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» Camp games to identify the leader. Psychological game to identify a leader

Camp games to identify the leader. Psychological game to identify a leader

Wherever more than two people come together, the problem of leadership arises. In the process of forming a group, some of its members begin to play a more active role, they are given preference, their words are listened to with greater respect, in short, they acquire a dominant position. In this way, the group members are divided into leaders and followers, i.e. on leaders and followers.

The identified leader can become the main link in the chain of relationships between the teacher and the group.

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Who is the leader?

Wherever more than two people come together, the problem of leadership arises. In the process of forming a group, some of its members begin to play a more active role, they are given preference, their words are listened to with greater respect, in short, they acquire a dominant position. In this way, the group members are divided into leaders and followers, i.e. on leaders and followers.

The identified leader can become the main link in the chain of relationships between the counselor and the group.

"Rope"

To play this game, take a rope and tie its ends so that a ring is formed. (The length of the rope depends on the number of children participating in the game.)

The guys stand in a circle and grab the rope, which is inside the circle, with both hands. Assignment: “Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle.” First, there is a pause and complete inaction of the guys, then one of the participants offers some kind of solution: for example, calculate and then build a triangle according to serial numbers, and then directs the actions.

The practice of this game shows that leaders usually take on these functions.

You can continue the game, complicating the task, and invite the children to build a square, star, hexagon.

"Karabas"

The next similar game will be the game “Karabas”. To play the game, the children are seated in a circle, and a counselor sits with them, suggesting the conditions for the game: “Guys, you all know the fairy tale about Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word “KA-RA-BAS” and show a certain number of fingers on my outstretched arms. And you will have to, without agreeing, get up from your chairs, and as many people as I show fingers. This game develops attention and reaction speed.”

In that gaming test two counselors are required. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys.

Most often, the more sociable guys who strive for leadership stand up. Those who get up later, at the end of the game, are less decisive. There are also those who first stand up and then sit down. They constitute the “happy” group. A lack of initiative is that group of the detachment that does not stand up at all.

"Big Family Photo"

This game is best played during the organizational period to identify the leader, as well as in the middle of the shift, and used as visual material in your team.

It is suggested that the children imagine that they are all a big family and that they all need to take a photo together for the family album. You must select a “photographer”. He should arrange for the whole family to be photographed. The “grandfather” is chosen first from the family; he can also participate in the placement of “family” members. No more instructions are given for children; they must decide for themselves who to be and where to stand. And you stop and watch this entertaining picture. The role of “photographer” and “grandfather” is usually taken on by guys striving for leadership. But, however, elements of management and other “family members” cannot be excluded. It will be very interesting for you to observe the distribution of roles, activity and passivity in choosing a location.

This game, played in the middle of a shift, can reveal new leaders and reveal the system of likes and dislikes in groups. After assigning roles and arranging the “family members,” the “photographer” counts to three. On the count of three! everyone shouts “cheese” in unison and very loudly and clap their hands at the same time.

Here is another option for identifying leaders, consisting of several games. To do this, the guys are divided into two or three teams of equal numbers. Each team chooses a name for itself. The counselor offers the conditions: “Now the commands will be executed after I command “Start!” The winning team will be the one that completes the task faster and more accurately.” In this way, you will create a spirit of competition, which is very important for the guys.

So, first task. Now each team must say one word in unison. "Let's start!"

In order to complete this task, all team members need to somehow agree. It is these functions that a person striving for leadership takes on.

Second task. Here it is necessary for half the team to quickly stand up without agreeing on anything. "Let's start!"

The interpretation of this game is similar to the interpretation of the game “Karabas”: the most active members of the group, including the leader, stand up.

Third task. Now all teams are flying to spaceship to Mars, but in order to fly, we need to organize crews as quickly as possible. The crew includes: captain, navigator, passengers and “hare”. So, who is faster?!

Usually, the leader again takes on the functions of the organizer, but the distribution of roles often occurs in such a way that the leader chooses the role of a “hare”. This can be explained by his desire to transfer the responsibility of commander to the shoulders of someone else.

Task four. We arrived on Mars and we need to somehow stay in a Martian hotel, but it only has a triple room, two double rooms and one single. You need to decide as quickly as possible who will live in which room. "Let's start!"

After playing this game, you can see the presence and composition of microgroups in your team. Single rooms usually go to either hidden, unidentified leaders or “outcasts.”

The proposed number of rooms and rooms in them is compiled for a team consisting of 8 participants. If there are more or fewer participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single.

This technique will give you quite complete system leadership in the team. You can end it with some kind of team-building game. (See below)

It should be noted that the main types of leadership are emotional and intellectual leadership. Not the last place in the team is occupied by the leader-organizer. Who to lead your squad depends not only on personal sympathies, but also on the type of activity, the direction of life of the squad in a given shift.

Test “I am a leader”

It would be very interesting and useful to conduct a test among the guys to determine leadership qualities. Let each of them try to evaluate their abilities, lead the team, become an organizer and inspirer of life in the team.

The instructions for this test will be as follows: “If you completely agree with the above statement, then put the number “4” in the box with the corresponding number; if you rather agree than disagree – number “3”; if it’s hard to say – “2”; rather disagree than agree – “1”; completely disagree – “0”.

A sample answer card is located below.

Questions for the test “I am a leader”

  1. I don’t get lost and don’t give up in difficult situations.
  2. My actions are aimed at achieving a goal that is clear to me.
  3. I know how to overcome difficulties.
  4. I love searching and trying new things.
  5. I can easily convince my comrades of something.
  6. I know how to involve my comrades in a common cause.
  7. It's not difficult for me to get everyone to do a good job.
  8. All my friends treat me well.
  9. I know how to distribute my strength in study and work.
  10. I can clearly answer the question of what I want from life.
  11. I plan my time and work well.
  12. I get carried away easily by new things.
  13. It is easy for me to establish normal relationships with my comrades.
  14. When organizing my comrades, I try to interest them.
  15. No person is a mystery to me.
  16. I think it’s important that those I organize are friendly.
  17. If I have Bad mood, I don’t have to show it to others.
  18. Achieving a goal is important to me.
  19. I regularly evaluate my work and my progress.
  20. I am willing to take risks to experience new things.
  21. The first impression I make is usually a good one.
  22. I always succeed.
  23. I feel well the mood of my comrades.
  24. I know how to cheer up the troupe of my comrades.
  25. I can force myself to do exercises in the morning, even if I don’t feel like it.
  26. I usually achieve what I set out to achieve.
  27. There is no problem that I cannot solve.
  28. When making a decision, I go through various options.
  29. I know how to make any person do what I think is necessary.
  30. I know how to choose the right people to organize any business.
  31. I achieve mutual understanding in my relationships with people.
  32. I strive to be understood.
  33. If I encounter difficulties in my work, I don’t give up.
  34. I have never acted like others.
  35. I strive to solve all problems step by step, not all at once.
  36. I've never acted like others
  37. There is no person who could resist my charm.
  38. When organizing things, I take into account the opinions of my comrades.
  39. I find a way out of difficult situations.
  40. I believe that comrades, doing a common cause, must trust each other.
  41. No one will ever ruin my mood.
  42. I imagine how to gain authority among people.
  43. When solving problems, I use the experience of others.
  44. I am not interested in doing monotonous, routine work.
  45. My ideas are readily accepted by my comrades.
  46. I know how to supervise the work of my comrades.
  47. I can find mutual language with people.
  48. I easily manage to rally my comrades around a cause.

After filling out the answer card, you need to calculate the number of points in each column (not taking into account the points assigned for questions 8, 15, 22, 29, 34, 36, 41). This amount determines the development of leadership qualities:

A – ability to manage oneself;

B – awareness of the goal (I know what I want);

B – ability to solve problems;

G – presence of a creative approach;

D – influence on others;

E – knowledge of the rules of organizational work;

F – Organizational skills;

Z – ability to work with a group.

Answer card for the “I am a leader” test

If the sum in the column is less than 10, then the quality is poorly developed, and you need to work on improving it; if it is more than 10, then this quality is moderately or strongly developed.

But before you make a conclusion about whether a teenager is a leader, pay attention to the points given when answering questions 8, 15, 22, 27, 29, 34, 36, 41. If more than 1 point is given for each of them, we We believe that you were insincere in your self-assessment. The test results can be displayed graphically.

Each leader has his own “handwriting”, his own manner, his own way of organizing collective affairs. These techniques characteristic of a leader to influence an individual or a group are called work style.

A.N. Lutoshkin

highlights styles:

  1. SMASHING ARROWS . Calling, insisting, strictly demanding. Effective in teams that are still emerging.
  2. RETURNING BOOMERANG. Advising, consulting, collegial, demanding. Effective in established teams.
  3. WALKING SHUTTLE . Persuading, asking, compromising. Effective depending on the situation.
  4. FLOATING RAFT . Agreeing, compliant, not interfering. Effective only as an auxiliary.

Perhaps you will find the advice to future leaders from the English scientists M. Woodson and D. Francis useful for their work:

  1. SET CLEAR GOALS. Smart teams often find the way themselves if they know where they need to go.
  2. START SMALL. "A big oak grows from a small acorn." Success builds confidence and creates the foundation for new success. People prefer ideas they can understand.
  3. GET AGREEMENT BEFORE YOU ACT. Involvement grows from understanding. Without consent, almost nothing can be changed. Reaching agreement takes a lot of time.
  4. MAKE A REAL SCHEDULE."Moscow was not built in a day". To learn means to unlearn something. The cultural level changes very slowly.
  5. CONSULT OFTEN AND SINCERELY.People have a lot of valuable things to say. When you consult, you strengthen agreement. Consulting is not a form, but a content. Manipulation undermines the ability to create a team
  6. LINK TEAM BUILDING TO ORGANIZATIONAL WORK.People are more willing to do an experiment if it doesn't require a lot of extra work. To build a team, use the opportunity of regular meetings and routine tasks. Positive results will be more obvious.
  7. FACE “POLITICAL” ISSUES WITH COURAGE.Don't put difficult questions on the shelf. Be realistic in your plans. If you play politics, you will discredit your efforts.
  8. ENCOURAGE OPENNESS AND SINCERENESS.Deep-rooted prejudices and attitudes are easier to deal with if they are discussed openly. Don't suppress discussions.
  9. DO NOT Arouse FALSE HOPE.It's easier to promise. Unfulfilled promises will discredit you.
  10. IF NECESSARY, RESTRUCT YOUR WORK.Organizational work takes time. Team building can increase individual workload.
  11. REMEMBER THAT THE UNKNOWN IS MORE SCARY THAN THE KNOWN. REMEMBER THAT DEVELOPMENT IS MAINLY SELF-REGULATORY.If the problem is stated out loud, it no longer seems scary. Age, abilities and attitudes create limitations. Ultimately, we are responsible for our own development.
  12. REMEMBER THAT “YOU CAN DRIVE A HORSE INTO WATER, BUT YOU CANNOT MAKE HIM DRINK.”" People cannot be forced to change their attitude. People can be forced to pretend that they are changing.
  13. REMEMBER THOSE WHO ARE OUTSIDE THE GAME. Envy can help development. People love to be participants themselves.
  14. REMEMBER THAT BUILDING A TEAM MAY CAUSE OTHER PROBLEMS.Other groups of people may feel threatened. Individual like-minded individuals may outgrow their current roles.
  15. WHEN CREATING A TEAM, ALSO USE OPPORTUNITIES.Individual development may take place. New ideas generate further creativity. Existing systems and methods may come into question. Delegate (transfer) authority. People have different strengths and experiences. Delegation (transfer) of authority usually means development.
  16. ACCEPT OUTSIDE HELP IF NECESSARY.Choose who to contact carefully. Take responsibility for your actions. Each person from the outside has his own view of the problem and his own experience. People from outside did not participate inorganizational work.A person from the outside is more likely to be impartial.
  17. LEARN FROM MISTAKES.Admit you're wrong. Review your progress regularly. Encourage feedback - this is the most valuable thing your colleagues can give you.
  18. DO WHAT YOU TALK ABOUT.The actions speak for themselves.

Identifying the leader

Students must determine the topic of the lesson independently after participating in the games.

    The most, the most, the most. The whole group takes part. Students must line up (in no more than 1 minute):

    • by hair color (from light to dark)

      by date of birth (day and month)

      alphabetically by the first letter of the patronymic

      by the colors of the rainbow (by the presence of color in clothing or any object in the hands of participants)

    Fingers. Participants sit or stand in a circle. The presenter shows a certain number of fingers on his hand. As many fingers as there are, so many people must stand up or take a step forward.

    Family photo. You need to imagine that the group is one big family that needs to be photographed for a family album. The photographer must arrange for the entire family to be photographed. The “grandfather” is chosen first from the family. No more instructions are given; students themselves decide who should be who and where to stand. Family members (written on cards that the children hold in front of them in the photo): grandfather, grandmother, father, mother, son, daughter, uncle, aunt, mother’s father-in-law, mother’s mother-in-law, son’s friend, daughter’s friend, father’s friend with his wife, mother’s friend with her husband.

Questions for students:

    Have you guessed what these games are aimed at?

    Who is a leader? What qualities does he have?

    Why does the counselor need to find out who is the leader in the squad?

Wherever more than two people come together, the problem of leadership arises. In the process of forming a team, some of its members begin to play a more active role, they are given preference, their words are listened to, i.e. they acquire a dominant position. In this way, the participants in a group of people are divided into leaders and followers, i.e. on leaders and followers.

Leader- a group member who significant situations able to significantly influence the behavior of other participants.

A leader is a person who leads and whom people trust. This person takes responsibility for the cause and for those people who will follow him. Leaders are not born. They become them. Anyone can find themselves in this role.

