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Game who we are senior group in psychology. Games that develop the moral and volitional qualities of a child’s personality. Card index of psychological games

“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 a hint 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 find their “pair,” go to a corner and, using three pencils of different colors, try to color the mittens exactly the same as quickly as possible.

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 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, a 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 does 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 the overall composition, and the fourth occupies any empty space in the overall sculpture and etc. 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 with eyes closed stands in front. 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.

Human life and activity are unique processes with many features. A person is born already having certain predispositions, inclinations, and abilities. But in order for his interaction with the outside world and society to be more effective and productive, a person needs to “improve”, “pump up” himself and his personality. And the process of this improvement begins from a very young age, but it never ends, one might say, because, as they say, there is no limit to perfection. In order to form, consolidate and improve personality qualities, a huge number of different methods and practices are used today. But we will talk about perhaps the most popular and effective of them – socio-psychological games.

On this page we will understand what psychological games are in general, what their features are and what they are needed for. We have all heard more than once that there are games for children, for teenagers, for schoolchildren, for students, small, large, role-playing, business. They can be aimed at developing any qualities, at developing communication skills, at unity, etc. Games are held in kindergartens, schools, holiday camps - these are children's games. In higher educational institutions, enterprises and large firms also hold games, but these are games for adults, which are often included in the program of some trainings and seminars. There are even computer psychological games - they are very popular nowadays, when almost every person has a home computer or laptop. So what is the reason that games have become an integral part of human life and are present in almost every area of ​​it? And what games can and should be used for yourself? We present the answers to these and many other questions to your precious attention.

What is a game?

A game is a type of activity, the motive of which is not the result, but the process itself, where the recreation and assimilation of some experience occurs. Also, play is the main activity of children, through which mental properties, intellectual operations and attitudes towards the surrounding reality are formed, changed and consolidated. The term “game” is also used to refer to programs or sets of objects for the implementation of play activity.

The study of human psychology and the psychological realities of his life becomes more interesting and effective when carried out through activities of interest to the researcher himself. And such an activity, of course, is play. Experience has shown more than once that socio-psychological games help people to perceive the reality of the psychological aspect of their lives very seriously and deeply.

The functions of gaming activities are as follows:

  • Entertaining - entertains, lifts the mood;
  • Communicative – promotes communication;
  • Self-realization – allows a person to express himself;
  • Game therapy – helps to overcome various difficulties, arising in life;
  • Diagnostic – allows you to identify deviations in development and behavior;
  • Corrective – allows you to make changes to the personality structure;
  • Socialization – makes it possible to include a person in the system of social relations and contributes to his assimilation of social norms.

Main types of psychological games and their features

Games can be business, positional, innovative, organizational-training, training, organizational-thinking, organizational-activity and others. But still, there are several main types of psychological games.

Game shells. In this type of game, the game plot itself is the general background against which developmental, correctional and psychological tasks. Such activities contribute to the development of basic mental properties and personality processes, as well as the development of reflection and self-reflection.

Living games. In living games, there is an individual and joint exploration of the gaming space with a group of people, the building of interpersonal relationships within it and the comprehension of personal values. This type games develops the motivational aspect of a person’s personality, his system life values, personal criticality; allows you to independently build your activities and relationships with others; expands ideas about human feelings and experiences.

Drama games. Drama games contribute to the self-determination of their participants in certain situations and the improvement of value and semantic choice. The motivational sphere, the system of life values, readiness to make choices, the ability to set goals, and planning skills develop. Features of reflection and self-reflection are formed.

Project games. Project games influence a person’s mastery and comprehension of instrumental tasks that are associated with the construction of activities, the achievement of specific results and the systematization of the system of business relationships with others. The skills of goal setting, planning and the ability to adapt actions to specific conditions are developed. Self-regulation skills are formed, personal criticism and the ability to relate one’s actions to the actions of other people develop.

The types of psychological games presented above can be used both independently and used in conjunction with others. The descriptions we give are the most general and give only a superficial idea of ​​psychological games.

