Psychological games for cohesion collective for children. Games for acquaintance, for cohesion team

Purpose: Remove psychological stress, study interpersonal relationships in the group.

Conducting psychological games and exercises in the group requires leading certain skills and skills. First of all, when selecting games, it is necessary to take into account the psychological attitude of the group, constantly fix the changes in the mood of the participants in order to decide on the termination of the game. After completing the exercise, it is necessary to conduct reflection in the group.

1. "Clown"

To carry out this game, you must divide for 2-3 teams and prepare 2-3 boxes of matches. More precisely, not all boxes are needed, but only the upper part of it. The inner, extended part along with matches can be postponed.

In order to start the game, all the teams are built into the column, the first person puts the boxes on his nose. The essence of the game is that as soon as possible to transfer this boxes from the nose to the nose to all members of your team, the hands should be behind the back. If someone has fallen boxes, the team starts the procedure again.

Accordingly, the winner is the team that will finish the transmission box faster.

2. "Apple"

This game is again associated with the transfer of the item with two or several commands. This subject will be an apple, and it will be necessary to keep it, clinging between the chin and the neck. Hands behind the back, so ... started!

If you did not have an apple under your hand, you can use the same success with an orange or tennis ball.

3. "Sandalik"

For this game you need to organize at least three teams. Teams are built into the columns located on the same line, having previously swallowed. After the teams are built, the leader collects all the shoes guys, bothers her bunch and mixes. The guidelines are offered: "This is a small fun relay. Now in turn, each of the participants must run up to this heap, go to their shoes and run in the shoes to their team, having transferred the relay to the following. Win you know how to quickly shift!"

4. "Toucan"

Toucan is a fish that fishermen are often dried by riding long rings. Now we, like Tukanu, will be "to drive" for a long, about 15 m. The length of the rope, at one end of which the pine bump is tied. All members of the team must turn this bump through all the clothes from top to bottom, passing the cone to each other in turn. Naturally, the winner is considered the team, the last participant of which the first of all teams will pull out a pine cone with a fifteen rope meters tied to it from the pants.

5. "Tangle"

The same rope binds to the ring. The leading comes out of the room or turns away, and the rest, holding two hands for the rope, confused, forming a lively tangle that the leading should unravel. His task is to form a circle again.

6. "Jump without a parachute"

For this game, four pairs of participants become on one side of the chair face to each other, arms crossed as it is recommended to do when carrying wounded. With her back to the chair, another player becomes "jumping". He becomes the edge of the chair and drops back as a wax stick. Standing from behind with arms crossed 8 people catch it. The severity of sensations and the success of the fact that Comrade is caught, capture and fascinate the guys. Fear of the fact that their comrade can hit, makes the guys tightly hold on with each other.

7. "Retrootes circles -1"

The whole group with tied eyes is kept for the rope ring. On the team you need to portray a specific figure - a triangle, square, etc.

8. "Roll into the fingers"

The whole group on the "One-two-three" must be thrown out on the fingers such numbers so that their sum is equal to the presenter. The exercise is repeated to the result.

The group should count to N (or equal or more of the participants), and only one person should pronounce each figure. Negotiate who says cannot. As soon as some number pronounces several people at the same time or no one utters a long time, the bill begins with the beginning. Optional rule: Each person must pronounce at least one number.

The group should count to the number (or equal or more of the participants), and only one person should pronounce each figure. Negotiate who says cannot. As soon as some number pronounces several people at the same time or no one utters a long time, the bill begins with the beginning. Optional rule: Each person must pronounce at least one number.

11 . Two people stand over with the backs of each other. Alive together sit down and stand up together. The same thing is standing face to each other and holding hands and devastating back. Exercise option is a group of several people standing in the ring.

12. "Knot"

Each of the group holds for the rope. Task - Tie the rope into the node. You can not let go of the hands, you can only move along the rope (if someone lets your hands, the exercise begins with the beginning). Option - then untie the knot knot with the same rules. Option - unleash the node tied to the leading.

13. "Plates - 1"

The group gives several plates. The group should, not advancing the carpet, cross the plates through it. Condition: At every plate should constantly be at least one leg. Otherwise, the plate is selected.

