Games and competitions for summer camp
Summer camp is always an unforgettable experience. And various fun competitions will definitely become their main part. In addition, they will help unite the children's team, develop children's physical and creative abilities, and give them the opportunity to compete in strength, dexterity and erudition.
Show the proverb
Children are divided into teams. The players of one team show a small scene without words, in which some well-known proverb is encrypted, and the players of the second team try to guess this proverb. The game is played against time. If a team is unable to give the correct answer within 5 minutes, then the right to “show the proverb” goes to the other team.
Trainers and predators
Players are divided into two teams - trainers and predators. A circle is drawn in the center of the playing area. The “trainers” are given stickers. The “trainer” must catch up with the “predator” and be able to stick a sticker on it, after which the “predator” is considered caught and is taken to the circle. The “trainers” team tries to catch and bring into the circle all the players from the “predators” team.
Air pointer
Players are divided into teams. Each team is given balloons and tape. Participants in the game need to inflate as many balloons as possible and use tape to connect them into a long pointer chain. The team whose air pointer is longer wins.
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Let's tell fortunes by hand
A curtain or curtain is pulled in the room, in which there is a small hole for the hand. One team stands on one side of the curtains, and the other on the other side. Players on one team take turns putting their hand into the hole, and players on the other team try to guess who exactly the hand belongs to. The one who gives the most correct answers wins.
Word-noser
A player from one of the teams is invited - a “word bearer”. A topic is voiced to him, for example, “space,” “shop,” “school,” “sea,” or others. On this topic, he names the words that come to his mind. These words are written down. And then the rest of the team players are invited, the topic is announced to them, and they try to guess the written words. The winner is the team that guessed the most words, called the “word noser”.
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Relay race with cardboards
Divide the children into two equal teams based on color (for example, “red” and “blue”).
Use tape or sticks to mark the start and finish. (Choose the distance between them taking into account the available space and children's capabilities.)
Give the first players on each team two sheets of cardboard of the appropriate color. (The red team should have two sheets of red paper, the blue team should have two sheets of blue.)
The players who will start the relay must stand on the starting line, with the rest of the team behind them. When you say: "March!" - each player must put one sheet of cardboard in front of him, stand on it, then put the second sheet in front of him, move on to it, and lift the first sheet that remains behind. Athletes must repeat these steps all the way to the finish line and then turn around and walk back to the start in the same manner.
Returning to the start, the first player gives the cardboard to the second, who repeats the same path, and so on until the whole team finishes.
The first team in which all players go from start to finish and back wins.
Option. Two athletes can participate in this game. The winner is the one who is the first to be at the starting point, going to the finish line and back.
In or out?
Lay out a large old beach towel or picnic blanket on the ground and have all players stand on it.
You will "lead", but players must do the opposite of what you say. When you shout: “Everyone come out!” - the players must remain in place, and when you shout: “Everyone come in!” - on the contrary, they must come off the blanket. Each player must listen carefully to your commands in order to know what they should not do in order to stay in the game.
The one who makes a mistake is out of the game. The last one standing wins.
Unbreakable connection
Players are divided into pairs. One of the pair names the word, and the other comes up with an association for it. For example, “elephant - trunk”, “bread - butter”, “key - lock”. Then all players are blindfolded and taken in different directions. After which they, shouting only one word, exactly the one their partner called, try to find each other and hold hands.
Indian name
Each player writes any adjective on one piece of paper, and any noun on the other. All adjectives go into one box and nouns into another. The contents of the boxes are then shuffled and each player goes to the boxes and draws one noun and one adjective. A combination of these words becomes his name for the whole day. Phrases can be very unexpected and funny. For example, “blue eye”, “cheerful cucumber”, etc.
Running with popcorn
Mark the start and finish with tape or sticks.
Give each athlete a paper plate with six popcorn kernels on it.
Players must line up at the start with their plates in front of them. The goal is to run to the finish line and back without dropping a single grain.
I know more
Players are divided into teams. The presenter names a specific topic. For example, “sports”, “flowers”, “baked goods”, “women’s names” or another. And the teams try to remember and write down as many words as possible related to the specified topic for five minutes. The team that can come up with the most suitable words wins.
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Big fruit race
Take a round fruit and a pencil for each participant. Choose fruit that rolls well and is also quite durable. Apples or oranges work best, but you can also use pomegranates or lemons to add spice and fun to the challenge.
Use tape or sticks to mark the start and finish. (Again, determine the distance based on the available space and the capabilities of the children.)
All players must line up at the start, placing the fruit exactly on the line.
At the command “March!” Players must use pencils to roll their fruit to the finish line and back. The one who returns to the start first will win.
Important note. To roll the fruit, you can only use pencils. Anyone who touches the fruit with their hand or foot will be disqualified! This game can also be played as a relay race, especially if there is not enough space for all athletes to participate at the same time.
Sardines in a jar
This game is kind of the opposite of regular hide and seek.
One child hides, and the rest split up and start looking for him.
After someone finds the place where the first player hid, he must also hide with him. (The idea is not to announce that you have found the hider. If you find him when others are nearby, do not show it, but return later when no one can see you.)
Eventually everyone must end up in the same place until the last seeker remains. Now he will hide, and the others will look for him.
Clothes tags
At the beginning of the game, each player has five clothespins attached to the clothes on their back. The goal of the game is to try to remove the clothespins from other players without them removing the clothespins from you.
When one player successfully removes the clothespin from another, they kneel down and attach the clothespin to their back. Note: While the player is kneeling and attaching a clothespin to his clothing, he cannot be touched. When the clothespin is attached to his clothes, he must stand up and return to the game.
The one with the most clothespins wins. But be warned: this game actually has no end! Even if someone has lost all their clothespins, they can still try to get them back. If you need to end a game, give children a five-minute standby so they know it's time to finish and calm down.
And to organize any event, be it a children’s party with competitions and games, or an adult party with songs and dances, electricity is required. Often in nature there is simply nowhere for it to come from, and then you have to think in advance and decide on what will power musical electrical equipment, lighting and necessary household appliances, various kitchen appliances and much more. In this and in many other cases, the optimal solution would be to rent a power plant, as well as rent diesel or gasoline generators, to provide the necessary electricity for an event of any scale, up to a large concert or holiday at which a bunch of different equipment will be used.
Generator hire and rental this is the main activity of a professional company RENTAL POWER and specialists This company can carry out a project of any complexity, provide electricity to an object of any scale and power consumption.Renting diesel and gasoline generators 220 V and 380 V from RENTAL POWER is an opportunity to solve problems related to power supply, without any additional difficulties and problems at very affordable prices. In addition, regular customers receive an additional discount on equipment rental.
It's hard to imagine the kids' lives without games. In holiday camps, play is the main thing that children remember. Game programs are a model that allows you to keep children occupied not only on fine days, but also on rainy days. The game can (and should) be divided into several days. Even the most interesting game should have moderation. Children can be kept playing for no more than an hour, older children - no more than two hours.
The organizer must remember that the game does not like impromptu.
After all, when leading a game, the entertainer must be able to ask a leading question in a timely manner, explain something, and tell an entertaining story related to this or that science.
