Didactic games in a senior group with a psychologist. Psychological game for children “Broken phone”. Bound by one chain

Games that develop communication skills

Catch it if you can

We develop observation, the ability to perceive non-verbal signals, attention

Description: This is a team game designed for a large number of participants.

At the beginning of the game, a leader is selected who will start the first round. All other participants line up in one line. When the guys line up, the leader picks up the toy and begins to follow them, trying to put it in the hands of one of them. The participant to whom he nevertheless gives it must immediately run out of line. At this time, the other participants must carefully monitor the leader, as they will need to catch the player in whose hands the toy is. Moreover, they must do this without going beyond the line. If they manage to catch the fleeing participant, then he must return to his place. If this player manages to escape, he becomes the leader, while the previous one takes his place.

Some small object that can be passed from hand to hand (it can be a ball or any other toy).

Investigation

We develop attention, memory, communication and analytical skills, observation skills

Description: all participants close their eyes, and the presenter chooses one of them and puts him behind the curtain. Then everyone opens their eyes and the leader explains the task. The guys must find out who is behind the curtain (or simply analyze who is missing among them). Then they must remember as many details of it as possible. appearance(color of eyes, hair, what he is wearing, what hairstyle he has, etc.), i.e., they must give as accurate a portrait of him as possible.

When the guys have expressed all their guesses, the player hidden behind the curtain can come out, and everyone else will see how accurate their description was.

If the participants in the game are completely small age, then the rules of the game can be explained before they close their eyes. This way the stumps will be able to purposefully analyze each other’s appearance and remember much more details.

Materials and visual aids for the game

Curtain.

Happy centipede

We develop communication skills, coordination, attention, observation

Description: This game involves at least 6 people. More players are welcome.

All participants must stand one after another and place their hands on the shoulders of the person in front. The player who ends up first will be the guide and leader. The guys must watch the leader and follow strictly in his footsteps. With the help of music you can speed up and slow down the movement. If the guys cope with this task, it can be complicated. The presenter can show not only the direction, but also some intricate movements. For example, jumping on one leg, moving to the rhythm of a lambada (music will help with this), some kind of manipulation with the hands, etc. Those participants who did not cope with the task are eliminated from the chain.

Materials and visual aids for the game

Cheerful music.

Who's your friend?

We develop communication skills and attention

Description: This game is designed to last for a long time. It can last the whole evening, day or several days and be combined with other games. Even adults can actively participate in it.

Before starting the game, you need to write down the names of all participants on separate pieces of paper. Nearby you need to sign the role that the person who pulled out this piece of paper will play in relation to the person indicated on it. It could be a lover, a friend, a mother. Then all participants must draw out the name of a secret friend. His name cannot be announced, since no one else should know it yet.

After this, each participant in the game must behave towards the secret friend in such a way that he can guess what role his partner is playing. You need to monitor your behavior throughout the game.

Materials and visual aids for the barking game

Blank sheets of paper, pencil.

Forest brothers

We develop communication, artistic abilities, attention.

The game promotes communication and mutual understanding among children

Description: At the beginning of the game, roles are assigned among the participants. These can be certain animals (birthday hare, deceiving fox, protective bear, etc.), typical fairy-tale characters (Dunno, Malvina, Pinocchio, Znayka, Barmaley). Players can simply be given names that reflect their positive and negative human qualities (kind, evil, sociable, etc.).

When the roles are assigned, you need to explain in detail to the children that they must behave throughout the entire game as their character would behave in this situation. If a girl plays the role of Malvina, she, like her heroine, should be hospitable and friendly throughout the game (it will be better if a modest and inconspicuous girl gets such a role). If a boy plays the role of Pinocchio, then he should ask everyone questions and be a little intrusive. In a similar way, it is necessary to disassemble and analyze all roles.

You need to give out the roles of those characters that are familiar to the children. It is desirable that they be the complete opposite of the child’s character. The presenter must observe the game.

If one of the guys doesn’t succeed in the role, it needs to be analyzed again or changed.

Materials and visual aids for the game

Quiet cheerful music.

➢ There are no winners or losers in this game. It's perfect for the holidays and can be used as a first introduction.

Swap places

We develop communication skills, attention, coordination, analytical skills

Description: This game is suitable for initial acquaintance. It helps to establish contact between children and promotes an informal atmosphere.

All participants, except one (he will be the first driver), must sit on chairs. At this time, the presenter must name some characteristic common to all (or some) participants. This could be hair color, gender, wardrobe details, etc. Those participants to whom the above definition applies must change places. In this case, the goal of the presenter is to have time to occupy the vacant chair. The participant who did not have time to sit on the chair becomes the new driver. He must name a new quality that can unite several participants. Now on command they must change places.

It is important for the presenter to make the announcement suddenly in order to have time to take his place.

Materials and visual aids for the game

Chairs for each participant except one.

Games that develop moral and volitional qualities of an individual

Help grandpa!

We teach the child to be attentive to the people around him, to trust each other, to concentrate

Description: The presenter invites the participants to split into pairs and find out which of them will play the role of grandfather and who will help him. Then the “grandfathers” are blindfolded (the children need to be explained that the “grandfather” sees very poorly) and with the rest of the children they come up with a route along which the “blind grandfather” will need to be taken. It will be better if you have to go around trees, bushes in nature or some furniture in the apartment. The pairs get up to the start and, at the leader’s whistle, set off. The winner is the couple that quickly and without mistakes overcomes this path.

The game can be complicated by a rule according to which it will not be possible to touch the “grandfather”, and you can only control his movement with words.

Materials and visual aids for the game

Stopwatch, soft music.

Forbidden words

Expanding vocabulary Tails, let's develop attention. purposefulness, good and quick reaction, self-confidence

Description: words are selected that will be considered forbidden (for example, “yes” and “no”). The game itself takes place in the form of a conversation. Participants walk around the room and try to start a conversation with each other.

The main goal is to get your opponent to say one of the forbidden words. The one who violated the ban is considered a loser and gives 1 token to the one who asked this tricky question.

Anyone who thinks about a question for more than 1 minute also has a token taken away. The one who has lost all the tokens is considered to be out of the game.

Materials and visual aids for the game

Five tokens for each player in the game (beads, buttons, or other small objects can be used as tokens).

What I like and don’t like about myself

We teach children to adequately evaluate themselves and those around them, the ability to tactfully express their opinion about another person, even if he is not very attractive; develop analytical skills and self-confidence

Description: the game will be timely if you notice that one of the children has begun to develop complexes for some reason and withdraw into themselves.

Each participant is given a sheet of paper and a pencil (it will be better if a small number of children take part in this game at first). Each sheet is signed and divided into 2 columns: in the first, the guys write down the qualities that each of them likes in themselves, in the second - the qualities that they do not like. Then these leaves are collected and distributed to other children. On the back of this piece of paper they write down the positive and negative qualities that, in their opinion, the owner of this piece of paper has.

Then the sheets are handed over to the presenter (adult). He reads out these notes and everyone analyzes them together. This way it becomes clear what positive and negative qualities each child really has, and which ones he invented for himself.

Materials and visual aids for the game

Sheets of blank paper and pencils according to the number of participants.

Psychological games and exercises with preschoolers

Psychological games for preschoolers

"Cacti grow in the desert"

Everyone stands in a circle, holds hands, walks and says:

“Cacti grow in the desert, cacti grow in the desert...” The leader stands in the center of the circle, sometimes turning. Suddenly, one of the players jumps out of the circle and shouts: “Oh!” He must do this in such a way that the presenter does not see him at this moment, and the players adjacent to him immediately clasp their hands. If the leader sees someone about to jump out, he touches him on the shoulder, and he remains in the general circle.

The presenter asks: “What’s wrong with you?”

The player comes up with any answer related to the cactus (for example: “I ate a cactus, but it is bitter” or “I stepped on a cactus”).