A leader has the following characteristics: quality:

    competence– knowledge of the matter in which the child manifests himself as a leader;

    activity– ability to act energetically and assertively;

    initiative– creative manifestation of activity, putting forward ideas and proposals;

    sociability– openness to others, willingness to communicate, need to have contacts with people;

    intelligence– the ability to get to the essence of phenomena, see their causes and consequences, determine the main thing;

    perseverance– manifestation of willpower, perseverance, ability to complete a task;

    self-control– the ability to control your feelings, your behavior in difficult situations;

    performance– endurance, ability to perform strenuous work;

    observation– the ability to see what is important, notice details;

    independence– independence in judgment, the ability to take responsibility;

    organization– the ability to plan one’s activities and show consistency.

However, research shows that sometimes a person who does not possess the listed qualities becomes a leader. Conversely, a person may have these qualities, but not occupy a leadership position in a team.

According to the situational theory of leadership, a leader becomes the person who, when appearing in a group difficult situation exhibits the qualities, properties, abilities, experience necessary for the optimal resolution of this situation in this group. IN different situations the group puts forward different people as a leader.

In order to organize this or that business well, leaders use the most different ways. Some like to order, others to persuade, and others to lead by example.

In general, each leader has his own “handwriting”, his own manner, his own style of organizing things.

The identified leader can become the main link in the chain of relationships between the counselor and the squad.

The counselor needs to remember:

    the leader is not nominated by the group, but spontaneously takes a leadership position with the open or hidden consent of the group;

    when a leader is nominated, a specific, officially unfixed set of group norms and values ​​is identified with his personality;

    The promotion of a leader is always associated with a situation that is significant for the life of the group.

One of the most common ways to identify a leader in a squad is games. Games to identify a leader allow each child to show individuality, creativity, personal leadership skills, get the group's attention. They emphasize the importance and equal opportunities of each child in the team. The counselors serve as material for diagnosing the leadership qualities of each child. It is important to remember that such a diagnosis requires a combination various forms and methods, because Only in this case can objective results be obtained. Each method individually has a fairly large degree of error.

Analysis of previous games:

    The most, the most, the most. What is the purpose of this game? What does the counselor do during the game? What are the options for playing this game depending on the age of the children?

    Fingers. How did the nomination of the leader in this game happen? What are the options for playing this game depending on the age of the children? ("Karabas")

    Family photo. How did the nomination of the leader in this game happen? What are the options for playing this game depending on the age of the children?

Homework: Collect a collection of games to identify the leader. Prepare to play one of the games found.

Poems by Barto

It is necessary to prepare cards in advance, on each of which one line from A. Barto’s poems from the “Toys” cycle will be written. All children know these verses by heart. Each participant takes a card with one line written on it. At the counselor’s signal, the children begin to find out which of their comrades has the missing lines. The children’s task is to find “their” poem in its entirety as quickly as possible, unite in a group and read it in chorus.

Photo for a family album

Participants in the game must imagine themselves as a big, friendly family that will be photographed for a family album. To do this, the guys need to decide who will play what role: who will become the photographer, the photographer’s assistant, who will be this or that family member. The photographer and his assistant help the children line up for the photo.

As a rule, children with leadership qualities strive for the role of photographer and his assistant. The photographer counts to three, the “family” cheerfully shouts “Cheese” - the photo is ready.

Big game

The game consists of several stages, at each of which participants receive tasks. The complexity of the tasks increases with each new stage.

The facilitator divides the participants into 5-6 small teams. The guys are told that this is a game with a secret, but they only find out at the end of the game. The secret is that the presenter, at the end of each stage, will give the game participants chips, the color of which will depend on the activity shown in the game. The guys should not know about the meanings of the chips, but they are as follows:

white chip - for the leader-organizer;

yellow – for an inspiring leader;

green – for the observer;

red - for the performer.

At first, the simplest and smallest task is given - so that the guys get used to their new team. For example, come up with for your team interesting name. It will take no more than 3-5 minutes to complete the task.

Then the players can be offered the following tasks (they can be changed or supplemented at the discretion of the presenter):

Assembling a puzzle or mosaic is a task with no time limit; the team that completes the task first wins.

Draw a picture on a common theme for all teams. Time 5 minutes.

Compose a poem using the given rhymes. You have 4 minutes to complete this task.

In 5 minutes, create a crossword puzzle consisting of 5 words on a common topic for all teams. Examples of topics: countries and cities, animals and plants, history, etc.

In 3 minutes, write a short story, all words of which begin with the same letter.

How many fingers?

The players sit in a circle with the leader. On command, the leader shows the participants a certain number of fingers. At the same time, as many people must get up from their chairs as the number of fingers the presenter showed. In this game, players need to be fast and attentive. As a rule, children who strive for leadership rise from their chairs first, and indecisive and less sociable children rise later.

Desert Island

In this game, the children will play the role of explorers of a desert island. On a small but fast ship, they will set off on a long journey to distant and unfamiliar shores.

The facilitator helps the participants break into 2-3 small teams. Each team gives a name to its ship.

The game consists of several mini-games.

Game one. Departure.

In this game, teams are given the task to unanimously say the word “Let's set sail!” as a whole team. To do this, players will have to agree with each other in advance. As a rule, it is the leader who takes charge of managing this process.

Game two. Crew formation.

To set off, the guys need to create a crew, namely, choose a ship captain, a navigator and a “hare”. The rest of the crew will become passengers. The most active participants in the distribution of roles on the ship are those who strive for leadership; For themselves, as a rule, they choose the role of a “hare”.

Game three. Overnight on the island.

After a three-day voyage, the ship finally found itself off the coast of an uninhabited island. The travelers are tired and need to settle down for the night. Since the island is uninhabited, they prudently took tents with them. Crew members and passengers need to stay in tents for the night.

Each team has two 2-person tents, one 3-person tent and one 1-person tent. If the number of players on a team is not 8, the leader must change the number and capacity of tents so that the total number of places is equal to the number of participants, and so that each team has one 1-person tent, and there are 2 and 3-person tents available.

Based on who will be staying in which tent, the presenter can get an idea of ​​what groups there are in the children's team. Hidden, unrecognized leaders or “outcasts” usually remain in a 1-person tent.

Large family photo

The children in the groups are asked to imagine that they are all a big family that needs to take a photo together for a family album. To play the game, you need to choose a “photographer” (he must arrange the whole family for photography) and a “grandfather” (he can also participate in arranging the family). Children are not given any more instructions; they themselves must decide who should be who and where to stand. And just watch this entertaining picture. The roles of “photographer” and “grandfather” are usually taken on by guys striving for leadership, but elements of management and other “family members” are not excluded.

After the roles are distributed and arranged, the “photographer” counts to three. On the count of “three,” everyone shouts the word “cheese” and clap their hands.

The same game, played in the middle of a shift, will allow you to identify new leaders and reveal the system of likes and dislikes in groups.

Adaptation

Using the “Molecule” game, participants are divided into two groups of 4-5 people.

"Molecule". The presenter invites the children to stand up and place themselves in a certain area in a way that is convenient for them. After the host’s phrase: “Molecules are chaos,” the game participants begin to move in an arbitrary direction, mixing. When the phrase “Molecules are four (molecules are five)” is heard, players must quickly form groups of four or five.

Competitions can be very diverse (intellectual, sports, to solve non-standard tasks, using handouts) - it all depends on the imagination of the organizers. After each competition, the composition of the groups changes.

Based on the results of each competition, children collectively choose what color token to award to which of the group members:

Red is the leader, offers the main ideas”, organizes the work;

Yellow - performer:

Green - accomplice:

Blue is a passive observer.

At the end of the game (after all competitions have been held), each group makes an application from the tokens received. This application makes it possible to draw a conclusion about the general activity of children and the main positions they occupy in the team.

Games on the bus

Name + name = words

If the children sitting next to each other do not yet know each other, you need to invite them to learn each other's names. Let them introduce themselves and ask the names of their neighbors. After this, you should tell the rules of the game.

For example, Kolya and Sasha are driving nearby. They will have to put together the letters that make up their names and use those letters to create as many new words as possible. The time allotted for the task is 5 minutes. This pair of children may come up with the following words: porridge, juice, stake, shock. The winner is the pair of children who come up with the most a large number of words It is necessary to agree in advance whether they will be used full names or diminutives.

guess who

Pieces of paper with names are placed in a bag or box famous people. In turn, each of the children must draw out one of the pieces of paper and depict, using movements, gestures or speech, the one who fell to him. The others' task is to guess.

Divination

Many children, especially girls, love various fortune telling, so offer them one of the options to do this. Let everyone ask a question that interests them or some funny question. And announce how the answer will be received. There can be a lot of options. For example, if exactly one minute later there is a tree to the left of the bus, the answer to the question is yes, or if a car is driving towards white– the answer will be negative. Another option: if the bus makes its next turn to the right, the wish will come true, but if it turns left, it will not.

Two rows

The presenter invites the children to divide into two teams according to the rows in which they sit on the bus. The right team is given the task of looking out the window to count 5 blue cars (houses, fences). The left team, for its part, must find 5 green cars (houses, fences).

Show and name

The counselor recites to the children:

One two three four five,

We'll have fun playing.

You guys don't yawn,

And repeat after me.

The presenter shows a part of the body and names it. Children do the same. After several demonstrations, when the children get used to the instructions, the teacher names and shows different parts, thereby confusing the children. Participants must notice the discrepancy and avoid making mistakes.

Broken phone

This popular game can also be played on the bus. Let the guys pass words to each other from first to last places.

Let's clap our hands

First, you need to invite everyone to clap their hands together, loudly so that those passing by can hear. The presenter claps with the children for a while, then stops and invites them to clap:

only for girls;

only for boys;

only to those who always tell the truth;

only for those who love summer;

only for those who can swim;

only for those who love lemonade, chocolate, ice cream, semolina (etc.);

only for those who are going to the camp for the first time;

only to those who have never been to our camp;

and now everyone is clapping together - greeting our old and new friends.

A song will also help you pass the time on the road. For choral singing, you can use the camp anthem or a well-known song. But in any case, it is better to print out the lyrics of the songs that are supposed to be sung in advance and distribute them to the children on the bus.

"Ring of Songs"

The bus interior is divided into two teams. In order to win this game, you need to know a lot of songs. Whichever team sings them the most will be the winner! The first team sings a verse from any song, as soon as they finish, the second team immediately sings a verse from another song. This game is very variable and its conditions depend on your imagination. These can be songs on a specific topic; one team can sing a song containing a question, and the second team sings a song containing the answer to that question; there may be songs in which numbers appear and so on.

What I saw"

This game is for attention. In it, the guys must count the number of illogical judgments in the poem that the counselor will read:

I saw the lake on fire

A dog in trousers on a horse,

The house has a hat instead of a roof,

Cats caught by mice.

I saw a duck and a fox

That a plow plows a meadow in the forest,

Like a bear trying on shoes,

And like a fool, he believed everything.

(S.Ya. Marshak)

Because of the forest, because of the mountains

Grandfather Yegor was driving.

He's on a piebald cart,

On an oak horse

He is belted with a club,

Leaning on the sash,

Wide-leg boots,

The jacket is on bare feet.

A village was driving past a man,

And from under the dog the gate barks,

The horse grabbed the whip

Whipping a man

Black cow

Leads the girl by the horns.

(K.S. Stanislavsky)

Petka-Vaska"

The counselor plays the role of the leader, and the guys are divided into two teams: one is “Petka”, the other is “Vaska”. The following is all together:

In a sunny meadow

There is a green house.

And on the porch of the house

"Petki":

Petka! I have a checkered shirt!

I came to you, kids,

To eat candy!

"Vaska":

Vaska! My pants have polka dots!

I came from a fairy tale

Because I'm good!

All this is done several times, the counselor points first to one team, then to the other, and at the end of the game - to both teams at once, and one of them must shout out the other.

Cardboard"

A cardboard with a pencil is passed along each row, and each participant must write a word of four to five letters on the cardboard passed along his row. When counting, the number of letters and time are taken into account.

Relay race

Relay race on a bus - this really happens. You can pass a matchbox at speed along the rows. Or you can pass a cardboard with a pencil along each row, and each participant must write a word of four or five letters on the cardboard passed along his row. When counting, the number of letters and time are taken into account.

Cardboard and pencil can be used to play dating. To do this, the guys must write their names on cardboard. After the end of the game, the counselor announces statistical data: how many Svet, Igor, Len, Sash, etc. we have.

Sailor

The bus interior is divided into two teams. “A competition is being announced for the best ship crew. For this we need to know a lot of songs. Whichever team sings them the most will be the winner! But the main thing is that the song contains words about the sea, sailors, sea ​​ships" This game is very variable and its conditions depend on your imagination. These could be songs about Moscow, there could be songs in which numbers appear: “million, million, million Red roses"; “...the girl from apartment 45”; “...one word, two words...” More difficult option This game will be a Question and Answer game, where the team takes turns taking a question from one song and an answer from another. “Why are you standing there, rocking?..” “...The sea wave is rocking and rocking.” It is possible for one team to ask a question in song form, and the second, again from the lyrics of the songs, selects an answer.

Question answer

A more challenging version of this game is the Question and Answer game, where the team takes turns taking a question from one song and an answer from another. “Why are you standing there, rocking?..” “...The sea wave is rocking and rocking.” It is possible for one team to ask a question in song form, and the second, again from the lyrics of the songs, selects an answer.

What did I see

A game of attentiveness. There are probably some particularly memorable objects along the bus route. The counselor can arrange a competition to see who can give the most correct answers. For example, how many red cars did you come across? How many floors does the house you just passed have? How many buses are there in total in a convoy? what color is our bus?...

Guess

Invite the children to guess the objects you just passed. But it’s worth describing them somewhat in an unusual way. For example, "blue body, smooth head with a narrow opening and envelopes in the stomach" ( Mailbox). The first person to guess asks the riddle to everyone else.

