New camp games for children. Game manual for camp counselors “play by ourselves”

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Game 1

1. "Role gymnastics"

Goals: To teach relaxed behavior, to develop acting abilities, to help feel the state of another being.

Offer to recite a poem:

1. Very quickly, “at machine-gun speed.”

2. As a foreigner.

3. Whisper.

4. Very slowly, “at a snail’s pace.”

Pass as: a cowardly bunny, a hungry lion, a baby, an old man, ...

Jump like: grasshopper, frog, goat, monkey.

Sit in a pose: a bird on a branch, a bee on a flower, a rider on a horse, a student in a lesson, ...

Frown like: an angry mother, an autumn cloud, an angry lion, ...

Laugh like: good witch, evil witch, Small child, old man, giant, mouse, ...

  1. 2. Summer Riddles Competition

The sun is baking, the linden tree is blooming, the rye is heading, the wheat is golden. Who can say, who knows when this happens? in summer

In the morning the beads sparkled, they covered all the grass with them, but we went to look for them in the afternoon, we searched and searched, but we couldn’t find them. Dew

What a miracle - beauty! The painted gate appeared on the way! You can’t drive into them, you can’t enter them. Rainbow

A bag of water flew over you, over me, ran into a distant forest, became thin and disappeared. rain cloud

There is a curly hair, a white shirt, a heart of gold. What it is? Chamomile.

Hey, bells, blue, with a tongue, but no bells. Bell.

3. "My good qualities"

Goals: teach overcoming shyness; help you realize your positive qualities; increase self-esteem.

4. Game "Music competition".

5. "I'm the best at..."

Goals: teach to overcome shyness, build a sense of confidence, increase self-esteem.

6. Do you know?

Valentina Tereshkova – cosmonaut

Alexandra Pakhmutova – composer

Agnia Barto - poetess

Sofia Rotaru – singer

Irina Slutskaya - figure skater

Ekaterina Andreeva – TV presenter

7. "Wave"

Goals: teach to concentrate; manage your behavior.

The presenter gives the command “Calm!” All the children freeze. At the command “Wave!” children line up and join hands. The presenter indicates the strength of the wave, and the children squat and stand up at intervals of 1-2 seconds, without letting go of their hands. The game ends with the command “Calm!” (you can first talk about marine painters, show reproductions of Aivazovsky’s paintings).

8. Mini field of miracles 6 letters

Spring flower – mimosa

Facial expressions - smile

9. “Mimic gymnastics”

Goals: to teach to understand facial expressions that correspond to mood; realize your emotional condition.

Contents of the game: children are asked to use facial expressions to perform a number of simple exercises that will help them learn to correctly express some emotions: surprise, fear, resentment, anger, sadness, joy, delight. Emotions can be depicted on cards and placed face down. The child pulls out a card and depicts this emotion. Children must guess the emotion.

When children have mastered facial expressions well, you can add gestures and an imaginary situation. For example, a child pulled out a card with the emotion “joy.” He not only depicts joy, but also places himself in a specific situation: he found a gift under the tree, drew a good portrait, saw a plane in the sky, ....)

10. Express questions

  1. Bird - symbol of peace - dove
  2. "Cold" candy lollipop
  3. Doll in a matryoshka doll
  4. Musical instrument of Papa Carlo's barrel organ
  5. Clubfoot fairy tale hero bear
  6. Doll, every girl's dream Barbie
  7. Heavenly delight, under a thick layer of Bounty chocolate
  8. "Sweet couple" Twix
  9. Favorite rat Shapoklyak Lariska
  10. Outdoor vase urn
  11. Wizard of the Emerald City Goodwin
  12. Permissive traffic light green
  13. The bird that brings babies is the stork
  14. The “funny” month of April
  15. What do they replace soap with?
  16. Three, three, three. What will happen? Hole


Game 2.

1. "Listening to Silence"

Goals: relieve muscle tension; practice concentration; learn to manage your emotional state.

2. Who brought these telegrams from fairy tales?

I left my grandfather, I left my grandmother. I'll be with you soon! Kolobok

Save! We were eaten by a gray wolf! The wolf and the seven Young goats

A simple egg has already been laid. Chicken Ryaba

I live without any glory, among the green oak groves of seven heroes. The Tale of Tsar Saltan.

3. "Brownian motion"

Goals: promote team cohesion; learn to work in a group, communicate with peers, and make joint decisions.

4. Questions about fairy tales

  1. In what fairy tale main character traveled in a barrel? Who is he? Guidon "The Tale of Tsar Saltan"
  2. How many years did the old man fish in the fairy tale about the fisherman and the fish? 30 years and 3 years
  3. Who were the sisters of Tsar Saltan's wife? Weaver and cook
  4. From whom did Guidon save the swan princess? From the kite
  5. Who did Guidon turn into? last time when he stung his aunt Babarikha on the nose? The shemale
  6. Who did the old woman want to be the last time the fish left her at the same trough? Mistress of the Sea
  7. "Boiler"

Game content: “Cauldron” is a limited space in a group (for example, a carpet). During the game, participants become “water droplets” and move chaotically on the carpet without touching each other. The presenter says the words: “the water is heating up!”, “the water is getting warmer!”, “the water is hot!”, “the water is boiling!”, .... Children change their speed depending on the temperature of the water. It is forbidden to collide or go beyond the carpet. Those who break the rules leave the game. The winners are the most attentive and dexterous.

6. Mushroom quiz

What forest plants can replace meat? Porcini mushrooms and champignons

Can a mushroom eat a house? Yes, house fungus destroys wood.

What birds eat mushrooms? Capercaillie

Which mushroom has many names? Mushroom raincoat, grandfather's tobacco, pshikalka, Galkina bathhouse.

Which mushrooms appear first? Morels

What mushrooms are used to treat? Chaga mushroom grows on birch trees. Treats stomach ulcers, tumors.

7. "Pass it around"

Goals: to promote the formation of a friendly team; learn to act in concert; develop coordination of movements and imagination.

Contents of the game: children sit in a circle. The teacher passes an imaginary object around in a circle: a hot potato, a piece of ice, a frog, a grain of sand, etc. With older children you can play without naming the object. The object must go through the entire circle and return to the driver unchanged (a potato must not cool down, a piece of ice must not melt, a grain of sand must not get lost, a frog must not jump away).

8. Mini field of miracles 6 letters

This tree is long-lived, it lives up to 500 years. It has one of the thickest trunks. In a circle up to 40 meters. Baobab.

These plants can store up to 3 tons of water in their fleshy stems. This is how much a tank truck can hold. Some types of these plants can survive without water for up to 2 years. Cactus.

9. "Piano" relaxation exercise

Goals: relieving muscle and psychological tension; establishing interpersonal contacts; development of fine motor skills.

  1. 10. "Creating a drawing in a circle"

Goals: establishing interpersonal contacts; creating a favorable microclimate in the group; development of fine motor skills and imagination.

Contents of the game: everyone sits in a circle. Each participant has a piece of paper and a pencil or pen. In one minute, everyone draws something on their sheets. Next, they pass the sheet to the neighbor on the right, and receive the sheet from the neighbor on the left. They finish drawing something in one minute and again pass the sheet to the neighbor on the right. The game is on until the leaf returns to its owner. Then everything is reviewed and discussed. We can arrange an exhibition.

Game 3.

1. "Invasion"

Goals: promote team unity, relieve feelings of fear and aggression; foster mutual assistance; develop agility and speed.

2. History questions

A period of time of 100 years. Century.

What century are you living in? In the 21st century.

1380 – this year the Battle of Kulikovo took place. What century is this? 14th century

In 1147 Moscow was founded. What century was it? 12th century

A distinctive sign of a state, city, class, depicted on coins and seals. Coat of arms.

The hereditary family name that is added to the personal name. Surname.

3. "Find and keep silent"

Goals: development of concentration; education of a stress-resistant personality; fostering a sense of camaraderie.

Contents of the game: children, standing, close their eyes. The presenter places the item in a place visible to everyone. After the driver’s permission, the children open their eyes and carefully look for him. The first one to see the object should not say or show anything, but sit silently in his place. Others do the same. Those who have not found the object are helped in this way: everyone looks at the object, and the children must see it by following the gaze of the others.

4. Mini field of miracles 8 letters

A small rodent that digs complex burrows in which it lives in groups. Gerbil.

A large beetle that rolls balls of dung. Scarab.

7 letters

Reptiles with a long tail, which it can throw back in a moment of danger. Lizard.

A large mammal that can survive for a long time without food or water. Camel.

5 letters

A small rodent with a bushy tail that lives in trees. Squirrel.

Large mammal with beautiful branched horns. Deer.

5. "Sharks and Sailors"

Goals: promote team unity; removing the state of aggression; learn to control your emotional state; develop coordination of movements, dexterity.

Game content: children are divided into two teams: sailors and sharks. A large circle is drawn on the floor - this is a ship. There are many sharks swimming in the ocean near the ship. These sharks are trying to drag the sailors into the sea, and the sailors are trying to drag the sharks onto the ship. When the shark is completely dragged onto the ship, it immediately turns into a sailor, and if the sailor gets into the sea, then he turns into a shark. You can only pull each other by the hands. An important rule: one shark - one sailor. Nobody interferes anymore.

6. "Cows, dogs, cats"

Goals: development of the ability for non-verbal communication, concentration of auditory attention; fostering a caring attitude towards each other; developing the ability to hear others.

Contents of the game. The presenter says: “Please stand in a wide circle. I will go up to everyone and whisper the name of the animal in their ear. Remember it well, because later you will need to become this animal. Don’t tell anyone what I whispered to you.” The leader whispers to each child in turn: “You will be a cow,” “You will be a dog,” “You will be a cat.” “Now close your eyes and forget human language. You should only speak the way your animal “speaks.” You can walk around the room without opening your eyes. As soon as you hear “your animal,” move towards it. Then, holding hands, the two of you walk together to find other children who “speak your language.” An important rule: do not shout and move very carefully.” The first time you play the game, you can play it with your eyes open.

7. Puzzles

She hasn’t given birth to anyone, but everyone calls her mother. Earth.

The iron nose has grown into the ground, digs, digs, loosens the earth. Plow.

They don’t feed you oats, they don’t drive you with a whip, but when you plow, you pull 5 plows. Tractor.

A house grew up in a field, the house is full of grain, the walls are gilded, the shutters are boarded up, the house shakes on a golden stalk. Ear.

I plow by the black, I look by the green, and I cut by the gold. Plowing, growing, harvesting.

One hundred and one brothers, all in one row - standing together tied. Sheaf.

8. "Scouts"

Goals: development of visual attention; formation of a cohesive team: ability to work in a group.

Contents of the game: “obstacles” are placed in a random order in the room. The “scout” slowly walks through the room along the chosen route. Another child, the “commander,” having memorized the road, must lead the squad along the same path. If the commander finds it difficult to choose a path, he can ask the squad for help. But if he goes on his own, the squad is silent. At the end of the journey, “the scout can point out errors in the route.