14. "Ant trail"

The group is divided into two parts and rises on a long board on both sides of the middle. Task - two subgroups change places. If someone comes to earth or concerns the land, the exercise begins with the beginning.

15. "Rug"

The whole group stands on the rug. To turn it onto the other side. If someone has come to the floor - the exercise begins with the beginning.

16. "Rope for Hands"

Rope stretched just below the belt itself high Man in a group. The group is standing by the hands. The task is to pass over the rope, not bothering it. Note: To follow group work, you should either enter the rule that it is impossible to jump, or introduce "blind", "dumb" people.

17. "Platelets in a circle"

Platelets are located in a circle, their number is equal to the number of participants. Well, not coming to the floor, to all simultaneously run the circle from the plate on the plate. The sizes of the plates are selected so that only one person can be placed on each.

18. "Octopus"

Long ropes are tied to the ring, a tennis ball is placed in the ring. The task is not dropping the ball, take it around the column (carry over the field). Option: In the Big Ring Aircraft Ball.

19. "Synchronically not synchronous"

The team on the team raises his hands, then without a team should at the same time lower them. The same can be done with chairs: without claiming silently together stand up, bypass around the chair (synchronously) and at the same time sit down. If the movement is not synchronously executed, the task is performed again.

20. "Varosik"

The troika consists of a driver, composition and a train. The locomotive is first with eyes closed. The driver is worth the third and leads the train. Everyone keeps the belt in front of standing. Rotate to the right, left, brake is made in the hospital's hands on the belt. After some time, the role is shown and the game continues. The game takes place in silence.

At the end there is a discussion, to whom what role liked more (lead, slave, mediator for information transfer).

21. "Blind and guide"

Everyone gets into the circle, calculated on the first second and divide on the pair. In couples get up with each other. Fast shutdown closes his eyes, the partner puts his hands on the belt and the leader starts to led him around the room. After some time, the partners change roles and the game continues.

22. "Customs"

Host: "I propose to practice the observation of the ability to analyze the behavior of another person. So our group is passengers going on the aircraft. One of them is a smuggler who is trying to take a unique jewelry jewelry from the country.

So who wants to be a customs officer?

The assumed this role comes out. One of the participants in the group hides the subject, after which they are imparted by the "customs officer". Past him

one by one pass "passengers", there are three attempts to determine the smuggler.

23. "Monster"

We all recognize different disadvantages. But are they so, if you think about, scary? Imagine that in the center of our circle it costs the scarecrow - the uncompatient such, it seems to be put on the garden

scare away birds. It has all the qualities that we consider our shortcomings.

First, all in turn call various disadvantages: "stuffed so", and then each of us will say than good about the quality that

they were named, but not about the qualities that named himself, but about those who called others.

At the end of the exercise discussed the "pros" and "minuses" of these qualities.

24. "Stand in the circle"

All participants are going to a close bunch around the lead. According to his team, they close their eyes and begin to move chaotically in any direction, while everyone buzzes like bees gathering honey. After some time, the presenter clap into his hands, everything instantly shut up and frozen on the place where the signal found. After that, the presenter claps in your hands twice. Without opening the eye and without touching his hands, the participants try to lines in the circle. This happens in complete silence. When all the participants of the game occupy their places and stop, leading three times, everyone will open their eyes.

25. "Accounts up to ten"

Everyone gets into a circle, without touching each other with elbows and shoulders. According to the signal of the lead, everyone closes the eyes, lower the noses down and try to do what six-year children are able to: count from one to ten. But the trick is that it will be all together. In the game there is one rule: only one person should utter each figure. If two people say some kind of digit, the score begins from the beginning. There are several attempts. The presenter can enter into a bet with the group. At the end, the analysis of what happened.

26. "To be built for growth"

Everyone gets tight circle, closed eyes and mouths, i.e. become glorpherukhonem. By teammate, the leading should be built in the rank of growth. When everyone occupy their places and stop, the leading gives the signal and all open their eyes. You can make several attempts on time.