Polar explorers

A game-scenario for the entire duration of the bus journey.

Now, while we are riding on the bus, you and I will be polar explorers getting to the snowy kingdom. And I and... will be the leaders of the expedition.

Look, I have a map of the North Pole and we will use it to move to the Snow Kingdom. This row is one expedition and your blue flag, and this row is another expedition and your green flag. Whoever gets to the checkpoint faster puts his flag, as pioneers.

Is everyone ready to go on this dangerous and difficult journey? "Yes!" Then, let's go!

Polar explorers, hands up, ...(Since the north is very beautiful, but at the same time very dangerous place, you all must be able to clearly and quickly carry out our commands so as not to die)

Koltsovka - what you need to take on an expedition to the North Pole (Now let’s check if you took everything, didn’t forget anything, or maybe put something extra) (the necessary items are shouted in turn)

Expedition list (We will check if everything is assembled and make a list of the expedition, here are the sheets for you, you need to write your name and pass it on)

Koltsovka - types of movement in the snow (What do you think we will have to use to get to the Snow Kingdom: skis, personal and reindeer sleds, snowmobile, all-terrain vehicle, sled, ...)

Verse - echo (According to the map these are the coordinates of the mountains, but because of the snow storm there is very poor visibility, so we have to shout all the time and as soon as we hear the answer, it means it is an echo, and we have reached the mountains)

What time is it? (hour)

What time will it be in an hour? (hour)

No, it's not true, there will be two, (ah)

Think, think head(s)

How does the rooster crow in the village? (uh)

Yes, not an eagle owl, but a rooster (uh)

Are you sure that's true? (How)

But in reality, how? (How)

Is it an elbow or an eye? (eye)

So what do you have? (nose)

What is two and two? (two)

You can't be trusted at all (no)

Are you always good? (Yes)

Or only sometimes? (Yes)

Are you tired of answering? (No)

I allow you to remain silent.

Marine terms

(You and I have reached the mountains, and behind the mountains a boundless sea awaits us, covered with thick ice, and before we continue our journey, I will tell you words, and you will have to translate them into maritime language)

Sea cook (cook)

Underwater rock (reef)

A place where a ship can sit on the bottom for a long time (ground)

The room on the ship where people live (cabin)

What is the name of a window on a ship (porthole)

Ship's brake (anchor)

What helps ships find their way in the fog (lighthouse)

God of the Sea (Neptune)

A bagel that doesn't sink ( Lifebuoy)

Striped like zebras, climb ropes like monkeys (sailors)

Pass the lifebuoy (ball) to the drowning person and back (You must walk on the ice very carefully, otherwise you can fall through the ice; this is a dangerous place, we pass carefully, ..., the last one fell through, we need to save him urgently)

Inflate one by one Balloons(But our victims still managed to swallow water, so they urgently need artificial respiration)

Fish (While the victims were underwater, they managed to see a lot of fish. What kind of fish did they see?)

Counting verse (We are great, we crossed the sea. And now, you can take a break. I’ll read you a poem)

Seryozhka fell into the snow

And behind him is Alyoshka

And behind him Irinka

And behind her is Marinka

And then Ignat fell

How many guys are there in the snow (5 people)

Secret word (northern lights - children must whisper these words to the end, but so that the second counselor (spy satellite) does not hear anything) (Our journey is coming to an end and you must radio the secret information that you have learned to the mainland in the last paragraph, but so that spy satellites do not intercept this information)

Pie - a mystery verse (And finally, on the occasion of such a joyful moment that our journey is successfully completed, I propose to bake a festive pie)

I wanted to throw a ball.

And I'm visiting myself...

I bought flour, I bought cottage cheese

Baked crumbly...

Pie, knives and forks are here

But there’s something the guests don’t...

I waited as long as I could

Then a piece...

Then he pulled up a chair and sat down

And the whole pie in a minute...

When the guests arrived,

Not even crumbs...

And now the snowy kingdom is visible. Let's, when we arrive at the place, make a noise orchestra (hurray, clap your hands, stomp your feet, squeal with joy, throw your hats in the air). Now let's practice...

What did we take to camp?

You have already met us, and now we want to get to know you, so on the count of “three” everyone will shout out their name loudly (the counselors are trying to guess how many Mash, Dim, ... are in the squad; Your name is Fedya, no?, A how? Masha? Everyone remembers that it’s Masha, not Fedya, ...)

What did you take to the camp?

Have you forgotten anything?

did you get a towel?

Have you forgotten your good mood?

Did you take the eyes?

3/did you get a brush and toothpaste?

What about fried hippopotamus?

Yellow submarine?

Did you forget your spare knees? (how did you manage to pack them in the suitcase where they are sold, is there permission to transport this valuable item on the bus?)

We are now going by bus to the camp to rest there. And at the same time with us, thousands more people are moving somewhere and for some purpose. Let's find out:

Why does it move? The counselor names the letter.

What is the driver's name?

The counselor quietly finds out the name and patronymic of the bus driver and then invites the children to guess them. First, the name is guessed. Children, raising their hands, must take turns naming their versions. After guessing the name, you can guess the middle name. The most resourceful children should be awarded a prize.

Also, while driving on the bus, you can play sit-down games with the audience (goal-bar-past, pizzeria, chica-boom, hippodrome), sing songs, and solve riddles.

Games with a hall in the camp

Three movements

A leader is selected who must show the children three simple movements. For example, the following:

The arms are raised and bent at the elbows, fingers at shoulder level.

Arms extended forward.

Hands raised up.

Each movement is assigned its own number, and children are asked to remember these numbers. Then the presenter calls the number of one of some exercises, and at the same time he can do something else. Children need to repeat after the leader only those movements whose assigned number was named to them correctly. The most attentive player is revealed.

Travel bag

The presenter invites the children to name items that may be useful on a long journey. You need to offer things that will be needed first. One, two, three, let's start the battle! (The winner is the child who actually names the right thing last.)

Flies - does not fly

The leader calls the group of children different words. If these objects can fly, children should say “Flies!” At the same time, by waving their hands they depict flight. If the presenter names an object that cannot fly, you must remain silent.

The leader must pronounce the words quickly enough. The names of “flying” objects, animals and birds alternate in random order with “non-flying” ones.

Traffic light

And this game will help you check how friendly and attentive the guys are. They are invited to sing some famous song. The presenter holds in his hands three large circles of yellow, red and green. When the presenter shows the audience a green circle, everyone sings the song loudly. If the yellow circle is raised, the song is sung quietly. Red circle - silence reigns in the hall, you need to sing to yourself.

Football match

The presenter invites the players to imagine that they are at a football championship. One half of the guys are fans of Spartak, the other half of Dynamo.

When the Leader raised his right hand, the teams shout the word “GOAL!”; if the left hand is raised, they need to shout the word “PASS!” If the presenter raises both hands at once, the word “PUCK!” Hands crossed on the chest - the players shout the word “BAR!”

Tick-tock

The game leader tells the children that a watch is a very important thing that every person needs. Then he asks everyone to listen together and find out how the clock runs and what can happen if you handle it carelessly.

The rules of this game are as follows: if the presenter claps his hands once, the left half of the hall shouts “Tick”; if two hand claps sound, the right half of the players loudly say “So” in chorus.

Several times at the beginning of the game, the leader alternates the claps correctly, then begins to “confuse” them by clapping “out of order.”

Turtle

The presenter stands on stage and names different animals. The children answer him with the sound this animal makes:

Cat - "Meow!"

Dog - "Woof!"

When the presenter says: “Turtle!”, the children fall silent, lower their heads down, touching their chins to their bodies, and wrap their arms around themselves.

Note: the presenter can name any animals, including wild, rare and fabulous ones.

Forbidden number

Rows of children take turns calling out numbers, and instead of the forbidden ones, for example, those ending in “three” (3, 13, 23, 33, etc.), they clap their hands.

Song of animals

You need to sing a familiar melody using the sounds of some animal. For example, meow "Chunga-changa."

Funny Games

Fanta

The leader chooses an assistant. The players give the presenter one of their things (forfeit). The presenter's assistant turns away - you can blindfold him - and comes up with what action the owner of the forfeit pulled out by the presenter should perform in order to return his item. Players must fulfill all the whims of the assistant. It is more interesting when it is not a trivial “sing, read poetry”, but a task invented with good humor.

Sticks

A small board is laid with its middle on a round support. 12 small sticks are placed on one edge, the other end rises upward under the weight of the shelves. They hit him with force. The sticks fly apart. While the driver brings them back, the players hide.

The game is complicated by the fact that the leader is forced to guard the board with sticks, because any of the unfound participants can sneak up and, shouting the leader’s name, hit its edge. The sticks fly apart. The driver interrupts the search and puts them back together. But children found by the driver should not approach the board.

As a result, the role of the host goes to the player who could not be found for the longest time.

Disaster City

Players stand in threes. Two people build a "house", clasping their hands high. A “resident” comes between them. One of them is left without a home - a “homeless man”. This city is constantly experiencing disasters: flood, fire or earthquake. The homeless man announces what a misfortune has happened this time.

Player actions:

When there is a flood, residents change their house.

In the event of a fire, residents remain in place, but the “houses” move.

During an earthquake, both houses and residents move.

The homeless man tries to take the place of the one who hesitated. The role of the homeless goes to the slow one.

Traps

The game is played according to the trickle principle. Several people stand in pairs, forming traps: they raise their clasped hands. The number of traps depends on the number of players: firstly, this is a smaller part of the players, and secondly, it is taken into account that after the first stop an even number of players should fall into the traps. That is, there can be 2, 4, 8 and so on traps. Traps should not be located far from each other. The rest, in a line, holding the previous one by the waist, pass under traps, open until the leader’s command. At the agreed signal, the “traps” lower their hands and catch the unwary. They form a new trap.

The last one in the chain is declared the winner.

Bees and snakes

Some of the participants are bees, the rest are snakes. They have kings who must “feed” their subjects. The king of bees is looking for honey for his team, the king of snakes is looking for a lizard. They agree on what objects I will depict as honey and a lizard.

When the kings come out, things are hidden in front of the other players. The returning rulers are helped in their search by their subjects: some hiss, others buzz. The noise intensifies when the kings are at the target.

In the end, the team that gives the best clue to the king wins.

Fishing

Before the game, you need to mark a large circle. This is the Sea. The players are fish. Two guys are fishermen who make a “net”: they join hands.

The leader sends the fishermen to get fish. A fish is caught with a net, and the one caught joins the fishermen, thereby increasing the net.

The game ends when there is only one fish left in the sea. This is the winner.

"Bubble"

Captain's competition. Teams are given cups of soap bubbles. Each team forms its own circle, inside which stands the captain with a sheet of blank paper in his hands. At a signal and to the music, the participants begin to blow bubbles, and the captain catches them by placing paper. The captain with the most bubble prints on the sheet wins.

"Mummy"

From toilet paper You'll get a great "Mummy". Two or more pairs of volunteers are called. One of the players in each pair is the “mummy”, and the second is the “mumiator”. The “mumiator” must wrap the “mummy” with “bandages” made of toilet paper as quickly as possible.

"Caterpillar"

All participants line up like a train and, holding each other by the waist, squat down. The presenter announces that they are portraying a caterpillar and must show how the caterpillar sleeps, stretches, gets up, washes itself, does exercises, and dances. In this case, the tail specifically prevents the head from doing its business.

"Nonsense"

The game "Nonsense" is very famous and forever young. Each participant has a piece of paper in front of them. The presenter asks questions that need to be answered: who, when, where, did what, what did he see, what did he say?.. The questions may be different - the main thing is that, having answered the question, you need to pass your piece of paper to the neighbor on the left (with In this case, the top edge of the sheet is folded so that it is impossible to read what is written). In turn, you yourself receive a piece of paper from your neighbor on the right. When the sheets go around everyone in a circle, the leader collects them and reads the result out loud. Sometimes it turns out to be really nonsense, and sometimes it’s just hilarious.

"Change hand"

Players are invited to try to draw or color something, but with their left hand, and those who are left-handed use their right.

"Siamese twins"

A great game for children and adults. Two participants are selected. They must join hands. And with the hands that remain free, they need to complete some task. For example, fold a sheet of paper several times or wrap paper as a gift and then tie it with a ribbon, tie a light scarf with a bow, etc.

“Secrets of the Circle” (also to reveal creative skills)

Players must turn a simple circle drawn in advance by the leader into a drawing. The player with the most interesting drawing wins.

Amusement games for two players

Turkey fights

In this game, players need to stand on one leg while holding the other leg behind their back with both hands. Raise your head up and push each other with your chest. The first one to let go or fall loses. This game is quite dangerous! At the beginning of the game, it is necessary to take away objects from the players that may fall off or injure an opponent, and ask them to remove them chewing gum, take off your glasses, turn the visors of your caps back. Players should push only with their chests, and in no case with their heads. The players stand in pairs, shoulder to shoulder, and begin the game on the command “Start!”

Fighting frogs

The players touch their sides in a squatting position. In this case, your hands must be clasped behind your back. The loser is the one who opens his hands first or falls.

Badgers in holes

The players pull the rope while standing in two hoops. The one who comes out of the hoop first loses.

Weightlifters

For this game it is necessary to select players of approximately the same height. Players must stand with their backs to each other and pull forward a stick, which they both hold above their heads. The winner is the one who can hold the stick in his hands without lifting his feet off the ground.

Lilliputian combined event

In this game, competitors throw matches and balloons. The winner is the one who throws each of these objects as far as possible or hits the designated target more accurately.

Quadathlon

For this game, designate a square of sufficiently large area, and also tie the ropes in such a way that there are four free ends left equal length, which are attached to the belts of the players. Prizes are placed at the corners of the square. The winner is the one who is the first, having overcome the resistance of his opponents, to reach his corner with the prize.