9. "The Lords of the Ring"

Goals: training in coordination of joint actions; learning to find ways to collectively solve a problem.

Contents of the game: you will need a ring with a diameter of 7-15 cm (a roll of wire or tape), to which three threads, each 1.5 - 2 m long, are tied at a distance from each other. Three participants stand in a circle, and each takes a thread in their hands. Their task: acting synchronously, lower the ring exactly onto the target - for example, a coin lying on the floor. Options: eyes are open, but no talking is allowed. The eyes are closed, but you can talk.

10. "Shadow"

Goals: development of motor coordination, reaction speed; establishing interpersonal contacts.

The work (54 pages) covers the following sections:

- indoor games;

- outdoor games;

- outdoor games;

- relay races without sports equipment;

- relay race with skipping rope and hoop;

- relay races with the ball;

— comic Olympics;

- fabulous relay race;

— water-land competitions;

— zoological races;

— acting competition;

- attraction games, fun, jokes

— dance and entertainment evening;

- test of intelligence;

— games “It’s time to think”;

- charades;

- club of fools, riddles and jokes;

- shifters;

— tongue twister competition;

- fun game;

- jokes and jokes;

- anagrams and logarithms

INDOOR GAMES

"Snowball". The players sit in a circle. The first one says his name. The second says the name of the first and his name. The third names the previous two and the owl, etc. until the first names everyone.

"Mathematics". Children sit in a circle. The teacher gives the task: “Let’s start counting in a circle. The one who has a number divisible by 3 pronounces his name instead of the number.”

"Candle". Participants in the game sit in a circle around a candle. The teacher picks up the talisman and begins introductions. “Allow me to introduce myself: Masha... Height... Weight... Volumes... Foot size... Education..." The introduction depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the children’s hobbies, then the teacher talks about his hobbies at the same age; if the goal is the content of future activities, the teacher talks about what he did in a health camp at the same age; if the goal is to understand the child’s internal state, then the teacher talks about his experiences at this age. The talisman is handed over to the narrator. The presenter sets the theme, rhythm, content, directs and regulates the flow of the game.

"Who is absent". After everyone has introduced themselves, the lights go out and one person leaves the room. Those remaining must guess who is missing and say his name.

“Figures.” The players stand in a circle. A rope is stretched inside the circle, which everyone holds on to with their hands. The presenter explains that it is necessary, with your eyes closed, without opening your hands, to build a square, an equilateral triangle, a star, using only oral conversations.

“Voices of Animals.” Children are divided into pairs, choosing the voice of an animal. Then they disperse to different sides of the room and, with the lights off, they are faced with the task of finding a partner based on the voice of the chosen animal.

“Guess what I see!” This game can be played anywhere and everywhere: it relieves boredom and gives pleasure. And it works best by distracting attention if Petya is quarreling with Anya again or Kolya is sadly huddled in a corner.

Start like this:

You: I see something red that you don't see!

Child: Hearts on the curtains?

Him: The cover of Tanya’s book?

Him: Oleg’s hat?

Him: Is there a candy wrapper on the table?

Believe me, this can continue indefinitely!

“A story without adjectives.” Participants are divided into groups of 4 people. Each group receives the task of writing a story on some topic in 10-15 minutes (“How I was getting ready for the camp”, “Our journey to the camp”, etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing into their stories adjectives that are randomly spoken to them by representatives of other groups. These adjectives can be funny (but not offensive). The finished stories are read out and the funniest, most original work is determined. Game duration is 40-50 minutes.

“Guess the song (poems).” A group of guys are playing. The driver is identified and moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, a line from Pushkin’s poem: “I remember a wonderful moment, you appeared before me...” All the guys sitting in a circle take one word from this line. The driver returns and begins interviewing the guys. He can ask any questions, the most awkward ones, to everyone in turn or separately, such as “What is your attitude towards salted cabbage?”, and the person answering must use the word given to him: “I have a wonderful attitude towards cabbage!”

“Konachko” (end-beginning-end). You can play with two, three, two teams or in a circle. Words must be selected in such a way that the last syllable of the first word serves as the beginning of the second: HAND-HOOD-THRESHOLD, etc. The one who hesitates is eliminated from the game. You can individually create chains on a specific topic. The one whose chain is longer wins.

“Nonsense” Two players, secretly from the other players, agree on a topic on which they will communicate through non-verbal means. They start a conversation. Eyewitnesses, having guessed what is being said, join the conversation. When everyone is involved in the game, starting with the last person to connect, they begin to find out the subject of communication - how they understood the topic of the conversation and what information they conveyed.

“Walking down the street.” All players are assigned numbers. No. 1 begins: “There were 4 crocodiles walking down the street,” No. 4 replies: “Why 4?”, No. 1: “How many?”, No. 4: “And 8.” No. 8 comes into play: “Why 8?”, No. 4: “And how much?”, No. 8: “And 5!” etc. if someone makes a mistake or hesitates, he gives a forfeit. Collected forfeits at the end of the game

They are being played out.

"Guess who". The one who starts chooses one of the players and describes him like this: He is small, cheerful and dark-haired. Everyone looks at each other. Maybe it's Rita, Tanya or Kostya? If no one can guess, the description can be clarified: this man is wearing black patent leather shoes, a red sweater and a hair clip in his hair. Now, of course, it is clear to everyone that this is Yulia.

“Found Banana” Children sit in a circle. Everyone has something hidden under their shirt. One of the children tries to guess by touch what is there. The game becomes more interesting if the rule applies: do not immediately name the guessed objects, but feel everything that is hidden and only then name who has what is hidden.

“Clothes exchange.” Children sit in a circle and carefully look at each other’s clothes, trying to remember them. Then one of them goes out the door, and several players exchange parts of clothing. The presenter enters and tries to determine who is wearing other people’s things and who they belong to. It will immediately catch your eye if the boy Sasha puts on Anya’s skirt. It's not so noticeable when you change socks.

“Attention, he’s coming!” Children stand in a circle as close to each other as possible. They pass a soft toy or some other object from hand to hand while the music is playing. Everyone tries to get rid of this item as soon as possible. As soon as the music stops, the one who has the toy in his hands leaves the game.

"Present". The players sit in a semicircle and choose a driver, then invite him to go out for a while. Each player prepares a gift for himself: a knife, a pencil, a coin, a pin, etc. The driver’s name is. He goes around everyone and tries to remember who has what item. Then he comes out a second time, and the players collect all the things in one place. They call the driver again and offer him to give out gifts to whomever he wants. If the driver distributes gifts correctly. They choose a new driver; If he makes a mistake, repeat it a third time. After the third time, a new driver is chosen.

“Snapshot.” The presenter places several objects on the table (pencil, box, paper clip, knife, etc.) and covers them with a sheet of paper. Then he calls the players. When everyone is ready, he lifts the sheet covering the items for 3-5 minutes and closes it again. It is suggested that everyone write down what objects they saw. Then they check the correctness of memorization. The one who remembers more than others and without mistakes wins.

"What changed?". 10-15 postcards are laid out on the table. The players are asked to remember the location of several postcards within 1-2 minutes. When everyone looks at it a second time, it is suggested that they say what movements were made. The winner is the one who correctly indicates all (or more) changes.

“Hands on the table!” The players are divided into two equal groups and sit on both sides of the table. One group receives some small object: a coin, a button, an elastic band - and begins to pass it under the table. Suddenly, one of the players from the other group loudly says: “Hands on the table!” Immediately the entire group passing the item should place both hands on the table, palms down. Someone must have an object under their palm. The second group must guess who has it, and only one guesses, consulting with his comrades. If he guesses correctly, the item goes to his group. Then the whole group begins to pass the item under the table, and the first group guesses who has it. If they don’t guess correctly, then the first group keeps the item and they win a point. This is how they play until the agreed number of winning points.

“Fun game of spoons” Prepare one less spoon than the number of participants in the game. Have the participants of the game squat in a circle with their hands behind their backs. Place spoons in the middle in a circle (one less than the players in the game). The presenter tells a story that might start something like this:

Once upon a time there lived a family. Their last name was Lozhkins...

When children hear the word “spoon,” they should grab one of the spoons as quickly as possible. The one who does not get a spoon is eliminated from the game. Then the spoons are put back in their original place and the game continues. Do not forget to put one spoon aside, and then the story continues:

One Sunday, the Lozhkins decided to go somewhere for lunch with the whole family. Everyone dressed smartly, only little Oleg did not want to part with his pajamas. “If you don’t get dressed immediately, you’ll get a spoon in the forehead!” - Dad said, angry. But Oleg stubbornly stood his ground. The grandmother said: “And after lunch, you and I will eat ice cream with small spoons,” and persuaded her grandson. Oleg changed clothes and everyone got into the car. The cafe was called “Golden Spoon”. Everything there was very beautiful, and the waiters behaved unusually respectably. At one of the tables sat a fat lady with a red dog, and opposite her was a thin gentleman, her husband, who was licking his spoon. “Look, dear,” he said to the fat lady, seeing how the Lozhkin family sat down at the table. - it’s amazing how many children there are - and only one dog!” The food was served. Just as dad was about to pour mom a glass of wine, Mopsy the dog pulled the tablecloth. The chaos came out great. Plates, forks, knives, glasses and spoons flew to the floor. A terribly excited waiter came running. He calmed down only after Papa Lozhkin paid for everything. The Lozhkin family had to leave the cafe. They went straight to the tent where they sold sausages and ate the fried sausages, which were very tasty. Only the pug didn’t get anything: he had to just watch as punishment.

Instead of spoons, you can play with other objects, for example, chestnuts, plush toys, cubes, etc. It is only important that they are at the same distance from the children. Children should always keep their hands behind their backs and handle each other carefully. Carefully. And inventing a story is not at all so difficult. It may well be long, but it will definitely be interesting and fun.

OUTDOOR GAMES

“Nose, nose, nose, mouth...” The players sit in a circle, with the leader in the middle. He says: nose, nose, nose, mouth. When pronouncing the first three words, he touches his nose, and when he pronounces the fourth, instead of his mouth, he touches another part of his head. Those sitting in a circle must do everything as the leader says, and not as the leader does, and not allow themselves to be knocked down. Whoever makes a mistake is out of the game. The most attentive one wins.

“Chicken by the grain.”

1. Grandma and I will buy ourselves a chicken. 2 r.

And the chicken, grain by grain, cluck-tah-tah

2. Grandma and I will buy ourselves a duck - 2 rubles

3. Grandma and I will buy ourselves a turkey - 2 rubles

Turkey tails-coats, duck tati-ta-ta

And the chicken, grain by grain, cluck-ta-tah

4. Grandma and I will buy ourselves a pussy - 2p

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

5. Grandma and I will buy ourselves a dog.

Little dog woof-woof, little kitty meow-meow, turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

6. Grandma and I will buy ourselves a cow - 2p

Little cow flour-flour, little dog woof-woof, kitty meow-meow, turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

7. Grandma and I will buy ourselves a pig.

Piglet grunt-oink, little cow muki-muki, little dog woof-woof,

Little kitty meow-meow, little turkey tails-coats,

The duck is tati-ta-ta, and the chicken is grain-by-grain cluck-tah-tah

8. Grandma and I will buy ourselves a TV - 2p

TV time-facts

The announcer lala-lala, and the chicken cluck-tah-tah, grain by grain

“Two flowers.”