Now we move on to the most interesting block – the games themselves. Next, we will consider some of the most popular and effective games, and their benefits in human development and life.

The most popular and effective games and their benefits

Karpman-Bern triangle

The Karpman-Byrne triangle is, to be precise, not even really a game. More precisely a game, but an unconscious one. A game that people play without having the slightest idea that they are participating in it. But, due to the fact that this phenomenon exists, it needs to be mentioned.

This triangle is a simplified model of psychological manipulation that occurs in almost all areas of a person’s life: family, friendship, love, work, business, etc. This interconnection of roles that arise in the process of human relationships was described by the American psychotherapist Stephen Karpman, who continues the ideas of his teacher, the American psychologist Eric Berne. This relationship, provided that it develops according to the “pattern” of a given triangle, is in itself destructive and affects the people participating in this triangle exclusively negatively.

Because This is a triangle, it has three sides: the person acting as the victim (“Victim”), the person applying pressure (“Aggressor”) and the person intervening in the situation and wanting to help (“Savior”).

Usually it turns out like this: a problem or difficult problem arises between two people. life situation. Thus, “Aggressor” and “Victim” appear. "Victim", looking for a solution problems, turns to a third party - a person who becomes the “Savior”. The “Savior”, due to his kindness, knowledge or some other reasons, decides to help and advises something. The “Victim” follows the advice and behaves according to the advice of the “Savior”. As a result, the advice only leads to a worsening of the situation and the “Savior” turns out to be the last one - he becomes the “Victim”, the “Victim” - the “Aggressor”, etc. From time to time, each of us plays the role of one of the sides of the Karpman-Byrne triangle. The triangle itself often becomes the cause of big quarrels, troubles, misfortunes, etc.

So that you can get acquainted with the Karpman-Bern triangle in detail, find out its features and see visual examples that correlate with ours everyday life, you can on Wikipedia.

Now we move directly to games that have a very serious psychological aspect. These games are deliberately organized by people both with the goal of winning/winning, and with the goal of having a certain impact on a person’s personality. Organization and participation in these games give a person the opportunity to delve deeper into the essence of his relationships with himself and the people around him. The first game that we should consider as psychological is the game "Mafia"

"Mafia"

"Mafia" is a verbal role-playing game, created in 1986 by MSU student Dmitry Davydov. It is recommended for people over 13 years of age to play it. Optimal number of players: from 8 to 16. The process simulates the struggle of a smaller organized group with a larger unorganized one. According to the plot, city residents, tired of the activities of the mafia, decide to put all representatives of the criminal world in prison. In response to this, the bandits declare war on the townspeople.

At the beginning, the presenter distributes to the participants one card each, which determines their affiliation with the mafia or townspeople. The game takes place “day” and “night”. The mafia is active at night, the townspeople are active during the day. In the process of alternating the time of day, the mafiosi and city residents each conduct their own activities, during which there are fewer and fewer players on each team. Information about events guides all further actions of participants. The game is considered over when one of the teams wins completely, i.e. when either all the townspeople are “killed” or all the bandits are “imprisoned”. If there are very few players, then the game turns out to be too short, but if there are more players than necessary, turmoil and confusion arises, and the game loses its meaning.

The Mafia game is, first of all, based on communication: discussions, disputes, establishing contacts, etc., which brings it as close as possible to real life. After all, in the game all the traits and properties of the human personality are used and manifested. Psychological aspect The game is such that in order to successfully interact with others, a person must try to use and develop his acting abilities, the gift of persuasion, leadership, and deduction. “Mafia” perfectly develops analytical thinking, intuition, logic, memory, intelligence, theatricality, social influence, team interaction and many other important qualities in life. The main psychology of this game is which team will win. After all, one team is mafiosi who know each other, but are in no way inclined to play at a loss and, moreover, have the opportunity to eliminate the townspeople. And the second team is civilians, unfamiliar with each other, who can act most effectively only by interacting with the mafia. "Mafia" contains enormous potential and brings great pleasure intellectually and aesthetically.

Details of the game "Mafia", its rules, strategic and tactical features and many other detailed and interesting information, you will find on Wikipedia.