After this, the player returns back to the circle, and others can jump out. The most important condition is not to repeat yourself when answering the presenter’s question.

Those children who most often find themselves outside the circle are the most active and have greater leadership abilities.

"Teddy bears on a walk"

First, the presenter says: “You are all little bear cubs, you are walking through the meadow and picking sweet strawberries. One of you is the eldest, he watches over everyone else.”

Cheerful music plays, children walk around the room and pretend to be bear cubs - they waddle, pretend to pick berries, and sing songs.

At this time, the presenter selects one player and, when the music stops, announces that he is the eldest bear cub. His task (announced in advance) is to check as quickly as possible whether all the cubs are in place, that is, to touch the shoulder of each player.

After he makes sure that no one is lost, the game resumes, and after a few minutes the leader appoints another senior. The game continues until everyone has played this role. The one who completes this task the fastest is declared the fastest and oldest. Naturally, this will only work for those who act calmer and more organized than others. At the end of the game, the host explains why the winner was able to complete the task better than the rest.

The game “Teddy Bears for a Walk” allows children to learn how to quickly respond to a task and organize their actions correctly. It can be carried out quite often, changing bear cubs to kittens, chickens, elephant calves, etc.

"Far, far away, in dense forest…»

The players sit on chairs, close their eyes, and the presenter explains the rules: the phrase “far, far away, in a dense forest... who?” One of the players answers, for example: “little foxes.” If several answers are pronounced at the same time, the presenter does not accept them and repeats the phrase again. Sometimes it is difficult for the players to decide who should answer, but the leader should not interfere and let the children figure it out themselves.

When the only answer is received, the presenter says the following phrase: “Far, far away, in a dense forest, fox cubs... what are they doing?” Answers are accepted according to the same rules.

You can play this game for quite a long time until you get bored. Or - when the first phrase becomes long enough, you can start over. The only condition: all phrases must begin the same: “Far, far away, in a dense forest...”

It usually turns out that one or more players answer the most. It is worth paying attention to them - they are the ones who have the most developed leadership abilities.

"Shipwreck"

The presenter announces: “We sailed on big ship, and he ran aground. Then a strong wind arose, the ship refloated, but the engine broke down. There are enough lifeboats, but the radio is damaged. What to do?"

The situation may be different, the main thing is that there are several ways out of it.

The kids discuss the current situation and consider everything possible exits from her. Some people offer one way out, others another. It is important to pay attention to who takes the most active part in the discussion and defends their opinion.

As a result of the discussion, the players tell the presenter their way out of the situation, and he tells them what came out of it. Naturally, the result must be successful. The presenter must not allow a “split” among the players, that is, the fact that one half of the children will choose one option, and the other half will choose another.

"Fire brigade"

At the beginning of the game, a leader is chosen. The remaining players represent the “fire brigade”. The presenter must send them to put out the “fire”. Players must run, fuss and perform some stupid actions. The leader’s task is to be able to “gather” them and force them to “put out the fire.” As a result, each player gives his assessment of the leader’s behavior on a five-point scale.

Then the players change places - someone else becomes the leader. The game repeats itself. Next, each player again gives his assessment of the leader’s behavior. The game continues until each player is in the leader's place. The winner will be the one who received the most points.

"Photographer"

At the beginning of the game, a leader is selected - a “photographer”. The presenter must take interesting “photos,” which means he must seat the rest of the guys at his discretion. The “Photographer” will have to act quickly and clearly. He can offer the role of a teacher to one of the participants in the game - therefore, he needs to take the appropriate pose. Someone can become a “policeman”, someone an “actress”, someone a “magician”.

Each player gives his own assessment of the actions of the “photographer” on a five-point scale. Then the players change, and another one becomes the “photographer”. The game continues until all the guys have played the role of “photographer”. And to make the game even more interesting, you can take a Polaroid and take snapshots. The best “photographer”, accordingly, will have better quality photographs, which means he is better than others at ensuring that those around him fulfill his requirements, and is a leader.

“I’m the best, and you?”

All children should feel unity and receive a portion of encouragement and approval, and in an atmosphere of mutual perception and good mood Children will forget about their fears and doubts at least for a while. The game is not designed for participation large number children (from 3 to 5).

One of the children is hoisted onto a chair amid universal cheers of approval, and for a while the dream of being on stage and receiving enthusiastic applause becomes a reality. The rest surround the chair in a tight ring and clap their hands.

Each of the players should visit this place of honor, and both those for whom applause is heard and those who applaud receive pleasure from the game.

"On Main Street with an Orchestra"

The game helps children get rid of negative emotions, as well as presenting yourself as an important orchestra conductor. This exercise not only invigorates, but also creates a feeling of cohesion. For the game, you will need a cassette with a recording of perky and cheerful music that children would like and evoke positive emotions in them.

All the children must remember the conductor and the movements that he performs in the orchestra pit. Everyone needs to stand together in a common circle, imagine themselves as conductors and “conduct” an imaginary orchestra. All parts of the body should be involved: arms, legs, shoulders, palms...

"Gardener"

It is desirable that the number of participants be at least 10.

Choose a presenter. It often becomes an adult.

All children take color names for themselves. The presenter begins the game by saying the following text: “I was born a gardener, I got really angry, I’m tired of all the flowers, except ...”, and names one of the flowers chosen by the children. For example, “...except for the rose.” “Rose” should immediately respond: “Oh!” The presenter or one of the players asks: “What’s wrong with you?” “Rose” answers: “In love.” The same player or presenter asks: “Who?” “Rose” answers, for example, “To the violet.” “Violet” should immediately respond: “Oh!” etc. If you did not respond when you named your flower, or you yourself “fell in love” with someone who is not here, then you lose.

Nose, mouth...

Usually the leader is an adult. Sit facing the children, seating them in a semicircle. Start the game by saying: “Nose, nose, nose, nose...”. At the same time elongated index finger touch your nose. Children should do the same. Suddenly change the word: “Nose, nose, mouth...”, but you should not touch the mouth, but another part of the head, for example, the forehead or ear. The children's task is to touch the same part of the head as you, and not the one you named. The one who makes more than 3 mistakes leaves the game.

The winner is the player who remains in the game the longest.

"Product base"

A presenter is selected. He will be the “director of the product base.” Another one is a “store director.” The remaining players are “sellers”. The essence of the game is this: one “salesperson” comes to the “director of the food base” and asks him what products are available. The “base director” gives him a specific list, for example: “There is ice cream, Ostankino sausage, Salami sausage, smoked sausages, Dutch cheese, Indian tea, milk, butter, margarine.”

The “seller” must remember everything and pass it on to the “store director”. The difficulty is that you cannot write down the names of the products, you can only remember them. At the same time, the presenters themselves may well write down what they said in order to check the players later. For each correctly named product, the player receives a point. Those who collect the most win.

"Music and Color"

The players sit in a semicircle. The presenter is located opposite. Children are given cardboard squares different colors and shades. The presenter plays some symphonic, orchestral or instrumental music for 2-3 minutes.

The players' task is to lift up a square painted in a color that, in their opinion, conveys the same mood as the music they hear. If one of the children raised a square that is sharply different in color from those raised by the others, the leader asks him to justify his opinion, and then continues the collective discussion.

The game will teach children to compare shades of color and paint of music and find connections and differences between them. At the end of the game, you can ask the children to talk about colors and answer questions like: what is this color, what does it look like, what music and instruments correspond to it?

"Clouds, white-maned horses"

This game can be played among your family members. You should choose a warm sunny day, when there are many different clouds in the sky, quickly passing by. The players must lie on their backs and, looking at the sky, choose one cloud for themselves. Then everyone must describe their cloud: tell what it looks like, what color it has, who it is running away from (describe the rival cloud following it) and what mood it carries.

The one who writes the most picturesque story wins. To interest children, the leader (parent) must set an example first.