Two flowers, two flowers

Hedgehogs, hedgehogs

Anvil, anvil

Scissors, scissors

Running in place, running in place

Bunnies, bunnies

And now we will say girls and boys together.

“The king rode through the forest”

The king rode through the forest, through the forest, through the forest

He met the princess - 3 r

Let's jump with you - 3

We kick our legs - 3

Let's clap our hands - 3

Let's stomp our feet - 3

Let's spin around with you - 3

And you and I will become friends - 3

"How are you".

How are you? Like this

Are you swimming? Like this

Are you waiting for an answer? Like this

Are you waving after me? Like this

How are you running? Like this

Do you sleep in the morning? Like this

Are you looking into the distance? Like this

How are you being naughty? Like this

“Figured Waltz”. Everyone stands in pairs in a circle, holding hands, forming a boat, and sings: “Step, step, step - on your toes. Step, step, step - on your toes. They swayed, turned over, slammed, name, changed.”

"Rhythmic Exercise"

Strong is our brave squad

They went out to the parade together.

Higher your leg

Firmer step

How a soldier walks in formation.

“Where is the right, where is the left.” Children jump to count. When the teacher says “right,” the children put their right hand on their toe. (hands on belt)

“Bank and River.” Please note. 2 lines are drawn on the ground at a distance of 1 m. Between these lines there is a “river”, and along the edges there is a “bank”. Everyone stands on the “banks”. The leader gives the command: “RIVER”, and everyone jumps into the “river”. At the command “SHORE”, everyone jumps onto the “shore”.

"Traffic light". On green color- run in place, on yellow - step in place, on red - stop.

“Enchanted Castle.” 2 teams play. 1 must disenchant the “castle”, and 2 must prevent them from doing this. The “castle” can be a tree or a wall. Near the “castle” there is the main gate - in the courtyard of the guys from the 2nd team, blindfolded. In general, all players on this team must be blindfolded. They are located arbitrarily, the way they want, on the playground. The players who must disenchant the “castle”, at the command of the leader, begin to silently move towards the lava gate. And the task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the 2nd team, blindfolded, is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the guys change roles. Specify the condition: will the guys from the 2nd team stand still or can they move around the site.

“Santiki-santiki-lim-po-po.” The players stand in a circle. The driver moves away from the circle a short distance for a few seconds... During this time, the players choose who will be the “shower.” This player will have to show different movements (clapping his hands, patting his head, stamping his foot, etc.) All other players should immediately repeat his movements. After the person showing is chosen, the driver is invited to the center of the circle. His task is to determine who shows all the movements. The movements begin with ordinary claps. At the same time, throughout the entire game the words “Santiki-santiki-lim-po-po” are pronounced in chorus. At a moment unnoticed by the driver, the demonstrator demonstrates a new movement. Everyone should immediately adopt it, so as not to give the driver the opportunity to guess who is leading them. The driver may have several attempts to guess. If one of the attempts is successful, then the person showing becomes the driver.

“Balance test.” Two teams of any size, with the simultaneous participation of boys and girls, are pitted against each other. Each participant must have an opponent against him, with whom he will compete in the ability to maintain balance. On command, everyone takes the following position: standing on one leg; the other is bent, the knee is moved slightly to the side and the heel is pressed against the knee of the supporting leg; hands on the belt. At the second signal, everyone closes their eyes and stands, trying not to disturb their balance. Whoever sways first and stands on two legs opens his eyes, and if he sees that his opponent, standing opposite, is still standing on one leg with his eyes closed, takes two steps back; if he sees that the opponent has lost and moved back, he remains standing in place. The judges control the implementation of this rule. The team with the most winners wins. You can continue the competition and reveal the absolute winner. To do this, you need to divide the winners of the first round in half and conduct a second test, and in the third round, line everyone up in one line and determine the three players who will be the last to stand on both legs.

“Japanese tags.” Everyone plays. The driver chases the rest of the players, and if he touches someone, he begins to drive. But it is more difficult for a new driver: he must run holding with his hand the part of the body that was touched by the one who touched him, be it the arm, head, shoulder, lower back, knee or elbow. So he must catch up and make fun of someone. If there are many players, choose two or even three drivers.

“A hare without a lair.” Children stand in pairs facing each other, raising their clasped hands up. These are “houses” or “hare’s lair”. Two drivers are selected - “hare” and “hunter”.

The hare must run away from the hunter, while he can hide in the house, that is, stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the hunter. If the hunter kills the hare, they change roles.

Children stand in a circle and walk in pairs. The hare runs away from the wolf. The hare gets up, takes his hand, the third runs away

"Hello". Everyone stands in a circle facing shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands and say: “Hello.” You can also say your name. Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the driver.

"Water". Goal: attention, honesty, knowing each other.

The driver sits in a circle with his eyes closed. The players move in a circle saying:

Watery, watery,

Why are you sitting under water?

Look out for a little bit

For one minute.

The circle stops. The “water man” gets up and, without opening his eyes, approaches one of the players. His task is to determine who is in front of him. The “merman” can touch the player standing in front of him, but his eyes cannot be opened. You can't touch your head. If the driver guesses right, he changes roles.

“To your flags.” Goal: honesty, attention to how you remember the color of your object.

Divide the children into teams. Give all teams an object of a different color. At the signal, everyone dances to the music. The music ends - everyone stops and closes their eyes. The captains approach the teacher, and he whispers how they should stand. The music turns on, everyone opens their eyes and looks for the captain with an object of their color.

Options: if the captain raises the object up with one hand, then the team lines up in a column, if to the side - in a line, if both hands are up - in a circle.

“Labyrinth”. Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (the ones on the side do not raise their arms). The hare runs through the maze without running under his arms. At the teacher’s command “to the right,” the children turn and the hare is already running through another maze. The wolf catches up with the hare, if it catches up, they change.

“Human Alliance (Knot).” This exercise is designed to bring participants into agreement with each other and interaction. The group consists of 10-12 people. Participants are asked to stand in a circle, reach out and grab right hand with one person, and the left with another. They are then asked to untangle themselves without releasing their hands. Success depends on how the participants negotiate with each other. Participants then discuss how they come to agreement on real life how important these agreements are.

"Moonball" A wonderful game for one team that develops coordination, quick reaction and sociability.

Place your group on the basketball court or any field. To play, use a well-inflated beach ball. The group's task is to keep the ball in the air for as long as possible (while hitting it, of course), and not let it fall to the ground. Depending on the group, set a goal of 30-100 hits, this figure can be increased if necessary. Tension and hope increase with each “world record” set.

Some rules:

1. A player does not have the right to hit the ball twice in a row.

2. Score one point for each kick and two points for each kick.

Isn't it too difficult? Moonball is a popular game for all ages because it is very easy to understand, doesn't require a lot of experience, and involves everyone. Since you're standing in a circle hitting the ball, there's no doubt where everyone's eyes are focused - the ball, of course. Since everyone is focused on the ball, good and bad shots are not attributed to anyone and the game continues.

A beach ball gives you an outlet for your imagination, think about what else you can do with a brightly colored, balloon-like ball, besides passing or throwing it? After you've tried the base game, play one of its variants.

Ask the group, after the basic 37 hits of the ball, to demonstrate how many times the group can hit the ball so that everyone takes turns hitting: 1. Without letting the ball hit the ground or 2. Without letting the players pass. Or watch how quickly the ball passes from one player to another in turn, that is, through the entire group. If the ball touches the ground, give a time penalty - say 5 seconds. The ball must be hit, not passed. Make this a constant game and record the most hits (with your hands only) within one minute. Count only those shots that were not preceded by the ball falling. Let the players decide how to position themselves to achieve the best results.

“Tanyapetrkolyastanislavmaria.” This game does not involve any special actions: it is just fun. This game can be classified as an impulsive genre. Stand in a circle. Take a stopwatch and tell the players that this is a timed game. Say your name and start the stopwatch. The player next to you (on either side) says their name and so on, as quickly as possible, until everyone in the circle has said their name. As soon as the last player calls his name, turn off the stopwatch. This game is best played in a large group, but even a small group can have a lot of fun. Please note. How much faster do players pronounce names after several attempts? If the group is small, you can repeat the names in a circle 2 or 3 times. As a variation of the game, call names in both directions at the same time. This game is not used for dating.

"Pulse". Ask a group of 8-10 people to stand in a circle and hold hands. The circle should be as wide as possible, but the hands should not open. While you explain the rules of the game, stand in a circle. The essence of the game is to transmit an impulse along a chain, i.e. you squeeze the hand of a player standing to your right or left and, if everything is done correctly, the impulse will pass from one player to another until it reaches the initiator, i.e. up to you. You can also send an impulse in two directions: to the right and to the left. Game option: transmit the impulse with your eyes closed (everyone's eyes are closed except the player sending the impulse). Observe and describe the effect that occurs when a pulse is transferred quickly and accurately. However, accuracy is not as important here as entertainment and fun. Depending on your group, the “Impulse” described above may or may not work (if students want it to work, it will work). After you've broken the ice by getting the group to join hands. Try to achieve more by giving them “Impulse II”.

"Impulse II". Standing in a circle and holding hands, players (10-50 people) try to convey momentum by squeezing their hand as quickly as possible - this is a game against the clock. Try playing the game this way first, and then close your eyes and compare the time. Now, ask one of the students to send a pulse in two directions. See if the impulses can intersect and continue their course further? According to the principle of impulse, you can transmit anything: for example, a sound or a word.

“Balance with a brush.” This is an incredibly fun exercise, but it also results in improved relationships between students and a willingness to look stupid in front of others. How many kids miss available learning situations just because they don't want to look stupid in front of their friends. Conduct: Have students hold the brush vertically with the handle directly above their head and have them look at the highest point of the brush. Ask students to turn around 15 times, then lower the brush to the floor and step on it. During the rotation, the student must keep his eyes open and look at the end of the brush, which must be held vertically with his arm extended. Most participants will fall before completing the rotation, and the rest will have great difficulty stepping on the brush handle. The merits of the exercise are that: 1. It is the very exercise that most people find difficult to complete and thus they demonstrate their inability to do it in front of everyone. Potentially negative exposure reduces their normal sensitivity to failure because the task itself is funny and the group , absorbed in the cheerful moment, laughing, supports any effort, no matter how stupid and ridiculous it is. 2. Successful execution does require concentration and concerted effort. Most people can control dizziness.

This exercise can also be done in pairs. If you are having difficulty getting one person involved, let them know that this exercise can be done in pairs. Let one hold the brush on his head, while the other puts his hands on the shoulders of the first and together they begin to rotate, looking at the brush. Then they step on the brush together. Use helpers.

