and draw lots to see which team will start the game. A tree is created at the detachment site, with branches on which the names of the children are written, but the tree does not yet have leaves. Then each child writes his wish on a piece of paper and attaches it to his branch. One group becomes wizards for two days, fulfilling the wishes of the children of the other group. If the child liked how the wizards fulfilled his wish, he paints his piece of paper with a bright color. Then the roles change.

  • Your secret friend

This game is similar to the previous one, but here each member of the squad draws out the name of another person and does not tell anyone. For several days, each child secretly gives someone (so that this someone does not guess) gifts, surprises, in general, something pleasant. The counselor here plays a big role as a mediator. At the end of the game, secrets are revealed and children find out who their secret friend has been for several days. At the final stage of the shift, you can play previous games and see how the quality of task completion has changed. The peculiarities of this period are that children have learned to understand and accept each other as much as possible; they need almost no words to complete tasks together; in solving problems, the squad acts as a single whole. The games themselves for the unification of the final period are of a more serious nature, for example:

  • Rhythm (all)

Performed in pairs. Two people stand facing each other and agree on their roles: one is the leader, the other is the mirror. The participants’ hands are raised to chest level and palms are turned towards each other. The presenter moves his hands arbitrarily, and the one playing the role of a mirror tries to reflect these movements in the same rhythm. The roles change several times.

  • Transferring feelings through touch (middle, senior)

One of the participants stands in the center of the circle and closes his eyes. He knows that now the rest of the participants will approach him in turn and try to convey one of the 4 feelings with their touch: fear, joy, curiosity, sadness. The participants agree on what kind of feeling will be conveyed to him in secret from the driver, whose task is to determine by touch what feeling was transmitted to him.

  • Magnet (all)

The guys stand in a line against the wall, they are told that they are “stuck” to it. One goes to the center. This is a "magnet". He closes his eyes, concentrates and begins to “attract” people to him. The one who feels that he has been “pulled out of the glue” joins the magnet and they begin to pull together. By observing the order in which people will “unstick” from the wall, one can look at the attitude towards the “magnet” person, and by the speed of “unsticking” one can judge the degree of cohesion of the squad. At the farewell bonfire, along with “Caterpillar”, “Clown”, “Crocodile +”, you can play the following games:

  • My neighbor (middle, senior)

Invite the players to take turns naming what they like and don’t like about their neighbor. Then they kiss what the neighbor likes, and bite what they don’t like.

  • Dirty dancing (all)

You need to stand in a column, holding the neighbor in front by the waist. To the music (can be performed personally), everyone begins to dance together, for example, lambada (any other dance can be done). After a while, the music stops and you need to hug the waist of the neighbor who is standing in front of your neighbor in front, the music plays again and everyone dances again, but in a more uncomfortable position. Then everything repeats, only you need to reach the person who is two, then three, and so on, in front of you.

  • Tangle (all)

Children sit in a circle. The presenter takes a ball, winds the end of the thread around his palm, then throws the ball to any participant with the words: “I like you because...” or “I like the way you...”. Next, this participant also winds the thread around his palm and throws the ball to another person, continuing the phrase “I like you because...”.

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

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

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

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

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

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

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

Pedagogically organized, purposeful and systematic gaming activities;

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

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

Children’s desire to assert themselves (this is especially characteristic of adolescence and adolescence);

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

The orientation of most children towards friendly, friendly relationships;

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

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

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

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

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

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

Chaos molecule! (option I)

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

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

Chaos molecule! (option II)

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

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

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

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

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

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

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

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

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

Mirror

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

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

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

The magic of words

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

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

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

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

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

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

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

Associations

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

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

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

Tree. painting

Flower. song

Furniture. river

Animals. plant

Bird. time of year

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

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

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

Image makers

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

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

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

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

Penetrate the circle

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

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

Gesture relay

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

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

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

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

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

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

Crocodiles

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

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

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

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

Notes:

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

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

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

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

Money box

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

Notes:

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

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

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

Zoo

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

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

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

Declamation lessons

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

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

Direction

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

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

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

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

Hello! You imagine...

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

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

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

Giant checkers

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

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

Checkers move only on black squares and cannot move backwards;

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

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

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

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

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

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

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

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

Notes:

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

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

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

Ball on the blanket

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

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

Notes:

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

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

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

Killer (Option I)

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

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

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

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

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

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

Notes:

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

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

6-7 games can be played in one round.

Killer (Option II)

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

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

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

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

Notes:

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

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

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

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

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

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

Rubber band

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

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

Notes:

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

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

Mimicry

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

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

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

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

Notes:

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

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

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

Check

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

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

Counting to ten

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

A fairy tale with a continuation

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

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

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

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

Fairy tale heroes will often die, perish, disappear;

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

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

Some episodes of the tale will contradict each other;

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

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

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

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

HAHA!

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

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

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

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

The blind man and the guide

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

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

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

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

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

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

Bees and snakes

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

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

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

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

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

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

How did you interact with each other?

How did you feel as “king”?

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

Are you satisfied with your subjects?

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

Caterpillar

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

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

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

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

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

Crossing

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

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

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

Rope

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

It is important to play without peeking!

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

A mysterious stranger

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

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

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

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

Gymnastics late

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

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

There-there

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

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

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

Oops!

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

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

Empathy

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

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

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

I trust!

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

Free flight

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

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

Mafia

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

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

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

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

1 card with the inscription “Ambulance”;

1 card with the inscription “Police Commissioner”.

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

Player tasks:

. “mafiosi” must destroy all “civilians”;

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

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

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

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

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

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

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

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

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

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

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

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

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

The game continues until one of the sides wins.

Notes:

The average game duration is 20-25 minutes.

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

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

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

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

Dear Killer

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

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

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

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

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

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

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

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

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

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

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

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

Notes:

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

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

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

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

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

Candle

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

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

Notes:

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

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

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

Facial expressions and gestures

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

Tasks:

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

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

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

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

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

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

Seeing others

This game is about paying attention to each other:

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

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

Study with an object

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

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

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

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

Coherence of Thoughts

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

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

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

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

Labyrinth

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Choki na pshoda

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

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

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

Legs are skeletal (squat slightly).

Knees are swollen (feet turn inward).

Belly operas (the belly is pushed forward).

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

Tongue out (stick out tongue).

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

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

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

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

Santiki-candy wrappers-limpopo

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

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

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

Mail

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

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

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

A swan was flying

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

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

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

Knot

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

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

Aram-shim-shim

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

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

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

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

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

Hunters

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

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

To yourself - to your neighbor

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

Travolta

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

The following dialogue occurs:

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

- OK! (Children repeat the movement.)

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

- What you said?!

- I said - show me the cow!

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

- Again! (Words and gestures are repeated.)

- Well done!

- This is us!

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

Knead, knead the dough

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

Contact

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

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

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

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

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

kind animal

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

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

Video clip

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

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

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



Random articles

Up