"Poker"

Poker is a world famous card game. Its goal is to win bets by collecting the most profitable combination of four or five cards or by making all participants stop participating. All cards in the game are either completely or partially covered. The specifics of the rules may vary depending on the type of poker. But all types have in common the presence of trading and gaming combinations.

To play poker, decks of 32, 36 or 54 cards are used. Optimal number of players: from 2 to 10 at one table. The highest card is the Ace, then the King, Queen, etc. Sometimes the low card may be an ace, depending on the card combination. Different types poker games consist of a different number of streets - betting rounds. Each street begins with a new distribution. Once the cards are dealt, any player can place a bet or leave the game. The winner is the one whose combination of five cards turns out to be the best, or the one who can displace other players and remain alone until the cards are revealed.

The psychological aspect of poker is very important because... plays a serious role in the tactics and strategy of the game. The moves players make are based largely on their skills, habits and perceptions. Thus, player styles are based on a certain psychological basis and are a reflection of the desires and fears of people, the understanding of which gives some players advantages over others. Also, a player's style is an excellent reflection of his character traits. After all, any personal characteristic, as is known, influences a person’s behavior and, consequently, his behavior in the game and the decisions he makes in certain game conditions. Of course, poker is gambling, which is played for money. And without gaming skills, a person risks finding himself in an unenviable situation. But if you play poker without bets for the sake of training, for example, with friends, then it will be an excellent way to develop and hone such qualities as intuition, logical thinking, the ability to “read” people and mask your intentions, psychological stability, endurance, cunning, attentiveness , memory and many others. It should be noted that playing poker, among other things, develops self-control, tactical and strategic thinking, as well as the ability to understand the motives of other people. And we so often need these qualities in our everyday life.

Details of the game "Poker", rules, strategies and others interesting details can be found on Wikipedia.

"Dixit"

Dixit is an association board game. Consists of 84 illustrated cards. It can be played by 3 to 6 people. At the beginning, each player receives 6 cards. Everyone takes turns. One of the game participants is declared the Storyteller. He takes one card and places it in front of him so that the picture is not visible. Then he must describe it with a word, phrase, sound, facial expression or gesture that he associates with the picture. Others do not see the card, but among their cards they look for the one that most matches the Storyteller’s description, and also lay it out on the table face down. After that, all these cards are shuffled and laid out in a row, and the players, using tokens with numbers, must guess the card that the Storyteller originally described. Next, the players reveal all the cards and count the points. The player who guessed the card moves his chip forward. When all the cards are gone, the game is over. The one with the most points wins.

The game “Dixit” has a number of features, one of which is that the associations should not be very simple, not very complex, because then the card will be very easy or very difficult to guess. The game itself is an excellent tool for developing analytical and associative thinking, intuition, imagination, intelligence and other qualities. During the game, participants learn to feel other people, understand them without words and explain them in the same way. We can say that, among other things, the skills of effective nonverbal communication. The game is very interesting and always takes place in a positive, friendly atmosphere.

You can find out more about the game “Dixit” and some of its features on Wikipedia.

"Imaginarium"

"Imaginarium" is an analogue of the game "Dixit". It also requires selecting associations for pictures with different meanings. The rules of the game are the same as in “Dixit”: one player (Storyteller) chooses a card and describes it using associations. The remaining players choose one of the most suitable cards from among their own and place them face down on the table. Afterwards, all the cards are shuffled and the player begins to guess them.

The game “Imaginarium” is in no way inferior to its prototype and has an extremely beneficial effect on the development of many qualities of the human personality, namely: it develops intelligence, analytical thinking, intuition, imagination, and fantasy. The game activates Creative skills, the ability to intuitively understand others, greatly contributes to improving communication abilities and increasing the effectiveness of communication.

Meet more detailed description The Imaginarium games can be found on the Mosigra website.