27. "Birthdays"

All playing closes their eyes (it is better to use bandages) and turn into depleting. Their task is to lure in the car in the calendar of their birth days. A man who was born, for example, should be heading, and the last one who was born in late December should be the latter. Before the game, it is negotiated that the "conversation" is more convenient to start with the message of the month of your birth, and then agree on the number. When Shernga is lined up, everyone opens their eyes, mouths and ears and call their birthdays.

You can repeat the exercise for a while several times.

28. "Meeting of views"

All players get up in a circle, face to each other, "neme", lowered their heads and look at their shoes. According to the signal of the lead, everyone lift eyes and look at one of the people standing in a circle. If two meets his eyes, they fit together, stretch their hands (hugged). The task of the group is to form with once as many pairs as possible.

29. "Transfer of feelings with touch"

One of the participants becomes the center of the circle and closes his eyes. He knows that now the rest of the participants will approach him now and try to pass one of four senses: fear, joy, curiosity, sadness. The task of water to determine how the feeling was transmitted.

30. "Hordes on the extensions"

All players are divided into two teams: Horde and detached.

The detached rises in a circle, face out, and plunge into ourselves, dismissed from external influences, frozen, frozen. The horde must defrost, cause any reaction from the detached.

Restrictions for the Horde: Cannot be touched to the detached and impossible to scream in the ear.

Restrictions for detached: You can not omit and hide your eyes, you need to look straight.

The game begins at the expense of the "five" lead. 1-2 continues

minutes, then the commands change roles. The team wins, which for the allotted time will be able to "defrost" more than a person.

31. "Golden and Black Chair"

All sit in a circle, in the center of which is a chair. Anyone can sit on this chair, and, and if he orders Golden chair, everyone will only speak about the good qualities of this person. If a person orders a black chair, everyone will talk about his weaknesses, its disadvantages.

As a rule, the majority want to sit on a black chair, but the game is advisable to start with a gold chair. The first comes to want, then he chooses the next player.

The exercise can be diversified, the chair can be color, and then the person speak volumetric, from all sides.

This exercise can be carried out when members of the team know each other well.


Games for the detection of the leader

The detected leader can be the main binder in the campaign chain of the guide with the group.

1. "Rope"

To carry out this game, take the rope and tie her ends so that the ring is formed. (The length of the rope depends on the number of guys participating in the game.)

The guys get up in a circle and take two hands for the rope, which is inside the circle. Task: "Now everyone needs to close the eyes and, without opening the eye, without letting the rope from the hands, build a triangle." First there is a pause and the complete inaction of the guys, then someone from the participants offers some kind of solution: for example, it is possible to calculate and further build a triangle on the ordinal numbers, and then leads actions.

The practice of this game shows that these functions are usually taken by leaders.

The game can be continued, complicating the task, and suggest the guys to build a square, star, hexagon.

2. "Karabas"

The next game will be the game "Karabas". For the game, children are cleared into the circle, along with them the counselor, which offers the conditions of the game: "Guys, you all know the fairy tale about Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now all you are dolls. I will say the word" Ka-ra-bass "And I will show some of the number of fingers on the elongated hands. And you will have to, do not negotiate with the chairs, and so many people, how much I will show your fingers. This game develops attention and speed of the reaction."

In this game test, the participation of two counselors. The task of one thing is to spend the game, the second is to carefully observe the behavior of the guys.

Most often there are more sociable, seeking to leadership guys. Those who get up later, at the end of the game, less decisive. There are those who first get up and then sit down. They constitute a group of "happy." The insignificant is the group of the detachment that does not get up at all.

3. "Big Family Photography"

It is better to spend this game to organizeriod to identify the leader, as well as in the middle of the shift, and use as a visual material in your team.

It is proposed that the guys presented that all of them are a big family and everyone needs to take pictures together for a family album. It is necessary to choose a "photographer". He must arrange the whole family for photographing. The first of the family chooses the "grandfather" he can also participate in the alignment of the family members. No one no more installations are given for children, they must decide themselves who can be and where to stand. And you wait and watch this entertaining picture. The role of "photographer" and "grandparents" is usually taken to fulfill the guys who are seeking leadership. But, however, the elements of the leadership and other "family members" are not excluded. It will be very interesting for you to watch the distribution of roles, passive activity in choosing a location.