Since the impact on the middle ear causes participants to lose orientation, it is necessary to use at least 4 assistants (standing from the north, south, west and east) for each person performing the exercise. One of the assistants watches the brush (ready to fall at any moment), and the rest watch the movements of the spinning participant - each assistant is aware of his responsibility for preventing his comrade from falling. Have 2-3 participants perform this trick in front of the whole group. Then divide the class into small groups: participants and helpers. This is a good and interesting exercise, but if used too often, it turns into a boring, tedious and useless pastime. Caution: remember, dizziness can cause an epileptic seizure. Warn students about this and do not insist on doing the exercise if one of the participants is afraid that the rotation may cause nausea.

“Earth, water, fire, air.” For this folk Armenian game you will need a ball. Everyone stands in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of four words: “earth”, “water”, “air”, fire.” If the presenter said “ground,” the one who caught the ball must quickly name a domestic or wild animal; to the word “water” the player responds with the name of a fish; for the word “air” - the name of the bird. When you hear the word “fire,” everyone should quickly turn around in a circle several times, waving their arms. The ball is then returned to the leader. Those who fail to respond correctly to the leader’s words leave the game.

“Burners.” 15-25 people play on the lawn, summer area at least 20-30 m. Participants, divided into pairs, join hands. Couples form a line behind each other. The driver stands in front, 3-5 m from the first pair. Everyone says in unison:

Burn, burn clearly.

So that it doesn't go out.

Look at the sky:

Birds are flying

The bells are ringing…

The driver stands with his back to the players. Starting with the words “look at the sky,” he looks up. At this time, the last pope separates his hands and walks forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching them with his hand before they hold hands again. Whoever the “burner” catches becomes the pair at the front of the line. The remaining one drives. If the “burner” doesn’t catch anyone, he “burns” again and catches the next pair.

The “burner” has no right to look back and spy. Otherwise, the pair preparing to run may exchange turns with another.

No one should start running before the word “ringing” is heard.

The “burner” can catch those running only as long as they join hands.

“Name a synonym.” The players stand in a circle. The presenter takes turns throwing a ball to them and at the same time calling, say, some kind of adjective. The player who got the ball must name the synonym and throw the ball to the leader. The game “Name the antonym!” is built in exactly the same way.

"Seine". Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible. If the “fish” is caught, then it joins the drivers and becomes part of the “net”.

“Traps”. Four players stand in pairs, holding both hands and raising them up. These are traps, they are located at a small distance from each other. Everyone else joins hands, forming a chain. They must move through traps. When the leader claps, the traps “slam shut,” that is, the traps lower their arms. Those who are caught in a trap form pairs and also become traps.

Golden Gate

They don't always let you in

First time - goodbye

Second time - prohibited

And the third time we won’t let you through.

The rest run in a chain under their arms in a circle. (the circle can move)

"Invitation". One driver in a circle. He dances to the music and invites others to follow him. Everyone repeats after him. The music ends - everyone stands in a circle. The one who didn't have time is the one who drives.

“Lady Ley.” Children in a circle. 1 couple dancing inside. Cotton. The dancing couple separates and invites a new partner, etc. The dance ends until all the players dance with each other. It is forbidden to dance with the same partner repeatedly. Children forming a circle can move in place according to the music.

“Winks.” Everyone stands in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He must look into the eyes of one of the first line players and wink. The one who was winked runs from his place and stands behind the driver. But he may not succeed, because the second line player closely monitors the driver and if he sees that his partner has been winked, he can hold him back. If he managed to do this, the driver is forced to wink again until his wink ends effectively. If the second line player did not react in time and did not have time to grab the first player, he becomes the driver.

“Atoms and Molecules.” All the players move randomly around the playing area, at this moment they are all “atoms”. In a molecule there may be and 2, and 3, and 5 atoms. Players playing at the leader’s command will need to create a “molecule,” that is, grab each other. If the leader says: “The reaction proceeds in threes,” then 3 players engage, etc. The signal for the molecules to break up again into individual atoms is the leader’s commands: “The reaction is over.” The signal for temporarily withdrawn players to return to the game is the command: 4 “The reaction goes one at a time.”

"Call". Lines of “cities” are drawn on two opposite sides of the court, the players are divided into two teams and captains are chosen. Each team lines up behind their city line, facing the middle of the court. The team captain who starts the game sends any player to the other team's city. Its participants extend their right arms forward, bent at the elbows, palms up. The sent player touches the palm of one or the palms of two or three players three times in succession, saying: “One, two, three!” after the third touch, he runs back to his city, and the one he touched for the third time rushes after him, trying to catch (trash) the caller. If he catches, the caller is captured and stands at the back of his head. If he doesn't catch him, he goes into captivity himself. The captain of the other team then sends his player to the challenge. The sent player must challenge an opponent who is weaker or equal in running speed. If he is a strong runner, he can help out a captured player of his team. To do this, he calls a player with a prisoner behind him. If the summoned one does not catch up with him, he is captured, and his captive also returns to his team. If the summoned one catches up with the enemy, then he will already have two prisoners. The team with the most prisoners wins. Usually the captain also participates in the game, and if he is captured, another player replaces him. They try to help out the captain at all costs.

“Circle hunt”. Having split into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposing team standing in front of him. Then, at the leader’s signal, the players standing in circles begin to move with side steps in different directions. At the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player in front. The presenter counts to thirty, then says: “Stop!” - and counts those who have been greasy. Then the teams change roles.

"Chase". The game involves two teams. By lot, one is lined up behind the starting line, and the second is a few meters behind. At a distance of 20 m behind the start line, a second line is drawn, on which flags are placed at intervals of 1.5-2 m. A small ball is placed 2 m from each flag. At the leader’s signal, the players of both teams run forward. The players of the first team go around the flags and rush to the finish line, the players of the second team, bypassing the flags, grab the balls lying behind them and try to hit the runners with them. For each hit you get a point. After this, the teams change roles.

“Tag on one leg. A driver is appointed - a salka, everyone else is freely placed on the site. Salka, jumping on one leg, tries to catch up and annoy the players, and they, also jumping on one leg, dodge. If the tag catches up and touches the player, they change roles. From time to time you can change the leg on which you jump, but switching to running is prohibited.

“Talking in pairs.” There are two drivers who hold hands, just like the players.

“The wolf in the ditch.” In the middle playground draw a ditch with two parallel lines 50-60 cm wide. There are two leading wolves in the ditch. The rest of the playing goats are on one side of the ditch. At the leader’s signal, the goats try to cross the ditch to get to the other side of the area in the pasture. Wolves can only catch goats while in a ditch (while the goats are jumping or when they are near the ditch). A goat that runs to the ditch, but is afraid of the wolf and does not jump within three seconds, is considered caught. The greasy ones step aside, they are counted, and they join the game again. Each time the leader gives a signal for the goats to start going out to pasture. After running two or three times, new wolves are selected and the game is repeated. The winners are goats that have never been caught, and wolves that have caught greatest number goats

"Fishing rod". The players stand in a circle. In the middle there is a driver with a rope, at the end of which a bag of sand is tied. At the command of the leader, the driver begins to circle the rope with the bag above the ground so that the bag constantly touches the ground. The players jump over the rope when it comes to their feet, trying not to touch it. The one who hits becomes the driver.

"Leapfrog". Two teams compete in a running race, jumping over a partner who stands with his head bowed forward and his hands on his hips. The numbers at the back start. As soon as the last one in the column jumps over the last one, he runs forward and also jumps, etc. The distance is arbitrary.

Development of Prototype in the Uncategorized section and published on March 15th, 2015
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Irina Volkova
Competitive and entertaining game for summer camp"Fun Mosaic"

Competitive and entertaining game for summer camp

« Fun mosaic» !

Leading:

Good afternoon, girls!

Good afternoon, boys!

Good afternoon dear teachers.

We are glad to welcome you to competitively -entertaining game « Fun mosaic» !

But, like any game, we have our own rules.

So, what can and cannot be done?

I will name these rules, and you will show them. Agreed?

Throughout the game Can:

stomp and clap! (the hall shows)

scream and hoot!

dance and sing!

greet each other with applause!

boys greet girls with whistles!

girls - squeal!

You can blow kisses to each other!

to wave hands!

And just greet each other!

You have all understood the rules, and now you need to decide on the teams, so I invite 5 from each squad (3) girls and 4 (3) boy.

Finally, the time has come for you to introduce our esteemed jury:

1 contest. Modern girl has sufficient knowledge of men's and women's perfumes, hygiene items, and decorative cosmetics. Therefore the first contest it's called for girls “Identify an object by smell”. From each squad 3 (2) girls

Participants must, with their eyes closed, identify the proposed one by smell. item:

1. Toothpaste.

2. Laundry soap.

3. Women's cream.

5. Lipstick.

6. Women's Eau de Toilette.

7. Men's Eau de Toilette.

8. Shampoo.

9. Nail polish.

10. Hairspray.

11. Washing powder.

12. Shoe polish.

13. Mascara.

At the end The results of the competition are summed up.

Leading. Well, the girls coped with this task, but can the boys cope? Our next one the competition is called“Tell me, what is this?”

(For example : milk - drink; crucian - fish)

1. Carp (fish). 11. Rooster (bird).

2. Persimmon (fruit). 12. Hazelnuts (nut).

3. Beans (vegetables). 13. Cucumber (vegetable).

4. Cherry (berry). 14. Kiwi (berry).

5. Rice (cereal). 15. Morel (mushroom).

6. Capelin (fish). 16. Coconut (nut).

7. Millet (cereal). 17. Kumis (drink).

8. Tea (drink). 18. Turnip (vegetable).

10. Tomato (vegetable). 20. Kissel (drink).

Leading. Next competition for counselors, it's called

"Ball"- at my signal, the counselor inflates the balloon certain sizes(following the pattern, ties it, puts it on a chair, sits down sharply on it so that it bursts (Whoever bursts the balloon first wins).

Leading. Times are difficult now, the crisis is in full swing, so we can’t do without a cow in the village, and our next the competition is called“My yard or how I love my little cow!” Let's see how our participants can milk a cow. Bye music is playing"to milk" as much milk as possible. The participant with the biggest wins. "milk"!

(3 girls are participating in this competition: one holds a rubber glove, the other holds a bucket, the third milks).

Leading. And we continue our program and the next the competition is called"Clip-Gag". You guys are modern and have definitely heard how they rap (teams are given lyrics to children's songs).

So, dear participants, you have to perform famous children's songs: "The Forest Raised a Christmas Tree", “A smile makes a gloomy day brighter”, "Tired toys are sleeping", and sing them as if real rappers did it.

While you are remembering the lyrics, deciding who will rap and rehearse to quiet rap music, we are with the fans let's play:

I have one game called"He she".

He is an elephant - she is...an elephant.

He is a moose - she is...a moose.

He is a cat - she...

Well, of course she's a cat!

Well, you were a little mistaken.

So let's play again

I want to beat you!

