Elena G. Stepanova,
teacher GBS (K) OU No. 502
Kirovsky district St. Petersburg

Much has been written about the game, game behavior. The game is not a product of passing fashion. This is a phenomenon characterized by a special constancy that unites time, epochs, generations. The very concept of play is associated with freedom, goodwill, pleasure, joy. Play is an integral part of life and human culture. Pedagogy connects play and play behavior with the processes of upbringing, education and personality development.

Today I will try to reveal some of the psychological, biological and pedagogical aspects of play, formulate the requirements for play activities, and define the functions of the organizer of games. I will also offer specific outdoor games to increase the physical activity of children with mental and physical disabilities.

GAME IN THE LIFE OF A CHILD.

Play as a form of activity takes a huge place in a child's life. A person's desire to play arises in early childhood and accompanies him all his life: from a rattle and a doll to gambling. The secret of this phenomenon lies in the psychophysical sphere of man. Indeed, if a person sits for a long time in one position, then he feels the need for movement. Energy is looking for a way out, and the child makes movements without any purpose: running, jumping, pushing.

Another point of view is that the game itself is not so much a waste of energy as its source. However, these two views do not reveal the true connection of play with the inner world of a person, Therefore, the question naturally arises about the meaning of the essence of play in childhood, since this type of activity occupies a dominant place in the life of a child, both healthy and with developmental disabilities. Let's take a look at some of the basic concepts of the game.

PSYCHOLOGICAL ASPECTS OF THE GAME.

The psychological basis of the game is the domination of feelings in the child's soul, freedom of expression, sincere laughter, tears, delight, that is, natural emotional essence a child who seeks expression, both in the physical and mental realms. If the child is asked to imagine that he is a thin birch, which exposes its thin twigs to the rays of the sun and sways from a light breeze, then he will make smooth slopes smoother and more expressive than shown, since the images and emotions corresponding to the task will allow the child to perform movements more accurately and right. At the same time, it forms:

Ability to distinguish between one's own muscle sensations (smoothness, pace, rhythm, range of motion, motor dexterity appears).

Thanks to this, mental functions also develop:

Ability to direct attention to one's own emotional sensations and the emotions of others;

The ability to manage your feelings.

Taking part in games, children very directly and violently experience all the events of the game, because no matter how many times the game is repeated, it takes place in a new way every time and is fraught with many surprises. The mere anticipation of the game often evokes positive emotions in children, pleasant excitement, and the expectation of joy. The plot of the game (especially the role-playing one) contributes to the emotional self-expression of the child. Children easily transform into a heron, a wolf, a locomotive bird, etc. And turning into heroes of a fairy tale, they are not surprised that a locomotive is talking to a traffic light, and a frog is talking to a heron. Children take play with a naive seriousness and protect it. Fantasy and reality merge together. While playing, the child gets used to various images, gets acquainted with the diversity of social reality. Entering into communication, he learns his inner world and the relationships of people, the secrets of their interactions and experiencing joys and failures. At first, he only imitates, then a period of comprehension comes, in order to later independently determine his own social and psychological motives and attitudes. Landmarks. Children have a better developed intuitive ability than adults to capture someone else's emotional state, so it is important not to miss this fertile time for the child's development of empathy, compassion, and sociability. Kindness. Children with disabilities, regardless of the degree and depth of pathological disorders, with competent organization of outdoor games, can enjoy communication and achieve great success in physical and psychomotor development. The only requirement for outdoor games is they should always be of interest to children and aimed at joint movement and contact with other children.

BIOLOGICAL ASPECTS OF THE GAME.

In children with developmental disorders, the deficit of movement leads to pronounced functional and morphological changes. It is noted that with hypokinesis (inactivity) in children, the activity of biochemical processes decreases, immunity to colds and infectious diseases weakens, the range of possibilities of the respiratory and cardiovascular systems narrows, the neuromuscular apparatus is weakened, various posture defects are formed, which leads to muscle hypotension, a decrease in the mobility of the chest in all its parts, a general weakening of the body and a decrease in vitality. A characteristic consequence of these violations is the deterioration of physical and psychomotor qualities:

Coordination of movements;

Accuracy and responsiveness;

The speed of the motor reaction;

Joint mobility;

Equilibrium;

Muscle strength;

Endurance;

Overall working capacity.

In other words, the body begins to age ("A body without movement is like stagnant water, which grows moldy and rots" Maksimovich - Abodika EM). The only measure to prevent and eliminate the negative consequences of hypokenia, especially during summer holidays, is the expansion of physical activity, hardening, the widespread use of outdoor games and games of a sports nature. It is known. That children with various deviations in health, with pathology of vision, hearing, the consequences of cerebral palsy, with intellectual problems have different physical capabilities, and this feature must be taken into account when conducting outdoor games. Conventionally, regardless of age, three groups of children are distinguished, characterized by high average and low mobility.