In any program, props play a big role. They should be bright and colorful.
Competition games are always successful. They are interesting to both players and fans.
Children enjoy playing musical games, puzzle games, riddles...
Such games help the entertainer to “warm up” the audience so that he can then begin the game program. They are necessary to fill pauses.
The game cannot be delayed; it must be ended at the moment when interest in it has not yet disappeared.
Games
Relay game “Running with potatoes”
Its participants pass each other not a baton, but a potato, and while running they hold it not in their hand, but in a spoon.
You can only run with potatoes, and if they fall, you can pick them up not with your hand, but only with a spoon, and only then continue running.
Each team consists of 8-10 people. They line up in front of the starting line. The first number holds a spoon with a potato in his outstretched hand. The race distance is 30-40 meters both ways. At the signal, the run begins. Having reached the finish line, which is indicated by a flag or any other mark, the player returns back and passes the baton - a spoon with a potato - to the next player on his team.
Relay game “Water Carriers”
In this game, the role of a baton is played by a small bucket filled with water. The bucket can be replaced with any other utensils. It is important that teams that play together have exactly the same vessels.
So, each team has identical containers filled to the brim with water. The first number of the team starts running at the signal with a bucket in his hands. He runs to the finish line, comes back and passes the bucket to number two. The players' task is not only to complete the distance faster, but also not to spill water in the bucket.
The running distance is no more than 40-50 meters.
Both outdoors and indoors, people enjoy playing the game “Water Carriers,” where teams carry spoons of water from a full container at the start to an empty container at the finish. Then the amount of water is measured.
If you tint the water, then in a transparent container it will be clearly visible which team completed the task better.
Game "Frogs"
It can be carried out in any yard where there is a platform or path 10-15 meters long. All participants in the game line up in one line at the start. At the signal from the captain, whom the children choose themselves, they simultaneously squat down, put their hands on their hips and begin to jump, imitating frogs, to the finish line. The guys try to make the longest jumps and outrun their opponents. The one who jumps to the finish line first will win.
Game "Fishing Rod"
For this game, any jump rope or rope about two meters long will be useful. A bag of sand or other weight is tied to one end of the rope. The length of the rope determines the number of children who can be reached in the game - the longer it is, the larger the circle that the players form. But a very long rope is not suitable either; it should be no more than three meters.
One of the players is a fisherman. He is chosen by lot or using a counting rhyme. The fisherman stands in the center of the circle, he unwinds his rope at a height of no more than 20-30 centimeters from the ground.
Players standing in a circle must jump as the rope approaches, pass the bag under their feet, or step back, passing the bag in front of them. But you can only bounce back once in one game. Whoever did this more is eliminated from the game. And a fisherman can also be cunning; he either stops his fishing rod or leads it in the other direction.
The one whom the fisherman touches with the bag is caught and leaves the circle. The winners are the last three players who managed to survive the longest in the game.
The game has such a mandatory rule: each player must remain in the place where he started the game until the end of the game; each player can mark his place with chalk, i.e. No matter how many players play, the circle does not narrow.
Game "Shuttle"
This game teaches children how to perform standing jumps.
The players are divided into two equal teams and stand one against the other. A starting line is marked between the teams on the court.
The first player from one team from the marked place jumps as far as possible towards the opposing team. His jump is marked with a dash.
The first player of the other team stands on this marked place and jumps in the opposite direction, trying to jump over the starting line, that is, to make the jump longer than the opponent’s jump. The length of his jump is again marked, and now the second player of the first team jumps from this mark towards the second team. And so on. A competition takes place in which the players of one team jump towards the second, and the players of the second team jump back towards the first.
The team whose jumps were longer is awarded the victory.
Game "Storks"
This game was invented in Moldova. The game combines different jumps - on one and two legs.
Two teams compete by jumping from the start line to the finish line. They jump, pushing off with both feet or one, at the discretion of the board of players. Often the jumps alternate: five jumps on one leg, five on two, etc.
Jumping distance is 20-30 meters. Whoever reaches the finish line first and makes no mistakes is the winner. If a mistake is made at a distance, then the game can only be continued from the place where the player made this mistake.
This game can also be played in relay order. Then the teams compete in the game. The distance from start to finish is 10 meters.
The first in the team jumps in the agreed order (on two or one legs, or alternating jumps), jumps to the finish line, returns back, and touches the next player on his team with his hand. Only after this the next player can begin his distance (jumping towards the flag at the finish line).
The team that completes the task first wins. Anyone who stumbles or makes a mistake can either continue jumping or leave the race. Then the team is given a 30 second penalty.
Game "Lame Crow"
A game of jumping on one leg. Two teams play. One team is the white crows, the other is the black crows. Players of both teams are counted by serial numbers and line up in two lines, one opposite the other at a distance of 10-12 meters: players of both teams alternate in one line in such a way that they are diagonally opposite each other, i.e. in one line stand: white crow, black, white, black. And in the line opposite, the first number is a black crow, then a white one, etc. It turns out that in the line there are even numbers of one team and through one all the odd numbers of the other team.
The judge hands the first players sashes of different colors, but the same length. The referee's signal sounds. The first team numbers quickly bandage their left leg, which they have bent at the knee, with a sash and, without wasting a second, begin to cover their distance, jumping on one leg towards number “2” of their team, which is located diagonally opposite in the line. Having untied the sash, the player passes it to player number “2” of his team and takes his place. The second player does the same as the first team number, but already jumps to the number “3” of his team, etc. Opponents' jumps intersect diagonally.
The players’ task is to clearly, without wasting time, tie and then untie the sash, hand it to their player, quickly and deftly jump at a distance, without losing their direction and trying not to collide with an opponent. The team that finishes the jumps first and reaches the finish line wins.
Game "Russian Squat"
This game is collective. Participants are divided into groups of 5-6 people. They are built in columns, at the back of each other's heads.
Funny squat exercises are performed to music. Where there is no musical accompaniment, you can play the game by counting.
At first, all groups squat down and put their hands on the shoulders of the player in front. Before the game starts, you need to say which leg the game starts on.
Starting position: everyone squatted down.
On the count of “one”, throw your right leg forward.
On the count of two, return to the starting position.
On the count of three, jump up, pushing off with both feet.
On the count of four, squat down.
On the count of five, move your left leg forward.
On the count of six, take your starting position.
On the count of seven, jump up, pushing off with both feet.
On the count of eight, squat down again.
The winner is the team that made no mistakes and managed to hold out in this exercise longer than others.
Game "Rebane"
"Rebane" is an Estonian folk game. "Rebane" means "Fox".
The participants of the game form a trio: two boys and one girl, or vice versa - two girls, one boy. Two catchers and one fox or fox. The catchers hold a scarf or rope 3-4 meters long in their hands. The catchers tie the scarf in a loop and, holding it, form a ring. The task of the catchers is to lure the fox into the ring, the task of the fox is to slip through the ring before the catchers tighten it. It is not easy to catch a fox in a ring by tightening a scarf. Usually the nimble fox deftly avoids hunters. But hunters must also be dexterous hunters. At folk festivals in Estonia, 8-10 triples are played simultaneously, and the game is a great success.