"Activity"

"Activity" is a collective associative game in which you need to explain the words written on the cards. There are a total of 440 cards in the game with six tasks on each. The standard set is designed for people over 12 years old. But there are options “For children” and “For kids”. The minimum number of players is two. The maximum is practically unlimited. You can explain words using facial expressions, drawings or synonymous words. To explain what is hidden, you have only one minute. There are individual tasks, and there are general ones. Players must move pieces around the game map. The team that reaches the finish line first wins. You can also choose more complex or simpler tasks during the process. More points are awarded for a more difficult task.

The game "Activity" is perfect for relaxing and having fun and is a great way to lift your spirits. "Activity" develops strategic thinking, intelligence, imagination, teamwork, intuition, and analytical skills. The game helps to unlock potential and gives each person the opportunity to express themselves from completely different sides. And many tactical options and behavioral options contribute to this even more. Both children and adults will get a lot of pleasure and positive emotions from this game.

"Monopoly"

"Monopoly" is one of the most famous development games in the world. board games. Game genre: economic strategy. Minimum number of players: two. The essence of the game is to achieve economic stability for yourself and bankruptcy for other players using starting capital. The starting amount is the same for each player. Players take turns making moves around the playing field by rolling the dice. The one who earns the most money wins. The game ends when someone goes completely broke or when the ATM stops dispensing cash notes and luck cards.

The game "Monopoly" has remained popular among a huge number of people for many years. Firstly, it perfectly lifts your spirits and gives you a lot of positive emotions. Secondly, the game forms a culture of communication, thanks to the close interaction of participants with each other. Thirdly, during the game the inclinations of entrepreneurship and financial literacy are developed, mathematical knowledge, logical and strategic thinking, and a sense of tactics are improved. It is also important that the game “Monopoly” trains memory, develops attention, and also reveals leadership abilities, independence, responsibility and a person’s desire to be the master of his own life. In addition to this, qualities such as the ability to wait, patience, perseverance, and calm are developed.

You can find out more information about the game Monopoly on Wikipedia.

Other games

The games we briefly mentioned are by no means the only ones of their kind, but they can safely be called worthy examples of some of the best psychological games. The direction and form of psychological games can be completely different. The main thing is to find the most interesting game for yourself and just start playing it. Better yet, try all the games. This will, at the same time, have a positive impact on many of your personal characteristics, and will help you decide which type of games is most suitable for you personally.

As an addition, there are a few more games that you can master. This is a wonderful game “Telepathy”, the main focus of which is self-knowledge, self-awareness and the development of one’s hidden abilities. There is a wonderful game for developing listening skills and attentiveness called “The Lost Storyteller.” By the way, it also affects interpersonal relationships. A good game for trust and mutual understanding is “Coin”. It also involves close interaction between participants, which allows them to explore deeper psychological characteristics each other. The category of similar games can also include the games “Homeostat”, “Docking”, “Rank”, “Choice” and others. You can easily find information about these and many other interesting psychological games on the Internet. Speaking of the Internet: today it was developed a large number of very interesting computer and online games that have a pronounced psychological orientation. You can find such games in computer stores or download them from the Internet. Installed on your home computer good games will always contribute to a more relaxed and friendly atmosphere in your home. You can always take a break from your daily routine by playing, for example, online Monopoly. And your children will find it interesting and fun to watch you play and participate in the process themselves. Naturally, there are educational online games for children, which are a pleasure to play. Search the Internet for something suitable, and you will definitely find a worthwhile option for yourself and your loved ones.

Games as a way of effective psychological influence, as mentioned earlier, have found application in a variety of areas human activity. A person begins to play from a very young age - at home with his parents, in kindergarten with other children. Then we are faced with different games in junior and senior grades of school, institute, university. In adult life We are also surrounded by games, but these are games for adults. With the help of such games, people striving for success and self-improvement develop their strong qualities and work on their weak ones. And this actually makes them stronger and more developed individuals, increases their efficiency and effectiveness, makes interaction with the outside world and themselves deeper and more harmonious.

You shouldn’t neglect this method of self-development either. Play games, change them, invent your own. Take games into your “arms” and make them a part of your life. This way you can always be in the process of development. And the process of personal growth itself will never bore you and will continue to remain interesting and exciting.