"Know the Hero"

The presenter chooses any children's fairy tale with a fairly simple and clear plot as the basis for the game. For children up to school age you need to choose a fairy tale in which there are not many characters and the main characters are unambiguous, that is, they are positive or negative.

The participants of the game sit in one common circle. The presenter expressively reads the entire story aloud. After this, he asks the players to characterize each character (hero) of the fairy tale in turn, justifying their answer and supporting it with examples. The child should try to answer why he thinks so.

Then, when all opinions have been expressed, a general discussion can be held. The game is not intended to identify the winner; it is important to teach each child to adequately and correctly evaluate the actions of the heroes, because children can apply their knowledge to real people.

"Who wears glasses?"

Children often worry if they have to wear glasses. This game is aimed at helping them get rid of this complex. It is advisable to prepare for the game in advance. To do this, you need to find photographs in magazines and newspapers of a variety of famous and not so famous people who wear glasses.

Also, for the game you need to pick up several pairs of glasses; you can use any - solar, for swimming, or just cut out of paper.

It is advisable that the presenter himself wears glasses. He invites the guys to try to choose glasses to their taste from those that are available. Each player puts on some glasses. The game is that first the presenter shows photographs famous people wearing glasses, then invites everyone to say something nice about their choice of glasses.

Participants in the game take turns expressing their opinions. It can be anything. We can say that wearing glasses is stylish, especially if they are beautiful and fashionable, or that wearing glasses is convenient, since everything is visible and dust does not get into the eyes. When everyone has spoken in this way, the presenter chooses the author of the most meaningful speech. There are no winners or losers in the game, but the smartest one can be rewarded with some kind of prize. For this game, you can take a Polaroid so that everyone can take a souvenir photo with glasses.

Let's sing

You may not be a singer and may not have a good voice, but still not be shy about singing in the presence of friends or acquaintances. Singing not only improves your mood, but also develops your voice. And this is a very useful quality, it will be useful both in lessons and in other cases. However, some children are embarrassed to sing. They are sure that they are doing it extremely poorly. And all because someone once told them that they wouldn’t succeed. This game helps to get rid of this complex.

Everyone should sing any song they like: modern, romance, Russian folk. Or you can create one yourself. If he is shy and cannot sing in full voice, the presenter’s task is to help him. In this case, he invites those present to sing this song in chorus. As a result, even the most timid guys will join in the general singing. There are no winners or losers in the game; everyone has the right to show their ability to sing.

Make up a fairy tale

The presenter shows everyone a picture that can depict anything, from an apple to a person, and the players take turns writing a fairy tale about what is shown in the picture.

Who is more interesting?

The game is aimed at developing the child’s creative imagination and his ability to establish logical connections.

The presenter pronounces any phrase with an unfinished thought, for example: “This morning I left the house...”. The second player immediately composes a continuation: “... and saw that a huge car was rushing towards me...” Each player adds his own phrase and the result should be a story or a fairy tale.

The presenter can give direction to this story at the beginning of the game, deciding on the outline of the plot. In this case, the players will select their phrases, but in accordance with a certain beginning and the end of the plot, but an element of improvisation is not excluded.

The plot for a collective story can be either an ordinary story or fairy tale, a wonderful and fantastic story.

“What is bitter?”

As many children as possible should play this game. The presenter asks questions: “What is red? Gorky? Scary? Funny? Soft?" The questions can be very diverse, and the answers must be meaningful.

The rules can be complicated: for example, by introducing time to think about the answer. Those who don’t figure it out in time leave the game, and the one who gives the most answers wins. The words of the leader, with the help of which phrases are made, can be the following: hard, liquid, rare, frequent, low, small, light, oblique, lively, full, even, light, dark, strong, strong...

For older children who study in elementary school, you can complicate the task. Let them come up with not only phrases, but also sentences with these words. They must express a complete thought and be competently and interestingly composed.

"The Fairy's Apprentice"

Even one child can play. With the help of his imagination, he imagines that he meets a fairy, who for some time becomes his patron and protector. The fairy gives the child a magic wand (a thread, a needle, a ring... that is, whatever the child likes most of these items), so that with the help of this object one can call for help in a dangerous moment.

Further events depend on the imagination of the child, who suggests various options and comes up with situations from which you can only get out with the help of a magic object. This could be a meeting with aliens, a formidable monster....

Interesting and entertaining stories invented by the child can be acted out, which develops not only imagination, but also acting abilities. The end of adventures (or misadventures), naturally, should be happy: good triumphs over evil. Roles in this game are not assigned to anyone in particular, that is, the child imagines himself as who he wants to be most.

You can play on the street, in a room, on a table, behind a screen... The only thing an adult can offer a child before a game is a plan according to which approximate events will develop, but an element of improvisation must be present in this game in any case, because only with With the help of a child's imagination, something can happen.

Sample plan:

1. Meeting of a child and a fairy.

2. The fairy takes the hero to a fabulous and amazing land.

3. Returning home.

This plan is conditional, you can change it in any direction.

"The elephant is angry"

A presenter is selected. The rest of the kids should pretend how angry the most different people, fairy-tale heroes or animals. The presenter turns to each participant in the game: “Katya, show me how angry the elephant is?” Katya must portray how she imagines it. In this way, you can come up with a variety of stories - how an angry teacher, a student, an elephant, a cat, a mouse, etc. are angry. There are no winners or losers in the game. But the author of the most successful stories can be considered the winner.

Exercises for anger and aggression management training

Pebble in a shoe

Goals: This game is a creative adaptation of one of the rules of team interaction: "Problems are on foreground". In this game we use a simple and understandable metaphor for children, with which they can communicate their difficulties as they arise. From time to time it makes sense to play the game "Pebble in the Shoe" as a group ritual to encourage even the shyest children to talk about their worries and problems. Encourage children to spontaneously use the ritual phrase “There is a pebble in my shoe!” whenever they experience any difficulties, when something bothers them, when they are angry with someone. offended or for some other reason cannot concentrate their attention on the lesson.

Instructions: Please sit in one common circle. Can you tell me what happens when a pebble hits your shoe? Perhaps at first this pebble does not interfere much, and you leave everything as it is. It may even happen that you forget about an unpleasant pebble and go to bed, and in the morning you put on your shoe, forgetting to take the pebble out of it. But after a while you notice that your leg begins to hurt. In the end, this small pebble is already perceived as a fragment of an entire rock. Then you take off your shoes and shake him out of there. However, there may already be a wound on the leg, and a small problem becomes a big problem.

When we are angry, preoccupied or excited about something, at first it is perceived as a small pebble in a shoe. If we take care to get him out of there in time, then the leg will remain safe and sound, but if not, then problems may arise, and considerable ones. Therefore, it is always useful for both adults and children to talk about their problems as soon as they notice them. If you tell us: “I have a pebble in my shoe,” then we will all know that something is bothering you and we can talk about it. I want you to think carefully now if there is anything at the moment that would interfere with you. Say then: “I don’t have a pebble in my shoe,” or: “I have a pebble in my shoe. I don’t like that Maxim (Petya, Katya) laughs at my glasses.” Tell us what else depresses you.

Let the children experiment with these two phrases depending on their condition. Then discuss the individual "pebbles" that will be named.

Yes and no

Goals: This game, just like the previous one, is aimed at relieving the state of apathy and fatigue in children, at awakening them vitality. The great thing about this game is that it is a voice-only game. Therefore, the Yes and No game can be especially useful for those children who have not yet discovered their own voice as an important way of asserting themselves in life. Fake, gaming argument is refreshing psychological climate in the classroom and tends to relieve tension. When starting this game, keep in mind that there will be terrible noise and commotion in the classroom for a while.

Materials: Small bell.

Instructions: Take a moment to think about how your voice usually sounds. Rather quiet, rather loud, rather medium?