Spinal newspaper

In this game, two players have a number (or some word) written on a piece of paper attached to their backs, and they stand in a circle and jump on one leg, trying to see their opponent’s number, while preventing them from reading theirs.

Indoor games at camp

Quiet-louder

Almost everyone has played the game “Hot and Cold” at one time or another? The above game is similar to it: the players sit in a circle, and the driver leaves the circle and turns his back. Someone from the circle hides any thing (for example, in his pocket), and the driver must point to the person who hid it. To do this, the players sing any song, and do it louder when the driver approaches this object and quieter when he moves away from it. If the driver finds the right player, he takes his place, and the one found goes out to lead.

Fishing

In this game you need to hit a deep bowl standing on a chair with buttons, pebbles or other small objects. You need to throw from a distance of at least 2 meters, and try to ensure that the thrown object remains in the bowl. This game can also be played as a team. In this case, the victory goes to the team that collects the most items in its bowl.

Blinking little lights

In this game, players sit on chairs arranged in a circle. One more player stands behind those sitting. One chair should remain empty. The player standing behind the empty chair discreetly winks at one of the players sitting in the chairs. This player needs to take an empty chair as quickly as possible. In this case, the player who is standing behind him must try to prevent this by holding him by the shoulders. At the beginning of the game, the hands of all players standing behind are lowered; it is important for them to react in time to the wink and not miss their partner. If the seated player failed to run to an empty chair in time, then he changes place with the one standing behind him.

Knees

In this game, the players also sit in a circle, as closely as possible, and each player must place the palm of his left hand on the right knee of his neighbor on the left. And the palm of the right hand is placed on the neighbor’s right on the left knee. After this, the players take turns in a clockwise direction, starting with the counselor, and lightly hit their neighbor’s knee with their palm. First, the leader with his right hand, then his neighbor on the right with his left, after that his neighbor on the left with his right, then the leader with his left hand, etc.

On the first lap they do it slowly so that everyone understands the rules of the game. Then they begin the game itself, according to the rules of which the player who is delayed in clapping or who made it earlier removes his hand. A player forced to remove both hands is out of the game. With each lap the game speeds up more and more. To complicate the game, the counselor can count faster and faster, to which the players must clap. The last three participants remaining in the game are the winners.

Fish, birds, animals

The players stand in a circle, and the driver stands in the center of this circle. The driver extends his right hand forward and begins to spin around his axis with his eyes closed, saying once the phrase: “Fish, birds, animals.” After this, he stops and points to one of the players and pronounces any of these words. The player pointed to by the driver must quickly say the name of the bird, fish or animal - depending on what the driver requested. If the player does not give an answer and the driver manages to count to three, then the player is eliminated from the game. The names of birds, fish and animals cannot be repeated. The winner is the one who remains in the circle last, that is, the one who knows large quantity names of animals.

Activities

This is a fun game that is suitable for children of all ages. In it, children compete in teams. One participant makes a wish for a certain object, animal, bird, etc. and shows, explains or draws the mystery for their group, and the rest of the children guess this word, object or phrase.

"Mail"

The game begins with a roll call between the driver and the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From the city …

-What are they doing in the city?

The driver can say that in the city they are dancing, singing, jumping, etc. All players must do what the driver said. The driver can confuse the players - say one thing and do another. And the one who performs the task poorly gives away a forfeit. The game ends as soon as the driver collects five forfeits. Players whose forfeits are from the driver must redeem them. The driver comes up with interesting tasks for them. Children read poems and tell stories funny stories, remember riddles, imitate the movements of animals. The participants in the game can come up with tasks themselves. Then a new driver is chosen and the game is repeated.

Blinking lights"

Players stand in pairs, behind each other’s heads, forming a circle. The players standing behind look at the heels of the one in front. One of the players does not have a pair, he is the driver and tries to lure one of the players to join him by winking. Having caught this signal, the player must run over to the driver and stand behind him. Each of the “guards” standing behind him tries not to miss the player standing in front of him. Whoever missed his ward becomes the driver.

Verbal volleyball"

All players stand in a circle and throw the ball through the center of the circle. In this case, players need to name a word, a noun. The one who catches the ball simultaneously adds a verb that has a suitable meaning. For example, a “cloud” floats, a “bonfire” burns, and whoever calls nonsense leaves the game. The smartest ones remain.

Dog Cat"

The players sit or stand in a circle. The presenter says to the neighbor on the right in narrative form “Dog”, and to the neighbor on the left “Cat”. The neighbors ask again in a questioning manner. Neighbor on the right: “Dog?” Neighbor on the left: “Cat?” The presenter answers affirmatively to the neighbor on the right: “Dog!” The neighbor on the left is “cat”. After this, the neighbor on the right addresses his neighbor on the right, saying “Dog” in narrative form. He asks again: “Dog?” The neighbor standing to the right of the leader again asks the leader: “Dog?” The presenter answers in the affirmative: “Dog!” The procedure is repeated in a circle. Similarly, the word “Cat” is transmitted on the left side. The players' task is not to get confused. The game will end when the word “Cat” comes to the leader on the right side with a narrative intonation, and the word “Dog” on the left side.

"Bird"

Before the game, everyone selects a forfeit for themselves - any small thing, toy. All players sit down comfortably. A forfeit collector is selected. He sits in the middle and gives all the other players the names of the trees (oak, maple, linden, etc.). Everyone should remember their name. The forfeit collector says: “A bird flew in and sat on an oak tree.” The oak should answer: “I wasn’t on the oak tree, I flew to the tree.” The tree calls another tree, etc. Whoever misses gives a forfeit. At the end of the game, the forfeits are won back: children sing, read poetry, dance, etc. It is necessary to carefully monitor the progress of the game and respond quickly. You can't give any hints.

Pen"

The players sit in a circle. The counselor hands his neighbor a pen and says: “I’m passing the pen correctly.” Next, the pen is passed around each other in a circle, and the presenter comments on whether the pen is passed correctly. The players' task is to guess how to pass the handle correctly. The presenter can think of a variety of options. For example: the one who smiled at his neighbor correctly conveys the message, looks at the neighbor, etc.

Alyonushka and Ivanushka"

“Alyonushka” and “Ivanushka” are selected and they are blindfolded. They are inside the circle. The players stand in a circle and join hands. “Ivanushka” must catch “Alyonushka”. To do this, he can call her: “Alyonushka!” “Alyonushka” must definitely respond: “I’m here, Ivanushka!” As soon as “Ivanushka” caught “Alyonushka”, other guys take their place and the game starts all over again.

Box of pencils"

To play, you need to prepare one pencil less than the number of participants in the game. Participants in the game must squat in a circle with their hands behind their backs. Pencils are placed in a circle in the middle. The counselor tells a story that may begin something like this: “Once upon a time there was a family. Their last name was Karandashov...” When children hear the word “pencil,” they should grab one of the pencils as quickly as possible. The one who does not get a pencil is eliminated from the game. Then the pencils are put back in their original place and the game continues. Do not forget to put one pencil aside, and then the story continues. Instead of pencils, you can play with other objects, for example, chestnuts, cubes, etc. It is only important that they are at the same distance from the children. Children should always keep their hands behind their backs and handle each other carefully.

Carrots and cabbage"

The children are invited to use the command “Carrot” to draw a carrot with their brushes. To do this, the palms are turned down and the fingers are slightly closed. At the command “Cabbage,” draw a cabbage (palms up). A leader can name one thing and show another.

It's the other way around"

All participants stand in one line. The leader, standing in front of them, shows the movements. Everyone must perform the movements shown by the leader, only in reverse. For example, he shows - hands up, everyone - hands down, etc.

Neighbor, raise your hand"

The players, standing or sitting (depending on the agreement), form a circle. A driver is chosen by lot to stand inside the circle. He calmly walks in a circle, then stops in front of one of the players and loudly says: “Hands!” The player to whom the driver addressed continues to stand (sit) without changing position. And both of his neighbors must raise one hand up: the neighbor on the right - the left, the neighbor on the left - the right, i.e. the hand that is closer to the player standing (sitting) between them. If one of the guys made a mistake, that is, raised the wrong hand or forgot to raise it altogether, then he changes roles with the leader. They play for a set time. The child who has never been a driver wins. A player is considered a loser even if he only tried to raise the wrong hand. The driver must stop exactly opposite the player he is addressing. Otherwise, his command is not executed.

Ponytails"

Before the game, the leader reminds the children that animals have long and short tails, for example, a hare has a short tail, and a fox has a long tail. They agree that if the leader names an animal that has a long tail, everyone raises their right hand up and waves their palm, but if the tail is short, they clap their hands. Animals should be named at a fairly fast pace and alternated along the length of the tail. The leader also plays with the children, but sometimes he “makes mistakes.” When summing up the results, the most attentive ones are noted.

Silent game"

The players sit in a circle. The driver is selected. He also sits in a circle with the children. The driver slowly pushes the player on his right (or left) side with his shoulder. He, in turn, transfers this movement to his neighbor in a circle, and this continues until the movement returns to the driver. The point of the game is to make your neighbor talk or laugh. If a neighbor speaks or laughs once, then all the players look at him, and the neighboring players, that is, those sitting on both sides of him, begin to make him laugh with grimaces. If he can’t stand it (laughs or makes some sound), he leaves the game. The one who shows more self-control wins. The losers must sing, read a poem, or dance at the end of the game.

Prohibited movement"

All playing children and their counselor stand in a circle. The counselor steps forward to be more noticeable. The counselor invites the players to perform all the movements after him, with the exception of those prohibited, which were previously established by him. For example, it is prohibited to perform the “arms forward” movement. The head shows different movements, and all the players repeat them. Unexpectedly, the leader performs a prohibited movement. Whichever participant in the game makes a mistake and completes it takes a step forward or is fined, and then continues to play. The penalty may be the following: jump on one leg in a circle, say a tongue twister, etc.

"Nose, nose, nose, mouth..."

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

Give an answer"

The players are divided into two groups. Each group is built opposite each other in two lines, the distance between which should be 3 - 4 m. The leader stands in the center of the site. Addressing each rank in turn, he asks the players different questions. According to the terms of the game, players are not required to answer. Whoever answers the presenter's question will be fined. For example, the presenter asks: “Will you play with us tomorrow?” If one of the players answers: “Yes, we will!”, then he must sing or dance. After the player fulfills the condition, he takes his place. The group whose players made fewer mistakes or made no mistakes at all wins. Questions should be asked to each group in turn. If a player deliberately gives an answer, in repeated cases he is excluded from the game.

"Noun, adjective"

The counselor walks in a circle with a ball. He throws a ball to someone and says some noun, for example, “plum,” and the player must quickly form the adjective “plum” from this noun and throw the ball back, saying this word. If a player does not say an adjective within three seconds, then he gives a forfeit, which he will then have to work off.

For interest, you need to come up with complex nouns from which it is difficult to immediately form an adjective, for example: taxi, trousers, piano, camisole, feijoa, poker.

Earth, water, fire, air"

The guys stand in a circle, with the driver in the middle. He throws the ball to one of the players, while pronouncing one of four words: “earth”, “water”, “fire” or “air”. If the driver said “ground,” the one who caught the ball must quickly name a domestic or wild animal; to the word “water” the player responds with the name of a fish; for the word “air” - the name of a bird. When you hear the word “fire,” everyone should quickly turn around in a circle several times, waving their arms. The ball is then returned to the leader. Slow, clumsy and inattentive guys quit the game after the first mistake.

Number circle"

All players sit in a circle. Players settle in numerical order and remember their numbers. The counselor sets the pace: two claps on the knees, two snaps of the fingers. All children repeat. As soon as a single rhythm can be established, words are introduced. Hitting the knees twice, the counselor says his number twice, for example: “One, one” and makes two clicks with his fingers; then, slapping his knees for the first time, he says his number, after the second, he says the number of the player to whom he passes the word (for example: “One, three”). Now this player (numbered “3”), without leaving the general tempo, plays the game. The counselor needs to gradually speed up the pace of the game.

Grandfather Mazai and the hares"

The leader, Grandfather Mazai, is chosen by lot among the players; all other participants in the game are hares. Grandfather Mazai moves some distance away from the hares so as not to hear what they are talking about. At this time, the hares agree on what movement or object they will depict. Next, grandfather Mazai approaches the hares and asks: “Hares, hares, where were you, what were you doing?” The hares answer: “We won’t tell you where we were, but we’ll show you what we did!” and show the intended movement or object. Grandfather Mazai must guess what they are depicting. As soon as he correctly names the movement or object shown by the hares, all the hares run away, and Grandfather Mazai must catch up with someone. Caught and becomes grandfather Mazai for the next game.

"Words from a song"

The driver leaves the audience. Participants choose a line from a song. Everyone gets a word. For example: the line “The wind blew from the sea.”

The first participant is “wind”;

The second participant is “from the sea”;

The third participant is the “dul”.

The role of the driver is to guess the intended song by asking questions to the participants. When answering a question, participants must insert their own word from the song, for example:

Driver: What is the weather today?

First participant: Good, but the wind is blowing a little.

Driver: What did you do in the summer?

Second participant: Traveled and came from the sea.

"Scout"

One of the participants is selected - a “scout”. The presenter says: “Freeze!” and everyone freezes motionless, everyone tries to remember his position, and the “scout” tries to remember everyone’s positions. Next, the “scout” leaves the room or closes his eyes, and the participants (3–4 people) make several changes in clothing, positions, and surroundings. The "scout" must detect changes.

Yes, if"

Children playing stand in a circle. Each player comes up with a question to which the most likely answer is “no.” The first player chooses any player and asks him his question. The second player’s task is to give a positive answer and explain its realism. For example: “Is it possible to eat a house?”, “Yes, if it is made of chocolate.” After which the respondent asks his question.