We wish you success on the path of self-improvement and studying human psychology!

"Cacti grow in the desert"

The game is intended

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"

It is useful to involve preschool and junior children in such a game. school age. You can play it in kindergarten or at a party in primary 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 others.

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

"Far, far away, in a dense forest..."

The game is for preschoolers. In this age leadership skills 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.

"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.

"Fire brigade"

For children preschool age.

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"

Game for preschoolers.

At the beginning of the game, a leader is selected - the “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 or her assessment of the “photographer’s” actions 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?”

For preschool children.

All children should feel unity and receive a portion of encouragement and approval, and in an atmosphere of mutual perception and Have a 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"

For preschool children.

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 in them. positive emotions.

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"

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: “With whom?” “Rose” answers, for example, “Into 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 and the game starts over.

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 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"

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 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.

Consultation for teachers

Psychological games and speech settings for preschoolers

Gubareva Victoria Alexandrovna ,
GBDOU teacher kindergarten №139
Vyborg district of St. Petersburg

Target:increasing the pedagogical competence of teachers in the field of the emotional sphere of children.

To relieve tension, fatigue, create an atmosphere of psychological and communicative comfort, and awaken interest in work colleagues, we will now perform the following exercise "Warm-up - self-esteem"( all teachers participate).

Tasks:

· if you think that your emotional state helps you communicate with others, clap your hands;

· if you know how to hear only good things, no matter what sounds are said around you, smile at your neighbor;

· if you are sure that each person has his own individual style of external manifestations of emotions, touch the tip of the nose;

· if in a store you reject the clothes offered without trying them on just because the salesman didn’t smile at you, shake your head;

· if you think that emotions are not so important when learning, close your eyes;

· if you can't resist arguing when people don't agree with you, stomp your foot;

· if you can surprise your friends with an extraordinary act, wave your hand;

· if you think that you don’t always get the good things you deserve, jump;

· if you are sure that what you are experiencing negative emotions have only undesirable consequences for you, nod your head;

· if you believe that the emotions of your students depend on whether you are emotional, dance.

Questions for teachers:

What new things did you learn about yourself and your colleagues by completing these tasks?

(teachers speak out)

With this small exercise, I brought you to frankness, from which we learned a lot about each other, and also relieved tension, created an atmosphere of psychological and communicative comfort, and set you all up for positive emotions in further work.

Also with children. To create a warm, friendly atmosphere in a group of children, it is recommended to use psychological speech settings. Their main goal is to form positive attitude, friendly attitude of children towards each other and towards the teacher.

Now I will spend with you Ppsychological attitude: “Everything is in your hands”

« There lived a sage who knew everything. One man wanted to prove that the sage does not know everything. Holding the butterfly in his hands, he asked: is it dead or alive? And he himself thinks: “If the living one says, I will kill her, if the dead one says, I will release her.” The sage, after thinking, replied: “Everything is in your hands.”

We have the opportunity to create an atmosphere in kindergarten in which children will feel “at home.” And at home they feel COMFORTABLE. Let’s use the “Association” method to break down the word COMFORT letter by letter:

K - beauty

O - organic

M - mom

F - fantasy

O - rest

R - joy

T - heat

What is comfort? These are living conditions, stay, an environment that provides convenience, tranquility and coziness. ( Dictionary S.I. Ozhegov)

Psychological comfort- living conditions in which the child feels calm, there is no need to defend himself.

Preschool educational institution designed to provide the child with harmonious interaction with the world, right direction his emotional development, awaken his good feelings, desire for cooperation and positive self-affirmation.

Questions about psychological comfort and mental health should be addressed primarily to teachers, because Most of the time children are in kindergarten.

With the aim of To create a positive emotional background, an atmosphere of goodwill and security in the group, it is very important to conduct psychological games and speech adjustments with children of any age.

They can be carried out in the morning, after children are received. When spoken speech settings The teacher’s voice must fully correspond to what he is talking about, that is, the voice and facial expressions must convey goodwill, the joy of meeting, etc.