Now you will need to use the full power of your voice. Break into pairs and stand in front of each other. Now you will conduct an imaginary battle with words. Decide which of you will say the word “yes” and which will say the word “no”. Your entire argument will consist of just these two words. Then you will change them. You can start very quietly and gradually increase the volume until one of you decides it can't get any louder. Please listen to the bell I brought with me. When you hear it ringing, stop and take a few deep breaths. At the same time, pay attention to how pleasant it is to be in silence after such noise and din.

Learning to cooperate through games and exercises

Unexpected pictures

Goals: "Unexpected Pictures" is an example of great teamwork for young children. During this game they have the opportunity to see how each group member contributes to the overall picture.

Materials: Every child needs paper and wax crayons.

Instructions: Sit in one common circle. Take each of you a piece of paper and sign your name with reverse side. Then start drawing some picture. (2-3 minutes.)

At my command, stop drawing and pass the drawing you started to your neighbor on the left. Take the sheet that your neighbor on the right gives you and continue drawing the picture he started.

Give the children the opportunity to draw for another 2-3 minutes and ask them to pass their drawing to the person on their left again. IN large groups it will take a long time before all the drawings come full circle. In such cases, stop the exercise after 8-10 shifts or ask someone to pass the drawing on.

You can spice up the game with music. As soon as the music stops, the children begin to exchange drawings. At the end of the exercise, each child receives the picture that he began to draw.

Exercise Analysis:

— Do you like the drawing you started drawing?

— Did you like finishing other people’s drawings?

—Which drawing do you like best?

—Are these drawings different from those you usually draw? How?

Skyscraper

Goals: The whole group participates in this game at once. In it, children can actively use both their motor skills and their imagination and prudence.

Materials: One folding meter and two to three wooden blocks for each child. The task will be more difficult if the cubes are different sizes. Among them there should be several wooden cylinders.

Instructions: Take two cubes each and sit in a circle on the floor. Now all of you together will need to build one skyscraper. I'm very interested to know how high you can build it without it falling apart. One of you can start building by placing one cube on the floor in the center. Then the next one comes up and places his cube next to or on top. Decide for yourself when you add one of your cubes. At the same time, you can talk to each other and think together about what you will do next. I will count how many cubes you stack before the tower falls. Even if only one cube falls, you will have to start all over again. In addition, from time to time I will measure how high the tower has already risen.

From time to time, measure the height of the resulting skyscraper. It would be nice if you could comment on the children's actions and strategies. First of all, support everything that is aimed at children cooperating with each other.

Exercise Analysis:

— Did you like this game?

— Were you offended by anyone during the game?

Cardboard towers

Goals: This is a very exciting game in which children try to independently establish interaction with each other in order to cope with a difficult task together. At the same time, they can create a really working team. There are two game options:

Non-verbal. In this case, children do not have the right to talk to each other during the task, but can only communicate without words.

Verbal. In this option, children can discuss the process of completing the task among themselves.

The non-verbal option has the advantage of making children more attentive. Perhaps this version of the game is more suitable for the first game, and after some time the game can be repeated in a verbal version.

Materials: For each small group, you need 20 sheets of colored cardboard for labor lessons measuring 6 X 10 cm (the color of the cardboard is different for each group), in addition, each group needs to have one piece of tape.

Instructions: Divide into groups of six people. Each group must now build their own tower. To do this, you will receive 20 sheets of cardboard and a roll of tape. Please do not use anything else in your work. You have exactly 10 minutes to build a tower. And now very important point- please don’t talk to each other, find other ways to interact with each other.

Stop the game after exactly 10 minutes and ask each group to imagine their tower.

— Did your group have enough material?

— Would you like there to be more material? Less?

— How did your group work?

— Which of the children in your group started construction?

— Did you have a presenter?

— Did all the children participate in the game?

— What was the mood in your group?

— How did you feel while working?

— What was the most pleasant thing about your work?

- How did you understand each other?

— Are you satisfied with your work in the group?

— Were you a good team member?

-Were you angry with anyone?

-What would you do differently next time?

—Which tower do you like best?

— Are you satisfied with your team’s tower?

— What does working in such a team depend on?

Exercises to correct fears and anxiety

Exercise “Happy Fear”

Goal: correction of anxiety and fears.

The psychologist tells a fairy tale: “Once upon a time there was Fear. Everyone was afraid of him, and no one wanted to play with him. Fear alone became sad and boring, and he decided to go look for friends, but he found no one, because everyone was afraid of him and was hiding from him. Fear was tired of scaring everyone, and he decided to become cheerful and funny. What should Fear do to make the children have fun?..." Children offer their own options.

Exercise “Cave of Fears”

Goal: differentiation of anxiety and fears, their primary stabilization.

Means: visual, expressive, verbal-communicative.

Shape: individual.

Age: senior preschool, junior school.

Material:

Sketch of the “cave of fears”.

Colored pencils (paints, felt-tip pens).

Progress of the lesson:

Part 1. Drawing

The child is offered a sketch of the “cave of fears” drawing for consideration. Then instructions are introduced on the fairy-tale content of the sketch and a focus on a figurative (objectified) image of fears. The instructions are given by the psychologist in free form.

Part 2. Conversation

When the drawing is completed, the child is asked to talk about the images depicted and emotional experiences during the drawing process.

Stimulating questions:

Who/what is this? Why is he/they scary? Who does he/they scare? How? When? Are you afraid of them/him? Why? Can he/they be defeated? How?

How did you feel when you were drawing? What did you remember? What were you thinking?

Why did you choose these colors and lines?

Part 3. Expressive pause

The child is asked to portray fears using pantomimic and facial means.

Game "Animals in a hole"

Age: for children 3-4 years old.

When you go to bed with your child with the light on, cover yourself with a blanket and say something like this: “You and I are little squirrels (bunnies, mice - whoever he likes best), we are lying in our cozy hole. There, outside, it’s dark, cold, it’s raining, the wind is howling, but here you and I are warm, quiet, cozy. And no one will come to us, we will not let anyone in. Our hole has thick walls, no one is afraid of us.” You should speak soothingly so that the child relaxes and gradually falls asleep.

In the morning, you can play how an evil wolf tried to get into the animals’ hole (the role of which can be periodically offered to the child), and the animals drove him away. In the evening, this option should be avoided so that the child does not become overexcited.

Game "Brave Scout"

Goal: correction of fears and anxiety.

Age: for children 5-8 years old.

You can play in a group, or you can play alone with an adult. It’s better to weave an episode about a brave scout into an expanded game of war, so that everything turns out more natural and interesting. At some point, the child (again, called by his real name) receives the task of going on reconnaissance at night. Weapons belonging to the enemy are laid out in a darkened room. The child must count everything and report to the commander. The commander awards him a medal for bravery.

Exercise “Getting rid of anxiety”

Goal: relieving anxiety, worry, preparing for an expected stressful situation.

Time required: 5-10 min.

Procedure: Relax and imagine that you are sitting on a wonderful green lawn on a clear sunny day... The sky is illuminated by a rainbow, and a particle of this radiance belongs to you... It is brighter than a thousand suns... Its rays gently and gently warm your head, penetrate into the body, spread throughout it, the whole of it is filled with cleansing healing light, in which your sorrows and anxieties, all negative thoughts and feelings, fears and assumptions dissolve. All unhealthy particles leave your body, turning into dark smoke, which is quickly dissipated by a gentle wind. You are freed from worries, you are cleansed, you are light and joyful!

“Klobochek” (for children from 4 years old)

The game is useful in the company of unfamiliar children. Children sit in a circle, the leader, holding a ball in his hands, wraps a thread around his finger, asks any question he is interested in to the participant in the game (For example: “What is your name, do you want to be friends with me, what do you love, what are you afraid of,” etc. .d.), he catches the ball, wraps the thread around his finger, answers the question, and then asks his to the next player. Thus, at the end the ball is returned to the leader. Everyone sees the threads that connect the participants in the game into one whole, determines what the figure looks like, learns a lot about each other, and unites.