If there are many participants, the game can be given the character of a sports competition. Having jumped through the ring three times, the fox is considered the winner. Catchers only need to catch a fox once.
The winners - the best hunters and the more dexterous foxes - participate in the second round. And so on until the end, until the most dexterous fox and the most dexterous hunters are revealed.
Game "Flying!"
This game can be played between games and jumping.
Everyone stands in a circle, and one of the participants, chosen by lot or counting, enters the center of the circle and conducts a competition for attention.
“The falcon is flying...” he says and raises his right hand.
All the guys also raise their hands behind him and repeat the words:
- The eagle is flying!
And everyone repeats after him:
- The raven is flying!.. The starling is flying!.. The dove is flying!.. The owl is flying!..
Everyone obediently repeats after him and raises their hand behind the one standing in the center.
- The sheep is flying!.. - The driver raises his hand, and whoever followed the leader’s example and also said that the sheep is flying is eliminated from the game.
Each time there are fewer and fewer participants in the circle.
When half of the participants are eliminated, the remaining players take a lap of honor and move on to another game.
Game "Ring"
The players stand in a circle and hold a rope in their hands, the ends of which are tied. A ring and a ring are strung on a rope.
In the center of the circle is the driver. He must intercept the ring, for which, on his order, the player in the circle must raise his right or left hand. If the ring is discovered, then the driver changes places with the one who could not unnoticed send the ring further in the circle.
In this game, you can also determine the time to search for a ring, and create a comic prize for the most clever ones.
Game "Kolobok"
"Kolobok" is an active game with a ball. All participants form a circle, opening with outstretched arms. In the center of the circle is the driver. To play you need a ball; it can be both small and large.
Before the start of the game, the teams line up at the starting line. The ball is in the hands of the first players. At the referee's whistle, the run begins. The game is played from the start line to the finish line, on which two flags are attached.
So, at the signal, the first numbers of the players, hitting the ball with bounces on the ground, lead it with one hand to the flag, go around the flag and return back. You cannot grab the ball with your hand. As soon as the ball hits the starting line, the second player on the team picks it up and repeats the same route with the same rules.
The winner is the team that finishes the run first without mistakes.
The referee has the right to stop the runner if he has violated the rule, grabbed the ball with his hand, if the ball did not bounce off the ground and rolled along the ground. In these cases, the referee does not stop the game, he returns the player who made the mistake to the place where he made the mistake and the game continues.
There is a second version of this game. The teams are divided into two groups (in this case, each team must have an even number of players). Two lines mark the running distance. The groups occupy opposite lines facing each other. In this version of the game, the first number of the team's group dribbles the ball forward to the line where its second group is standing. The first player of the second group, having intercepted the ball that bounced near his line, leads it with strikes on the ground back to the first group, where the second number of the first group, who has prepared for the game, is already waiting for him. The game takes place at a very fast pace. You can agree that the run with the ball is repeated alternately by all the players in the group two or three times. In this case, the player who brought the ball stands behind the head of the last player on his team.
To determine the winner, the sum of the times of all races is counted.
Game "Kangaroo"
"Kangaroo" is a funny game with jumping. In this game you need to jump, pushing off with both feet, like Australian kangaroos jump.
Each player should have a light, large ball (or balloons). All participants in the game line up on the starting line and press their balls between their legs with their knees. The jumping distance is 10-15 meters. At the signal, all players begin to simultaneously jump to the finish line, trying not to drop the ball. Whoever dropped the ball must pick it up, hold it with his feet and only after that continue the game, i.e. continue your jumps to the finish line.
The game can be played like a relay race: divide into two teams of 5-6 people, give each team one ball. The player who has reached the finish line returns back and passes the relay ball to the next player. The team whose players finish the race first wins.
Game "Jumping"
This game is based on jumping on one leg. Teams, each of which has 5 people, participate in the game.
Participants become a chain. The first number of the team, bending his left leg at the knee, takes it back. The second number of the team takes the leg of a friend with his left hand and bends and moves back his left leg, which is taken by the player standing behind him. So all five players are connected in one chain, forming a quintet of jumping horses.
Jumping races are held over a distance of up to 10 meters, and for older ones the distance can be increased to 15 meters. This distance is marked by the start and finish lines.
In this game, as in others, there is one rule: you need to jump to the finish line in a friendly group of five, no matter what happens along the way. Where the top five was broken, at that point everyone needs to catch up again and only then jump to the finish line.
Game "Bear in the Forest"
This old game can be played indoors, in the yard, or in the woods on the lawn.
You need to draw or in any other way designate a circle - the bear’s den.
The bear is chosen by lot. He climbs into the lair and lies down there. The rest of the guys walk around the den and sing:
At the bear's forest
I take mushrooms and berries,
And the bear is silent
Doesn't growl or purr!
At the bear's forest
I'll get some honey too...
- R-rr-ru-ru!..
- And I’ll get away!..
The driving bear, who until now seemed to be dozing, was quietly tossing and turning, suddenly jumps up and runs after the players, trying to catch them. The guys surrounding the den instantly scatter and run in different directions. If a bear “kills” someone, it switches roles with the one it caught.
The bear has the right to catch only one minute. Time has passed, the bear has not caught anyone - that means he has to climb into his den again and lead him again.
If the bear fails to catch anyone three times, he is punished. Punishments should be funny. For example, they lasso a bear, put him on a rope and lead him around the den, make him dance, sing, etc. Then they forgive the awkward bear, choose a new one and start the game all over again.
Game "Gawkers"
“Gawkers” is a very ancient game, it is a game of attention and intelligence. To play you will need a sash, a tourniquet or a branch.
All players sit in a circle facing each other. Hands are held behind the back. You need to sit in a circle close to each other. One of the players is the driver. He walks with a tourniquet behind the circle, humming a song, and meanwhile quietly tosses the tourniquet to one of the children sitting in the circle. As soon as the tourniquet is placed on the ground, the driver becomes silent. This is taken as a signal. If a player sitting in a circle did not notice the tourniquet thrown at him, then the driver tries to go around the circle and use this tourniquet to insult the “onlooker.” At this point, jump up and run around the circle. The task is to be able to run around the circle and take your place in it again. But if the driver manages to take this place, then the “onlooker” becomes the driver.
If a person sitting in a circle notices the thrown tourniquet in time, he must take the tourniquet in his hands, carefully rise up and suddenly begin to whip the neighbor on the right with it. He jumps up and escapes by running in a circle. And the driver, who has just thrown the tourniquet, tries to go around the circle before the competing pair in order to take the vacant place in the circle. Now there is one free space left in the circle. It goes to the one who is the first to run around the circle and manage to take it. He uses a tourniquet to urge the runner on until he has time to sit in a circle. If the runner missed his place and ran past, the player with the tourniquet has the right to sit in his place. Then the tourniquet is handed over to the one who missed his place. Now he will drive.
Game "Repeat quickly"
Players should repeat after the leader only those words that are accompanied by the command “REPEAT.” Next comes a quick conversation-shootout.
Repeat: table.
Repeat: window.
Say: street...
Game "Magic Word"
The presenter shows various movements and addresses the children with the words:
“Raise your hands, stand, squat, stand on your toes, please, walk in place, please, etc.