This game spent in the middle of the shift can open you new leaders and reveal the system of sympathy-antipathies in groups. After the distribution of roles and alignment of the "family members" "Photographer" considers up to three. At the expense of "Three!" Everything is very smooth and very loudly screaming "cheese" and make simultaneous cotton into his hands.

Here's another one option detection of leadersconsisting of several games. For this, the guys are divided into two or three equal in the number of team members. Each team chooses a name. The leader suggests the conditions: "Now the teams will be fulfilled after I inhibit" started! ". The winner will be considered the command that fastest and more accurate task." Thus, you will create the spirit of competition, which is very important for the guys.

So, the first task. Now every team must tell Khorom some one word. "Started!"

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

Second task. Here it is necessary that I do not negotiate about anything quickly stood up. "Started!"

The interpretation of this game is similar to the interpretation of the game "Karabas": the most active members of the group are standing, including the leader.

Third task. Now all teams fly in a spacecraft 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 functions of the organizer again takes on the leader, but the distribution of roles often occurs in such a way that the leader chooses the role of the "hare". This can be explained by his desire to transfer the responsibility of the commander on the shoulders of someone else.

Task fourth. We flew to Mars and we need to somehow accommodate in the Martian hotel, and in it only a triple room, two double rooms and one single one. You need to quickly distribute who in which number will live. "Started!"

After spending this game, you can see the presence and composition of microbroups in your team. Single rooms usually go either hidden, unbearable leaders, or "rejected".

The proposed number of rooms and rooms in them is drawn up 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 so that there are three-bed, double and one single.

This technique will give you quite a complete leadership system in the team. You can finish it by some game for the cohesion of the team. (See below)

It should be noted that the main types of leaders are emotional and intellectual leadership. Not last place in the team occupies the leader organizer. To whom to lead your squad, it depends not only on personal sympathy, but also on the type of activity, the life of the detachment in this shift.


Games - Drawings

Purpose: Remove the voltage and set up to work. Drawing games are different from all games in that they can only be played once with one team. According to its contents of the playing games, they are a kind of joke, the riddling that participants understand that they fought over them.

1. "Have you seen bringing?"

Players are built into one line shoulder to each other, leading is first. He sets the player next to him a question that is responsible for a given scheme:

Did you see bringing?

Won there (presenter raises right hand) The player repeats the dialogue and gesture with the next player and so to the end. For the second time, without changing the words, the lead raises the left hands, for the third time - squats and pulls his left leg forward. The entire chain sits just the shoulder to the shoulder with the elongated hands, and the presenter pushes the sitting nearby. The whole detachment falls along the chain.

2. "Do you know Yatsek?"

Another version of the game "Have you seen bringing?" There are 8-10 people who want a person in a column and very close shoulders. The presenter adjusts to the first and asks: "Do you know Yatsek? Yucek is like that!" And shows pulling hands to the head level. The first asks the second: and repeats the movement of the master. The second is the third, etc. Moreover, hands remain in the same position. Then the host again starts the circle, but the hands remain at the level of the abdomen. Again repeat - hands at the knee level. And finally, hands almost touch the floor. When everyone turns out to be in such an uncomfortable position, the presenter says: "Do you know Yatsek? Nicek here!" And with these words heavily pushes the body of the first playing.

3. "Detective"

One player says that now everyone will come up with some kind of detective story, and he will have to guess it, while he can ask questions to which only "yes", "no", "I don't know." After explaining the player's rules asking for the door.

No plot is inventying, simply, if the player's question ends at a vowel letter, then everyone responds "yes", if on the consonant - "no", on a soft sign - I do not know. After some time, the master himself composes the detective and very rejoices.