Note: If the leader is forced to help a child who is having difficulty, then he takes the ball back, gives it to him and throws it to the child again. As a result, you can see children who have difficulty communicating; the leader will have double or triple connections with them.

“The wind blows on...” (for children 5-10 years old)

With the words “The wind blows on...” the leader begins the game. In order for the participants in the game to learn more about each other, the questions could be as follows: “The wind blows on the one with blond hair,” all the blond ones gather in one pile. “The wind blows on the one who... has a sister”, “who loves animals”, “who cries a lot”, “who has no friends”, etc.

The presenter must be changed, giving each participant the opportunity to ask questions.

“Find a friend” (for children from 5 years old)

The exercise is performed among children or between parents and children. One half is blindfolded, given the opportunity to walk around the room and asked to find and recognize a friend (or their parent). You can find out with your hands, feeling your hair, clothes, hands. Then, when a friend is found, the players switch roles.

“Secret” (for children from 6 years old)

The presenter gives each participant a “secret” from a beautiful chest (a button, a bead, a brooch, an old watch, etc.), puts it in his palm and clasps his fist. Participants walk around the room and, fueled by curiosity, find ways to persuade everyone to show him their secret.

Note: The facilitator monitors the process of sharing secrets and helps the most timid to find a common language with each participant.

“Mittens” (for children from 5 years old)

To play, you need mittens cut out of paper; the number of pairs is equal to the number of pairs of participants in the game. The presenter throws mittens with the same pattern, but not painted, around the room. The children scatter around the hall. They look for their “pair”, go to a corner and use three pencils different colors They try, as quickly as possible, to color the mittens exactly the same.

Note: The facilitator observes how the couples organize their work together, how they share pencils and how they negotiate. The winners are congratulated.

“Duck, duck, goose” (for children from 4 years old)

The participants of the game stand in a circle. Leader inside the circle. He walks in a circle, points with his hand and says: “Duck, duck, duck... goose.” The goose takes off, running away in the opposite direction from the leader. The task of both of them is to quickly fill the vacated space. The whole difficulty of the game is that at the meeting place the competitors must take each other’s hands, curtsy, smile and greet: “ Good morning, good afternoon, good evening!”, and then rush to an empty seat again.

Note: The adult makes sure that each participant plays the role of a “goose”. Greetings and curtsies must be performed clearly and loudly.

“Let’s make a story” (for children from 5 years old)

The presenter begins the story: “Once upon a time...”, the next participant continues, and so on in a circle. When it’s the host’s turn again, he directs the plot of the story, sharpens it, makes it more meaningful, and the exercise continues.

“Dragon” (for children from 5 years old)

The players stand in a line, holding their shoulders. The first participant is the “head”, the last one is the “tail” of the dragon. The “head” should reach out and touch the tail. The dragon's "body" is inseparable. Once the "head" grabs the "tail", it becomes the "tail". The game continues until each participant plays two roles.

“Roar, lion, roar; knock, train, knock" (for children from 5 years old)

The presenter says: “We are all lions, a big lion family. Let's have a competition to see who can growl the loudest. As soon as I say: “Roar, lion, roar!” let the loudest roar be heard.”

“Who can growl even louder? Well roar lions." You need to ask the children to roar as loudly as possible, while pretending to be a lion.

Then everyone stands one after another, placing their hands on the shoulders of the person in front. This is a steam locomotive. It puffs, whistles, the wheels work clearly, in time, everyone listens and adapts to their neighbors. The locomotive travels around the room in different directions, sometimes quickly, sometimes slowly, sometimes turning, sometimes bending, making loud sounds and whistles. The driver at the stations changes. At the end of the game there may be a "crash" and everyone falls to the floor.

“Cooks” (for children from 4 years old)

Everyone stands in a circle - this is a saucepan. Now we will prepare the soup (compote, vinaigrette, salad). Everyone comes up with what it will be (meat, potatoes, carrots, onions, cabbage, parsley, salt, etc.). The presenter shouts out in turn what he wants to put in the pan. The one who recognizes himself jumps into the circle, the next one, jumping, takes the hands of the previous one. Until all the “components” are in the circle, the game continues. The result is a delicious, beautiful dish - simply delicious.

“Touch ...” (for children from 5 years old)

All players are dressed differently. The presenter shouts: “Touch... the blue one!” Everyone must instantly orient themselves, find something blue in the participants’ clothes and touch this color. The colors change periodically; those who didn’t have time are the presenter.

Note: An adult ensures that each participant is touched.

“Friendship begins with a smile...” (for children from 4 years old)

Those sitting in a circle hold hands, look their neighbor in the eyes and silently give him the kindest smile they can, one by one.

“Compliments” (for children from 4 years old)

Sitting in a circle, everyone joins hands. Looking into your neighbor's eyes, you need to say a few kind words to him and praise him for something. The receiver nods his head and says: “Thank you, I’m very pleased!” Then he gives a compliment to his neighbor, the exercise is carried out in a circle.

Warning:

Some children cannot give a compliment; they need help. Instead of praising, you can simply say “delicious”, “sweet”, “floral”, “milk” word.

If a child finds it difficult to give a compliment, do not wait for his neighbor to be sad, give the compliment yourself.

"What's the mood like?" (for children from 5 years old)

Participants in the game take turns saying what time of year it is, natural phenomenon, the weather is similar to their mood today. It’s better for an adult to start making comparisons: “My mood is like a white fluffy cloud in a calm blue sky, what about yours?” The exercise is carried out in a circle. The adult summarizes what the mood of the whole group is today: sad, cheerful, funny, angry, etc. When interpreting children’s answers, keep in mind that bad weather, cold, rain, gloomy skies, and aggressive elements indicate emotional distress.

“Building numbers” (for children from 6 years old)

The players move freely around the room. At the command of the leader: “I will count to 10, and during this time you must build the number 1 (2, 3, 5, etc.) together,” the children complete the task.

Note: If children complete the task quickly, then they can count faster, that is, reduce construction time.

“Building the answer” (for children from 7 years old)

A variant of the previous game. The presenter complicates the task: “While I count to 10, you will do addition or subtraction in your mind and build a number-answer from yourself. For example: 5 + 2, you will build 7; 8 – 3, you will build the number 5.”

“Crow” (for children from 4 years old)

The presenter stands in the center of the circle, says and imitates the flight of a crow and plucking its wings:

"The crow sits on the roof,

She plucks her wings.

Sirlalala, sirlalala!”

Then very quickly and unexpectedly:

“Who will sit down first?”

“Who will get up first?”

Anyone who is late to execute the command is eliminated from the game.

“Yes or not?” (for children from 5 years old)

The players stand in a circle and join hands with the leader in the center. He explains the task: if they agree with the statement, they raise their hands up and shout “Yes,” if they disagree, they lower their hands and shout “No!”

Are there fireflies in the field?

Are there any fish in the sea?

Does a calf have wings?

Does a piglet have a beak?

Does the mountain have a ridge?

Are there doors to the hole?

Does a rooster have a tail?

Does the violin have a key?

Does the verse rhyme?

Does it have errors?

“Shadow” (for children from 5 years old)

One player walks around the room and makes different movements, unexpected turns, squats, bends to the sides, nods his head, waves his arms, etc. Everyone else stands in a line behind him at a short distance. They are his shadow and must quickly and clearly repeat his movements. Then the leader changes.

“Living sculpture” (for children from 6 years old)

Participants stand freely together. The presenter invites one child to go out and take some position in which it is comfortable for him to stand. The next participant is asked to join him in some pose in a place where there is a lot of free space, then the third joins them in his pose, then the first one carefully exits the sculpture and looks at general composition, and the fourth occupies any empty space in the overall sculpture, and so on. The one who has been standing for a long time moves away, and the next one takes his place.