Children with great mobility are distinguished by high reactivity, unbalanced behavior, they are more likely than others to find themselves in conflict situations. Due to excessive mobility, such children do not always have time to grasp the essence of the game, as a result of which they have a low degree of awareness of their actions. Usually. They do simple exercises well, but avoid movements that require precision. Concentration. Restraint of behavior. Their movements are sharp, quick, and often useless. The increased intensity of the game is more likely to cause fatigue, which affects the general behavior.

Children medium mobility They are distinguished by the most even, calm behavior, moderate mobility. They are emotional, reckless, usually confident, clear-cut, purposeful.

Sedentary children sluggish, passive, get tired quickly, try to walk away, so as not to interfere with anyone, choose an activity that does not require a lot of space. Such children do not dare to come into contact with peers, so they need constant help from adults. This deficiency in the child's behavior is most often explained by poor motor experience due to pathology and the formed habit of a sedentary lifestyle.

PEDAGOGICAL ASPECTS OF THE GAME.

In order to successfully choose an outdoor game, it is important to take into account not only the interests of children, but also age characteristics, their mental and physical development, so children of primary school age (7 - 9 years old) are distinguished by special mobility, instability of attention, constant need for movement. However, their body is not yet ready for prolonged stress, the strength of such children is quickly depleted, but after the game they quickly recover. This group of children enjoys playing imitation games, story games, with jogging, dodging the driver, jumping, catching and throwing various objects (Day and Night, Calling numbers, Ball to a neighbor, Jumping on stripes, etc. )

Between the ages of 10 and 12, the development of coordination abilities is noticeably better. Strength, speed, which leads to better body control and the ability to more complex outdoor games. The development of operational thinking, the stability of attention and interest characterize the psyche of children. given age... This is especially important, since children of this age begin to be interested in games with elements of competition between individual participants (teams). The games of children 10 - 12 years old are distinguished by a longer duration and intensity of the load. ("Circular rounders", "Rope underfoot", "Shootout", "Fight for the ball", "Pulling over the line", etc.). At this age, volitional qualities are formed and strengthened in children, independence, courage, initiative, and decisiveness is more vividly manifested. Children demonstrate discipline, activity and endurance. But under the wrong load, there are frequent flashes of sharpness. Rudeness, impatience. Therefore, during the game, excessive excitement and tension should not be allowed.

Adolescence 13 - 15 years old. It is also called transitional, since during this period the whole organism develops and grows intensively. The bone and muscular systems are growing rapidly, the cardiovascular system instantly reacts to physical activity and recovers relatively quickly. More developed logical thinking, the ability to analyze and generalize determine the motives of the adolescent's behavior. Sometimes adolescents completely abandon classes, preferring other forms of leisure. In such cases, it is necessary to show tact and restraint. Patience, combining them with exactingness. Ability to avoid conflict situations... Teenagers are happy to play volleyball, tennis and other sports games, among outdoor games - relay races with running, jumping, throwing ("Circular rounders", "Ball to the captain", games with overcoming combined obstacles that require accuracy, ability to navigate in space, coordination movements, speed of reaction.).

When working with older children 16-18 years old, games of the previous age group... While playing, they focus on the tactics and results of the game, showing greater independence. Many of them take on the role of the leader, the captain of the team, organizing the coordinated actions of the players.

Purposefully selected outdoor games can develop in disabled children:

Fine motor skills;

Coordination of movements;

Equilibrium;

Accuracy

Differentiation of efforts, time, space;

Improve the quality of attention, sound reproduction;

Help the development of elementary mathematical representations, that is, they stimulate the development of the physical, psychomotor and intellectual abilities of children.

PREPARATION, ORGANIZATION AND GAME MANAGEMENT.

Any game is preceded by an explanation given in the following sequence:

Name of the game;

The roles of the players and their location on the playground;

The rules and the course of the game;

Determination of the winners.

Shouts of joy, freedom of expression, cheering for the fans and general noise are the natural accompaniments of an active game. Upon graduation, her children also emotionally accept their victory or defeat. It is imperative for the leader to give all participants a fair assessment. Bias always causes negative emotions and even resentment. You need to finish the game on time. Procrastination can lead to loss of interest in children. A sudden stop is also undesirable. One of the important tasks of the head of the game is dosing the load. The load can be regulated in various ways: reducing the duration of the game; introduction of rest breaks; a change in the number of players; decrease in the field of the playing area; changing the rules; changing the role of the players; switching to another game.

Thus, in the organization and methodology of outdoor games, a number of successive stages of preparation can be distinguished:

The choice of the game (depends on the correctional tasks);

Preparing the place for the game (take all precautions);

Preparation of inventory (think over and prepare in advance);

Site markings (borders are clearly delineated, the border line is not more than 3 meters from obstacles: walls, trees, stumps);

The arrangement of the players (indicate the starting position, make sure that the children do not stand facing the sun);

Explanation of the rules and course of the game (determination of the roles of the players and their location, content and rules of the game);

Appointment of drivers (choice at will, by lot);

Judging (objective and accurate);

Load dosage (insignificant, moderate, tonic, developing);

The end of the game (when the first signs of fatigue appear and a decrease in interest, behavior, composition of the players);

Summing up (a brief analysis of the game with an analysis of mistakes with the involvement of the children themselves, which contributes to the development of observation, clarification of the rules of the game, teaches them to comprehend actions and conscious discipline).