"Colors"

The presenter invites all players to take turns naming five objects of the same color (blue, yellow, red, etc.). So he goes overboard different colors. Anyone who cannot remember five objects of the named color in one minute leaves the game. It is not allowed to repeat items already named.

Drawing a face"

Children take a piece of paper and try to draw a portrait of any child sitting opposite them. Then they fold these leaves and pass them around. Everyone tries to write on the reverse side who they recognize in this portrait. When the pieces of paper return to the author in a circle, he will count the number of votes of the participants who recognized the one drawn. The best artist wins.

Interaction games

During the organizational period, it is very important not only to introduce children to each other, but also to include them in interaction. What could it be more useful than games, in which each participant will be able to show themselves with the best side!

Layout

Create a dream layout using stationery supplies offered by teachers. Moreover, each group continues the work of the previous one.

sitting circle

The team forms a close circle (the guys stand shoulder to shoulder). Then ask them to turn 90 degrees to the right. Assignment: you need to slowly sit on each other’s laps and touch the shoulder of the person behind you with your hand.

Wall

Holding hands, participants enter the water and line up. When the whistle blows, they must release their neighbor's hands and run out of the water. The fastest one wins.

Pillow

While swinging the suspended pillow, participants must collect objects placed on the ground. The participant who gets hit by the pillow is eliminated.

crooked wheel

Everyone stands in a circle. It is necessary, holding hands, to walk from one football goal to another.

Portrait of a counselor

The guys must collectively draw a portrait of the counselor, passing the felt-tip pen around.

Pass it along the chain

Participants lined up pass an object to the person standing next to them. in different parts body (chin, elbows, knees, etc.)

Wall

The same number of girls and boys stand opposite each other. The girls, having conceived a gesture, clap to the beat of the music and approach the boys, show this gesture, turn around and go back to their place. The young men demonstrate their gesture in response. The team that is the last to demonstrate its gesture before the end of the melody wins. Variants of gestures: touch the tip of the nose of the players of the opposing team, send an air kiss, wink, etc.

Dancing balls

Conventionally, the circle of dancers is divided into two halves. Released 1-3 balloon, which the players throw to each other in the dance. The half that has fewer balls on it by the time the music ends wins.

Dancing cap

The dancer in the center of the circle takes off his cap and places it on the head of any of the dancing children. The dancer in the cap must step into the circle and show several movements, which all the guys dancing in the circle repeat after him. Then he passes the cap to another dancer, and everything is repeated.

Three changes in clothes

One person comes out and stands in front of the others so that they can carefully examine him. Time for inspection is from one to five minutes. Then he leaves the room and makes any three unnoticeable changes to his clothes: he unbuttons a button, unties his laces, slightly rolls up the sleeve of his shirt, sticks out the corner of his handkerchief from his pocket, and turns over the belt of his trousers. Having made three changes, he returns to the others. Everyone must say what changes have occurred.

The squad lines up on a bench or on chairs in a row close to each other. Calculated in numerical order. Then he is asked to change places one person at a time. That is, number 1 becomes the last, carefully crossing and holding on to the guys. Then number 2 and so on. Moving chairs and jumping onto the floor is prohibited. If someone does not hold back, then everything starts all over again. There is a ban on talking for everyone except the person who will take on the role of coordinator. The counselor chooses this person himself or at will from among the potential leaders. Another variation of this game is that the coordinator is asked to build a squad based on height, socks color, shoe size, hair length, and so on.

Magic Cloak

Everyone is well aware of the magic cloak of the sorcerer, with which he covered a hero, making him invisible to others. Once such an incident occurred at the court of the Northern King. The sons played happily in the palace garden. Suddenly one of the boys disappeared. But there were many princes, and no one noticed what happened. It was only at dinner that the disappearance of one of the princes was discovered. Everyone immediately guessed that there was some magic involved... The leader gives the command to run across the field and spin around with your eyes closed. On command, they stop, squat down, and place their heads on their knees. The leader covers one of the players with a cloak and gives permission to the others to stand up and open their eyes. The one who first guessed who was kidnapped by the wizard won.

The Gypsies were driving

The leader invites the children to build a gypsy cart, consisting of a cart, three horses, cart walls, a roof, wheels, a cab driver, passengers, and a foal on a leash. Time to prepare the task is 3 – 5 minutes. Interpretation: the coachman is currently the main leader - the organizer in the detachment - the walls and the roof - those who can be relied on, good performers. Wheels, a cart, horses - those on whom everyone strives to “ride”, and who are able to carry, that is, leaders of a lower rank. The foal is “dropped out”, but with claims to leadership.

Passengers are the bulk.


At the end of the game, it is necessary to ask the guys whether everyone agrees with this distribution of roles and what place they are applying for.

Rope

To play this game, take a rope and tie its ends so that a ring is formed. (The length of the rope depends on the number of children participating in the game.)

The guys stand in a circle and grab the rope, which is inside the circle, with both hands. Assignment: “Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle.” First, there is a pause and complete inaction of the guys, then one of the participants offers some kind of solution: for example, calculate and then build a triangle according to serial numbers, and then directs the actions.

You can continue the game, complicating the task, and invite the children to build a square, star, hexagon.

Step forward

The guys stand wide apart and take a step forward on command, while the leader limits the number of people walking: “10 people – step forward!” 5 people – a step forward!” Leaders and organizers are immediately clearly visible.

Who is faster

2 teams are participating. Based on the clap of the leader, they should line up according to:

1. hair color (from light to dark or vice versa),

2. by shoe size (from smallest to largest),

3. alphabet;

4. hair length,

5. eye color (from light to dark or vice versa).

Leaders take on leadership positions.

Four Sides of the World

The team lines up, not close to each other. As you know, there are 4 cardinal directions. Participants close their eyes; they are also not allowed to talk or negotiate. When the clap sounds, the kids need to jump on the spot so that they can turn around and end up looking in one direction. Three attempts are given. [author's development]

Put your hand

The guys are asked to all at once place their right palm on the shoulder of the person in the squad who they like most (the soul of the squad), and their left palm on the shoulder of the person they would like to see as a commander. The counselor determines who is who by counting hands. As a rule, there can never be too many leaders if this game is played at the end of the organizational period.

Joystick

Everyone stands opposite each other, and each one takes his neighbor's hand by the thumb. Your neighbor's thumb will be the joystick. The first in the chain extends his hand forward over the table. A small object (coin, earring, etc.) is placed on the table. Everyone closes their eyes except the last team member. He controls the “joystick”, transmitting the command to the first through the other participants. The goal of the first one is to place his finger exactly on the object on the table. The game can be played in the form of a competition. If you decide to make this game a competition, be sure to appoint independent judges so that no one cheats.

"Endless Ring"

The group stands in a circle and joins hands. The first and last have the ends of the ropes in their hands. It is necessary, without letting go of your hands, to make a ring and pass the entire team through it and return back.

"Do it once, do it twice"

The players stand behind chairs.

At the leader’s command: “Do it once,” everyone must raise their chairs at the same time. On the command: “Do two,” all players must run around the chairs and sit on them. All actions must be performed simultaneously. The game helps to identify the leader - the organizer; it is he who must guess first to give the command to lower the chairs in the first case, and to sit down in the second.

"Sculpture"

The leader invites the teams to build the sculptural exhibition “Our Squad” within 5 minutes. Leaders are judged by who takes on the role of foreman.

"Conductor"

The guys line up in a column, one at a time, at the back of each other’s heads, with their hands on their shoulders. The counselor explains the rules: No talking. Everyone except the last one standing has their eyes closed. The last one is the train driver. Clap on the left (right) shoulder - turn left (right). Clap on both shoulders - forward. Double clap on both shoulders - back. Clap on both shoulders with a fraction - stop. The driver's task is to guide the locomotive through several turns. After which the last one stands in front of everyone and repeats. Leaders are judged by their ability to manage.

"Magic Ball"

The counselor has a ball in his hand (made from one sheet of A4 paper). Calling his name, he throws the ball to any child in the circle, the child to another. The ball must pass all the guys. Then the counselor gives the following task: “Now the ball must pass all of you in the same order in 1 minute.” Once they have done this, you reduce the time: 30 seconds, 3 seconds and 1. Know that it is possible. First of all, the guys can move. Secondly, the ball must pass all hands. Thirdly, it cannot be taken by one child and passed over the hands of the others. It is necessary to ensure that the children, through their own reflections and trials, reach the following decision: By joining the hands of all participants, they built a well. There may be other options.

"Coach"

All the guys are divided into two teams. And you give each team the same task - to build a carriage of people. Preparation time 2 minutes. It is very important to follow the whole process that happens in teams: who leads, who comes up with ideas, who doesn’t care, who builds all the team members. During preparation, you can clearly see most of the children and choose leaders.

"Photographer"

It is suggested that the children imagine that they are all a big family and they all need to take a photo together for the family album. You must select a “photographer”. He should arrange for the whole family to be photographed. The “grandfather” is chosen first from the family; he can also participate in the placement of “family” members. No more instructions are given for children; they must decide for themselves who to be and where to stand. And you stop and watch this entertaining picture. The role of “photographer” and “grandfather” is usually taken on by guys striving for leadership. But, however, elements of management and other “family members” cannot be excluded. It will be very interesting for you to observe the distribution of roles, activity and passivity in choosing a location.

This game, played in the middle of a shift, can reveal new leaders and reveal the system of likes and dislikes in groups. After assigning roles and arranging the “family members,” the “photographer” counts to three. On the count of three! everyone shouts “cheese” in unison and very loudly and clap their hands at the same time.

"Kaleidoscope"

Here is another option for identifying leaders, consisting of several games. To do this, the guys are divided into two teams of equal numbers. Each team chooses a name for itself. The counselor offers the conditions: “Now the commands will be carried out after I command: “Start!” The winning team will be the one that completes the task faster and more accurately.” This way you will create a spirit of competition, which is very important for the guys.

So, first task. Now each team must say one word in unison. "Let's start!" In order to complete this task, all team members need to somehow agree. It is these functions that a person who strives for leadership takes on.

Second task. Here it is necessary that, without agreeing on anything, half the team quickly stands up. "Let's start!" The interpretation of this game is similar to the interpretation of the game “Karabas”: the most active members of the group, including the leader, stand up.

Third task. Now all the teams are flying on a spacecraft to Mars, but in order to fly, we need to organize the crews as quickly as possible. The crew includes: captain, navigator, passengers and “hare”. So, who is faster?! Usually, the leader again takes on the functions of the organizer, but the leader chooses the role of a “hare”. This can be explained by his desire to shift the responsibility of the commander onto the shoulders of someone else.

"Rope"

To play this game, take a rope and tie its ends to form a ring. (The length of the rope depends on the number of children participating in the game.)

The guys stand in a circle and grab the rope, which is inside the circle, with both hands. Assignment: “Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle.”

First, there is a pause and complete inaction of the guys, then one of the participants offers some kind of solution, either he says who needs to disperse, who needs to stand still, or he offers to settle accounts and then build a triangle according to serial numbers, again directing the actions.

The practice of this game shows that leaders usually take on these functions.

You can continue the game, complicating the task, and invite the children to build a square, star, hexagon.

"Karabas"

The next similar game will be the game “Karabas”. To play the game, the children are seated in a circle, and a counselor sits with them, suggesting the conditions for the game: “Guys, you all know the fairy tale about Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word “KA-RA-BAS” and show a certain number of fingers on my outstretched arms. And you will have to, without agreeing, get up from your chairs, and as many people as I show fingers. This game develops attention and reaction speed.”

This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys.

Most often, the more sociable guys who strive for leadership stand up. Those who get up later, at the end of the game, are less decisive. There are also those who first stand up and then sit down. They form the "Conscientious" group. A lack of initiative is that group of the detachment that does not stand up at all.

Games with the hall

I sing boom

The presenter asks you to repeat words and movements after him.<Пою я бум, чика-бум>(for the first word, clap your hands, for the second, clap your knees, then the movements are repeated). Lyrics: Chika-boom - cool song Let's sing it all together. If you need some cool noise, sing chica boom with us. I sing boom, chica boom. I sing boom, chica-raka, chika-raka, chika boom. Oh yeah, more fun again. Possible variations of the last word: louder, faster, more feminine, more courageous, longer, etc.

The ball is flying

Let's learn the words:

The ball flies, flies across the sky,

the ball flies across the sky,

But we know that the sky is the limit

It won't reach.

(Melody “A Christmas tree was born in the forest”)

Presenter: And now each time we will replace words with movements:

flies - wave our arms

sky - raise your index finger up

ball - circular motion.

DRIVING ON A TANK

Riding a tank - Riding a tank

I see a cow - I see a cow

What are you calling me names? - What are you calling me names?

Riding a tank - Riding a tank

There's a cow nearby - There's a cow nearby

In a hat with earflaps - In a hat with earflaps

With a healthy horn - With a healthy horn

Hello cow, Hello cow,

How are you doing? - How are you doing?

Du-yu-speak-English? - Du-yu-speak-English?

What are you calling me names? - What are you calling me names?

O-LARI-KIRILLA

During this game, movements are made with the hands: snapping the fingers, hitting the knees, clapping the hands. Children say the word KU-KU as many times as the leader shows fingers. During a long game, the leader shows more fingers, and when the children begin to COO-COO in unison, the leader twirls his index finger at his temple.

O-lari-kirilla

At Aunt Moti's

Aunt Motya has four sons, Aunt Motya has four sons, they did not eat, they did not drink, but only sang one verse (from the beginning they rhythmically move one hand, then the other, and so gradually we reach the whole body, including the tongue). At the same time, we constantly repeat the text of the game.

We'll buy it for grandma

In this songbook, children clap their hands on their knees in rhythm in the first two lines of each verse. And in the third and further lines, when some animal is mentioned, they show with their hands a characteristic movement for this animal.