Comment:

An adult acts as a sculptor throughout the exercise.

He makes sure that the participants do not stagnate in the overall sculpture and, when leaving, be sure to look at the overall composition, keeping track of what it looks like.

“Walking in the park” (for children from 6 years old)

Participants in the exercise are divided into “sculptors” and “clay”. The clay is soft, pliable, obedient. The sculptor makes his own statue out of clay: an animal, a flower, a fish, a bird, a toy, etc. The sculpture freezes, and all the sculptors give it a name. Then the sculptors walk around the park, looking at the creations of their friends, praising the sculptures, and guessing their names. Participants change roles.

Comment:

The sculptures do not change their poses and cannot speak.

The adult is the chief expert, he likes all the sculptures and praises them greatly.

"Prohibited Movement"

The presenter shows what movement should not be done. Then he performs various movements with his arms, legs, body, head, face, unexpectedly showing the forbidden. The one who repeated becomes the leader,” adding one more, his own forbidden movement. The game continues.

Note: There can be about 7 prohibited movements.

“Nest” (for children from 4 years old)

The children sat down in a circle, holding hands - this is a nest. There is a bird sitting inside. Another bird flies outside and gives the command: “The bird flies out!” The nest crumbles and everyone flies like birds. The leader commands: “Into the nest!” They squat again. Who didn't make it in time?

“Pass the ball” (for children from 4 years old)

Sitting or standing, the players try to pass the ball as quickly as possible without dropping it. You can throw the ball to your neighbors as quickly as possible. You can turn your back in a circle and put your hands behind your back and pass the ball. Whoever dropped it is out.

Note: You can make the exercise more difficult by asking children to close their eyes.

“Mirror” (for children from 5 years old)

Children are asked to imagine that they entered a mirror store. One half of the group is mirrors, the other is various animals.

The animals walk past the mirrors, jump, make faces - the mirrors must accurately reflect the movements and facial expressions of the animals.

“Siamese twins” (for children from 6 years old)

Children break into pairs, stand shoulder to shoulder, hug each other with one arm around the waist, and place one leg next to each other. Now they are conjoined twins: 2 heads, 3 legs, one torso and 2 arms. Invite them to walk around the room, sit down, do something, turn around, lie down, stand up, draw, etc.

Tip: To make the third leg “friendly”, it can be fastened with a rope.

“Guides” (for children from 6 years old)

The players are divided into pairs. One stands in front with his eyes closed. The other, at arm's length, slightly touching the back of the person in front, stands up with his eyes closed. The guide first slowly begins to move around the room, the “blind” follows him, trying not to get lost, then the trajectory and speed of movement increase. The exercise is performed for 5 minutes, then the pairs change roles.

Description of material: using the color association method in working with children to determine their emotional state, followed by stabilization of the emotional state by means available to preschoolers.

Material designed for children preschool age, will be useful for educational psychologists in kindergartens.

Target- correction of the emotional state by means available to preschool children.

Tasks:

Educational:

Teach children to identify and evaluate their emotional state, as well as to respond adequately to the emotional state of other people;

Reinforce the concept of “mood”;

Teach children to consciously regulate their behavior and emotional state, introduce children to in different ways adjustments to your condition;

Teach self-relaxation techniques and relieve psychomuscular tension.

Educational:

Develop self-control and self-regulation in relation to your emotional state;

To develop children's interest in learning about themselves;

Develop communication skills and adequate assessment activities;

Develop relaxation skills,

Develop interhemispheric interaction and attentiveness.

Educational:

Cultivate a positive attitude towards yourself and the world around you;

Increase social competence;

Create a positive emotional mood;

Contribute to the unity of the children's team.

Materials: cards of 8 colors (red, blue, yellow, green, crimson, grey, brown, black), ball, Whatman paper, pencils, wax crayons, felt-tip pens; tape recorder, audio recordings.

Progress of the lesson:

1. Introduction.

Goal: creating motivation, the mood for joint activities.

Everyone knows without a doubt

What is a mood?

Sometimes we have fun

Sometimes we get bored

I often want to cheer myself up,

But we are also sad.

Very strange phenomenon -

Change of mood.

It is important for all children to know

That you shouldn't be discouraged.

Let's get together quickly -

Let's go to a wonderful land!

Today we will visit the land of good mood.

2. Game “Colorful mood”

Goal: tracking your emotional state and mood.

One, two, three, four, five - we start playing!

Now I will teach you how to color your mood. I'll tell you this secret. It turns out that every mood has its own color. Look - I have multi-colored cards. We will arrange them in a circle. The result is an eight-flowered flower - a flower of moods. Each petal is a different mood:

red- cheerful, active mood -

I want to jump, run, play outdoor games;

yellow- cheerful mood -

I want to enjoy everything;

green- sociable mood -

I want to be friends with other children, talk and play with them;

blue- calm mood -

I want to play quietly and listen

an interesting book, look out the window;

crimson- it’s hard for me to understand my mood, whether it’s not too good or too bad;

grey- boring mood -

I don’t know what to do;

brown- angry mood -

I'm angry, I'm offended;

black- sad mood -

I'm sad, I'm upset.

We will send the ball around in a circle and each of you will say what color his mood is now. I'll start, and you continue.

Children indicate their mood with color.

Thank you, I am very pleased that many of you are in a good mood now. And for those guys who are not very good at it, we will now help.

3. Game “Joyful Song”

Goal: positive attitude, development of a sense of unity

I have a ball in my hands. I’ll now wrap the thread around my finger and give the ball to my neighbor on the right, Dima, and sing a song about how glad I am to see him - “I’m very glad that Dima is in the group...”.

Whoever receives the ball wraps the thread around his finger and passes it to the next child sitting to his right, and together we (everyone who has the thread in their hands) sing him a joyful song. And so on until the ball returns to me. Great!

The ball came back to me, it ran in a circle and connected us all. Our friendship became even stronger, and our mood improved.

4. Dance therapy.

Goal: changing the emotional state through musical means, emotional release, bringing children closer together, developing attention, interhemispheric interaction.

Musical movements improve your mood.

We have no time to be discouraged - we will dance together.

When the chorus starts, we will walk in a circle together, and when we hear the melody of the verse, we will quickly find a partner and clap each other’s palms (with both hands, right and left hands alternately).

The song “It's fun to walk together” sounds (music by V. Shainsky, lyrics by M. Matusovsky.)

Children form a circle, and then independent pairs and dance to the music.

5. Relaxation exercise.

Goal: training in self-regulation methods, relieving psycho-emotional stress.

Relaxation helps a happy mood.

Sit comfortably. Stretch out and relax. Close your eyes, pat yourself on the head and tell yourself: “I am very good” or “I am very good.”

Imagine a wonderful sunny morning. You are near a quiet, beautiful lake. You can barely hear your breathing. Inhale and exhale. The sun is shining brightly and you feel better and better. Do you feel like sun rays keep you warm. You are absolutely calm. The sun is shining, the air is clean and transparent. You feel the warmth of the sun throughout your body. You are calm and still. You feel calm and happy. You enjoy peace and solar heat. You are resting... Inhale and exhale. Now open your eyes. They stretched, smiled and woke up. You are well rested, you are in a cheerful and cheerful mood, and pleasant feelings will not leave you throughout the day.

6. Art therapeutic exercise “Wonderful Land”

Goal: expressing feelings and emotions through joint artistic activities, uniting the children's team.

Now let's get together

Let's draw a wonderful land.

Children are invited to draw together on a large sheet of paper, which is spread directly on the floor. The theme of the drawing is “Wonderful Land”. Details and small lines are first drawn on the sheet. Children complete unfinished images and “transform” them into anything they want. Joint drawing is accompanied by the sounds of nature.

7. Exercise “Dry shower”

Goal: creating and maintaining a positive attitude.