Sincerity, benevolence, cheerfulness and openness, empathy and the ability to help, to notice successes - these are the qualities that attract children, arouse their sympathy and respect for an adult, and sometimes are the main motive for participating in the game.

MOVING GAMES FOR CHILDREN WITH INTELLIGENT PROBLEMS.

This category includes children with disabilities, manifested in persistent disorders cognitive activities arising from organic damage to the cerebral cortex. This is a developmental disorder in which not only intellect suffers, but also emotions, will, behavior, and physical development. However, despite numerous deviations in all spheres of life, children with moderate mental retardation are capable of learning and development. In this case, pedagogical means, principles and methods are of a correctional and developmental nature and are aimed at maximum overcoming (or weakening) the deficiencies of the cognitive, emotional-volitional and motor spheres with an orientation towards the child's positive capabilities. The most adequate form of overcoming and compensating for these shortcomings is physical activity, wherein leading place belongs to an outdoor game.

GAME "TOUCH TO ..."

PURPOSE:

Formation in the child of ideas about the shape, size and other properties of objects;

Development of speed of reaction.

PROGRESS OF THE GAME:

All players are dressed differently. The host shouts out: "Touch the blue!" Players must instantly orient themselves, find something blue from the participants in the game and touch this color. The colors change every time, who did not have time to react in time, becomes the leader.

Variants: You can name the shape and size of the item. Then we complicate it: "Touch the red round."

Who is interested in this topic, I suggest referring to the book "Children's outdoor games" (edited by EV Koneeva) - Rostov - on - Don: Phoenix, 2006. (The world of your child).

LIST OF USED LITERATURE:

Grigoriev D.V. Improving the motor ability of schoolchildren in the context of a comprehensive school. - SPb, Science - Peter, 2005.

Children's outdoor games / edited by E.V. Koneeva / - Rostov-on-Don: Phoenix, 2006. (The world of your child).

Keneman A.V. and other Children's outdoor games of the peoples of the SSR. - M .: 1988.

Teaching children with pronounced intellectual underdevelopment. Programmatically - methodological materials/ edited by I.M. Bgazhnokova. - M .: VLADOS, 2010.

T.I. Osokina Outdoor games and entertainment for children. - M.: 1998.

Peterson L.G., Kochemasova E.I. Playful. - M .: Balass, 2001.

Stakovskaya V.L. Outdoor games in the therapy of sick and weakened children. -M.: 2005.

Strakovskaya V.L. 300 outdoor games from 1 to 14 years old. - M.: 1998.

Shishkina V.A. Movement + Movement: A Book for Educators kindergarten... - M .: Education, 1992.

Anastasia Klyagina
Card file of games for working with children with disabilities

"Games for the development of thinking for children 3 - 4 years old"

Friendly fig rki

Purpose: to develop creative thinking, arbitrary memory.

How we play: Draw a circle, an asterisk, a square, a rhombus, etc. on a piece of paper. Two of them are alike. The child must find them and shade them, and how - let him figure out for himself. The most important thing is not to go beyond the contours.

To fix it: instead of geometric shapes, you can draw fruits, furniture, toys, or numbers and letters. There are many options.

Christmas invitation niya

Purpose: to teach to correlate groups of objects by their number, to develop visual-figurative thinking

Required inventory: paper, pencil.

How we play: show the child the same (or different) number of dots in two circles - these are guests and sweets. How do you know if everyone has enough food? Draw a line from one point of the first circle to another point of the second circle. This is how we establish mutual correspondences.

We fix: you can compare any objects in circles and any number of them - more or less by 1-3 objects. You can put an equal sign between two circles if the number of points is the same.

Divide - sobir aem

Purpose: to teach to isolate parts from the whole and combine them (analysis - synthesis)

How we play: one of the players lists: wheels, motor, steering wheel, cockpit. Another calls the object that consists of these parts - a machine. Similarly: stem, leaves, petals? Four legs, a lid? Windows, doors, ceiling, walls? Etc.

We play the other way around: chair - back, legs, seat. Telephone - buttons with numbers, body. Etc. And the orange? Slices, peel. And the soup? Water, potatoes, cabbage, onions. And the peach? Pulp, bone. And a pillowcase, a bouquet ?.

We fix: draw parts of the object, for example: long ears, small tail, - ask the child to guess whose parts they are (bunny, and finish drawing the object. Show part of the object - the child must determine what it is.

Needed in still

Purpose: to acquaint with the multifunctionality of some things

How we play: with or without a show, ask the child: "What is a brush for?" - "For cleaning shoes, teeth, carpet, clothes, dishes." "What about paper?" - “Draw, wrap, for books and newspapers,” etc. And what about glass, sand, an umbrella?