The players repeat the movements only if the leader adds the word “PLEASE.”
Whoever makes a mistake leaves the game and then completes some task.
Game “Know how to listen and hear many people”
In this game, children learn to listen to several speakers at once.
First, two (two groups) players simultaneously say two different words.
The chosen child must guess these two words.
Then the number of spoken words increases.
Game "Telephonist Competition"
3 groups of players take part in the game.
The presenter tells the first participants a tongue twister.
At a signal, the players pass the tongue twister along the chain.
The last participant says it out loud.
The team that passes the tongue twister correctly the fastest wins.
For example:
Snakes don’t live where hedgehogs live.
Snakes and hedgehogs lived in the living corner.
The hedgehog is lying by the Christmas tree, the hedgehog has needles.
Game "Who will talk to whom"
One player is selected from each team.
The presenter suggests saying the tongue twister five times in a row.
Whoever does this faster without making a mistake receives points and brings the team a point.
For example: “Four turtles each have four baby turtles.”
Game "Interrupted Song"
The players are invited to sing a familiar song in chorus.
The singers must instantly fall silent if the conductor (who is chosen from among the players), waving his hand, quickly clenches his fingers into a fist.
Those singers who missed the signal are deducted forfeits.
Game "Do you know the song well?"
Invite the children to sit in a circle and sing a familiar song in chorus.
When the singing is over, the leader approaches anyone playing in the circle and says any word from the song. The one the presenter is addressing must quickly say the next word according to the lyrics of the song.
The presenter approaches the players not one by one, but selectively, so the guys do not know in advance what to answer.
Each player is offered a new word from the song.
Anyone who does not answer quickly or answers incorrectly leaves the circle.
Competition "Singing Animals"
The players need to imagine themselves as an animal that loves to sing and cannot speak.
The players must meow, grunt, bark, etc. song “A Christmas tree was born in the forest.”
The game can be played individually or with three representatives from each team, who earn the team a point.
The presenter can set any songs.
Competition “Find out a fairy tale by words”
The presenter reads words from familiar fairy tales (in reverse order, randomly). The ball is awarded to the one who guessed the fairy tale first.
Competition “Find the continuation of the proverb”
The second part of the proverbs is written on a large format sheet.
The presenter reads out the beginning.
Teams (or individual players) take turns offering their answers.
- A kind word to a person (that the sun is in bad weather).
- An affectionate word (like a spring day).
- A kind word to a man (like rain in a drought).
- Sweet speeches are poison, (bitter ones are medicine).
- Proverb - flower, (proverb - berry).
- A bad word (like dirty water).
- Words are like honey (and deeds are like wormwood).
- Speeches are like snow (but deeds are like sugar).
- An unkind word (that fire burns).
Competition “Auction of Polite Words”
The players must say greetings and farewells.
The last person to give their word gets a point or a prize.
Competition “Choose words for a fairy tale”
On the posters, the presenter suggests words that fit a particular fairy tale.
The players must quickly determine which fairy tale the words belong to.
FOR EXAMPLE, ANDERSEN's tales:
1. Sun, snow, lamp, window, mirror, rose, friendship... (“The Snow Queen”)
2. Nora, field mouse, swallow, elf... (“Thumbelina”), etc.
Game "Part and Whole"
The leader is in the center of the circle. He throws the ball and names the part of the object.
The child who catches the ball must immediately throw the ball back to the leader and name the object to which the part named by the leader belongs.
For example:
- Wing - airplane or bird;
- Petal - flower, etc.
Game "It's boring to sit like this"
There are chairs along the opposite walls. Children sit on chairs near one wall and read a poem:
It's boring, it's boring to sit like this,
Everyone looks at each other.
Isn't it time to go for a run?
And change places?
As soon as the poem is read, the children run to the opposite wall and sit on chairs, which are one less than the participants in the game. Whoever is left without a chair is eliminated.
One chair is removed again. The game is repeated until the winner takes the last chair.
Game "Don't move"
The game is played with the host or any fairy-tale character.
To the music, children run scattered on their toes (as the presenter says), or in a jump.
The music stops, the children take any position and freeze.
The presenter looks to see who moved. Anyone who moves moves away.
The game repeats itself.
Game “Chair, come to me!”
A line is drawn parallel to the wall, 5 steps from it. Having retreated a few more steps from the line, place two hoops at a distance of several steps from each other.
Opposite the hoops, two identical chairs are placed close to the wall. A rope of such length is tied to each chair that if it is pulled, the other end will be in the center of the hoop.
The participants of the game enter into the competition in pairs. Each participant, standing in the hoop, ties the rope tightly around his waist. On command, players begin to turn on the spot without leaving their hoop. The rope is wrapped around the waist, the chair moves towards the line.
As soon as all four legs are beyond the line, the player runs out of the circle and sits on his chair. Whoever takes his chair first wins.
Game “Add a proverb, guess a riddle...”
The players are given a set of letters cut out of paper and pasted on leaves (if the holiday is in the fall), snowflakes, flowers, etc.
You need to put it out of letters:
- the answer to the riddle,
- add the second part of the proverb,
- title of the song, etc.
Game “Collect the ears of corn”
To bake new bread, magnificent and tall,
It is necessary to protect every spikelet in the field.
Participants in the game, blindfolded, must collect as many “spikelets” as possible within a certain time.
Equipment: plastic buckets and “spikelets” - small objects (skittles).
Game "Hens and cockerels"
Three pairs collect grains (beans, etc.) within one minute. Who collected more?
Game “What kind of vegetables?”
Blindfolded, players must identify vegetables by taste.
Game "Collect mushrooms"
The driver is blindfolded. Mushroom children (in mushroom caps) run around the hall. The driver catches. If they come across a fly agaric, the children shout: “Don’t take it!”
The winner is the one who “collects” the most “mushrooms” within a certain time.
Game "Plant and Harvest"
Equipment: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.
2 teams of 4 people each participate.
1st participant “plows the ground” (puts down a hoop);
2nd participant “plants potatoes” (puts potatoes in a hoop);
The 3rd participant “waters the potatoes” (runs around each hoop with a watering can);
The 4th participant “harvests” (collects potatoes in a bucket).
The faster team wins.
Game "Draw the peas"
The blindfolded player must draw the peas so that they do not go beyond the line of the pod.
The game “Who will unload the car most quickly?”
Task: unload the “machine” with vegetables.
Cars are parked at one line, baskets at another at a certain distance.
Two pairs play. The players of the pair stand: one at the basket, and the second at the machine.
At the signal, the player of the pair carries the vegetables into the car. You can only take one piece at a time.
As soon as the car is loaded, the second player of the pair already unloads the car, he carries the vegetables from the car to the basket.
Cars can be boxes, and vegetables can be cubes.
Game "Feed the doll"
The doll is seated on a chair. The girl is blindfolded and given a spoon to feed the doll.
The child is taken 3-4 steps away from the high chair, asked to turn around without leaving his seat, and given the command “go.”
The task is difficult.
Football game
A large ball is placed.
The child is blindfolded. They give the command to move 3-4 steps away from the ball.