We are very sorry to part,

But the time has come to say goodbye.

So that we don't lose heart,

I need to take a dry shower.

Children are asked to go through a “dry shower”.

Feel how the colorful streams touch your face and hands. All sorrows, resentments, boredom and sadness are left behind. And you are charged with vigor, activity, joy. The charge of good mood acquired in a wonderful land will remain with you for a long time.

The proposed games and exercises are interesting and accessible for preschoolers with different levels preparedness.

Psychological games for children. How to identify a leader?
"Do it once, do it twice." Game for schoolchildren. The presenter says that on his command, all children must simultaneously do some action. On the command “do it once,” they raise the chairs up and hold them until one of them says to lower the chairs. At the leader’s command “do two,” the players begin to run around the chairs. When one of the players gives the command, they must sit down at the same time. Those children who gave commands to lower the chairs and sit down are most likely leaders, especially if it was the same person.

"Counting books." Game for teenagers. The players close their eyes and their task is to count to ten. It is necessary to count at random, i.e. one player cannot say two numbers in a row, you cannot negotiate. If two players speak at the same time, the game starts again. The leader is most likely the player who names the most numbers.

Psychological game for children “If you like it, then do it!”

Children stand in a circle, one of them shows any movement, saying the first words of the song “If you like it, then do it like this...”, the rest of the children repeat the movement, continuing the song: “If you like it, then show it to others, if you like it, then do it this way...” Then the next child shows his movement, and so on until the circle is completed.

Psychological game for children “I throw you a ball.”

To relax and lift your spirits, you can offer a game with a ball. In a circle, everyone will throw the ball to each other, calling the name of the person to whom they are throwing it, and saying the words: “I am throwing you a flower (candy, elephant, etc.).” The one to whom the ball was thrown must respond with dignity.

Psychological game for children “Broken Phone”

Participants take turns passing proverbs to each other, which the presenter calls into the ears of those sitting at both ends. Then each of them reports a proverb that was transmitted to him from the other end.

There is no such person who can live forever without sin

Every untruth is a sin

You can't escape fate

Risk is a noble cause

If you make money, you will live without need

When money talks, truth is silent

And steal wisely - trouble cannot be avoided

Once you steal, you become a thief forever

Who is stronger is right

Whoever you hang out with, that's how you'll gain

A smart lie is better than a stupid truth

If he ran away, he was right, but if he got caught, he was guilty.

Psychological game “Understand me”

At the same time, all participants pronounce their word loudly, and the driver repeats all the words that were heard.

Psychological game for children “Fair of Virtues”

Participants in the game each receive 2 sheets with the names “sell” and “buy.” The presenter suggests that on one sheet, under the inscription “I sell,” write all his shortcomings, which he would like to get rid of, and on the other sheet, under the inscription “buy,” write the advantages, which he lacks in communication. Then the sheets are attached to the chests of the game participants, and they become visitors to the “Fair”, begin to walk around and offer to buy (or sell) what they need. The game continues until everyone has gone around and read everything. possible options purchase and sale of the qualities required for it.

Psychological game for children “Name the emotion”

Passing the ball around, participants name the emotions that interfere with communication. Then the ball is passed to the other side and emotions are called that help communication. Emotions can be expressed in different ways - through movement, posture, facial expressions, gestures, intonation.

Method “Your name”

Participants stand in a circle, and one, passing the ball to a neighbor, calls howl full name. The task of others is to name, passing the ball around the circle, as far as possible more options his name (for example, Katya, Katyusha, Katerina, Katenka, Katyushka, Ekaterina). The task is repeated for each participant. Then everyone shares their impressions of how they felt when they heard their name.

Game-exercise “Garbage Bin”

Children write their negative thoughts, unpleasant incidents, stories, situations on sheets of paper, crumple the sheets and throw them into a bucket (forgetting it forever).

Psychological game for children “BURIME”

It’s easy to write poetry, said the poet Tsvetik. The main thing is that there is meaning and rhyme. Everyone takes a sheet of paper and a pen and writes any line that comes to mind, even vaguely reminiscent of a poem in its rhythmic pattern. Next, all the pieces of paper are passed to one person in a circle and another line is written as a continuation of the previous line, preferably in rhyme, and so on. For an element of surprise, it is better to wrap the sheet in a tube, leaving only the last three lines visible. When all the sheets have gone through one, two or three circles, everyone takes the sheet that started and expressively recites it to the laughter of the audience.

Psychological game for children “FLY”

A game to test concentration and test it. Those who show poor attention and concentration are not accepted as astronauts. Everyone sits in a circle or at a table. Leader's instructions. Imagine a tic-tac-toe field, three by three squares. A fly sits in the center. We will move the fly one by one. There are only four moves: up, down, right, left. A mistake would be reversing: up and down, and the fly leaving the field. The task is to all together, in a circle, mentally move the fly, voicing your move and not making mistakes. If someone makes a mistake, reset and again the fly is in the center. You can enter penalty points for mistakes for the competitive element.

Volumetric fly. It's more difficult option, accessible not to everyone, but only to the most attentive. Imagine a three-dimensional field for playing tic-tac-toe - a three-by-three Rubik's cube. We add two more moves - to ourselves and from ourselves. It is important not to lose the fly, carefully monitor its movements and not make mistakes.

Psychological game for children “THREE”

There is one simple game to test your attention and concentration. Instructions. We will rhythmically count the natural numbers in a circle: one-two-three-four-five and so on. The difficulty is that according to the rules of the game, the number “3”, numbers ending in three, for example “13”, and numbers divisible by three, for example “6”, are not spoken, but clapping. An error is considered to be the error itself and the failure of the rhythm. If there is an error, everything is reset and starts over (“One”) from this participant in any direction in a circle.

Despite the apparent simplicity of the game, not all teams manage to reach at least twenty. If you reach thirty, this indicates good concentration. Simplification or complication of the game is possible by slowing down or speeding up the rhythm.

Psychological game for children “ZOO”

Game on acting. 7-8 people participate, everyone chooses any animal: sheep, horse, pig, cat, dog, crocodile, platypus, jackal in winter, deer in the mating season, etc. Further introduction: everyone in a circle expressively demonstrates to the others the characteristic movement of this animal. After this, in turn, you need to show first “yourself”, and then any other “animal” present. This “animal” gets a move, shows itself further than another animal. And so on. Then you can declare a “super zoo”. This is when all the animals are demonstrated in the most exaggerated and bright way! You can play right through. If you made a mistake in passing the move, you are out of the game.

Psychological exercise for children "THE PRINCESS AND THE PEA"

Only women participate in the game. You need to put stools in a row (or chairs without soft upholstery) by the number of expected participants (3-4 are best). A certain number of round caramels are placed on each stool (there are such candies, shaped like small koloboks), or buttons on the stem (preferably larger ones). For example, on the first stool - 3 candies, on the second - 2, on the third - 4. The top of the stools is covered with opaque plastic bags. The preparations are complete. Those interested are invited. They are seated on stools. The music turns on. Usually for this competition the song "Move Your Booty" is included. And so, while dancing while sitting on a stool, the participants must determine how many candies are underneath them. The one who does it faster and more correctly will win.

Psychological game for children “NEW YEAR TREE”

For the game you need: 1 stool or chair, 1 girl, a lot of clothespins. Clothespins are attached to the girl's dress, the girl is placed on a stool, 2 young men are selected from among the company (you can generally divide into 2 teams), who remove the clothespins from her blindfolded. The one who removes the last clothespin, or the one who has the most clothespins, takes the girl off the chair and kisses her as many times as there are clothespins. The game can be played in reverse, i.e. a guy stands on a stool.

Psychological game “Cacti grow in the desert”.