We fix: "And what is the wand for?" - "Draw, for the guard, for the flag."

Enchanted ska zki

Purpose: to develop visual-figurative thinking, creative imagination

Required inventory: circles of different sizes and colors.

How we play: play with enchanted heroes fairy tales "Teremok". Place small and large gray circles on the table and ask the child to "disenchant" them - to determine who is a hare and who is a mouse; then - orange and brown: who is a fox, and who is a bear, etc. And who bewitched them - think for yourself. Play the fairy tales "Kolobok", "Turnip", "Fox, Hare and Rooster" and other favorite fairy tales of the child in the same way.

We fix it: there are colored circles in the box - look for heroes of fairy tales in them. We fantasize. For example, the green circle is both a frog from Teremok and a crocodile from Moidodyr

The game “The cow gives.

Purpose: to develop attention, memory.

Required inventory: cards with images of animals, products obtained from animals (milk, eggs, wool, etc.).

How we play: arrange the cards in random order. Offer the child, next to the image of each animal, to put an image of what this animal gives us. For example: chicken - egg, feathers (you can draw a pillow); cow - milk (cottage cheese, sour cream, kefir); goat - downy yarn (draw socks, mittens), etc.

The game "Comparison of quantities in "

Purpose: to develop the skill of comparative analysis, speech, logical thinking.

Required inventory: wide and narrow strips of paper, cubes.

How we play: invite the child to build houses for the mouse and for the bunny: "Do you think we will build houses of the same size for them?" Encourage the child to conclude that the mouse house should be smaller than the bunny's house.

The game "How can they be distinguished b? "

Purpose: to develop the skill of comparative analysis of objects by superimposing them on top of each other.

Required inventory: the same geometric figures with a slight difference in size (cut from paper).

How we play: tell the child that the figurines are cakes for dolls. Our scattered dolls have mixed up all the cakes and cannot determine where whose. After all, the cake for Masha is more than the cake for Olya, and the cake for Sveta is the smallest. We need to help the dolls. Let the child think about how this can be done. Show him how, by superimposing the figures on top of each other, to find out which cake is more and which is less. Give the dolls their dessert.

Breathing exercises

Respiratory gymnastics "Angry hedgehog hic "

Stand with feet shoulder-width apart. Imagine a hedgehog curling up into a ball in times of danger. Bend as low as possible without lifting your heels off the floor, grab your chest with your hands, lower your head, uttering "p-f-f" on the exhale - the sound made by an angry hedgehog, then "f-rr" - and this is already a happy hedgehog. Repeat with your child three to five times.

Respiratory gymnastics "Inflate the balloon hic "

IP: the child is sitting or standing. "Inflating the ball" widely spreads his arms to the sides and inhales deeply, then slowly brings his hands together, joining his palms in front of the chest and blowing out air - fff. "The ball burst" - clap your hands, "air comes out of the ball" - the child says: "shshsh", stretching his lips with his proboscis, lowering his hands and settling like a ball from which air was released.

Respiratory gymnastics "Geese years yat "

Walking slowly. On inhalation - raise your arms to the sides, on exhalation - lower downward with the uttering of a long sound "g-oo-oo-oo".

Respiratory gymnastics "Push OK"

Purpose: the formation of the respiratory apparatus.

Tie a light feather to the string. Invite your child to blow on it. Care must be taken to inhale only through the nose, and exhale through the lips folded in a tube.

Respiratory gymnastics uk "

Purpose: to train the strength of inhalation and exhalation.

IP: the baby is standing or sitting with his arms crossed over his chest. He spreads his arms to the sides, raises his head - inhale, crosses his arms over his chest, lowers his head - exhale: "zhu-oo-oo - said the winged beetle, I'll sit and buzz".

Respiratory gymnastics "Cock OK"

Purpose: to strengthen physiological respiration in children.

IP: standing straight, legs apart, hands lower. Raise your arms to the sides (inhale, and then slap them on the thighs (exhale, say "ku-ka-re-ku").

Respiratory gymnastics "Voro on the"

Purpose: the development of a smooth, prolonged exhalation.

IP: the child stands straight, legs slightly apart and hands down. Inhale - spreads his arms wide to the sides, like wings, slowly lowers his arms and says on the exhale: "karrr", maximally stretching the sound [r].

Anxiety Relief Games

"Dra ka "

Purpose: Relaxation of the muscles of the lower face and hands

How we play: “Children, imagine that you have a falling out with a friend. A fight is about to begin. Take a deep breath, clench your jaw firmly. Squeeze your fingers into fists, press your fingers into your palms until painful. Hold your breath for a few seconds. Think: maybe you shouldn't fight? Exhale and relax. Hooray! The troubles are over! "

"Pump and Ball"

Goal: to relax as many muscles as possible

How to play: Guys, pair up. One of you is a big bouncy ball, the other pump inflates this big ball. The ball stands, limp with the whole body, on bent legs, arms, neck, relaxed, the body is tilted forward, the head is down. The comrade begins to inflate the ball, accompanying the movements of the hands with the sound "C". The ball gets bigger with each blow of air. Hearing the sound "C", he inhales a portion of air, while straightening his legs, after 2 - the body straightened, 3 - the head rises, 4 - the cheeks puffed out, and the arms moved away from the sides. The ball is inflated. The pump has stopped pumping. A friend pulls the pump out of the ball. Air comes out of the ball "Shshsh". The body went limp again, returned to its original position. Then the players switch places.