Grandma, we'll buy you a chicken,

(Clap our palms on our knees in rhythm)

(We turn one hand palm up, and with the index finger of the other hand we tap on this palm, showing how the chicken pecks)

Grandma, we'll buy you a duck,

Duck quack-quack-quack-quack,

(With the palm of one hand we show wave-like movements - “snake”, showing how a duck swims)

Chicken by grain cluck-tah-tah.

Grandma, we'll buy you a pig,

Piglet oink-oink,

(we clench one hand into a fist and twist the fist at the nose, showing the snout)

Duck quack-quack-quack-quack,

Chicken by grain cluck-tah-tah.

Grandma, we will buy you a little cow,

Little cow of flour-flour,

(we put our index fingers forward on both hands, clench the remaining fingers into a fist and lean them against our heads, while shaking our heads, showing the head of a cow with horns)

Piglet oink-oink,

Duck quack-quack-quack-quack,

Chicken by grain cluck-tah-tah.

Grandma, we'll buy you a turkey,

Turkey chick,

(spread the fingers on both hands, bring them to the head and shake the head and arms from side to side)

Little cow of flour-flour,

Piglet oink-oink,

Duck quack-quack-quack-quack,

Chicken by grain cluck-tah-tah.

Grandma, we will buy you a horse,

The horse is jumping and jumping,

(we clench our palms into fists and hit them on our knees, showing how the horse gallops)

Turkey chick,

Little cow of flour-flour,

Piglet oink-oink,

Duck quack-quack-quack-quack,

Chicken by grain cluck-tah-tah.

Grandma, we'll buy you a TV,

TV facts-facts,

(Draw a square (TV) around the head: first we show the right and left sides (one palm opposite the right ear, the other opposite the left), then the top and bottom of the TV (one palm above the head, the other under the chin)).

The horse is jumping and jumping,

Turkey chick,

Little cow of flour-flour,

Piglet oink-oink,

Duck quack-quack-quack-quack,

Chicken by grain cluck-tah-tah.

TV is always the latest, but in front of it you can sing about any animal, inventing new and new heroes.

Foreigners

The presenter invites the children to talk in different languages. In fact, it is very simple: any song that is known to everyone is selected (for example, “We lived at Grandma’s...”), and all the vowels in this song are replaced by one, for example, “a”. It turns out: “Zhala a babasa...” This is how 1st verse is sung, and this language can be called English. And now let’s sing in French: “Zhulu u bubusu...” Etc.

Volume control

A very simple way to quickly calm the audience and establish silence when everyone is talking to each other and no longer responds to ordinary requests. You stand on stage facing the audience and announce that your outstretched arms are a kind of volume control in the hall. Horizontal position (arms to the sides) - silence, vertical (one up, the other down - maximum). While baking, twist your hands for half a minute, raising and lowering the volume of the room, making sure to give you the opportunity to scream a lot “with the permission” of the counselor. Then you suddenly put your hands in a horizontal position, and as a result there is complete silence in the hall. When I did this for the first time, the audience burst into applause from such an unexpected effect (such complete silence had not been there for a long time), appreciating the idea.

School garden scarecrow

The guys repeat the movements after the leader.

Presenter: “Now we will do a little warm-up. Raise your right hand up, shake your hand. Raise left hand up. Shake your arms, make noise like the birch trees rustle: sh-sh-sh-sh-sh! Spread your arms out to the sides. Humor like airplanes: zh-zh-zh! Wave your arms like a bird. Shout: “Ksh-ksh-ksh-ksh!” Congratulations! You have graduated from the school of garden scarecrows." (Game-joke with the audience)

Observatory

The purpose of this game is to remove emotional barriers between children and to intensify their activities.

All participants in the game must repeat after the leader the words and movements corresponding to them:

We put our hands in the starting position! (Hands clasped in front of you, elbows bent)

The blinds open: Whack-Whack! (Hands spread to the sides one by one)

The telescope comes out: ooh-ooh! (Between the spread arms, the head is stretched out, the arms are moved back a little)

We wipe the glass: shih-shih! Shih-shih! (Participants wipe an imaginary piece of glass with their palm at face level)

Pointing the telescope: broom-broom-broom! (The head is turned from right to left, the hand is in the same position, it is used to make circular movements)

And suddenly - a star: oh! (Everyone points their index finger up)

And there are hundreds of stars: bang! Chock! Chock! Chock! (The players raise their relaxed palms above themselves)

And then the comets flew: wow! Wow! Wow! (Make circular movements in front of you from bottom to top)

Then meteorites: wow! Lol! Lol! (Make circular movements with your hands in front of you from top to bottom)

Flying saucers appear from around the corner: lyu-lyu-lyu-lyu!

And an alien falls out of the flying saucer: smack!

(Show the fall)

But then the sun began to rise, and under its rays the stars began to rain down on the observatory in a loud rain: first one star fell, (players hit their palm with one finger) then two stars, (two fingers) three stars, (three fingers) four, (four fingers) five, (Five fingers)

And it started to rain stars! Real rain! (A storm of applause sounds)

You and I are one family!

You and I are one family:

You, we, you, me.

Touch the nose of the neighbor on the right,

Touch the nose of the neighbor on the left,

We're friends!

You and I are one family:

You, we, you, me.

Hug the neighbor on the right

Hug the neighbor on the left

We're friends!

You and I are one family:

You, we, you, me.

Pinch the neighbor on the right

Pinch the neighbor on the left

We're friends!

You and I are one family:

You, we, you, me.

Kiss the neighbor on the right

Kiss the neighbor on the left

We're friends!

Dolphinarium.

Presenter: “A game for attention. Imagine that my left hand is the sea (makes a wave-like movement), and my right hand is a fish (with my right palm I depict a fish that swims, wriggling). When the fish jumps out of the sea (i.e. the right hand rises above the left hand), you clap. So let's begin." The leader initially makes slow movements. Then he introduces deceptive movements, then speeds up the pace, giving him a standing ovation.

Missed goal.

The hall is divided into two halves. The leader alternately raises his left and his right hand. Children take turns (in accordance with raised hands) shout:

Right hand - Goal

Left - Past

If the leader raises both hands up, the children shout: “barbell.”

I remembered everyone

Presenter: Good evening, girls and boys of the children's camp. There are a lot of you and you are all very interesting. I really want to meet you. I will now say my name, and when I wave my hands, each of you must say your name. So, pay attention!

My name is......, what's yours?

- (all children shout out their name)

Well done, I remembered everyone, so we met!!!

This is me, this is me, these are all my friends

Presenter: guys, I will ask you questions, and you listen carefully and answer “this is me, this is me, these are all my friends.”

Who among you doesn't like boredom?

Who's the jack of all trades here?

Who is dancing and singing?

Who takes care of clothes?

Does he put it under the bed?

Who keeps things in order?

Tears both books and notebooks?

Who says thank you?

Who gives thanks for everything?

Who's ready to get down to business first?:

And who runs boldly in the gym?

Who sings songs in the pioneer detachment?

Who keeps the notebooks neatly?

And who is not lazy, and not a coward, and not a crybaby?

Who puts a huge blot in a notebook?

Who wants to study with excellent grades?

Who is proud of their school and class?

Who answers the lesson without hesitation?

Who helps your friends in their studies?

Game with the hall "Chucha-chacha"

Fingers forward. Chucha-chacha. Go. (Jumps up and waves our arms up and down). Great!

Fingers forward, elbows bent. Chucha-chacha (we make a movement, pointing our fingers back) Wonderful.

Fingers forward, elbows bent. The backs were bent. Chucha-chacha (move our elbows and twirl our butt). Great

Fingers forward, elbows bent. The backs were bent. Shoulders straightened. Chucha-chacha. (make a movement as if we are pushing off with two fists)

Fingers forward, elbows bent. The backs were bent. Shoulders straightened. Knees spread. Chucha-chacha. (Raises his knees one by one)

Fingers forward, elbows bent. The backs were bent. Shoulders straightened. Knees spread. They threw their heads back. Chucha-chacha. (push up with your hands)

Fingers forward, elbows bent. The backs were bent. Shoulders straightened. Knees spread. They threw their heads back. Tongues stuck out. Chucha chacha. And now everything is in a row

The presenter divides the hall into two teams, the task of one of which is to shout “Goal!” when the leader raises his right hand, and the other - “Past!” when the leader raises his left hand. If the leader raises both hands at once, everyone should shout “Barbell!” together. Then the presenter has fun raising his hands, inciting and teasing the audience in every possible way, for example, suddenly turning his back or saying that for some reason the first team shouts quieter than the second.

You can use goal-barbell.

Hippodrome

The presenter says: “Show me your hands and your knees. Does everyone have two knees? Then go ahead! We will now take part in horse racing at the hippodrome. Repeat after me". Participants repeat the movements after the leader. “The horses went to the start (clap-clap-clap on their knees).

We stopped at the start. They crumple (we clap quietly). Reade set Go! The race has begun (quickly slap your knees). Barrier (we raise our hands as if we were hovering over a barrier and say “Oop!”), double barrier (the same thing, but two times in a row). Stone road (we hit our chests with our fists). Through the swamp (clap our hands with crossed fingers). Sand (three palms against palms). Girls' stand (girls squeal). Boys' stand (boys shouting). Finish line (very fast). Hooray!"

Game “How an Elephant Sneezes.”

An example of introducing children to the game.

Host: “Do you often get sick?” (the children's answer does not matter).

Presenter: “And when you have a sore throat and runny nose, what do you often do?”

Children: “We cough and sneeze” (if the children do not answer, you can voice them yourself: “We are probably sneezing, aren’t we?”).

Presenter: “Animals also know how to sneeze, for example an elephant. Have you heard an elephant sneeze? Now let’s try to hear it.”

The hall is divided into three blocks. The first block should shout “boxes” very sharply, emphasizing the sound “I”, the second - “cartilages”, loudly and clearly pronouncing the sound “cart”, the third group - “matches”, emphasizing “chk”.

The presenter points to a group of children, and she must shout out her part - the word that the leader indicated. After several rehearsals for one group, the leader gives the command to everyone to shout their own. When the conditions and pronunciation features are met, each part produces the sound “a-pchhi”. The presenter concludes: “Be healthy!”

Game "Nose - floor - ceiling".

The presenter takes turns calling “nose”, “floor”, “ceiling”, pointing with his index finger. The players’ task is to carry out the leader’s tasks accurately (if “floor” is named, everyone must point to the floor). Same with other words. The presenter tries to confuse the players by pointing to something other than what he was told. For example, he said “nose” and pointed to the ceiling. A game for the most attentive.

Game "Rain"

To achieve silence, you can play this game. The presenter invites the children to listen to the rain. To do this, first everyone slaps the index finger on the hand, then adds another, third, fourth, and then completely with the palm. And now in reverse order.

Horse Racing

The peculiarity of this game is that one or more people on stage pronounce and play (act, having agreed in advance how) on stage, and the audience repeats in unison. Moreover, this is done several times, getting the room more and more excited. Designed to “warm up” the hall before a general camp or family activity and to take pauses during events. The group is sitting in narrow circle. The host of the game makes (conducts) a report from horse racing, and all other players must simultaneously make movements corresponding to the words of the host:

"Start!" clap,

“The horses are running”, slapping their hands on their legs,

"Right turn"

"Obstacle! Jump"

"The audience applauds"

"Double Jump"

"A fall"

"The audience is screaming..."

"The horse is back on its feet"

"Finish Spurt"

"Final Applause"

Volume control

If there is excessive noise in the squad, then this game will help calm the guys down. The presenter depicts the volume control with his hand. The maximum raised hand means maximum noise. Pubescent down means silence. The counselor raises his hand up, lowers it down, and the players make sounds at the appropriate volume.

How are you

The presenter asks a question, and the audience answers by performing the appropriate movement:

How are you living? - That’s it! - Fist forward, thumbs up.

How do you get up? - Like this - get up from your chairs, stretch your arms up.

How are you going? - Like this! - a movement simulating walking.

How are you running? - Like this! - running on the mesa.

Do you sleep at night? - Like this! - palms under the cheek.

Are you silent? - Like this! - finger to mouth.

Are you screaming? - Like this! - everyone screams loudly and stomps their feet.

"Traffic light"

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

"Nose, Floor, Ceiling"

This game is also a good test of attentiveness. It is very simple, its rules are easy to explain. With your right hand, point to the floor and say: “Floor.” Then point to your nose (it will be better if you touch it), say: “Nose,” and then raise your hand up and say: “Ceiling.” Take your time. Let the guys show with you, and you will call. Your goal is to confuse the guys. Say: “Nose,” and at this time point to the ceiling. The guys must listen carefully and show correctly.

"Shifter"

The presenter offers the game for attention. Players must respond in reverse to any of his phrases. For example, the presenter says<добрые>, players -<злые>. Here is the possible text of the game. Leading:<Здравствуйте, ребята>. Players:<До свидания>. Leading:<Да, здравствуйте>. Players:<Нет, до свидания>. Leading:<Ну хорошо, до свидания>. Players:<Здравствуйте>. Leading:<Ой, ребята, какие вы хорошие>. Players:<Плохие>. Leading:<Ну плохие>. Players:<Хорошие>. Leading:<Вы же только что были плохими>. Players:<Хорошими>Leading:<Ну ладно, ладно, хорошими>Players:<Плохими>, etc.

"Three Movements"

The presenter shows three movements. For example: first - arms bent at the elbows, hands at shoulder level; second – arms extended forward; third - arms raised up.

The guys must remember the number of each movement.

The presenter shows one movement, while calling the number of another. Players must make only those movements that correspond to the named number (and not those shown by the presenter).