He is a walrus - she is...a walrus,

He is a hare - she is... a hare,

He is a bull - she is...

Is everyone familiar with this word?

Yes! Yes! She's a cow!

Let's look "Clip-gag"

Leading. “Assembling a machine gun”. Boys, imagine that this is a machine gun (the leader points to the meat grinder, so it shoots (the leader turns the handle of the meat grinder, it consists of... (the leader takes the meat grinder apart, your task is to quickly assemble the machine gun again. (1 boy per squad).

Leading. Our next one contest it's called for girls "Spring-cleaning"

The cow has been milked, now it’s time to put things in order in the house.

And to make it more fun for you, we will help you with music. A familiar melody sounds, you need to dance to depict what is written on the card, and the audience must guess.

1 wash or vacuum the floor (Jackson)

2 wipe off the dust (Letka-enka)

3 wash the dishes (Lambada)

4 We're preparing lunch. (Macarena)

5 ironing clothes (Tango)

6 hand wash (Twist)

Leading. While the jury is deliberating and summing up the results, the fans will tell me 11 adjectives of any topic

Our... guys!

Today, on this... day of summer, we give you... Promise:

from now on, treat you every day with... chocolates and... sweets;

show you... attention and... care;

give you... compliments;

not to cause you... grief;

to be yours forever. friends.

Your... fans.

Leading. The jury gives the floor.

(Results are announced, units are awarded)

Leading. Thanks for playing! See you again!

Publications on the topic:

“Like Shrovetide Week...” Competitive and entertainment program for older children Introduce children to cultural traditions our people, with their oral folk art. Progress of the matinee. It sounds like a lively dance song. WITH.

Development of activities for a summer health day camp All camp children are divided into 3 cities, planets, ships, depending on the topic of the session Game program“ZOO” 1. How beautiful and amazing.

Competitive and entertainment program “Russian nesting dolls” Objectives of the event: -Enrich and develop children's knowledge about folk crafts and traditions. -Introduce the history of the Matryoshka toy. -Bring up.

Educational and entertaining game “Funny Stories”. Educational and entertaining game “Funny Stories”. Goal: organize children's leisure time. Tasks: 1. Create good mood. 2. Develop.

Scenario for summer entertainment “Merry Pinwheel” Municipal autonomous preschool educational institution kindergarten combined type No. 9, Konokovo village. Municipal entity.

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. At correct use In these games, 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:

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

The child's desire to demonstrate strengths character - “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 required amount“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 at the concert yesterday,” 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.

Questions should be selected to reflect diversity inner world the child, the characteristics of his behavior, 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 it is prohibited to use physical strength and threats.

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” are very thin 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 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 on his chest criss-cross. 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. On 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, rubber band, 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 line behind each other, and now - attention! Each participant places his right hand between his legs to the neighbor standing behind him, and with his left hand he takes the palm of the person standing in front. We have formed a chain that resembles a caterpillar. Now let's move forward without breaking the chain! Let's move back! Let's not break the chain!

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

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

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

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

Crossing

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

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

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

Rope

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

It is important to play without peeking!

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

A mysterious stranger

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

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

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

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“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 stone gray 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. You are invited to walk through the labyrinth and “hear” maximum amount 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 it is given Full description, 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 correction situation 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 items (this number must 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.

OUTDOOR GAMES

Dragon head

The players cling to each other like a train. At the command of the leader, the head of the dragon - the first person - tries to catch the tail - the last person. He, in turn, must dodge. When the last one is caught, it moves to the beginning of the chain.

Fishing rod

Participants stand in a circle. The leader stands in the center with a “fishing rod” - a jump rope or rope, at the end of which a bag of sand is tied. The leader spins the fishing rod in a circle, and the participants must jump, trying not to hit it.

Golden Gate (planets)

The participants form planets (3-4 people each), who, holding hands, stand in a circle. The rest form a snake, where each one holds on to the other's waist. To the music (or the planet participants all say together: “They don’t always let you through the Golden Gate. The first time it’s forgiven, the second time it’s forbidden, but the third time we won’t let you through! At this time the hands of the planets give up”) the snake runs under the hands of the “planets.” When the music stops, the “planets” capture those who did not have time to run under their hands. That. The planets grow and so on until the last participant - the fastest.

Colors

The players stand in a circle. The leader commands; “Touch yellow, one, two, three!” Players try to grab the thing (object, clothing, part of the body) of the other participants in the circle as quickly as possible. Those who do not have time are eliminated from the game. The presenter repeats the command again, but with a new color. The last one standing wins.

On the wreckage of the ship

The game is for 4 or more participants of any age, held outdoors - where there are objects on which participants can climb so as not to stand on the ground. Young children can play indoors by jumping on cushions or blankets scattered on the floor. In short, any territory with a sufficient number of “ship wrecks” - safe places of shelter - will do. The rest of the space is considered sea. One of the participants plays the role of a pirate who is chasing the others. They are surrounded by the sea everywhere, and the only way to escape is on the wreckage of the ship. The defiled player, who has at least one leg left in the sea, becomes a pirate himself. The pirate is not allowed to run after one player for a long time, because no one should remain in place for a long time. You can stay in safe areas for no longer than 10 seconds. Two players cannot occupy the same place at the same time. The winner is not determined - the game continues until the participants get tired.

Three lives

Each participant is given three “lives”. The ball lies on the ground, and the players stand on the court in random places. The player closest to the ball picks it up and throws it, trying to hit another player with it. The one the ball hits loses one “life”. But the game continues, and the participant who picked up the ball aims at another player. As long as the ball is in the air, you can move. As soon as someone catches the ball, everyone freezes in place until the ball hits one of the players or flies past. Participants who lose all three “lives” are eliminated from the game. The winner is the last participant remaining.

Hand made chair

Two teams. Start, finish and distance. Teams of three people are formed. Two team members cross their arms to form a chair, and the third sits on it. The player is carried to the finish line and back, trying to do this as quickly as possible. Then the players change - and so on until each team member sits on a chair. You can play the game in a shallow pool, or in a deep pool you can drag a team member while swimming through the water. The winner is the team that is the first to carry all its players on the chair.

Touch the Shadow

Game for any number of participants. It is grown outdoors in sunny weather. It's based on a game of tag, but in this case The driver’s goal is to insult not the player himself, but his shadow, with his hand or foot. The upset player becomes the driver. The only way to escape is to hide in the shadows. Otherwise, the player must be constantly on the move. While two players are running, the rest remain in place

Bank-river

A line is drawn that divides the field into two parts: the bank and the river. The driver calls “bank” or “river” at random. Players at this time must jump either to the shore or into the river. If on the command “river” the player is already standing in the “river”, then he simply jumps in place.

Scouts and sentry

A sentry is selected. Flags (5-7 pieces) are placed around it at a distance of 15-25 steps. All the rest are scouts. They move away to such a distance that the sentry cannot see. The scouts' task is to steal the flag. The sentry can only move around the perimeter limited by flags. If the sentry, having noticed the scout, calls him by name, the scout is eliminated from the game. If the sentry saw a scout running away with a flag and managed to call him by name, the flag returns to its place, and the scout hides again. The game ends either when there is 1 flag left, or if there is 1 scout.

(Scouts may not drop out of the game, but be captured, that is, stand in the limited space of the sentry. At the same time, other scouts can free him by touching him. If the sentry does not have time to name the name of the liberator, the captive is free. With this option, the game can last indefinitely).

Liberation

The players are divided into two teams: guards and spies. A circle is drawn, around the perimeter of which guards stand blindfolded. There is a hostage in the center. Spies must free him by sneaking between the guards and take him out of the circle. The guards stand approximately at arm's length from each other. If the spy is touched by the guards, he becomes another hostage. After a certain period of time, the guards and spies change places.

Trains

7 or more people play. Inventory: whistle.

Each player builds a depot for himself: he draws a small circle. In the middle of the platform there is a driving locomotive. He doesn't have his own depot. The driver walks from one carriage to another. Whoever he approaches follows him. This is how all the cars are assembled. The locomotive suddenly whistles, and everyone runs to the depot, including the locomotive. The player left without a seat becomes the driver - the locomotive.

Sebihuza

There is a stripe in the center of the room. Two teams on opposite sides of the strip are trying to pull each other to their side. Anyone who steps behind the line goes over to the other side and fights for the opposite team.

Gaming.

Children stand in a circle and hold hands. The leader is in the center. The players walk in a circle and chant the words:

At Uncle Tryphon's

There were seven children

Seven sons:

They didn't drink, didn't eat,

They looked at each other.

At once they did as I did!

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best becomes the leader. Rules of the game. When repeating the game, children standing in a circle go in the opposite direction.

Frost-Red Nose

On opposite sides of the site there are two houses, in one of them the players are located. The driver stands in the middle of the platform - Frost-Red Nose. He says:

I am Frost the Red Nose.

Which one of you will decide

Set off on a path? .

The players answer:

We are not afraid of threats

And we are not afraid of frost.

After this, the children run across the playground to another house. Frost catches up with them and tries to freeze them (touch them with your hand). The frozen ones stop at the place where the Frost overtook them and stand until the end of the run. After several dashes, another driver is chosen.

Chase

Having split into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposing team standing in front of him. Then, at the leader’s signal, the players standing in circles begin to move with side steps in different directions. At the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player who was standing opposite. The presenter counts to thirty, then says: “Stop!” - and counts those who have been greasy. Then the teams change roles.

Tunnel

The players are divided into two teams and line up in columns of two, holding hands, one column parallel to the other. At the leader’s signal, the children standing last in the columns run forward under the raised hands of the players and stand in front of their column, raising their hands up. The latter is a signal for those who are behind, and they do the same as the previous pair. The team whose players finish the run first wins.

Seine

Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible. If the “fish” is caught, then it joins the drivers and becomes part of the “net”.

Labyrinth

Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (the ones on the side do not raise their arms). The hare runs through the maze without running under his arms. At the teacher’s command “to the right,” the children turn and the hare is already running through another maze. The wolf catches up with the hare, if it catches up, they change.

Ball in hand

The players line up. Outstretched arms with open palms are held behind the back. One of the players stands behind them. He has a ball or pebble in his hand. Walking along the line, he pretends as if he wants to drop the ball into someone's palm. Players shouldn't look back. Finally he drops the ball into someone's hand. The player who received the ball suddenly breaks out of the line. Neighbors to the right and left must grab him (or smack him) before he moves. But at the same time they do not have the right to leave the line. If they fail to capture him, he can return to his place and the game continues. If he is caught, he changes places with the leader.

Moscow hide and seek.

One person turns his back to the participants and one of the participants hits him on the back with his hand, then he turns and speaks to whomever he thinks, and they answer him: “How much will you give?” (for example, run around a house or building), he says how many laps, and only then they tell him whether he guessed correctly or not. If not, then he runs away on his own, and during this time everyone hides in a certain area. Then he looks for everyone he finds, runs to a certain place and shouts “tukita”, whoever manages to tukita tukita himself. The one who gets tagged becomes the leader.

Ocean is shaking.