"Blind dance ets "

Goal: developing trust in each other, relieving excessive muscle tension

How to play: “Pair up, one of you will be Blind. The other will remain "Sighted" and will be able to drive the blind. Now join hands and dance with each other to light music. Now switch roles. Help your partner to blindfold. "

"The sculpture ra "

Goal: to reduce muscle tension

How to play: Children are paired. One is a sculptor, the other is a sculpture. On the instructions of an adult, a sculptor sculpts a sculpture from "clay":

The child who is not afraid of anything

The child who is happy with everything

A child who fulfilled difficult task etc.

After the game, discuss how you felt in the role of a sculptor or sculpture. Which figure was pleasant to portray and which was not.

"Affectionate chalk OK"

Purpose: removal of muscle clamps, development of tactile sensations

How to play: Mod for anxious kids:

“You and I will draw on each other's backs. What do you want me to draw? Sun? Good". The sun is depicted with a soft touch of the fingers. "It seems? How would you paint on my back or hand? Do you want me to draw the sun for you with “Affectionate chalk? Do you want a squirrel or a fox to draw with its “affectionate” tail? "

After graduation, the adult erases everything he has drawn with gentle movements of his hand.

"Caterpillar"

Purpose: to teach to trust

How to play: “Guys, we will now be one big caterpillar and we will all move around the room together. Line up in a chain, put your hands on the shoulders in front of the one standing. A ball is clamped between the belly and the back of the children. It is forbidden to touch with your hands. The first in the chain holds his ball in outstretched arms. Children must follow a specific route. "

Exercised Ia in switching from one pose to another b]

[/ b] "Ring to "[ / b]

Instructions: Alternately and as quickly as possible, touch your fingers, connecting the index, middle, etc. in a ring with the thumb in sequence. The test is performed in the forward (from the index finger to the little finger) and in the reverse (from the little finger to the index finger) order. At the beginning, the exercise is performed with each hand separately, then together.

"Fist - rib - alright ny »[[ i] / b]

Goal: development of fine motor skills of hands

Instruction: Three positions of the hand on the plane of the table, successively replacing each other. A palm on a plane, a palm clenched into a fist, an extended palm on a table plane. It is performed first with the right hand, then with the left, then with both hands together. The number of repetitions is 8-10 times. When you master the program or if you have difficulty in doing it, help yourself with commands (, fist - rib - palm, saying them aloud or silently.

b] "Mirror Drawn / A. K. Aksenova, E. V. Yakubovskaya. - M.: Publishing house "Education", 1987. - 176 p.

  • Bgazhnokova, IM Teaching children with severe intellectual disabilities. Program and methodological materials[Text] / I. M. Bgazhnokova. - M .: Humanitarian - publishing center Vlados, 2007. - 181p.
  • Volina, V. Learning by playing [Text] / V. Volina. - M.: Publishing house New school", 1994. - 448 p.
  • Kataeva, A.A., Strebeleva, E.A. Didactic games and exercises in teaching preschoolers with developmental disabilities: A guide for teachers [Text] / A. A. Kataeva, E. A. Strebleva - M.: Vlados, 2001. - 191 p.
  • Kutyavin, S.E. "We play with words" [Text] / E. S. Kutyavina, N. G. Toporkova, I. T. Shcherbinina. - Yaroslavl. : Publishing House "Academy of Development", 1997.
  • Ushakov, I. N. Extracurricular activities in the Russian language in primary grades[Text] / I. N. Ushakov. - M.: Publishing house "Education", 1971. - 192 p.
  • Fish, beast, bird

    The players are seated at the sides of the room. They choose the driver. He walks past them, repeating three words: "Fish, beast, bird ..." Suddenly stopping in front of someone, he says loudly one of these words, for example, "bird." The player must immediately name a bird, for example "hawk". You cannot hesitate and name those animals, fish or birds that have already been named before. Anyone who gags or answers incorrectly, pays a fant, and then “buys” it out (reads poetry, sings, etc.)