"Like an Elephant Sneezes"

The presenter invites the children to listen to an elephant sneeze. For this purpose, the hall is divided into three parts. The right side says: “Cartilage!”; middle - “Boxes!”; left side - “Dragged!” The presenter alternately waves his hands, pointing to one or another part of the hall, and the guys say the words. When the presenter raises both hands up, each part of the audience shouts its word, and the sound is like an elephant sneezing.

"Rain"

The presenter invites the children to listen to how it starts to rain. To do this, you need to repeat everything that the counselor shows: 1. Everyone sitting in the hall begins to clap the index finger of their right hand on the palm of their left hand. 2. Then to index finger middle is added; then we add ring finger, and after a while - the little finger. After this, we clap with our entire palm, that is, we applaud. It turns out the following: first the “rain” begins to drip, then it drizzles, then it intensifies and, finally, there is a heavy downpour.

“Guys, stand up!”

A game of attention. The presenter offers to carry out his commands only if he makes an appeal<ребята>. For example:<Ребята, хлопните в ладоши>, everyone should clap.<А теперь топните>, no one should move, because no appeal was given<ребята>

"Lady"

The hall is divided into four parts. Each group learns their words:

First group - Turned spindles.

Second group - Brooms are soaked.

Third group - Drink tea with pies.

Fourth group - We will go mushroom picking.

Everyone learns together - Lady - lady, madam - lady.

At the command of the leader, the part of the children to whom he points with his hand speaks his words. If the leader raises both hands, all children sing the last line. You will also have a wonderful large choir, capable of performing at any performance. And if you agree on a melody in advance, you can also receive a prize.

The presenter depicts the sea level with his left hand, and a Goldfish with his right. When the fish jumps out of the sea, the audience claps; when it is in the sea, they don’t. The fish begins to swim and jump out faster and faster. Viewers need to be careful not to make mistakes.

"Spider Eliminators"

The presenter asks the audience to stomp their feet for 15 seconds. After this he says: “Thank you! You provided an invaluable service in eliminating a particularly dangerous tarantula spider that escaped from a research laboratory. We hope that our meeting is not in danger.”

The presenter invites the children to learn the words of the song:

Leading. We dance together

Traataata, traataata,

Our joyful dance -

This is Lavata.

Are our hands good?

V s e. Good!

Leading. What about the neighbor?

V s e. Better! (They hold hands and sing the song first.)

Leading. Are our ears good?

V s e. Good!

Leading. What about the neighbor?

V s e. Better! (They take each other by the ears and sing the song first).

The presenter can ask the following questions: “Our the heads are good?»,

“Are our knees good?” etc.

The presenter suggests repeating the words and movements to them:

Oh-la-tarira! (Hit your knees with your palms)

Oh-la-ku-ku! (When saying “kuuku”, they snap their fingers)

The “cuckoo” can crow ten or more times, with the tempo speeding up each time.

The presenter invites all participants to compete in their ability to clap. To do this, he tells you how many times you need to clap. At the presenter’s signal, everyone begins to clap the specified number of times as quickly as possible. There is a small competition between the participants and the presenter, while the presenter constantly increases the number of claps.

The presenter depicts a wave with one hand and a fish with the other. As soon as the fish appears from the water, participants need to catch it with a clap. Laughter and fun are guaranteed for everyone!

Hippodrome

At the beginning of the game, the presenter can ask the players if they have been to the races and invite them to become horses. The game begins with the words: “Ready, attention, march!”

The horses clattered their hooves along the road, (Everyone alternately claps their right and left hands on their knees)

Suddenly - a barrier, (Hands are raised up and hit on the knees)

We galloped through the swamp, (Pull back the right and left cheek)

Double barrier, (Hands are raised up and hit on the knees, and so on 2 times)

They galloped along the pavement (they hit themselves on the chest with their fists)

Along the sand, (Rub your palms together)

Triple barrier,

On the way to.

And now the finish line is in sight.

Who is faster?

After all the players have reached the finish line, the presenter invites the participants to put their right hand on the head of the neighbor on the right, stroke the head and say: “Good horse! - then pat yourself on the head and say: “But I’m still better!”

Wounded up

The presenter tells the rules of the game: “When you hear the word “wound up,” you need to hug yourself, and when you hear the word “unwound,” you need to spread your arms to the sides.” The presenter’s words may be as follows: “Wound up - unwound. It was wrapped around the neighbor on the left - it was unwound. It was wrapped around the neighbor in front - it was unwound.”

You and I are one family!

The presenter suggests everyone repeat the text and movements to it together:

You and I are one family:

You, we, you, me.

Touch the nose of the neighbor on the right,

Touch the nose of the neighbor on the left,

We're friends!

You and I are one family:

You, we, you, me.

Hug the neighbor on the right

Hug the neighbor on the left

We're friends!

You and I are one family:

You, we, you, me.

Pinch the neighbor on the right

Pinch the neighbor on the left

We're friends!

You and I are one family:

You, we, you, me.

Kiss the neighbor on the right

Kiss the neighbor on the left

We're friends!

Hedgehogs, hedgehogs

The host asks the game participants:

Who are friendlier: girls or boys? Do you want to know? The game will help you with this. We repeat all the words and movements together:

Two clap, (Clap)

Two stomps, (Stomp)

Hedgehog hedgehogs, (Perform a movement reminiscent of

screwing in light bulbs)

They forged and forged, (with one fist he knocks on the other)

Scissor-scissors, (Perform movements cutting scissors)

Running in place, running in place, (Imitate running)

Bunnies-bunnies, (Depict bunnies flapping their ears)

Come on, together, come on, together!

After these words, the girls shout loudly: “Girls!”, Boys:

“Boys!” and then everyone shouts together. The presenter, summing up the results of the game, says that the most amicable thing happened when everyone shouted together.

Presenter: “How quickly time flies! A watch is a necessary item for each of us. Let's listen to how the clock moves and see what happens when we treat it carelessly." Rules of the game: upon one clap, the right side of the hall says in unison: “Tick.” To two claps, the left side of the hall responds: “Yes.” The presenter first alternates the claps correctly, then gives two claps twice in a row, then two times one at a time.

ROCKET OF GOOD MOOD

The presenter pronounces a remark, accompanying it with movement, and the audience responds, repeating the same movement:

Get ready for the launch of the good mood rocket! (sticks out thumb).

Eat get ready!

Put on your spacesuits! (pretends to put a helmet on his head)

There are spacesuits to wear!

Fasten belts! (claps his hands)

Fasten your seat belts!

Enable contact! (touches the index finger of the left hand to the index finger of the right)

There is contact!

Key to start! (raises his right hand up)

There is a key to start!

Turn on the engines!

There are engines to turn on!

One, two, three, whack! (does rotational movements hands near chest)

Whip, whack, whack.

Start counting down! (everyone counts together: “10, 9, 8, 7, 6, 5, 4, 3, 2, 1”)

Hooray! (stormy applause)

The presenter’s left hand represents the sea (held at chest level, bent at the elbow), the right hand represents a fish, which, while swimming in the sea, periodically jumps out, and the audience “catches” it with clapping - clap as soon as the “fish” appears above the surface of the sea. The pace depends on the frequency of the appearance of the "fish". When the “fish” swims “underwater” (below hand level), the audience is silent. As soon as it appears on the surface of the water (above hand level) or jumps out of the water, the audience claps. If the “fish” lingers in the air, then applause is heard.

Param - Parerum

A shouting game that can be used to lift the mood of a room or a group of children in a matter of seconds. The presenter pronounces the first part of the slogan, for example: “Param - parerum,” and the audience responds with the second part of the slogan: “Hey!” etc.:

Param - parerum - Hey!

Param - parerum - Hey!

Param - parerum - Hey! Hey! Hey!

This game can be played in a circle, in a squad area, in the hall, etc. The leader shouts out a line, and the audience repeats:

O-salasa-bimba!

O-kikilis-bamba!

Oten-doten-biten-bili!

Stand! Polythene-bili!

Oh, I eat bananas!

And I eat oranges!

And I eat tangerines!

And I drink tea!

Then the facilitator asks a question, to which the children answer:

What's your mood? - Wow!

Is everyone of this opinion? - All without exception!

Maybe you're already tired? - We didn’t take these with us!

Well done? - This is us!

This is us? - Well done!

My cap is triangular

It is played in the same way as the previous game, but with different words and movements:

My cap is triangular,

My triangular cap

And if not triangular,

This is not my cap!

Gradually the words “cap”, “my”, “triangular” are replaced with movements:

o "cap" - right palm is brought to the top of the head,

o “my” -*- the left hand is brought to the chest,

o "triangular" - hands depict a triangle.

Teapot With Lid

In this game, as you repeat it, the words “teapot”, “lid”, “bump” and “hole” disappear from the game:

Teapot with lid,

Lid with a bump,

A lump with a hole,

Steam is coming out of the hole.

Steam comes out of the hole

Hole in the bump

Lump on the lid

Lid on a teapot.

Star Rain

The game is an excellent way to establish silence in the hall and attract children's attention to what is happening on stage. The presenter says something like this: Dear guys! Look at the sky (you can look at the ceiling too)! Do you see what clouds are hanging over us?! Now it's going to rain! It's already fallen...

One drop (everyone slaps the palm with one finger).

Two drops (everyone slaps the palm with two fingers).

Three drops (all clap on the palm with three fingers).

Four drops (all clap the palm with four fingers).

A torrential downpour began (everyone claps their hands).

And the “star rain” began to fall (stormy standing applause).

Then everything is repeated in reverse order and silence sets in (the rain stops).

Grandma bought a chicken

The text is repeated along with the audience. You must first learn the words. The presenter pronounces them and shows the movements. Everyone repeats the words and movements after each line: Grandmother bought herself a chicken (repeated twice; children depict a chicken on a roost). Chicken grain by grain: “kuda-tah-tah” (children show with their hands how the chicken pecks). My grandmother bought herself a duck (repeated twice). Duck: “tyuh-tyuh-tyuh-tyuh” (children depict how a duck swims). Chicken grain by grain: “kuda-tah-tah” (the words are accompanied by the same movements). My grandmother bought herself a turkey (repeated twice). Little turkey: “coats-coats” (for the word “coats” - hand to the right, for the word “coats” - to the left). The duck: “tyuh-tyuh-tyuh-tyuh”, the chicken grain by grain: “whack-tah-tah.” My grandmother bought herself a pussycat (repeated twice). And kitty: “meow-meow” (children show how a cat washes itself). Turkey: “coats-coats”, duck: “tyuryuh-tyuh-tyuh”, chicken grain by grain: “kuda-tah-tah”. My grandmother bought herself a dog. Little dog: “woof-woof” (children raise their palms to the sides at shoulder level, showing with their fingers how a dog bites). And the kitty: “meow-meow”, the turkey: “coats-coats”, the duck: “tyuh-tyuh-tyuh-tyuh”, the chicken grain by grain: “kuda-tah-tah”. My grandmother bought herself a piglet. (repeated twice) Piglet: “oink-oink” (show the pig’s snout with their hand). The little dog: “woof-woof”, and the kitty: “meow-meow”, the turkey: “coats-coats”, the duck: “tyuk-tyuh-tyuh-tyuh”, the hen by the grain: “whack-tah-tah”. My grandmother bought herself a little cow (repeated twice). Little cow: “muki-muki” (they show the cow’s horns with their hands). Piglet: “oink-oink”, little dog: “woof-woof”, and kitty: “meow-meow”, turkey: “coats-coats”, duck: “tyuruh-tyuh-tyuh-tyuh”, chicken grain by grain: “ cluck-tah-tah”, etc. Notes. Possible additional options: little horse: "jump-jump"; TV: "time-facts"; announcer: "la-la-la"; dinosaur: "quack-grunt"; excavator: “breaking marks”, etc.

Prank games

You drive more slowly...

The players stand in one line. The leader stands at a distance of 20 meters or more from them. The presenter says the phrase: “If you drive more quietly, you will go further, one, two, three, stop!” You can continue counting, or you can stop right away. Change options every time. The main thing to remember is that the last word should be: “stop”. Then he quickly turns around. Those running towards the leader must freeze in place. Anyone who did not stop in time returns to the starting line. The first one to reach the leader becomes the leader himself.

To yourself - to your neighbor

Participants stand in a circle. One is driving and is in a circle. Participants in the circle hold their left hand with their palm up, and their right hand, connecting all their fingers, as if to salt, with the tips of their fingers down, this is where the coin is located. The coin is passed in a circle with the right hand of one participant to the left hand of another participant who stands to the right of the first. All participants in the circle repeat the movement of passing the coin, regardless of whether they have it or not. Each participant with his right hand first touches his left hand with the word “himself”, and then touches his neighbor’s left hand, imitating the transfer of a coin with the word “neighbor”. Everyone pronounces these words in unison “to their neighbor” and at the same time repeats movements simulating the transfer of a coin. The participant in the circle initially closes his eyes and turns around his axis so as not to see where the coin is, and when it is already moving around the circle, he needs to “catch” the coin and whoever has it stands in the circle in the place of the leader.

Inventory: Coin/ring/button.

The players stand one after another in pairs, usually a boy and a girl, a boy and a girl, join hands and hold them high above their heads. The clasped hands create a long corridor. The player who did not get a pair goes to the “source” of the stream and, passing under clasped hands, looks for a pair.

Holding hands, the new couple makes their way to the end of the corridor, and the one whose couple was broken goes to the beginning of the “stream.” And passing under clasped hands, he takes with him the one he likes. This is how the “trickle” moves - the more participants, the more fun game, especially fun to do while listening to music.

The players form a circle, with the leader in the center. The players' task: after the presenter names one of the numbers included in the name of the games, the guys must complete a certain exercise. For example: the number 3 is named - everyone claps their hands, 13 - squats, 30 - marches in place. You can agree on any other exercises.