A presenter is selected and the participants say the following words: “The sea is agitated once, the sea is agitated twice, the sea is agitated three times, the sea figure freeze.” Participants must depict any figure they wish, and the presenter must guess the figures and say which one he likes best. The person whose figure you like becomes the leader (the game is supposed to be endless).?

Condals.

Take 2 equal teams and stand opposite each other at a distance of 4 meters, holding hands tightly. In turn, each team says the following words: “Kondals” - the first team, “Chained” - the second, “Unchain us” - the first, “Which of us” - the second. Then the first team chooses any person from the opposite one and he must break their chain; if he does not break, then he is part of the first team. Then the teams change, i.e. the second team begins to speak the words. We play until there is not a single person in one of them.

Agents 007

Venue: lawn

Duration: 5 min.

Number:20 people

Equipment: film cans + for example: sand, cereals, pebbles, coin, pebbles, small screws, water, etc.

Progress of the game:

Each participant is given a can of film. There may be pebbles, sand, salt, flour, etc. inside them. The participants' task is to find their match as quickly as possible by sound without opening the jar.

Flight

Let's start by asking everyone to call themselves a bird (animal), provided, however, that there should not be two identical birds in the game. The players are placed in a circle in the room, leaving the middle free.

One of the participants in the game is the driver. His place is in the middle of the circle. The driver is blindfolded. He's a blind man's buff. Perhaps it would be useful if someone once again reminded the driver what birds are represented in our game today. However, from time to time they themselves, as best they can, will make themselves known, calling to each other with bird voices - chirping, croaking, quacking. Blind Man's Bluff calls any two birds, which, according to his assumptions, are at opposite ends of the room. Those called must change places. When making a flight, that is, moving, they can resort to various tricks and subterfuges: squatting, crawling, distracting the blind man's buff with false maneuvers, thereby helping each other.

If they make the flight safely, they notify the blind man's buff by clapping their hands, and he calls the other two birds. This continues until the blind man's buff catches someone. In this case, the caught one becomes a blind man's buff, and the previous driver takes the vacant place in the circle, immediately declaring himself to be some kind of bird.

Neighbor on the right

All participants in this fun game sit in a circle. The driver stands in the center of the circle. Addressing first one or the other of the players, the driver asks each of them some question or asks them to perform some movement: stand up and turn around in place or clap their hands three times, etc. But answer asked question or the required movement must be performed not by the one to whom the driver is addressing, but by his neighbor on the right, whom the driver does not even look at. Having received the answer, the driver immediately turns to another, to a third, and so on, until one of the players makes a mistake.

A question is asked (or a task is given) quickly and suddenly. Just as quickly you need to give an answer (or perform the required movement). If a question is asked that is difficult to answer immediately, then you can say: “I don’t know,” which is already the answer, but do not remain silent.

It would seem that these rules are very simple and easy to remember, but in the game they are often violated due to the suddenness with which the driver addresses the participants in the game. Either the one to whom the question is addressed answers it himself, or the neighbor to the right will be confused by surprise and will not immediately realize that he is supposed to be the one to answer. Whoever breaks the rule will have to give up his place in the circle to the driver and give a forfeit.

Bouncers

The playing field (length -8-10 meters is outlined on both sides by lines, behind which there are bouncers (drivers), their task is to knock the players off the field with the ball, the ball is served alternately from one bouncer to another, there are a lot of options for players, a) the bouncer becomes “knocked out” or newly arrived player, b) the players are divided into teams and the knocked out players leave the field until all the team players are knocked out, while a “candle” can be caught from the hands of the bouncer, which means either the opportunity to remain in the circle, or a return one of the eliminated players on the field, c) if the previous options are widely known, then I encountered this only once - in the pioneer camp. There should be quite a lot of players - at least 4-5 in each of the two teams. Each team has one bouncer (B) and the rest of the players (I) on the field as follows:

| | | B1| I2 | I1 |B2 ] | ]

Each team takes turns in possession of the ball and kicks out the opposing players (I1-I2), knocked-out players from the player category go into the bouncer category, that is, they go beyond the boundaries of the field into the sector (B1-B2, respectively), only the player who caught the ball can take possession of someone else’s ball “candle” (a ball caught from the ground is not considered a “candle”; the player who caught such a ball goes to the bouncers). The team that still has players left wins, and they start the next game.

Steps

A circle with a diameter of 1.5-2 meters is drawn, in which all participants are placed, the driver throws the ball as high as possible and runs further from the circle, the one of the players who managed to catch the ball shouts “stop” and assigns the number of steps to the driver (steps can be the most diverse and in different quantities, for example, 2 “giants” and “5 “Lilliputians”), if, after completing the prescribed steps, he manages to touch the driver, he himself becomes the driver. I remember only a few steps, but you can fantasize yourself: “Giant” - large steps in a jump , “liliputians” - step half a foot, “thread” - from toe to toe, “ducklings” - squat, “umbrellas” - jump with a flip, “bunny” - jump with legs together).

The circle is divided into sectors - countries, while Voda says the game phrase (again, lost, you will have to invent it) the players scatter. The command “Stop!” sounds, the players freeze, then the water selects a victim (usually the one closest to him) and assigns steps; if he guessed correctly, he cuts him off the country that lost a piece to itself, no, gives up part of its territory (you can cut only by standing with your foot(s) on your territory, and then as soon as you reach it (the circle must be large enough).

Potato

The ball should be light, preferably a small inflatable one. Players standing in a circle throw the ball to each other (catch or hit as in the game “volleyball”), the one who misses or drops the ball becomes a “potato” - squats in a circle and can be hit with the ball. If the ball falls to the ground after hitting the “potato”, then it is not considered missed and the game is resumed; if the “potato” manages to catch the ball (like a “candle”), then the one who lost the ball becomes the “potato”, and the rest of the players leave the circle. The last of the two remaining players to drop the ball on the ground becomes the first “victim” of the new horse.

Tag on a string

Tie a rope 3 - 4 meters long to the post. Draw a circle of the same radius around the column. Scatter two to three dozen pebbles (cones, sticks, etc.) inside the circle. This wealth will be guarded by one of you, the one you choose by lot. And everyone else (five people), first positioned outside the circle, tries to take possession of the pebbles and take them out of the circle as much as possible. The watchman must hold on to the rope with one hand, but his other hand is free to spot unwary miners. The one who is stained is eliminated from the game. After the agreed time (is three minutes enough?) the watchman’s shift ends. You can count how many pebbles were stolen from him, and how many he saved.

Now repeat everything with another guard. When everyone is in this role, it will not be difficult to determine who was more successful in it.

Edible - inedible

The playing field is drawn in a line, where each line is separated from the other by one step (you can play on a wide ladder), players stand behind the last line and the driver throws the ball to them one by one, calling various items. If an “edible” word sounds, the player must catch the ball, an “inedible” word must be missed or discarded; if the player’s actions correspond to the named word, the player moves to the next line (to the trail, step). The one who crosses the last line first wins and becomes the driver.

I know 5 names!

They hit the ground with a ball (palm), with each strike pronouncing another word: “I know 5 names of girls (boys, names of flowers, birds, and so on ad infinitum): Masha - one, Tanya - two, Katya - three, “Sonya - four , Ira - five", "I know 5..." If a player makes a mistake or makes a long pause, the ball passes to another player, when the ball makes a circle and returns to the player, the game for that player resumes from the place where it was interrupted ( as is done in the “classics”), while it is better to agree in advance in what order the objects will be named. This game is useful without a ball, at home.

You drive more slowly...

One of the variants of “sea pieces”, the driver stands on one side of the playing field, the players are at the other end, the water turns away and says: “If you drive more quietly, you will continue, one, two, three, stop” and turns around, the players who are in this moment they run towards the driver, they must freeze, the one who did not manage to stop in time returns to the starting line. The winner, the first to reach the water, becomes water himself. The whole interesting thing is that the phrase can be cut off in any way you like (an element of surprise is introduced), but the last word should still be “stop”, only after it can the water turn around.

Houses

Circles-houses are drawn on the field, exactly one less than the number of players, the water goes around the houses collecting players in a chain and takes them away, while telling them where it is leading them, after the command “go home” everyone rushes back and the player who did not get a house , becomes a driver. I don’t remember the words at all, it’s not particularly important, but here’s my hasty version of the beginning of the saying: “the gnomes went for a walk, left their houses: gnome Misha (for example), gnome Sasha (etc., listing all the players), they went into the forest, but got lost, walked for a long, long time, (further to taste)" followed by an unexpected command "go home" anywhere in the story - develops attention and reaction.

ring

The players sit on a bench and hold their palms folded in a boat in front of them, the water clamps a ring (or a coin) in its “boat” and passes through all the players one by one (more than once), putting its palms into the palms of the players, imperceptibly transferring the “ring” to one of them ", then says: “Ring, ring, go out onto the porch,” the task of the player who received the ring is to stand up and go out, becoming the driver, the task of the others is to hold him, if, of course, they have time to figure out who got this ring, it’s interesting to play in the lineup at least 4-5 people.

Traffic lights.

After the driver is chosen, everyone stands on one side of him at a distance of five steps. The driver turns away from the players and names any color. Participants must find this color in their clothes, and holding onto it, they can freely move to the other side. The one who does not have this color must run across so as not to be caught. Whoever gets caught becomes the driver.

Squirrels - arrows

(someone mistakenly, or perhaps correctly, calls this game “Cossack robbers”) The players are divided into two teams, the “shooters” are given time to hide and then the chase begins, the search is carried out along the arrow tracks placed by the “shooter” players on turns, and maybe more often. As soon as the last “arrow” is found and caught, the teams change roles.

Leapfrog

Jumping over each other in a chain, “Rucheek” is also known to everyone and is more suitable for folk dances (IMHO).

Above the legs from the earth

Players run up in a row and position themselves so that their feet do not touch the ground (sit down, hang on trees, etc.) The driver’s task is to insult the one who could not resist and touched the ground; another interesting thing is that players at a respectful distance can change your location.

Pike

D version of tags (tags), the one who has been saluted clings to the water and together they salo the next one, the last player who has been saluted becomes the driver.

Pike 2

Another version of this game, but those who have been knocked out freeze in place, with their arms open, they can be re-enchanted if the driver allows other players to approach them, the last one becomes the driver greasy.

Grandfather merman

Everyone stands in a circle and walks around, leading with their eyes closed: “Grandfather Vodyanoy, why are you sitting under water! Come out for a minute! Let’s play a joke!” After which the merman gets up and selects any player at random, touches it and tries to guess who it is. If you guess correctly, then the one guessed becomes “Water”.

Third wheel

"The players stand in a circle of two (one after the other), the driver runs after one of the free players along the outer circle, without crossing it, the player can stand in front of one of the pairs and then the one who turns out to be third and stands with his back to the border of the circle will have to run away. The salty one becomes the driver.