All children count: “One, two, three, four, five!” Then they say: “Turn around!”
A blindfolded child must hit the ball.
Game "Hoops"
4 hoops are laid out on the floor at the corners of the square, and a handkerchief in the center.
In two hoops on the same line there are toys, and in the hoops opposite there are players.
Music is playing, children are dancing in hoops. The music stops, the children run to the hoops with toys, take one toy and carry it to their hoop. The music repeats, the children repeat the game, etc.
Whoever completed the task faster runs to the handkerchief, takes it and waves it.
Game "Who's Faster?"
Two children take hold of the ends of a long ribbon, in the center of which is a bell.
On command, they wrap the ribbon around the stick.
Who will get to the middle faster?
Game "Twist the Hoop"
Children place the hoop on the floor and spin it strongly.
Whoever spins the hoop the longest wins.
Game "Help yourself"
Apples and sweets are hung from a string on a rack.
The child must jump up and grab the treat, blindfolded.
Game "Catch the Ball"
The child should pick up the tennis ball from the floor with a spoon, without helping with his free hand.
Game "Snake"
The players sit in a circle.
A driver walks around the circle, holding a “snake” (rope) in his hands.
Suddenly the driver throws the “snake” into the middle of the circle.
Children quickly get up and place their feet on the “snake”. The one who does not have enough space on the rope is eliminated or goes to drive.
Confusion Games
Dandelion wreaths in spring
Of course, they only weave... (girls)
Bolts, screws, gears
You will find it in your pocket... (boys)
Skates on the ice drew arrows,
We played hockey all day... (boys)
We chatted for an hour without a break
In colorful dresses... (girls)
Test your strength in front of everyone
Of course, they only love... (boys)
Cowards are afraid of the dark
All as one, alone... (girls)
Game "On the contrary"
And now it’s my turn
Play the game "On the contrary"
I'll say the word "high"
The answer I will hear is “low”,
I’ll say the word “far”
You answer - “close”
I'll say the word "ceiling"
The guys will say “floor”.
I'll say the word "lost"
And everyone will say “found”...
So, pay attention, kids,
The game begins!
Fire water,
Black White,
Earth - sky
Night Day,
Morning evening,
Girl boy.
Bitter - sweet,
Good bad,
Sad - cheerful,
Loud quiet,
Young - old, etc.
Now I'll say "beginning"
What do you need to answer?
Question games
And now the game is in verse,
Are the kids ready for it?
And you answer in unison:
“It’s me, it’s me, it’s all my friends!”
If I'm a bad poem
I'll accidentally read it to you,
Then you don't scream
And I will keep quiet with you.
Well, are the kids ready?
The game begins!
Who's always fine
Books, pens and notebooks?
Well, which of the kids
Walking around dirty from ear to ear?
(Children are silent.)
Which one of you, I want to know
Learned your lesson on "A"?
Which of you with your labor
Decorates the classroom and home?
This is me, this is me, this is my whole family!
Which one of you doesn't walk around gloomy?
Loves sports and physical education?
This is me, this is me, this is my whole family!
Which one of you comes to class?
An hour late?
(Children are silent.)
Who is a cheerful band
Going to school every day?
This is me, this is me, this is my whole family!
"Yes and no"
Klim plays all day
I'm too lazy to put away the toys.
Children, give me the answer
Is it good? .... (No)
Time to get ready for kindergarten
Klim doesn't want to get dressed.
Children, give me the answer
Is this good?... (no)
Masha helps mom
Wipes away dust in the apartment.
Do this always.
Is it good? ... (Yes)
Irochka is walking in the park,
Breaks tree branches.
Children, give me the answer
Is it good? ... (No)
Olya Murka, to her cat,
Cooks porridge, washes legs.
Olya always works.
Is this good?... (yes)
Luda's mother got sick
Lyudochka will not make noise,
She will sit quietly.
Is this good?... (yes)
Lena, when she goes to bed,
I'm not too lazy to put things away,
Everything is fine. As always!
Is it good? ... (Yes)
Petya doesn’t want to eat soup,
Doesn't eat bread, doesn't eat cutlets,
He only asks for candy.
Is it good? … (No)
Klim on the third floor
It's been knocking all day already.
On the second, a sick neighbor.
Is it good? … (No)
Every time before meals
With soap and warm water
Katenka always washes.
Is it good? … (Yes)
Whether your day camp or any other, you need to keep the kids entertained at it. And fun and interesting competitions for children in the camp will help you with this. Both entertainment and sports competitions have been prepared for you. And you, depending on what type of camp your camp is, choose any and organize competitions.
Attentiveness competition.
Seven different objects are placed on the table in front of one participant in the competition. After the participant turns back, the presenter swaps only two objects and after that the participant is turned back. And he must say which objects were swapped.
Fun competition.
A tennis ball is placed on the table and the participant in the competition is brought to the table. He is blindfolded and told that on command he must blow on the ball so that it rolls over the table and falls. But when they are blindfolded, instead of a ball they put a plate of flour on the table. And naturally, when a contestant blows, all the flour flies onto his face. It will be funny and fun.
I'm the fastest.
For the competition you need to prepare ribbons. Each participant is given one such ribbon. At the leader's command, they begin to tie knots on it. Whoever ties the most knots in a minute wins.
And then you can do the competition in reverse. We need to exchange ribbons and untie the knots for a while. True, it won’t be fair here, since everyone has a different number of nodules.
Confusion.
Ten people are entangled with one long rope. The rope can be inserted everywhere except the head and neck to avoid accidents. After everyone is confused, one participant untangles them for a while. And so the competition can be held several times, whichever participant unravels the fastest wins.
Fun badminton.
You need a badminton racket and a shuttlecock. The participants' task is to hit the shuttlecock with a racket. Whoever can score the most wins.
Remember everything.
You need to prepare empty plastic bottles and fill them with water. Afterwards, these bottles are placed in one row at a distance of a meter from each other. The participant looks at this unique route and remembers. Afterwards he is blindfolded and must go around all the bottles and not knock them over. Whoever succeeds is the winner. If there are several of them, then the one who spent the least time wins.
Fun ball.
We must leave the same route as in the previous competition. Just add a ball and a stick. The task of the competition participants is to roll the ball between all the bottles using a stick. If possible, you can make several such tracks in parallel so that the test takes place simultaneously and is more interesting.
Summer bowling.
We leave the same bottles of water, but just cover them with lids. We place the bottles the same way as the pins in a bowling alley. The participant is given a ball, and from a distance of three meters he throws the ball at the bottles to knock them down. Whoever knocks down the most bottles in two attempts is the winner.
What to do with the kids during the holidays? How to organize children's leisure time? This topic worries teachers, summer camps and day camp workers.
There are hundreds and thousands of models of work in the summer.
Our collection contains several travel game scenarios and methods for constructing and conducting them. All games are adapted or compiled by DDT teachers.
Addressed to organizers of children's leisure.
Download:
Preview:
Municipal educational institution of additional education for children
Khvorostyansky House of Children's Creativity
A collection of game scenarios for day camps.
"Into the world of games and travel"
The collection was compiled by:
Methodist: Glazunova O.N.