    Trap

    This interesting game tests the agility and intelligence of the participants. Three are playing - the rest are watching and waiting for their turn.
    Two hunters stand at the edges of the table. A two-meter rope or cord tied in a large loop serves as a trap - only a half-knot is made.
    Loop diameter 25-30 cm.
    Hunters hold the ends of the cord so that the loop ring touches the table.
    At a distance of 15-20 cm from the loop, a bait (cube, toy) is placed on the table.
    A player comes up to the table, makes deceptive movements, checking the reaction of the hunters. Seizing the moment, with a quick movement, he puts his hand through the loop and, grabbing the bait, pulls it back.
    Hunters are trying at this moment to tighten the loop so that a hand gets into it. The participants in the game take turns changing their roles.
    This attraction can also be carried out between teams.
    For this, two hunters are allocated from each team, who will catch all the remaining members of the enemy team.
    Everyone is given one try. If he wins, he brings his team one point.
    The winning team is determined by the highest number of points scored. Other conditions of the competition are also possible.

    Don't hurt!

    The players stand in a circle, holding hands tightly.
    In the middle of the circle, pins are placed in random order, approximately at a distance of 50 cm from one another.
    At the judge's signal, each player, without unclenching his hands, tries to push his neighbors onto the pin.
    As soon as the first pin is knocked down, the game is paused. The pin is placed again, and the player who knocked the pin is eliminated from the game.
    The rest, holding hands, resume the game at the signal.
    It should be remembered that pushing is allowed only with your hands, without letting go of the neighbors' hands. And one more thing: if a player, without dropping the pin, breaks the chain three times (releasing his hand), he is out of the game.
    By the end of the game, when the number of participants becomes small, you can reduce the number of pins and the distance between them.

    Prize with a secret

    For this game you will need a large box, postcards according to the number of participants in the game, prizes for each participant.
    Cut each card in half. On the back of one of the halves, write the name of the prize (postcard, sticker, pen, notebook, etc.), and on the other half, write the assignments.
    Tasks can be as follows:

    1. Sing a song
    2. Recite a verse
    3. Ask an interesting question
    4. Tell a funny story
    5. Make a riddle Make a wish
    6. Sing a duet with a friend
    7. Say a phrase, an aphorism for thought

    If you have many participants in the game, you can write the same tasks twice or come up with others. Put the halves of the task cards in a box, and put the halves of the cards with the names of the prizes in a prominent place in the room where the game is being built. Invite each person present to take from the box the halves of a postcard with an assignment and take turns doing what is written in the postcard. After completing the task, the player is looking for the other half of his postcard in the room, where the name of the prize he deserves is written. When the half is found, and the halves of the card match, the host must present this player with the prize indicated on the card. All players should follow the same principle.

    Drawing together

    Invite two players to come forward and draw a joint drawing on the same Whatman paper. One condition must be met: blindfold the players. Suggest a theme for the drawing (nature, pets, etc.). Let the players agree in advance about who will draw what. Then blindfold them and ask them to draw a drawing.

    After the drawing is complete, untie the eyes of the players and invite them to look at what is drawn. Most likely, the drawing will be unaligned, mistakes will be made.

    Summarize. Often in our life, sin closes our eyes, like this bandage. And the episodes of our life are sometimes uncoordinated, we make mistakes. But God removes the blindfold called "Sin" from our eyes and we see all the imperfection of our nature. And this is even very funny!

    Pattern on the back

    How close are you to each other, how does your group have cohesion and community? The following activity will help you answer this question: Have the group sit or stand one behind the other in one line. If the group is large, divide it into two teams.

    The leader in the ear must say the word to the last person in the line. Words should not be complex, so that they can be portrayed. For example: house, sun, flower, person, table, etc.

    The latter on the back of the previous person should "draw" with an unhardened pencil what the presenter said. The one on whose back it was painted must understand what is at stake, and draw the same on the back of his neighbor in front, and so on from player to player.

    When a drawing is "drawn" on the back of the first standing in a line, he must tell the leader what was drawn on his back. The presenter compares the word that he said to the last person and heard from the first. If the words coincide, that is, "sun-sun", then the team is close to each other, they can feel the train of thought of the other. If not, then it is necessary to advise to show more trust in each other, to be closer in communication.

    Balloon with wishes

    In a simple, free environment, you can play a game - wish. Inflate a small ball and invite everyone present to toss it from one person to another so that the ball does not fall on the floor or on other objects. In this case, the presenter must turn on the tape recorder or play any musical instrument.

    After a short time, the presenter stops the music. The person who last touched the ball before the music stopped must say the wish out loud to everyone present or to one person.

    Examples of wishes:

    I wish you a clear sky
    Live without fear, sadness and evil.
    So that the soul strives for beauty
    And she found shelter with Christ.
    (S. Svistun).

    Without faith, life is dark, painful, unbearable,
    Without faith, there is no drop of joy in her.
    Ask God for fruitful faith
    And a quiet light will be shed into your life.

    Do not be blinded by deceit
    Mutilated by vanity,
    If you were born a man
    Always be human.
    (N. Khosrov).

    Life is a moment, just a moment
    But only it is years long
    How important it is to honor everything for rubbish
    And find salvation in God.
    (S. Svistun).

    What passes, we do not own,
    Only the present belongs to us
    While we regret the past
    Life will turn the coming day into the past.
    (R. Gamzatov).