They sat on the golden porch

The driver spins in place and rotates jumping ropes around himself near the ground (if they are long, it is better to fold them in half), saying (for each turn a word): “On the golden porch sat the king, the queen, the king, the queen, the cook, the tailor, ... (I don’t remember further, but it rarely came to this, if you get there, figure it out yourself:) So, the players around should jump over the rope, whoever doesn’t have time, leads and until the next mistake is called the word on which he got entangled in the rope.

Ogre

The cannibal sits with his eyes closed and everyone touches him one by one; the one he manages to grab by the hand becomes the “cannibal.”

Elephant

Two teams play: the “elephants” stand in a chain, holding each other in a bent state, the riders jump on them and the “elephant” tries to walk with this burden.

Ball game

The key phrase is Squirrel, but you can come up with it yourself; girls usually play it. Taking turns hitting the ball against the wall, they jump over the ball that bounced to the ground; if the jump fails, the player is given a name based on the next word key phrase. As soon as the phrase ends, the player is eliminated from the game.

King

The players stand in a circle, lead a round dance around the Leader (the “king”) with the words: - The _king_ walked through the forest, through the forest, through the forest, Found himself a princess, princess, princess, (the king chooses a princess from the round dance) Let’s jump with you, let’s jump , let's jump, (everyone performs the indicated actions) And we jump with our legs, we jump, we jump, And we stomp with our legs, we stomp, we stomp, And we clap with our hands, clap, clap, We shake our heads, and we start again... (it’s better to choose a princess with your eyes closed)

Rooster fight

The number of players is 20 - 40 people.

Preparation. Distribute the children into pairs according to their capabilities. In each pair, the players stand opposite each other, one leg bent, hands behind their backs.

Description of the game. According to signals, the players try to push their shoulders to throw the opponent off balance, forcing him to stand on both legs.

Rules. 1. You cannot push with your hands.

2. You cannot change your leg without a command.

Pedagogical significance of the game. This is a game of resistance. It promotes the development of strength, agility, and reaction speed.

Wattle

The game involves teams of 4 - 5 people each. Children stand in ranks opposite each other and learn to weave a fence. To do this, cross your arms in front of you and connect your right hand with the left hand of the neighbor on the left, and the left hand with the right hand of the neighbor on the right. Both ranks, with their hands down, walk towards each other with the words:

One two three four,

The order must be carried out.

No, of course not, in the whole world

Friendship is better than ours!

After this, the children disperse or scatter around the veranda. At a signal from an adult, they must stand in ranks and form a fence. The line that performs the action first wins.

Who's flying?

The players and the leader stand in a circle. An adult says, for example, the following words: “The starling is flying!” - and raises his hands up, the children do the same. After several repetitions, he suddenly says again: “The bear is flying!” If one of the players raises his hands, he loses and takes a step out of the circle.

Catch and throw

Children stand in a circle, with an adult in the center. He throws the ball and catches it back, saying: “Catch it, throw it, don’t let it fall.” The text is pronounced slowly in order to have time to catch and throw the ball. The distance gradually increases: from! up to 2 m or more. Ask older children with good catching skills to name words with opposite meanings. For example, one child, throwing a ball, says “narrow”, the one who caught it, throwing the ball to another, says the word of the opposite meaning - “wide”, etc.

Traffic light

Participants in the game must be very attentive. When the presenter says green, the guys should stomp their feet; When yellow- clap. When the color is red there is silence.

Make a figure

Children run and jump all over the playground, and one child - the judge - stands to the side. At the counselor’s signal “One, two, three!” all the children stop and make a “figure”. The judge examines all the “pieces”, chooses the one he likes, and this child becomes the judge.Rules. The players stop at a signal and each time depict a new “figure”. The judge, when choosing a “figure,” must evaluate the beautifully and accurately performed movement.

Stand still

The players form a circle. The driver walks inside the circle and, stopping in front of someone, says loudly: “Hands!” The one to whom he addressed must stand calmly, and his neighbors must raise their hands: the neighbor on the right - left, the neighbor on the left - right. Whoever makes a mistake, raises the wrong hand, or hesitates, replaces the leader.

Chut - Gut

5-6 guys play. They stand in one line at the line. Each of them should have a stick 60 - 70 cm long. At the counselor’s signal, the players, one after another, begin to throw their sticks, trying to get them to fly as far as possible (but in the same direction). The one whose stick falls closest must run forward. collect all the thrown sticks and bring them back, but at the same time he must continuously repeat: “Chut - gut”, “Chut - gut” (until all the sticks are returned to their owners).

Then the game repeats. The one who is the most awkward 3 times in a row and whose stick is closest is eliminated from the game.

Statue.

This game is best played with a large ball. Players stand in a circle and throw the ball to each other. Whoever does not catch the ball receives a punishment: he will have to continue the game standing on one leg. If in this position he manages to catch the ball, then the punishment is removed. If he misses the ball again, he will have to get down on one knee and try to catch the ball in this position. On the third mistake, you lower the unlucky player to both knees. If he manages to catch the ball, all is forgiven. On the fourth error, the player is out of the game;

Cities

This is a game of great mobility. It develops a child's quick reaction and eye. In addition, the game has educational value. Children practice counting, develop memory, and remember the names of the city!

A large circle is drawn on the ground. Everyone stands in a circle. Everyone chooses the name of the city.

The presenter throws the ball up and names a city. The player whose city he named must catch the ball. If he catches it, then, in turn, he can also throw the ball up and name any city. And if he doesn’t catch, then all the players scatter in different directions while he catches up with the ball. When the player grabs the ball, he shouts: "Stop!" And then all the “cities” freeze in place.

The player with the ball chooses any city and determines by eye how many kilometers it is. Every kilometer is a step.

He walks up to him and counts his steps. If after the specified number of steps he can reach the player with his hand, he becomes the city, and the player becomes the leader. The game starts again from the circle.

Traps

You run away from the leader, and he should make fun of you. Whomever he caught, he must take the leader by the hands to catch the rest. This continues until everyone is caught.

Day and night

Across the site or hall, in the middle, two parallel lines are drawn at a distance of 1-1.5 from one another. On both sides of them, 10 - 15 m. parallel to them, lines of “houses”, “day” and “night” are drawn.

Everyone who wants to play is divided into two teams: one of them is “night”, the other is “day”. Both teams line up at their center lines. Moreover, the players of both sides turn to face their “homes”, i.e., with their backs to each other,

The leader stands in the very center of the site. He suddenly says “Day!” After this signal, the players of the night team run away to their “home”, and the players of the day team try to catch up with them and make fun of them. The salted ones move to the "day" team. The leader gives the signal again: “Day!” or "Night", trying to strictly alternate team names so that they are unexpected for the players. In order to distract the attention of the players and somehow diversify it, the leader before the signal may ask them to stand on their toes, raise their arms up or forward, sit down, etc. Then suddenly say: “Night” or “Day!”, Having won the team with more upset players. Rules:

1. It is forbidden to run to your home before the leader gives a signal. 2. The players can line up facing the leader (sideways to each other).

Snake

The players join hands and form a long “chain” or “snake”. At the head of the “chain” is the strongest player, who, while running, pulls the rest with him. He runs in different directions, describing various figures, passes under the arms of his comrades who make up the “chain”, and braids everyone. Sometimes it stops and spins around in place, wrapping the entire “chain” around itself. The twisted and curled “chain” must be able to untangle, otherwise he loses the right to further leadership.

Having done several exercises with the “chain”, the leader tries to break it with quick and unexpected turns. At first it pulls the “chain” in a straight direction, then suddenly turns sharply in the opposite direction, from which the last ones in the “chain” acquire such rapid movement that they cannot resist breaking away.

The player through whose fault the “chain” was broken leaves the game, but the “chain” is reconnected. The game continues until only strong players remain in the “chain”, whom the leader cannot lose, no matter how fast and unexpected movements he makes.

It's boring to sit like this

Along opposite walls there are chairs in the hall. Children sit on chairs near one wall. Read the poem:

It's boring, boring sitting like this. Everyone looks at each other. Isn't it time to go for a run? And change places?

As soon as the poem is read, all the children run to the opposite wall and try to occupy the free seats, which are one less than the participants in the game. The one who remains without a chair is eliminated. Then two chairs are removed. Everything is repeated until the winner takes the last remaining chair.

Sick cat

Brazil

more than five people play

Progress of the game. One player is a healthy cat who tries to catch everyone else. Each player who is tainted must place their hand on the exact spot where they were tainted. He also becomes a cat, but a sick one, and helps the healthy cat when catching. A sick cat can only stain with its healthy hand. The player who is not stained wins. He becomes a healthy cat for the next round.

Thailand boxing

Two people in the ring, blindfolded, fight
bags, filled with soft rags. Various options are possible: you can
give one a bell, and the other a bag - he beats the sound, the man with
he bows with a bell, you can give bags to both, and introduce two intermediaries -
they direct their players with short commands.

Relay race

The group lines up in several columns. In front of each is a row of pins. The first person closes his eyes and tries to weave around them, and the group
tells him the direction of movement. The difficulty is that when everything
groups begin to shout at the same time, to distinguish their teams from the general noise
group is extremely problematic.

Log

Two people in a circle take a log. Need to push out with a log
opponent from the circle.

Two rings

A group stands hand in hand around a drawing in winter
rings. Inside this large ring is a small one. Human can
be only either outside the large ring or inside the small one. Everyone's task is
force others to step into forbidden territory and still hold on
yourself.

Run in a bunch

You need to run a distance with your legs tied. You can do it in pairs or even several people.

American triangle

Everyone is divided into fours. Three form
triangle. The remaining one is the driver. His task is to kill one of the triangle.
The task of the other two in triangles is to protect their comrade. Salt,
You cannot stretch your hand through the circle, you can only run around the triangle. When
the driver manages to show off, the person who is dressed up becomes the driver, gradually everything
change roles.

Pull

Belarus

10 or more people play.

Progress of the game. The game participants are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows. Stronger and more dexterous participants - “groovy” ones - become ahead of the chain. Standing opposite each other, the “clockwork” also takes each other’s arms bent at the elbows and each pulls in their own direction, trying to either break the opponent’s chain or pull it over the intended line.

Rule. They start pulling exactly at the signal.

Brook

The number of participants is odd.

Participants stand in a row in pairs, join hands, and raise their arms above their heads. It turns out like a “corridor”. The remaining participant, grabbing the hand of any person standing in a pair, runs with him along the “corridor”, and they stand together at the beginning. The participant left without a pair, in turn, does the same. During the game, each participant must change partners.

Hat

The host announces the dances. It can be any dance: slow or fast. You can dance in pairs or alone. Everyone starts dancing. The presenter has a hat. He puts it on the first participant he comes across. The most important thing is not to be left with a hat in your hands or on your head when the music stops. Therefore, we need to get rid of the hat as soon as possible and put it on someone else. If a couple is dancing, you can put a hat on one of the dancers and pick up the partner. The one remaining in the hat becomes the leader.

Kite and Black-White

Two drivers are selected: “kite” and “clough”.