4. "Love story"

Another version of the game "Detective". Two people - a guy and a girl - lead beyond audibility. The counselors say that they will now come up with their own love story. Upon returning the leading will ask questions if in the last word of their question the last letter - vowel, then the circle answers: "Yes!" And if - consonant, then - "No!". In case, if the word ends with soft signs, the circle says: "We do not know" and "no matter", on choosing. The instructions are given: "We have come up with a love story here. You must learn it, asking questions that would provide only to unambiguous answers:" Yes, "no", "do not know." What do you understand, then tell. If you are thinking They were confused, you need to help them. In the end, the leader thanks leading to all their "wonderful love story".

5. "Love Monument"

Three young men and three girls (the quantity is not limited) are outlined outside the door. Two leading build a monument of love (young man and girl)

The third lead one calls the girl, then the young man, offering them:

You are a sculptor, before you the unfinished monument of love from clay, you must finish it.

(Player "Lepit" monument at its discretion). When the sculptor finished the work, the lead says:

And now replace the girl (young man) in his creation.

6. "Hypnosis"

All sit on their knees in the circle. One leading offers everyone to close the eyes for the "hypnosis" session, listen only to his voice and execute his instructions: "Imagine that you walk on a beautiful meadow in the forest, you hear the birds singing. Feel the smell of summer, you blinds the sun. You You see that the melanchy flower grows in the middle of the Polyana, you lean to it, sit down. On his petal, you notice a little Rosink, who manites you, and you, stand on all fours, are trying to lick her tongue. And now, call for a second.

Players do everything.

The first presenter at this point comes to the second and says:

"Comrade General, a group of service and search dogs arrived at the destination!".

7. "phrases"

I uttered one of the other three phrases, each phrase you should repeat the choir. Be able to

And I think no. Let's check. It's a good weather today.

(repeat)

We love funny Games (repeat)

Larew, already lost!

But you uttered only two phrases.

My third phrase was: "lost, already lost."

8. "I go hiking ..."

In a circle, one phrase says: "I go hiking and take with me ... (the participant calls any thing)" You can pass the ball or toy at the same time. The lead says who goes to the campaign, and who is not. The bottom line is that after this phrase, the player must pronounce the word "please", and then the presenter will take it on a campaign. The game goes until everyone is guessing about the "secret" word.

9. "Who is the Egyptian donkey?"

The presenter comes into the room and asks everyone: "Who is the Egyptian donkey?". All shouts are shouting: "I", but the "Egyptian donkey", which is secretly selected, should scream it louder than everyone.

If the presenter is guessing, then it remains if not, it goes beyond the door to change the "donkey". If the presenter is guessing, now, as if the nonsense is asking him to be "Egyptian don", and he should shout louder to everyone: "I !!!". When the second lead comes and asks: "Who is the Egyptian donkey?", All pretend that they are going to scream, but silent, only the first leader shouts.

10. "Wild Monkey"

This game is still known as the "Egyptian Donkey". One wishes are excreted from the hall or just away from the location of the general circle so that he does not see and heard the remaining. The master says: "So. Now we are his (her) pod. He will return, and we will say that here the Symposium of the Wild Monkeys and he needs to determine who is the wildest. For this, - let's say, - you must ask: "Who is the very wild monkey here?" Everyone is scattered? "I! I! "From two attempts, you have to guess who this monkey. And the wildest - this one who loudly screams and hits the fist in the chest. So, two attempts. Here it will ask, and we will yell. After Two attempts he will indicate on someone. We will seem to be surprised and say that he guessed. The one who showed how to the very wild monkey, it comes out. We will make someone like a truly, and when the second lead will return And it will begin to ask, the first time we shout, and the second - I score the air for a cry and will become clear. There are questions? The game proceeds according to this instruction. Good at the beginning, remove not one, but three to four people.

11. "Re-erash through the clock"

Before the player put a few hours at a short distance from each other. Then the player tie his eyes and ask the player to cross through the clock. Leading guides a player so that he does not come to the clock, suggest that he needs to do how to go.

In fact, all the watches are removed and declined again after the player passes all distance.

12. "Put the nose to the place"

A physiognomy is drawn on the sheet. The nose is made of plasticine. The player with tied eyes is offered to put this nose into place.

13. "MPS"

The task of the lead - to guess the conceived person in the group, asking any questions about him to each player. Players, answering the question, tell about their neighbor on the right, because MPS decrypt "My right neighbor".