For example: The teacher and children stand in a circle and hold hands. The teacher, addressing the children, says that he is very glad to see everyone, and today will bring them a lot of interesting things, etc. The words may be different, but should remain the same: they should show the children that they are happy to see them, to set them up for friendly relations with adults and peers.

Psychological games contribute to the unification of children in a group, relieve conflict, develop the ability to understand the feelings of other people and respond to them, correct behavioral disorders in children, and create a positive psychological microclimate in the group. Psychological games can be called any games in which the problems of socialization, psycho-emotional development, and team building of children are solved. .

The teacher organizes and conducts psychological games at a time convenient for the children. This could be in the morning, during a walk, in the afternoon, or at any other time. The duration of the game depends on its purpose, content, age of the children and their emotional involvement (5 - 20 minutes).

The inclusion of psychological minutes in the teacher’s work should take place in several stages:

Explaining the need for psychological minutes to create the emotional and psychological health of children;

Training in methods of action, provision necessary material(self-regulation exercises, texts and music for relaxation, psychological games);

Control stage (2 - 4 weeks): teachers include psychological minutes in their work and conduct self-analysis of activities, any questions that arise are resolved with a psychologist in a routine manner;

Conducting daily psychological minutes in the daily routine.

For younger preschool age

Minutes for rest:

Stand up children, stand in a circle,

Stand in a circle, stand in a circle

You are my friend and I am your friend.

The best friend.

(Children clap their hands.)

"Our hands are like flowers,

Fingers like petals.

The sun wakes up -

The flowers are opening.

All day long they are again

They will play together.

- How are you? - Like this! (gesture thumb forward)

- Do you swim? - Like this! (movement of hands in front of you)

-Waving after? - Like this! (we wave)

-Are you waiting for lunch? - That's it! (hands on the belt)

- How are you running? - Like this! (show running with bent arms)

-Are you looking into the distance? - Like this! (hand to head)

- Do you sleep at night? - Like this! (hands under cheek)

- Are you naughty? - Like this! (puff up your cheeks and deflate with your hands)

Meetings:

. Hello guys! I am very glad to see you in our kindergarten. Today we are waiting for fairy tales, exciting games and much more interesting things. I want you to succeed and be in a good mood all day.

. I am glad to see you in kindergarten, in our group! We will spend this day together. May it bring joy. Let's try to please each other.

. I am glad to see all the children in our group healthy, cheerful, and in a good mood. I really want you to maintain this mood until the evening. And for this we must smile more often, not offend or be offended, and not fight. Let's rejoice in each other.

. Hello my dears! Today it is cloudy and damp outside, but in our group it is bright and cheerful. And we have fun from our smiles, because every smile is a little sun that makes you feel warm and good. Therefore, you and I will smile at each other more often.

For middle and older preschoolers

Beginning rituals:

"Polite words"

Sitting or standing in a circle, children throw a ball to each other ( balloon) and call kind words or polite expressions. You can complicate the task by offering to say only words of greeting (farewell, apology, gratitude)

"Magic Ball"

Children sit on the carpet in a circle. The psychologist hands the ball of thread to the child, who winds the thread around his finger and at the same time says a kind word, or good wishes, or affectionately calls the person sitting next to him by name, or pronounces the “magic polite word”

"Good Animal"

Participants stand in a circle and join hands. The teacher says in a quiet voice: “We are one big, kind animal. Let's listen to how it breathes! Everyone listens to their breathing and the breathing of their neighbors. “Now let’s listen together! »

Inhale - everyone takes a step forward, exhale - take a step back. “This is how the animal not only breathes, its big, kind heart beats just as smoothly. Knock - step forward, knock - step back, etc.

"Friendship begins with a smile"

Children sitting in a circle hold hands, look into their neighbor's eyes and silently smile at each other.

"Compliments"

Sitting in a circle, everyone joins hands. Looking into your neighbor's eyes, you need to tell him a few kind words, to praise for something. The recipient of the compliment nods his head and says: “Thank you, I’m very pleased!” He then compliments his neighbor. If there is difficulty, the teacher can make a compliment or suggest saying something “tasty”, “sweet”, “flowery”.