All other players become chickens. They line up in a column, one at a time, behind the “club” and hold tightly to each other. The “kite” needs to drag away the “chick”, and the “buffalo”, spreading its arms to the sides, protects its offspring. Whoever the kite catches becomes naked.

Fight for the ball

The players are divided into two equal teams. Each team chooses a captain. The playing area is limited by lines. The approximate dimensions of the site are 18x36 meters.

Team captains go to the middle of the court and stand opposite each other. All other players, placing themselves on the court, become pairs: one player from one team, the second from the other. The presenter throws the ball between the captains, who try to catch it or pass it to one of their players. Having caught the ball, the player tries to pass it to someone else from his team. Members of the other team hit, intercept the ball from their opponents and pass it to their players. The task of all participants is to make ten passes in a row between their players. The team that succeeds earns a point, and the game continues from the middle of the court. If the ball is intercepted by the opponent, the pass count starts again.

They play for a set time: 10-15 minutes (or up to the designated number of points - 10 - 20). The team that scores the most points or scores the designated number of points earlier wins.

Rules of the game:

    You cannot snatch the ball, you can only intercept it on the fly or knock it out of your hands without pushing your opponent.

    If the ball crosses the field, then the opposing team throws the ball from the place where it crossed the boundary.

    If two players touch the ball at the same time, the game stops and the referee must throw a dropped ball between them.

    You cannot run more than three steps with the ball, but you can dribble it by hitting the floor, like in basketball.

    If during a pass the player committed rudeness (snatched the ball, deliberately
    pushed an opponent) the game is stopped and the ball is given to the team that passed the ball
    ball.

Black horse

Participants in the game choose a leader. The presenter's task is to “tarnish” all the players. To do this, all participants scatter in different directions, and the leader, catching up, touches the shoulders of the players with a light touch. The one who has been “stained” freezes in place, spreads his arms to the sides and shouts: “Unspell me, a black horse!” You can only “crucify” your friends with a hot hug. So, the leader’s task is to “sully” all the players, the players’ task is to help each other out.

Fire brigade

Germany

10 or more people play.

Chairs according to the number of players are placed in a circle, with their backs facing inward. The players (firefighters) walk around these chairs to the sound of music (tambourine, drum). As soon as the music stops, players must place an item of clothing on the chair they are standing near. Game continues. When each participant removes 3 items (they are on different chairs), the alarm sounds: “Fire!”. Players must quickly find their items and put them on. Whoever gets dressed the fastest is the winner.

Alone in a circle

Hungary

5 or more people play.

Equipment: ball.

Progress of the game. Players stand in a circle and throw a large, light ball to each other until someone makes a mistake and drops it. This player goes into the circle and stands in the middle. The players continue to throw the ball, but try not to be grabbed by the person standing in the center, and the ball hits him. If, nevertheless, the central player manages to catch the ball, then he can throw it at anyone. Whoever it hits takes his place. The game becomes more interesting if it goes at a good pace and with a quick pass you manage to make the person standing in the center spin and jump a lot.

Capture the Flag

Rules of the game: Two teams participate. The camp territory is conventionally divided into 2 equal halves (you can draw a line or mark landmarks). Each team hangs its flag in an accessible, visible place. The task of both teams is to capture the enemy's flag and carry it into their territory without being greased. If the flag is captured by several players, the flag is allowed to be transferred.

The flag can be guarded by no more than three people, but not in the immediate vicinity of it, but at a distance (4-5 meters from the flag), i.e. in a circle with a radius of 4-5 meters, the guards do not have the right to influence (kill) the enemy if he is already inside this circle. The guards can only not let the invaders back when they try to leave the rescue zone. Each team has a prison on its territory, where the caught (salted) players of the opposing team are taken. You can only salt on your own territory. In the prison, the prisoner is vigilantly guarded, but he can be freed if a player from his team sneaks into the prison unnoticed and touches him. In this case, they return to their territory without hindrance, and no one can salt them.

Great hunt

Rules of the game; The camp is divided into three or four teams. Everyone’s task is to collect a sufficient number (for example, 50) of toothpicks or any other small identical objects. Some counselors have toothpicks, but none of the teams knows which ones. The players themselves must find out this, because... these counselors do not give themselves away, try to be inconspicuous or may even disguise themselves. Among the counselors there are also “killers,” whose task is to take a participant out of the game by drawing a stripe on an open area of ​​his body.

A wounded player is not allowed to search for toothpicks until he runs back to base and is “healed.” At the base he is cured by crossing out black stripe red. After that, he continues to collect toothpicks. The team that has collected the required number of toothpicks receives a plan (all teams receive this plan after collecting the required number of toothpicks), using which they are the first to be given the opportunity to find the real camp treasure - a box of sweets.

Trap

Preparation: the players form two circles. The inner circle, holding hands, moves in one direction, the outer circle in the other.

Contents of the game: at the leader’s signal, both circles stop, those standing in the inner circle raise their hands, forming a gate. The rest either run into the circle, passing under the gate, or run out of it. Suddenly the leader gives the next command, and the players in the inner circle suddenly lower their hands. Those who find themselves inside the circle are considered to be trapped. They join those standing in the inner circle and join hands. The game is repeated and continues until then. until three players remain in the outer circle, who will be the winners. Rules of the game: 1 - the game begins at the sign of the leader and in the given directions 2 - the caught players stand in the inner circle,

Mill

All players stand in a circle at a distance of at least 2 meters from each other, one of the players receives the ball and passes it to another, that to the third, etc. round. Gradually the transmission speed increases. Each player tries to catch the ball.

Rules of the game: a player who misses the ball or throws it incorrectly is eliminated from the game. The last one standing wins.

Eagle owl and birds

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, a dove, a crow, a jackdaw, a sparrow, a tit, a goose, a crane, etc. The players choose an eagle owl. He goes to his nest, and those playing quietly, so as not to be heard by the eagle owl, figure out what kind of birds they will be in the game. The birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen.

At the signal “Owl!” all birds try to quickly set a place in their home. If the eagle owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.

Right-handed game. Bird houses and the eagle owl's house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.

Cat and mouse

The players (no more than five pairs) stand in two rows facing each other, hold hands, forming a small passage - a hole. There are cats in one row, mice in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat catches the mouse, the players stand in a row. The second pair starts the game. The game continues until the cats catch all the mice. Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

Tag

The players choose a leader - tag. Everyone runs around the site, and the tag catches them. Rules of the game. The one whom the tag touches with his hand becomes the tag.

Options.

1. Tag, feet off the ground. The player can escape from tag if he stands on some object

2. Tag - bunnies. The tag can only stain the running player, but as soon as the latter jumps on two legs/one leg, he is safe.

3. Tag with the house. Two circles are drawn along the edges of the site; these are houses. One of the players is a tag, he is catching up with the participants in the game. The persecuted person can escape from being spotted in the house, since it is forbidden to spot in a circle. If the tag touches one of the players with his hand, he becomes a tag.

4. Tags with a name. All players, except Fifteen, choose the names of flowers, birds, animals. Fifteen does not stain the one who named himself in time (for example, fox).

5. Circle tags. The participants of the game stand in a circle at a distance of one step. Everyone marks their place with a circle. Two drivers stand at some distance from each other, one of them is a tag, he is catching up with the second player. If the runner sees that the tag is catching up with him, he asks for help from the players standing still, calling one of them by name. The named player leaves his place and runs in a circle, the tag already catches up with him. Free place occupied by the player who started the game. If there is time, a free circle can be taken by a tag, then the tag becomes the one who is left without a place. The game continues, the tag catches up with the player who left the circle.

Ball up

The participants of the game stand in a circle, the driver goes to the middle of the circle and throws the ball upward with all his strength, while calling the name of one of the players. Those playing together with the driver scatter in different directions. The player whose name was called, as soon as he catches the thrown ball, must shout “Stop!” At this signal, the players must stop. And the new driver must hit one of the players with the ball, taking three big steps from the place where the ball was thrown. If he hits, then the successful player becomes the driver, but if he misses, then he leads again.

Flashing lights

Some of the participants in the game occupy chairs arranged in a circle, while one chair must remain free. Other players one by one stand behind the participants sitting on chairs. The one who ends up behind the back of an empty chair must wink at one of the players sitting on the chair, and the latter, in turn, can take the empty seat. It is important for the other participants standing behind the chairs to keep the players on the chairs.

Four forces

The players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of four words: “earth”, “fire”, “water”, “air”. If it says “land,” the one who caught the ball must quickly name some domestic or wild animal. When you hear the word “water,” the player names a fish. When the word “air” is heard, the player must give the name of the bird. When you hear the word “fire,” everyone needs to turn around several times, waving their arms. The ball is then returned to the driver. The one who makes a mistake is out of the game

Oh-oh-oh!

Players stand in a circle and settle in numerical order. The presenter, being in the center, calls any two numbers. The players who received these numbers must hit their knees, adding: “Oh-oh-oh!” - and quickly change places. The presenter seeks to take the place of one of the players. The participant left without a place becomes the leader.

Advances

The players stand in a circle, the driver stands in the center, the music turns on, and the driver begins to dance, and the players must repeat all his movements. At the same time, the driver tries to unexpectedly and imperceptibly step on someone’s foot, and the players must try to dodge. Whoever fails to do this becomes the driver, and the game starts over.

Please

The presenter is in the middle of the room, makes various movements with a request to repeat them. The players repeat the movements only if the leader adds “please” to his request. Whoever makes a mistake and repeats the movement when “please” is not said leaves the game.

Unusual relay race

Participants are divided into two teams. At the command of the team leader, they perform the following tasks: (everyone decides for themselves how to run. There is no need to look around - there is only one the right decision. Be brave!)

    run in a triangle! No, not in a triangle, but in a triangle. How do triangles run?

    Now, in the other direction, we ran in a dotted line!

    They ran in squares, in an oblique line, in a column, soft-boiled. The team that completes the tasks first and in an original way wins.

    completed the tasks.

Bear on the forest.

Preparation: A leader - a bear - is selected, he stands in the corner of the area - the den. The rest of the players are children. They stand on the other side of the site in their house. The space between the children and the bear is boron
Game: Children go into the forest to pick mushrooms and berries, gradually approaching the bear. While collecting gifts, the children say in unison: The bear is in the woods
I take mushrooms and berries.
And the bear sits
And he growls at us
Only after the last words does the bear, who was pretending to be asleep, wake up and run to the children, and they quickly scatter in different directions from the bear. The latter's task is to catch one of the children. When caught, he becomes a bear and goes to the den.

Bird catcher.

Preparation: A circle with a diameter of 1 meter is indicated. Birdcatcher and Sparrow are chosen, all other participants are birds: pigeons, tits, ducks, etc. Sparrow sits in the center of the circle, in a cage. The bird catcher walks around the cage, protecting the captive from the attacks of birds who try to touch the sparrow with their hands to free him. Whoever the Birdcatcher hits is considered caught and goes into a cage. If Ptitselov fails to make anyone look bad for a long time, then they choose a new driver. Winner: Birdcatcher, if you catch all the birds.

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