The presenter calls these numbers out of order, while also being cunning, stretching out the first syllables: “Three-and-eleven,” “Three-and-eight,” “Three-and-and-and” and after the end of the word he makes another hand signal. At first they play slowly, then the pace of the game speeds up. Whoever makes a mistake and reacts incorrectly to the named number takes a step forward and continues the game outside general system, makes a second mistake - another step forward, a third - another.

The winner of the game is the one who was the most attentive, did not make a single mistake and remained standing in place, or made fewer mistakes than others.

Aram-shim-shim

The driver stands in the center of the circle with his eyes closed and his hand extended forward. All the players run in a circle with the words: Aram-shim-shim, Aram-shim-shim, Aramia-Dulsia, Point to me. On last words the circle stops and the players look at whom the leader's hand is pointing at. The one whom the driver pointed to enters the circle and stands back to back with the driver. Everyone says in unison: “One, two, three.” On the count of “three,” those standing in the center simultaneously turn their heads. If they turn their heads in one direction, then they are performing some task for the children - singing, dancing, reading, etc. After this, the first driver leaves, and the second takes his place. If they turned their heads different sides, then they are not given any task, the first driver leaves, and the second one starts the game from the beginning. When older kids play this game, they sometimes introduce this rule. If there is a boy and a girl in the center, and they turn their heads in the same direction, then they should kiss. If there are two boys or two girls in the center, then they shake hands.

Laughter

Any number of guests can take part in the game. All participants, if it is a free area, form a large circle. In the center is the driver with a handkerchief in his hands. He throws the handkerchief up, and while it flies to the ground, everyone laughs loudly, and as soon as the handkerchief is on the ground, everyone calms down. It is at this moment that you really want to laugh. The funniest ones take a phantom - this is a song, a poem, etc.

Inventory: handkerchief/sheet of paper

School of garden scarecrows

The players repeat the movements after the leader.

Presenter: “Now we will do a little warm-up:

Raise your right hand up and shake your hand.

Raise your left hand up.

Shake your arms, make noise like the birch trees rustle: sh – sh – sh – sh!

Spread your arms out to the sides.

Humor like airplanes: w-w-w-w!

Wave your arms like birds.

Shout: ksh - ksh - ksh!

Congratulations! You graduated from the school of garden scarecrows.

Malechena - crippled

The players choose the driver. Each player picks up a small stick (20-30 cm long). Everyone says the following words: “Malechena - kalechina, how many hours are left until the evening, until winter?”

After the words “Before winter?” Place the stick on any finger of your hand. As soon as the sticks are placed, the leader counts: “One, two, three, ... ten.” The one who holds the item longer wins. The leader can give different tasks: the players, holding a stick, must walk, squat, turn right, left, around themselves.

Equipment: sticks/pencils according to the number of participants

Knees

The group sits in a circle. Everyone places their hands on their neighbors' laps. You need to clap your palms on your knees, so that your palms clap strictly in turn, as they lie. A person who makes a mistake removes the hand that made the mistake. Gradually you need to speed up the pace, and introduce double clap - which means that you need to clap your palms in opposite direction circle (mindfulness).

Lay two newspapers on the floor. One half of the squad plays. The second is the audience. The players' task is to stand on the newspaper and fold it three times without stepping on the floor or helping themselves in any way. The winner is awarded a folded newspaper.

The one who failed to complete the task must make the other participants in the game laugh. To do this, he can use any actions: for example, tell funny joke, perform a funny acrobatic act or do something else.

Inventory: newspapers by number of participants

The presenter asks the children the question “What is MPS?” Children try to guess by asking the presenter questions that can be answered “Yes” or “No.” The presenter answers them whenever possible. (Answer: MPS is my right neighbor.)

Teams run through the stages and name as many as possible within a certain time.

× Flowers.

× Songs from cartoons.

× Diseases.

× Dance.

× Types of sports.

× Type pairs: butterfly - flower, cow - meadow, bird - sky, etc.

× Pictures.

« Maiden memory»

One player from each team stands one step apart from each other. One more player each receives a card with words that they will need to read. All cards have the same words written on them, but in different orders. Players who have cards in their hands begin to walk between the standing players and read the words out loud (you must read all the words from the card three times). As soon as they have finished reading, the cards are taken away from them, and standing players blank sheets of paper with pens are handed out, their task is to write as many words as possible.

"New words"

Teams need to remove one letter from each word. It can be at the beginning of a word, at the end or in the middle. The remaining letters should form a new word. Write it down. Example words: spark (caviar), regiment (floor), slope (elephant), screen (faucet), trouble (food), octopus (rod), paint (helmet), vinegar (bite), lamp (paw), textbook ( student).

Option: a similar task: names of fairy tales are provided where only one letter is changed. Participants will have to find these letters and restore the true names of the fairy tales.

v Guli-swans (Geese-swans)

v Cap (Turnip)

v Fox and poppy (Fox and cancer)

v Murochka Ryaba (Hen Ryaba)

v Gold Chop (Goldfish)

v Quietly one-eyed (Dashingly one-eyed)

v Ball bird (Firebird)

v Paul and the seven kids (Wolf and the seven kids)

v Kosobok (Kolobok)

v Doors in the pit (Beasts in the pit)

v Ivan - a soldier's dream (Ivan - a soldier's son)

v Cat and kitty (Cat and fox)

Two participants are selected from the team, who can confer and are offered a set of cards on which the names of different products needed to prepare the dish are written (or drawn). For example, in order to prepare borscht, you need: water, salt, beets, tomatoes, onions, potatoes, cabbage, meat; 1 - 3 cards are also added that are not related to this dish: sugar, cucumbers, zucchini. Players are given a minute of time to divide the cards into two parts - which products are needed for cooking and which are unnecessary. The team that arranges the cards faster and more correctly wins. You can use real products if you wish.

"Abbreviation"

An abbreviation is a reduction of a long phrase to the first letters. Think about how you can decipher the words:

"Guess"

The teams are given cards with tasks written on them. You need to make up words.

× Its root is in the word “write”, the prefix is ​​in the word “tell”, the suffix is ​​in the word “book”, and the ending is in the word “water”. What is this? (receipt).

× Its root is in the word “knit”, the prefix is ​​in the word “shut up”, the suffix is ​​in the word “fairy tale”, and the ending is in the word “fish”. What is this? (tie).

× Its root is in the word “snowflake”, the prefix is ​​in the word “drove up”, the suffix is ​​in the word “forester”, and the ending is in the word “students”. What is this? (snowdrops).

× Its root is in the word “forest”, the prefix is ​​in the word “trick”, the suffix is ​​in the word “song”, and the ending is in the word “children”. What is this? (scilla).

× Its root is in the word “forester”, the prefix is ​​in the word “bandaging”, the suffix is ​​in the word “oak”, and the ending is in the word “schoolboy”. What is this? (copse).

× Its root is in the word “rain”, the prefix is ​​in the word “gift”, the suffix is ​​in the word “T-shirt”, and the ending is in s

Best among the best

IN childhood leadership qualities are manifested quite clearly, usually they are directly related to mental or physical superiority. With age, these qualities may disappear if they are not developed.
Do it once, do it twice
This game is mainly intended for schoolchildren. It helps to identify a leader in a group of players.
Before starting, it is discussed that the guys must perform all movements at the same time. At the leader’s command: “Do it once,” everyone should raise their chairs up. After this, the presenter announces that he will not say anything more. It is important to notice the player who will be the first to give the command to lower the chairs.
Then, at the leader’s command: “Do two,” everyone begins to run around their chair, and at the command of one of the players, everyone must sit on the chairs at the same time. Those players who gave commands in the first and second cases (especially if it was the same person) have the makings of a leader.

Counting books

The game is recommended for older children and teenagers. It will help identify leadership abilities in players.
The players close their eyes, and the leader invites them to count, for example, to ten (the number can be arbitrary). The scoring conditions are as follows: you cannot say anything extraneous except numbers, and only one player must pronounce each of them. If any two guys speak at the same time, the game starts over.
Since the players are sitting with their eyes closed, they cannot see who is going to speak and cannot give each other any signs. In the end, the person who said the most numbers will probably remain. He is the leader in this company.

In the dark

The game is interesting for school-age children. Despite the name, it is absolutely not necessary to conduct it with the lights off; on the contrary, the presenter will have to observe the players, who is behaving how they behave. This name is given because the players have to sit with their eyes closed throughout the entire action.
The presenter proposes a specific topic in advance. The game is suitable for any theme evening at school, in this case it is easier to come up with a question for discussion, and the game will help not only identify the leader, but also talk about important issues.
Chairs for the players and for the leader are placed in a circle. A topic is set, and the participants in the game express their opinions, so a discussion gradually ensues. And then the presenter asks everyone to close their eyes and only then continue the conversation.
The need to talk with their eyes closed will initially confuse the players, and at first the conversation will move slowly or be interrupted. The presenter’s task is to maintain the conversation, interest the interlocutors, help them relax and thus create the prerequisites for bringing the conversation to its logical conclusion.
Features of the game “In the Dark” are as follows.
Firstly, sitting with his eyes closed, the player does not see who is going to speak, so the decision to “enter or not enter into a conversation” depends only on him.
Secondly, when a person’s eyes are closed, his facial expressions become more expressive. The presenter can observe the facial expressions of the players, changes in moods and reactions to certain phrases.
Those guys who speak confidently even with their eyes closed, react calmly to responses, and don’t stop if they start talking at the same time as someone else, are endowed with the most highly developed leadership abilities.
Those who are very sensitive to the cues of others need help to develop self-confidence.

"Cacti grow in the desert"

The game is intended for preschool children.
Everyone stands in a circle, holds hands, walks and says:
“Cacti grow in the desert, cacti grow in the desert...” The leader stands in the center of the circle, sometimes turning. Suddenly, one of the players jumps out of the circle and shouts: “Oh!” He must do this in such a way that the presenter does not see him at this moment, and the players adjacent to him immediately clasp their hands. If the leader sees someone about to jump out, he touches him on the shoulder, and he remains in the general circle.
The presenter asks: “What’s wrong with you?”
The player comes up with any answer related to the cactus (for example: “I ate a cactus, but it is bitter” or “I stepped on a cactus”).
After this, the player returns back to the circle, and others can jump out. The most important condition is not to repeat yourself when answering the presenter’s question.
Those children who most often find themselves outside the circle are the most active and have greater leadership abilities.

« Who cares»

This game is intended for children of primary school age. She will teach you to take the role of a leader seriously and responsibly.
Everyone is invited to order the leader to do something. After all the orders are spoken out loud, the players are told the rules of the game. They consist in the fact that each player himself must carry out his orders. If a child, when coming up with a task, did not care whether it was easy to complete, he will be more serious next time.

"Teddy bears on a walk"

It is useful to involve children of preschool and primary school age in such a game. It can be played in kindergarten or at a party in elementary school.
First, the presenter says: “You are all little bear cubs, you are walking through the meadow and picking sweet strawberries. One of you is the eldest, he watches over everyone else.”
Cheerful music plays, children walk around the room and pretend to be bear cubs - they waddle, pretend to pick berries, and sing songs.
At this time, the presenter selects one player and, when the music stops, announces that he is the eldest bear cub. His task (announced in advance) is to check as quickly as possible whether all the cubs are in place, that is, to touch the shoulder of each player.
After he makes sure that no one is lost, the game resumes, and after a few minutes the leader appoints another senior. The game continues until everyone has played this role. The one who completes this task the fastest is declared the fastest and oldest. Naturally, this will only work for those who act calmer and more organized than others. At the end of the game, the host explains why the winner was able to complete the task better than the others.
The game “Teddy Bears for a Walk” allows children to learn how to quickly respond to a task and correctly organize their actions. It can be carried out quite often, changing bear cubs to kittens, chickens, elephant calves, etc.

“Far, far away, in a dense forest...”

The game is for preschoolers.
The players sit on chairs, close their eyes, and the presenter explains the rules: the phrase “far, far away, in a dense forest... who?” One of the players answers, for example: “little foxes.” If several answers are pronounced at the same time, the presenter does not accept them and repeats the phrase again. Sometimes it is difficult for the players to decide who should answer, but the leader should not interfere and let the children figure it out themselves.
When the only answer is received, the presenter says the following phrase: “Far, far away, in a dense forest, fox cubs... what are they doing?” Answers are accepted according to the same rules.
You can play this game for quite a long time until you get bored. Or - when the first phrase becomes long enough, you can start over. The only condition: all phrases must begin the same: “Far, far away, in a dense forest...”
It usually turns out that one or more players answer the most. It is worth paying attention to them - they are the ones who have the most developed leadership abilities.

“You are a brick, I am a brick, and all together - a common house!”

For preschool children.
In this game, children should not speak. The body is mainly involved, and with its help, children should feel their own significance and uniqueness, and feel a sense of belonging to a group.
Release as much as possible more space for the game and give each child one match. One of them starts the game and puts a match in the middle of the room, the second places his match next to it so that they touch. Then continue in the same way until all the matches are laid out on the floor. Matches can be arranged according to a pre-thought-out plot so that you get a picture or image of something.
The matches laid out on the floor represent a kind of sketch, and now all the children must lay out a similar picture of their bodies on the floor, and everyone must touch someone at the same time.
When everyone is positioned on the floor in a way that is convenient for them, you need to remember and record the position of the bodies in memory. Then everyone gets up together, just walks around the room for a couple of minutes, and at the leader’s signal they again take the same position that they occupied a few minutes ago.
This game helps to reveal the structure of the company, that is, hidden attachments and sympathies, because most often children try to take a position next to those with whom they find it more pleasant to communicate. Here you can identify the informal leader - the one who will be surrounded a large number Guys. Shy children will be on the edge, and more determined ones will be closer to the middle.
You can complicate the game by giving a specific task: for example, offering to make an image of a specific object from the total number of bodies - a car, a house, etc.