    Don't choose your friends by sight
    On a difficult life path.
    After all, beautiful shoes
    They often rub our feet.
    (S. Svistun).

    When you want to grumble
    Think about others who find it harder
    And learn to notice everywhere
    Grains of happiness in the tumult of days.
    (Mariah).

    To love Christ is my soul's aspiration,
    Love Him with all your heart and soul.
    And always live according to God's command,
    Just as my Redeemer tells me.
    (Enon).

    If you go dear greed,
    You will die soon.
    Wealth is just a bait, you will be lost
    Trapped in grief
    (M. Salman).

    We will all die, there are no immortals,
    And all this is known and not new.
    But we live to leave a mark:
    House or path, tree or word.
    (R. Gamzatov).

    Don't be sad, smile more often
    Even if there is no joy
    And then it will pour into your heart
    Endless light of God.
    (S. Svistun).

    This evening will pass and fade away
    Like everything on earth will fly by.
    Only Christ can give you happiness
    Justify, reassure, forgive.
    (A. Isaev).

    Faith keeps the blameless
    Draws wickedness into sin.
    Faithful to the covenant of the Father
    We will be successful.

    Than for general happiness it is useless to suffer -
    Better to give happiness to someone close.
    Better to tie a friend to yourself with kindness,
    Than to free mankind from fetters.
    (O. Khayyam).

    Often give a person
    It costs us only half an hour
    To create in his heart
    True miracles!
    (K. de Haan).

    When your soul is in doubt
    Persecuted night and day.
    Bend your knees before God -
    You will find comfort in Him.
    (V. Kuzmenkov).

    Life is a carpet. But I was weaving ineptly,
    And now I am ashamed of myself.
    Lots of extra lines and spaces
    I find in my pattern.
    (R. Gamzatov).

    In life it is not necessary for many reasons
    By title to boast, to boast and rank.
    It should be remembered both old and young,
    And the most ascended in this number:
    To be a man in the sublunary world -
    The highest office on a sinful earth.
    (B. Karabaev).

    Sometimes a word is enough
    To cheer up a person.
    So that from the heart of a sinner, sick
    I was able to break through a spring of living water.
    (S. Svistun).

    Intuition-entertainment

    Each player states three things pertaining to him. Two of them are correct, and one is not (the order is arbitrary). The rest of the players try to guess what is correct. The one who guesses correctly gets a point. You can play for the winner.

    What's in the backpack?

    The team players take turns running up to the presenter, who has a backpack full of various things in his hands. On command, each of them puts his hand into the backpack (you can't look !!!), gropes for any thing and says what it is, and then pulls it out - to check. Teams are given a certain amount of time, and the winners are those who learn as many things as possible.

    Quack quack! (Or grunt, piggy, grunt!)

    Do you know the voices in your group well? Everyone sits in a circle on chairs or just on the floor. The man, who is blindfolded, sits in the middle with a pillow in his hands. After he is blindfolded, everyone changes places and remains silent. The driver tries to feel someone's knees with a pillow, then puts the pillow on those knees and says: "Quack, quack!" A player with a pillow on his lap must answer him as well (it is allowed to change his voice). The driver must identify the player by his voice and give his name. He is given 3 attempts. If the driver guesses correctly, they change places.

    Check your observation

    Option A
    3 players leave the room. The presenter invites those who remain in it to accurately describe the players who have left (appearance, character traits, data on the place of study, etc.). To draw an analogy: surely someone will be on the sidelines. Option B
    The players stand opposite each other in pairs, at the command of the leader, they peer at each other for 15 seconds, then turn their backs and begin to answer the questions of the leader about each other. The winner is the one who gives the most complete and correct answers.

    Option B
    One player exits, everyone changes places. One player is covered with a blanket. The player enters and tries to guess who is sitting under the covers.

    History from the header

    10 people write one word of their choice on separate pieces of paper. The leaves are collected and mixed in a hat. The other 10 people take one piece of paper from the hat and read it to themselves. The essence of the game is to tell a coherent story using the words from the header. The first player starts with the word "Once ..." and comes up with a sentence with the word he pulled out. The second continues and so on. At the same time, those who pulled out the sheets from the cap write their words on other sheets of paper and put them in the cap. They are taken out by those who were the first to write the words. Then two teams come up with a story in turn.

    Speaking words

    Option A
    Gather groups of 6 people, have each come up with a six-letter word (do not say it out loud!). Letters are distributed to each member of the group. Children pronounce all letters at the same time, and other commands must guess the word.

    Option B
    On the pieces of paper, proverbs are written in advance according to the number of teams, given that there should be as many players in a team as there are words in a proverb, for example: -It's quieter - you will continue; -You can't get a fish out of the pond without difficulty; - Measure seven times - cut one. Each player chooses one word for himself, and everyone speaks their words together. The other teams must guess what was said. Instead of proverbs, you can use the names of songs or their first lines, biblical verses, but everything should be generally known.