Everyone stands in a circle, holds hands, walks and says:

“Cacti grow in the desert, cacti grow in the desert...” The leader stands in the center of the circle, sometimes turning. Suddenly, one of the players jumps out of the circle and shouts: “Oh!” He must do this in such a way that the presenter does not see him at this moment, and the players adjacent to him immediately clasp their hands. If the leader sees someone about to jump out, he touches him on the shoulder, and he remains in the general circle.

The presenter asks: “What’s wrong with you?”

The player comes up with any answer related to the cactus (for example: “I ate a cactus, but it is bitter” or “I stepped on a cactus”).

After this, the player returns back to the circle, and others can jump out. The most important condition is not to repeat yourself when answering the presenter’s question.

Those children who most often find themselves outside the circle are the most active and have greater leadership abilities.

Psychological game "Cubs on a walk"

It is useful to involve children of preschool and primary school age in such a game. It can be played in kindergarten or at a party in elementary school.

First, the presenter says: “You are all little bear cubs, you are walking through the meadow and picking sweet strawberries. One of you is the eldest, he watches over everyone else.”

Cheerful music plays, children walk around the room and pretend to be bear cubs - they waddle, pretend to pick berries, and sing songs.

At this time, the presenter selects one player and, when the music stops, announces that he is the eldest bear cub. His task (announced in advance) is to check as quickly as possible whether all the cubs are in place, that is, to touch the shoulder of each player.

After he makes sure that no one is lost, the game resumes, and after a few minutes the leader appoints another senior. The game continues until everyone has played this role. The one who completes this task the fastest is declared the fastest and oldest. Naturally, this will only work for those who act calmer and more organized than others. At the end of the game, the host explains why the winner was able to complete the task better than the rest. Allows children to learn to quickly respond to a task and organize their actions correctly. It can be carried out quite often, changing bear cubs to kittens, chickens, elephant calves, etc.

Psychological game “Far, far away, in a dense forest...”

The game is for preschoolers. At this age leadership qualities manifest themselves quite clearly, usually they are directly related to mental or physical superiority. With age, these qualities may disappear if they are not developed.

The players sit on chairs, close their eyes, and the presenter explains the rules: the phrase “far, far away, in a dense forest... who?” One of the players answers, for example: “little foxes.” If several answers are pronounced at the same time, the presenter does not accept them and repeats the phrase again. Sometimes it is difficult for the players to decide who should answer, but the leader should not interfere and let the children figure it out themselves.

When the only answer is received, the presenter says the following phrase: “Far, far away, in a dense forest, fox cubs... what are they doing?” Answers are accepted according to the same rules.

You can play this game for quite a long time until you get bored. Or - when the first phrase becomes long enough, you can start over. The only condition: all phrases must begin the same: “Far, far away, in a dense forest...”

It usually turns out that one or more players answer the most. It is worth paying attention to them - they are the ones who have the most developed leadership abilities.

Psychological game “Shipwreck”

The game is for children of preschool and school age.

The presenter announces: “We were sailing on a large ship, and it ran aground. Then a strong wind arose, the ship refloated, but the engine broke down. There are enough lifeboats, but the radio is damaged. What to do?"

The situation may be different, the main thing is that there are several ways out of it.

The kids discuss the current situation and consider all possible ways out of it. Some people offer one way out, others another. It is important to pay attention to who takes the most active part in the discussion and defends their opinion.

As a result of the discussion, the players tell the presenter their way out of the situation, and he tells them what came out of it. Naturally, the result must be successful. The presenter must not allow a “split” among the players, that is, the fact that one half of the children will choose one option, and the other half will choose another.

Psychological game "Fire brigade"

At the beginning of the game, a leader is chosen. The remaining players represent the “fire brigade”. The presenter must send them to put out the “fire”. Players must run, fuss and perform some stupid actions. The leader’s task is to be able to “gather” them and force them to “put out the fire.” As a result, each player gives his assessment of the leader’s behavior on a five-point scale.

Then the players change places - someone else becomes the leader. The game repeats itself. Next, each player again gives his assessment of the leader’s behavior. The game continues until each player is in the leader's place. The winner will be the one who received the most points.

Psychological game “Photographer”

Game for preschoolers.

At the beginning of the game, a leader is selected - a “photographer”. The presenter must take interesting “photos,” which means he must seat the rest of the guys at his discretion. The “Photographer” will have to act quickly and clearly. He can offer the role of a teacher to one of the participants in the game - therefore, he needs to take the appropriate pose. Someone can become a “policeman”, someone an “actress”, someone a “magician”.

Each player gives his own assessment of the actions of the “photographer” on a five-point scale. Then the players change, and another one becomes the “photographer”. The game continues until all the guys have played the role of “photographer”. And to make the game even more interesting, you can take a Polaroid and take snapshots. The best “photographer”, accordingly, will have better quality photographs, which means he is better than others at ensuring that those around him fulfill his requirements, and is a leader.

Psychological game “I’m the best, and you?”

For preschool children.

All children should feel unity and receive a dose of encouragement and approval, and in an atmosphere of mutual understanding and good mood, children will forget about their fears and doubts for a while. The game is designed for the participation of not too many children (from 3 to 5).

One of the children is hoisted onto a chair amid universal cheers of approval, and for a while the dream of being on stage and receiving enthusiastic applause becomes a reality. The rest surround the chair in a tight ring and clap their hands.

Each of the players should visit this place of honor, and both those for whom applause is heard and those who applaud receive pleasure from the game.

Psychological game “Along the Main Street with an Orchestra”

For preschool children.

The game helps children get rid of negative emotions and also imagine themselves as an important orchestra conductor. This exercise not only invigorates, but also creates a feeling of cohesion. For the game, you will need a cassette with a recording of perky and cheerful music that children would like and evoke positive emotions in them.

All the children must remember the conductor and the movements that he performs in the orchestra pit. Everyone needs to stand together in a common circle, imagine themselves as conductors and “conduct” an imaginary orchestra. All parts of the body should be involved: arms, legs, shoulders, palms...

Psychological game "Gardener"

For children of preschool and primary school age; It is desirable that the number of participants be at least 10.

Choose a presenter. It often becomes an adult.

All children take color names for themselves. The presenter begins the game by saying the following text: “I was born a gardener, I got really angry, I’m tired of all the flowers, except ...”, and names one of the flowers chosen by the children. For example, “...except for the rose.” “Rose” should immediately respond: “Oh!” The presenter or one of the players asks: “What’s wrong with you?” “Rose” answers: “In love.” The same player or presenter asks: “Who?” “Rose” answers, for example, “To the violet.” “Violet” should immediately respond: “Oh!” etc. If you did not respond when you named your flower, or you yourself “fell in love” with someone who is not here, then you lose.

Psychological game “Nose, mouth...”

For preschool children. It teaches the ability to quickly react to a situation, develops their attention and the ability to quickly switch it from one subject to another.

Usually the leader is an adult. Sit facing the children, seating them in a semicircle. Start the game by saying: “Nose, nose, nose, nose...”. At the same time, touch your nose with your extended index finger. Children should do the same. Suddenly change the word: “Nose, nose, mouth...”, but you should not touch the mouth, but another part of the head, for example, the forehead or ear. The children's task is to touch the same part of the head as you, and not the one you named. The one who makes more than 3 mistakes leaves the game.

The winner is the player who remains in the game the longest.

Psychological game “Food Base”

For children of preschool and primary school age.

A presenter is selected. He will be the “director of the product base.” Another one is “store director.” The remaining players are “sellers”. The essence of the game is this: one “salesperson” comes to the “director of the food base” and asks him what products are available. The “base director” gives him a specific list, for example: “There is ice cream, Ostankino sausage, Salami sausage, smoked sausages, Dutch cheese, Indian tea, milk, butter, margarine.”

The “seller” must remember everything and pass it on to the “store director”. The difficulty is that you cannot write down the names of the products, you can only remember them. At the same time, the presenters themselves may well write down what they said in order to check the players later.



 
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