Organizing teacher: Almaeva N.V.
Twigwort
Summer is the luxurious days of school holidays, when children discover the world and themselves in this world, master the summer space of time, try to learn everything about something and anything about everything absolutely voluntarily and always with pleasure. Summer is a time for action, testing and testing their strength, time to master and comprehend the world around us. Forest, field, meadow, river, lake, swamp - a space for understanding nature and oneself in it. The park, which is located next to our Children's Art House, is an area of active life. Every day, every hour of a child’s life is amazing and unique. By organizing their lives and their activities, children become smarter, richer, and better.
How can I help them with this? What to do with the kids during the holidays? How to organize children's leisure time? This topic worries teachers, summer camps and day camp workers.
There are hundreds and thousands of models of work in the summer.
Our collection contains several travel game scenarios and methods for constructing and conducting them. All games are adapted or compiled by DDT teachers.
Addressed to organizers of children's leisure.
Introduction.
Ask the guys which of them wants to go on a trip, and a forest will grow from their hands, their eyes will sparkle, their smiles will flash - the wind of travel is dear to everyone.
It’s great to rush on a real plane, train, bus, walk along guerrilla paths with a backpack on your back. What about those who are only seven or eight years old and who do not yet have the strength to go on a long journey?
The main conductor in them is the game. It is she who helps unite children into a team where everyone can show their abilities, helps, even if only for a short time, to become what you dream of: an astronaut, a submariner, a journalist, a builder, a tractor driver, a doctor, a teacher.
Travel games have become widespread, providing an opportunity to develop interests in a bright, exciting way and shape the cognitive activity of schoolchildren. The travel game makes it possible to combine different types of activities. It includes search, work, observation, sports, and mastery of skills.
The travel game is action, romance, creativity for children and adults. This is the common joy of mutual understanding between the teacher and his students
These games can be played by children of any age, at any time. The travel game provides rich opportunities for fantasizing and developing the imagination.
Travel games contain less of an element of competition, but are more emotional, romantic, and vibrant.
They require clear pedagogical guidance and assistance from adults. To create an emotional mood for the game, a bright, exciting start is required, which attracts attention and creates an element of adventure, competition, and an equally bright end to the game.
Strategy and tactics of the game - travel.
The main stages of the game implementation.
Introducing the very concept of a travel game, let’s immediately bring some clarity. It should not be perceived as an educational or leisure event of a specific direction. This form of collective creative activity can be devoted to sports, tourism, and the development of creative abilities. This is precisely the form that the teacher can fill with any content he needs.
Preparation :
For this event, it is necessary to come up with stage competitions that can be held on the street, attracting as many people as possible. We divide the nearby park into several sections. Both teachers and their children participate in the preparation of each station.
The number of competitions must be equal to the number of squads plus one (at least). All stages are scattered throughout the territory, in our case, the park, and some beyond it (within reach).
We are preparing a route sheet (beautifully designed) for all units.
It indicates the stages of the journey, the start and the sequence of passage. For each squad, the start is shifted by one stage in order, if possible, to avoid the accumulation of several squads in one place.
Regardless of the theme of the game, each squad along the route passes through the Donut and Syrup Cafe station, where children can drink refreshments.
Playing the game:
All teams gather at the appointed time. The children are told the backstory.
After the route sheets are handed over to the squads and after the start is announced, everyone sets off. Children run not alone, but as a whole group plus one adult (this is mandatory, since some points are located on the territory of the school stadium, river). At each stage, the children are waited by a presenter who conducts the competition, monitors the correctness of the task and evaluates the result. The rating (on a 5-point scale) is placed directly on the route sheet. Or for each competition won, you can give out something tangible, for example, a token.
The meaning of the competition is simple - whichever squad gets the most points wins.
To “warm up the atmosphere” during the game, we comment on what is happening over the speakerphone.
At the end of the game, all points are counted and the results are summed up. The squad with the most points takes first place.
This event is held according to an elementary and universal scheme: who will complete all the competition stages faster and better. Depending on the place, time of year, weather, or any holidays, this game can be played in completely different versions, changing the name and background. The main thing is that the tasks are doable for children
Target : Creating conditions for the development of children’s creative potential, self-realization of the child’s personality and strengthening of physical, mental and emotional health.
Tasks:
1. Creating conditions for organized recreation for children. Propaganda
Healthy lifestyle.
2. Formation of interest in various types of activities.
3. Development of cognitive activity and creative potential of everyone
Child.
4.Formulate children’s communication and tolerance skills
At the moment, there are many types of games based on stations, which are fundamentally different from each other. Here is an example of some of them:
1. Around the world. The team goes with a route sheet along a strictly defined route. The locations of the stations are known in advance. The team must complete all stations in a certain time (equal for everyone)
Game "On the Front Line"
(travel through stations)
Target:
-
Improving military-patriotic and mass sports work in the House of Children's Creativity, educating children in the spirit of readiness to defend the Motherland;
Promoting a healthy lifestyle among students, involving them in active physical education, nurturing moral and volitional qualities: initiative and independence, conscious discipline, camaraderie and friendship, collectivism, will, courage, resourcefulness, endurance;
Venue: Cosmonaut Park
Songs of the war years are heard.
Introduction.
Teams receive route sheets, evaluation sheets and a plan of the park named after. The astronauts are sent to the stations on a signal. Operating time at each station is 8 minutes. As soon as a military song begins to sound in the park, work on the task stops and the squads change stations.
At the end everyone gathers near the stage at the last station"For peace on the planet"and simultaneously perform the task.
Stations:
1.First medical aid (FAM)
Providing first aid to an injured pilot.
-
take him to your medical unit.
Dress the wounded man
The stage is assessed by the time and correctness of assistance.
2. On the front line
Participants overcome an obstacle course
Crossing
Tunnel
Pendulum crossing. (can be replaced with a monkey bars)
3. Marksman (shooting range)
The guys need to hit the targets from a prone position.
Everyone is given several attempts.
4. Soldier's duffel bag.
It is necessary to properly dress two people from the team using an overcoat, a belt, a sword belt, a water flask, a pouch for cartridges, two raincoats, boots, and foot wraps. Time and correctness of execution are assessed.
5. Soldier's kitchen
The girls receive a mixture of peas and rice - and sort through it, taking it apart.
Boys peel potatoes (10 pieces)
As soon as the work is completed, a pot of porridge is given, which must be divided into plates and eaten.
6. Bicycle racing
Carrying an object in your hand under the crossbar (3 pieces in a row)
7. Signalmen
Task: unwind a ball (20 m of cord); There is an encryption task hidden inside.
8. At a rest stop
Letter from the army (or a letter from the front)
The detachment writes a letter that conveys a military atmosphere in content and emotional tone. Then the letter is folded into a triangle.
- “In a sunny meadow”
Troops guess and sing songs from the Second World War
-
Reading poems about war
9. Victory milestones
Each team receives a card with 10 questions. Cards can be hidden in balloons. All questions must be answered. For every wrong answer there is a penalty question.
-
Match the cards with the names of villages in the Khvorostyansky district with cards with the origin of the names.
10. “For peace on the planet.”
Teams draw stories about the world on the asphalt according to the name of the station.