    Musical instruments

    Divide everyone into several teams. Each team receives a sheet with the name of a musical instrument and must depict the game on it, supplementing it with sounds and movements. The group is given a minute to prepare. Then, one by one, the groups are introduced and the others guess the instruments.

    "I AM"

    Give each of them 10 nuts, a topic of conversation and tell them to communicate in pairs, talking and asking questions about the topic. When one of the couple utters the word "I", his interlocutor picks up one nut. The one with the most nuts in 5 minutes is the winner.

    Masterpiece

    You will need pencils, crayons, sticky tape, and a large sheet of paper. Give each team (no more than five people) a set of pencils. At different ends of the room, attach a piece of paper to tables or on the wall so that rivals cannot see. Each player receives only one part of the assignment (picture descriptions). Everyone chooses a place for themselves on a piece of paper, and everyone begins to draw at the same time. For instance:

    1. A man in blue pants….
    2. ... crying a lot ...
    3. ... a striped toy in hand ...
    4. ... crying a lot ...
    5. ... on the street under a maple tree ...

    1. A baby in a stroller ...
    2. ... holding a bottle of juice ...
    3. ... drinks Coca-Cola ...
    4. ... reading a book ...
    5. ... in the stormy sea ...

    Dogs and roosters

    Players sit in a circle. The driver gives everyone the name of the city. Then he says: "I heard that in the city ... the dogs crow, and the roosters bark." The player, whose city was named, replies: “No, sir, in the city ... dogs do not crow and roosters do not bark. The city in which dogs crow and roosters bark is called ... ”. The player whose city was named responds in the same way. If someone does not answer right away or is confused, he gives a bail. When a lot of pledges are collected, they are redeemed, completing some task of the leader.

    Electricity

    Two teams stand opposite each other in ranks. Each team joins hands, forming a chain behind their backs, so that the other team cannot see the interlocked hands. At the end of the chain there is a chair, on it lies a small thing, and at the beginning of the chain there is a leader who tosses a coin. Team captains, i.e. those who are the first in the chain carefully look after the coin (the rest look only in the direction of the chair, i.e. they do not see their captain). In the event of a tails, the captains transmit the current, i.e. quickly squeeze the hand of the one standing next to him, he shakes the hand of the other, and so on - until the end of the "electrical circuit". The last in the chain, having received a "discharge", quickly grabs the thing lying on the chair.
    In the team that did not have time to grab the thing from the chair, a rearrangement takes place. The one who should have been grabbed becomes the captain, and the former captain becomes the second in the chain. The captain can make a mistake by prematurely squeezing the hand of the one standing next to him. This happens when the captain is in a hurry to give "current". In this case, the team also loses.

    Elephant bathing

    Four people are involved. Three are led out the door. The rest is playing a pantomime that now he will wash the elephant. One person starts up, he must watch carefully all the movements of the "washer" and then repeat them to the second, and that third player. At the end, all four take turns telling their version of what they were doing.

    Broken TV

    Everyone knows about a damaged phone. What if the TV goes bad? 3-4 groups take turns showing each other scenes. What will come out of the original idea?

    Competition "Her Majesty Potato"

    1. One from the detachment - who will peel the potatoes faster and better.
    2. One by one from the detachment - who will eat the potatoes faster.
    3. One by one from the detachment - who is more accurate to get the potatoes into the bucket.
    4. Units - write the names of potato dishes.
    5. Detachment - make a potato craft. Who is more original?
    6. The squad is the best advertisement for potatoes
    7. A representative from the detachment - to plant potatoes in a bucket of potatoes. Lay it out in one line. Smooth. Tuber to tuber. Who is faster better than "Plant potatoes?"
    8. According to the representative - who will "harvest the harvest faster?" With their eyes closed, the squad can give prompts.
    9. Relay - for a certain time (10 minutes), the detachment must clean up as much and better quality potatoes as possible (depending on how many knives you have, either in turn, or all together).
    10. Relay - take turns transferring the potatoes on a spoon in your mouth. Who quickly.
    11. Make cheese from potatoes. Do it in 3 minutes. As many holes as possible, but so that the potatoes do not fall apart.

    Ball - ah - show

    1. Cheerful ball
      All sit in a circle. All say a verse in unison.
    2. You roll, merry ball,
      Quickly, quickly from hand to hand.
      Who has a funny ball
      He will sing a song to us.
    3. Spiritual strongmen
      Those who wish are called. The presenter invites them to inflate on a signal air balloons... The winner is the one whose balloon bursts faster.
    4. Architect
      Build a tower of balls
    5. Jet ball
      Participants line up in one line. Their task is to inflate the balls and release them on command. The winner is the one whose ball will fly away further.
    6. Air bridge
      The team stands up one after the other. It is necessary to pass the ball over the head from the first to the last participant and back - between the legs (you can simultaneously transfer 4-5 balls)
    7. The friendliest
      The team is split in pairs. At the signal from the leader, the first couples must run to a predetermined landmark and back, holding the ball between their heads. Pass the balls to the next pair.