14. "Camel"

It must be done very carefully so that others do not hear what the neighbor says. Then the leader gets up in the center and says: "Listen carefully! Now I will call animals. It is possible that some I didn't call some, so I remember exactly my animal. So: Cat! Horse! Camel !!!".

15. "Yes No - yes"

Three boys and three girls are called from the audience. The presenter leaves one member of the opposite sex from six. And the rest will lead to them not overheard and did not spy. With the remaining participant, it is agreed that he will answer the question in the sequence "Yes" - "No" - "Yes." And so three times for three answers.

The presenter asks such questions:

Do you know what this is?

Do you know what it is for?

Do you want to know?

In the first series, the presenter shows on the palm, and after the consent, find out what she needs, shakes the palm of the participant. In the second series, the host shows on the shoulder and after the 3rd answer gently hugs by the participant's shoulder. In the third series, the host shows on the lips and after the 3rd answer, pulls his lips to the participant as if he wants to kiss, and then plays on the lip as little. After a friendly laughter, the lead sits in the hall, and the 1st participant gets up in his place. And for him is called the second party of the opposite sex. So in turn pass all six participants.


Theater Expromst

Theatrical performances in which absolutely all children of the group are involved and do everything easily, fun, successfully, is, of course, the expression shows. The expression exempts from fear before failure, impromptu allows not to be an actor, impromptu implies a momentary creation, and therefore an imperfect, crude form, with errors, incidents, funny situations. All the failures of the participants of the improvised scene are justified in advance. Impromptu: no one was prepared for the game; Nobody knew what he had a role; None of the actors is actor, so his behavior is free, he only outlines the action of the character and the acting skills are not required from it.

Theater-imprompt has as a lead psychological task, while the School Theater (Ethical Theater, Dramatic Studio, etc.), occupied by theatrical productions literary works, It is created in the name of aesthetic and moral tasks. And the task of psychological consists in the psychological liberation of the student, in the formation of his feeling of dignity.

The method of organizing the theater-expression is extremely simple. The text is drawn up for "voice over a frame", usually fabulous, fantastic, detective, so that entertaining events are deployed on the scene. Then all the characters of the presentation are recorded, they are indicated on cards. These cards are distributed among children who came to the performance, and they are immediately invited for the scenes. In the course of the sound of the text, carrying information on the actions of the heroes, the actors appear because of the scenes and fulfill everything, as reported by the "voice for the frame".

It is necessary that in the play there was a lot of actions aligning one to another that the reversal of events was unexpected and eventually fun and slightly funny. Active persons are people, and beasts, and plants, and things, and natural phenomena, such as wind, shining, clouds.

We give an example of a short performance played by the expression successfully and repeatedly in different schools (With the help of a capital letter, we indicate the characters of this presentation).

"... Night. Woven the wind, the trees are swinging. Gypsy-thief is being made between them, he is looking for a stable, where she sleeps his horse ... So the stable. Sleeping a horse, he dreams something, he slightly goes through with hooves and rzhet thin. It was not far from him on the pranchka of the Sparrow, he dreamed, sometimes reveals that one, then another eye. On the street on the riding a dog sleeps ... The trees are noisy, because of the noise you can not hear how the gypsy-thief makes your way into the stable. Here it is enough Horse for a bridle ... Sparrow stuck anxiously ... The dog desperately lay down ... Gypsy leads a horse. The dog is poured with the mistress, the mistress ran out of the house, he shouted, screamed. She's calling her husband. Joined with a gun in the hands of the owner ... Gypsy runs away . The owner leads a horse in the stall. The dog jumps away from joy. The sparrow flies around. Trees are noisy, and the wind continues to howl ... The owner strokes the horse, throws him a hay. The owner calls the hostess in the house. Everything calms down. Sleeps. Dram Former place. Standing falls asleep horse, he occasionally shudders and rushing quietly ... curtain! "

The plot should not be known to nor children or viewers or actors. Therefore, having played one performance, you need to re-create text for another presentation. We should not forget about the effect of novelty for children: the plots must be unlike, concerned in various spheres of human life, each time they surprise children. unexpected turns during action.