2. Olympics. A draw takes place among the teams. Teams in the same pair compete with each other. The team with the fewest losses wins.
Game "Uma Chamber"
Purpose: this game is to activate the cognitive activity of pupils of children's associations. During the game, the children also develop a sense of partnership and the ability to transfer acquired knowledge to non-standard conditions. The game contributes to the development of the intellectual capabilities of participants and the development of logical thinking.
Venue: If the weather permits, you can use the park named after. Cosmonauts. If it is cloudy and rainy - the building of the House of Children's Creativity.
Progress of the event: 10 stations are scattered throughout the building of the House of Children's Creativity. The participants' task is to go around all the stations in the shortest possible time, following the directions on the waybill, and earn the maximum number of points by answering questions at the stations.
Stations:
1. I believe - I don’t believe.
The teams are given questions that they need to answer: true or false, then the presenter checks the correctness of the answers and puts points on the waybill.
2. Blitz survey.
The team needs to score the maximum number of points by answering questions. The presenter asks a question, the team, after a 30-second meeting, had to submit an answer. Afterwards, the total number of correct answers was calculated.
Questions:
4. Translators.
Find an analogy in Russian.
5. "Living Pictures"
The leader divides the team into two. Both teams are given cards with the names of paintings by famous artists. Teams must take turns playing out their task so that their opponents can guess what picture they are talking about.
6. Tic Tac Toe.
At the station, the presenter invites the teams to play 3 rounds of tic-tac-toe. But the trick is that the team has the right to put its X only if the question is answered correctly; if the team answers incorrectly, then the presenter puts 0. After 3 rounds of the game, the total number of wins/losses of the team is calculated and conclusions are drawn. Thus, for a complete and quick victory, the team needs to answer only 9 questions correctly! This station tests not only the knowledge of the children, but also develops the logical thinking of the participants.
7. Capture.
The leader stands in front of a 15 by 15 meter field on which a key is hidden. The team’s task is to find this key in a certain time. Teams are given 9 questions, the answer to each of which reduces the search area by 1/10 of the area. As a result, if the team answers all the questions correctly, then the participants will have an area equal to 1/10 of the original one to search for.
Summarizing. Rewarding.
3. Relay The team is asked to go through a certain number of stages along a certain route. The team that completes the proposed tasks the fastest wins.
Game "On the Trail of Lost Treasures"
Venue: Park named after. Cosmonauts,
Central square near the stage.
Order of conduct
At 11.00 all children's associations gather in the square.
Theatrical entrance of the robbers. It's playing music from a pirate movie or something. We’ll tell you a few words about the bloodthirsty and terrible robbers, it is unknown how they got to this fabulous island. We talk about the treasures they buried somewhere here. All the pirates run away, accidentally leaving behind the cards. After this, all children's associations receive waybills. At each station, the guys try to get the next piece of the map, which indicates the location of the next station, and so on, moving closer and closer to the treasures, and go in search of pirate treasures.
Station 1. "The Gates of Happiness."
Station 2. "Kidalovo".
Station 3. "Signalman".
Station 4. "Exposition".
Station 5. "Accountant".
Station 6. "Riddles".
Station 7. "Fireman".
Station 8 - "The Final Strike".
While solving the last riddle and searching for the treasure, all station leaders gather in the square and sum up the results. After the treasure is found, the results are summed up and the results are announced. The pirates congratulate the winners: “With such people we will find all the treasures on Earth.”
The game can be ended with a common song or a performance by 1-2 children's groups.
4. Carousel. The participating teams are divided equally. A confrontation is arranged between them (pairs of teams are known in advance). The team with the most wins wins.
Game "Do you know the law?"
Game "Journey into Space"
5.
Race for survival.
The team receives from the leader a route sheet with a list of stations. You need to go through as many stations as possible in the allotted time. Varieties: team, individual.
Game "Route of Survival"
Target:
Number of players: 20 or more
Inventory: this game requires quite a lot of different equipment - you can make a list of what you need only after you have decided on the stages that you will choose for yourself.
The game involves two or more teams with an equal number of players. The main goal is to collect as many notes as possible with keywords, which are given after successfully completing each stage (one note per stage), and compose a key line from them. Participants may not complete some stages at all if they feel they will spend too much time on it and are confident that they will be able to guess the key line without the word they should have earned in that stage; in case of such a refusal, the team is awarded 2 penalty minutes, the Leader points them in the direction in which to look for the next stage, and they move on without a note. The entire trail, consisting of stages, is traversed by teams in turn against time, but those responsible for the stages can also add penalty seconds to the total time, for example, for violating the rules for passing a stage or for not completing a stage at all. But the team that cannot collect the key line at the end of the strip or collects it incorrectly automatically leaves the race, i.e., regardless of the time result, it takes last place. Among the teams that correctly assembled the line, places are distributed based on the best time.
You cannot start passing a stage until the last team member runs up to the beginning of the stage. You also cannot run to the next stage until the last team member completes the task of this stage. All notes with keywords that the team receives throughout the entire strip must be sealed. The team has the right to print them only when it crosses the finish line (the finish is the start, i.e. the participants return to the same place where they started, it is better to put a table here,
to make it more convenient for players to collect verses from printed notes). The stopwatch stops when the team finally speaks the line they have collected.
At each stage there should be one, or preferably two, responsible (teachers or older children) who will explain the rules for completing the stage and will watch for violations and give teams penalty seconds, and also, after passing the stage, indicate the direction of movement along which the participants will run until the next stage.
Stages:
1. "Compass"
2. "Ravine"
3. "Bumps"
4. "Lasers"
5. "Bonfire"
6. "Arrows"
7. "Cliff Climber"
8. "Eagle Eye"
9. "Labyrinth"
10. "The Web"
They can unpack the notes only after crossing the finish line.
You can come up with the stages yourself, using all available means and features of nature, and arrange them in any order. Remember that the number of steps must equal the number of words in the line you have in mind. After the team has completed a stage, those in charge immediately prepare the stage for the arrival of the next team - they hide the notes, if necessary, hang up new balls, etc., and after the game they give the presenter their pieces of paper, in which they wrote the number of penalty seconds for each team, so that the jury could calculate the total time of each team.
The jury consists of those responsible for the stages.
Summarizing. Rewarding.
6. Hype. The team does not know the route in advance. During the game, the team determines the order of visiting stations independently. The team can pass a certain number of stations in the allotted time. If a team fails to complete a task, it can go through it again in order of priority. Varieties: team, individual.
Game "Anthill"
Target: creating an atmosphere of creativity, identifying leadership qualities, creating for each child the opportunity to express themselves in one form or another of active activities.
“Anthill” is an unconventional and very interesting form of sporting event. A mandatory component of this game are interesting competitions and individual tasks.
Time: 60 minutes.
Venue: 1st floor of the House of Children's Creativity.
Types of tasks: Sports, Creative, Intellectual, etc.
The key to success: clear rules, a variety of competitions, equipment, a good start, a good ending.
To conduct this event, a set of competition stations should be determined, there may be 20 or more of them, and those responsible for them should be appointed. Experience shows that it is better to appoint children of senior school age in charge of the stations, and only in certain cases, where the conduct is associated with a certain health risk, teachers - leaders of children's associations - stand together with the children.