During the ritual, the teacher is in a circle with the children, sets an example, gives hints, encourages, and sets the children up.

End of class rituals:

"Circle of friends"

Standing or sitting in a circle, everyone should hold hands, shake them, and look at everyone in turn.

"Friendship Relay"

Hold hands and pass a handshake like a baton. The teacher begins: “I will convey my friendship to you, and it goes from me to Masha, from Masha to Sasha, etc., and finally returns to me again. I feel like there is more friendship as each of you added a piece of your friendship. Let it not leave you and warm you. Goodbye! »

"Rays of Sunshine"

Stretch your hands forward and join them in the center of the circle. Stand quietly, trying to feel like a warm ray of sunshine.

Meetings:

Animals have feelings

In fish, birds and people.

Affects everyone without a doubt

We're in the mood.

Who's having fun!

Who's sad?

Who's scared?

Who's angry?

Will improve without a doubt

We're in a good mood.

I love our kindergarten

It's full of:

Mice? - No

Chickens? - No!

Ducklings? - No!

Baby squirrels? - No!

Guys? - Yes!

It's good when we're together

Everyone is in a wonderful mood.

Girls (say YES....)

Boys (say YES....)

Everyone knows without a doubt what a mood is.

Sometimes we have fun, sometimes we get bored

We often want to cheer ourselves up, but sometimes we are sad.

A very strange phenomenon is a change in mood.

It is important for all children to know that they should not be discouraged.

Let's get ready as soon as possible - let's go to class!

Farewells:

We are all friendly guys.

We are preschool kids.

We don't offend anyone.

We know how to care.

We will not leave anyone in trouble.

We won’t take it away, we’ll ask for it.

May everyone be well

It will be joyful, light

Look at each other, smile, hold hands.

On the left is a friend and on the right is a friend, a very friendly, common circle.

We'll all join hands

And let's smile at each other.

The warmth from our hands will run around, around.

The day will start with warmth

With warmth and kindness.

Smiles warm us

And dreams come true.

The sun's ray makes us laugh and teases.

We're having fun this morning.

We had a great time

Now it's time for all of us to play!

We are very sorry to part,

But the time has come to say goodbye.

So that we don't lose heart,

We need to hug everyone tightly

"I'm sharing with you"

The teacher talks about a good mood, joy, smiles, pausing between statements. After each statement, children say the same phrase: "We, too! "

Educator: “I share with you my good mood!

Children: "we, too! »

Educator: " I give you a smile." Children: "we, too"

Educator: "I rejoice". Children: "we, too! »

Educator: "I'm jumping for joy!" Children: "We, too!"

Educator: "I love you!". Children: "We, too! »

Educator: “I hug you!” Children: "We, too"

Everyone hugs in a single circle.

Are you in a good mood? (YES)

Have a pleasant experience!

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 others.

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

"Far, far away, in a 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 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.

"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 or her assessment of the “photographer’s” actions 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 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.

"On Main Street with an Orchestra"

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...

"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: “With whom?” “Rose” answers, for example, “Into 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 and the game starts over.

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, 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.

"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 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 of 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 preschool children, 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 the predetermined beginning and 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 leader’s words, with the help of which phrases are composed, can be the following: hard, liquid, rare, frequent, low, small, light, oblique, lively, full, even, light, dark, strong, strong...

For older children who are in elementary school, you can make the task more difficult. 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

Objectives: This game is a creative re-imagining of one of the rules of teamwork: “Bring problems to the forefront.” 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 Pebble in the Shoe game 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's a pebble in my shoe!" whenever they experience any difficulties, when something bothers them, when they are angry with someone, when they are offended, or for some other reason cannot concentrate their attention in 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. A fake, playful argument refreshes the psychological climate in the class and, as a rule, relieves 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 of 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. It's up to you 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

Objectives: 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 didn’t find anyone, 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 given to fairytale content sketch and installation 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 depict 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 little animals’ hole (the role of which can be periodically offered to the child), and the little 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!

 


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