It is necessary to clearly define the boundaries of the territory in which the game is being played; in our case, we will use the entire first floor of the Children's Art House and play time.
The child has the right to choose; he himself determines where and in what competitions he will take part. And he can also make an unlimited number of approaches to where he is most interested. For each correctly completed task, children receive tokens, which they hand over to the jury during the game.
The jury also consists of children, they themselves make the calculations and award the winners.
Let's give examples of competition stations, although their set can be easily diversified based on what you have, where you conduct it, and whether they are related to a specific topic or not.
Agile football player, sharp shooter, tunnel, crossing, strongmen, army skills, signalmen, push-ups, pendulum, hoop, aerobatics, centrifuge, etc.
The name for this game was not chosen by chance, because for 60 minutes our Children's Art Center really looks like a restless anthill of children in a hurry and busy with interesting things. After the time has passed, we sum up the results. Awards.
Game "Smart Guys"stands apart from us because we hold it at any time of the year. And in any area. The game takes place in two stages:
Stage 1 - Carousel . Participating teams from schools are equal in number of participants. A confrontation is arranged between them.
The team with the most wins wins.
Stage 2 - Race for the leader. (the most active team members) The participant does not know the route in advance. During the game, the order of visiting stations is determined independently. The player can answer questions on various topics (go through a certain number of stations in the allotted time). In case of failure to complete the task, you can go through it again in order of priority. Varieties: in this case, individual.
Scenario for International Children's Day.
"The Stolen Sun".
The scenario may be different, but almost always it is a travel game. The holiday takes place in the park, reaching up to 500 children. Before entering the park, children receive tokens of a certain color.
Cheerful children's music sounds.
At the back of the stage is a picture of a large, beautiful, smiling sun.
The gnomes come out.
th - Attention! Attention!
th - Small and big!
1st - Serious and funny!
2nd - We announce an important message.
1st - Long live cheerful laughter, smiles, entertainment!
2nd - So, with hope for success, we begin our holiday!
Together: “We are visiting...”
At this time, the picture with the sun begins to descend until it disappears completely.
th - Tesla, did you and I invite guests to the party?
J - Yes, Vistula, here they come!”
y - Oh, that's true. Hello guys!
th - We congratulate you on your holiday!
th - a holiday of childhood
th – a sea of smiles, joy, sunshine for you.
th - let it shine tenderly in the window
th - may your dreams come true
th - we will all be happy, you and me
/the third gnome runs in and cries bitterly/.
1st – what happened?
2nd – what happened?
There won’t be a 3rd holiday...
1st and 2nd – why?
3rd – a toothy crocodile swallowed our sun.
/ 1st and 2nd ask each other: “What will happen?” /
1st - there will be clouds
2nd there will be a storm
Together: there will be no holiday.
3rd – we must free the sun!
1st – find the crocodile!
2nd – take away our sun!
3rd – we can’t do it alone.
1st – the guys will help us.
2nd – we will issue you route sheets
1st – they must lead to the crocodile
/we are looking behind the stage, the music from the movie “The Adventure of Crocodile Gena and Cheburashka”, the song Shapoklyak, sounds.
Shapoklyak comes out, sprays all the kids with a water pistol / or bottle /, takes out a slingshot, and pulls out the rat Lariska from her bag. He does everything to the tune of a song.
Wisla and Tesla: - “Who are you, grandma? Guys, who is this?
Children: - “Shapoklyak”.
Shapoklyak: “Exactly! Respected and revered grandmother Shapoklyak by all. Is it your holiday today? Just great! And Lariska and I will ruin it. He takes out a pistol and pours water on the guys again.
Wisla and Tesla: - Grandma, what are you doing?
Shapoklyak: - Take my example /shoots from a slingshot/.
The gnomes are trying to grab Shapoklyak. She snatches the route sheets from the gnomes and runs away to the music / “Whoever helps people is wasting their time”/.
The gnomes run after her, but do not have time:
1st – what should we do?
/The sun's rays enter, on their chest they have an emblem of a certain color. The number of rays depends on the number of children. If there are many children, two groups can meet at one station./
1 ray - We will help you.
2 -We will find a crocodile
3-We will return the sun to the holiday
1.Gnome: Help, help
Lead the way
2.Gnome: Red ray, come out,
And gather your squad
3. Gnome: Yellow ray, hurry up
Gather your friends
1. Gnome: Here is green, and here is blue,
Hurry, friends, follow them.
2. Dwarf: Defeat the crocodile,
Bring back the clear sun
/They go down to the hall and lead the children along the routes to the music “If you went on a journey with a friend”/
Children complete tasks at each station:
1. Sports
2.Musical
3.Fabulous
4.Crocodile's lair
5.Hurray! A game!
6. Robinson Island.
7. Brownie
8. Cafe “Donut and Syrup”
When the troops have passed all the stations, they gather near the stage in the square in the park, gnomes appear and bring the sun with them. The painting appears in the background again. The sun invites everyone to the Sweet Tooth station and all children receive ice cream.
After watching the film “Timur and his team”, we decided to open"Gaydargrad". Timur's headquarters was created from representatives from each class, which drew up an action plan
The staff officers appointed intelligence officers from among their classmates and assigned them the area where they would work. The scouts went around every house and found out who needed what help. All this was enteredon the map. Based on these indicators, the headquarters prepared sheets of minibuses. Early in the morning the entire village turned into Gaidar-grad. Mishki Kvakina Lane and Burzhuinsky Lane, Heroes Square, etc. appeared here. In the morning everyone gathered at the starting line. Timur made a speech, the troops were given minibuses and the start was given. Mishka Kvakin’s team interfered with tasks, captured the guys and created all sorts of obstacles. However, in one day, 5 cellars were cleaned, windows in 8 houses were washed, fences were repaired, garbage was collected near courtyards, and much more. Elderly people at first perceived our invasion with caution, but then they gained confidence in the children and were very grateful for the warm communication and invaluable help they needed. The children were very interested in the plot of the game.
A special atmosphere was created, filled with elements of romanticism, gaming techniques and competitive incentives. All this became the key to the success of our game, created motivation, which is ensured by the voluntary participation in gaming activities, the opportunity to choose, competition, satisfaction of needs and self-realization of children.
Educational and methodological equipment
1. Atyasov V. Collection of creative works. From the experience of the children's camp "Solnechny" "Eaglet". 1999
2. Afanasyev S.P. Komorin S.V. - What to do with children in a country camp, - M.: 2009.
3.Gazman O.S. Vacations: play, education M. Education 1988
4. Zhuk L.I. Starry summer, be with me! IOOO Krasko-Print. 2008
5. Lobacheva S.I., Velikorodnaya V.A. Country summer camp.–
M.: VAKO, 2008
6. O. A., Nesterenko A. V. Lessons of kindness and mercy, - O.: “Childhood”, 2007
7. Titov S.V. Hello summer! - Volgograd, Teacher, 2007
8. Gazman O.S. Vacations: play, education M. Education 1988
9. Collection of scenarios Holiday all year round. Samara 2006