For a broader idea of \u200b\u200bthe possibilities of the theater-expression, we give another text that serves as a support for playing actions on the scene:

"... the sea. The sea is worried. Located in a constant move. He sits on the stone a philosopher sits. He deepened in thought, nothing notices around. From the part it seems that he is a dormant. Does not notice waves incurred ashore. I do not notice As the shark sailed and rejuvenated the predatory mouth, going to eat a philosopher. He does not notice how a flock of cheerful dolphins drives the evil shark to the sea.

The philosopher sits, immersed in thought. Nothing can take it out of thought about the meaning of life. He is so stationary that the seagull that appeared takes him for the stone and sits on his head.

On the shore there is a trader with a basket. All day he sold goods on the market. Tired, dragging the basket in the sand. The merchant sees a single figure of a person sitting on a stone, and heads for him.

Noticing a man, a seagull flies with a cry. The philosopher retains the former thoughtfulness.

Going to the philosopher, the merchant asks to look after the basket ... undresses and goes to plunge into the sea.

At this time, two joker appear on the shore. They see the philosopher immersed in thought, stealing selected to the basket with clothes. Take it and launched on the nurse.

The merchant sees how to kidnap his basket with money and clothing, quickly floats to the shore and shouts: "Save!". From screaming the philosopher awakens and rushes to help. Of course, save a person for a philosopher is like saving the highest value.

The merchant is fought off the philosopher. Soon they turn out to be on the shore. Joker run farther further.

The trader is blocked by a wake, begging the philosopher to give him clothes to catch joker. The philosopher replies that clothes are not the most important thing in life that it is only a means, and not a goal. And again flows into deep thoughtfulness.

The merchant jumps around, beats the philosopher on the back, trying to bring out of thoughtfulness, becomes kneeling, begging about clothes ...

Dolphins are sailing - discuss the situation. Chaika shouts, gives advice to a naked merchant. Philosopher. We are calm .. Dolphins float. Seagull flies.

Dealer. Stripping the philosopher, runs to save his good.

On the stone lonely philosopher, immersed in the thought of the sense of life ....

Curtain.

And further. One text. The performance is called "way home".

"... Village, summer, night ... noise and howls, swaying. Trees, wind ...

On the way there is a resident of the village. On the right there is a fence ... Suddenly, from behind the fence, a black cat runs out, moving the road to a resident of the village, pukes loudly.

A resident of the village, frightened, screams ... The cat rushes to one of the trees and rapidly climbs on the tree, sits there, watching the resident.

A resident of the village is also scared. He turns in the other side to approach his house another. expensive.

Owl departs from the tree, she screams, scares the resident, and cat. Both again scream - like. may.

The unlucky resident of the village is now sent on the third road to his house. He is in dangerous goes, looking around, he shudders coming up ...

Finally, his house is visible. Our hero. Stretches your hand to open the door. There is a ghost ... "Oh, when it all end?!" - Write our hero. And the ghost is circling around him. A resident of the village in despair, he grabbed his head with his hands and no longer looking for an exit from the position ...

The hostess runs out of the house, the wife of our hero. In her hands she has a towel. She waves a towel, he drowshes the ghost. That hides behind the corner of the house.

Our hero tells the hostess, his wife, why he is so frightened ... The ghost around the corner repeats his words as Echo, slowly selected again to. Our hero. The hostess notices his movement, waving a towel and Ghostly orders the ghost to disappear ... He is going to object. But suddenly somewhere far away, behind the house, shouted the cock ... The ghost disappears forever.

The hostess consoles her husband, invites him to the house. Promises good treat. Both go ...

Curtain"

And you can also put children's fairy tales ("repka", "teremok", "Ryabina", etc.).


Russian folk games

Purpose: absorption and fixing of indigenous historical features, traditions of their people, transmitting experience from generation to generation.

Traditionally, playing culture, including along with acting games, game forms in communication, work, cognitive activity, constitute an integral and most important part of a huge complex of folk culture. Most people can be used today.

1. "Stick Sing"

All participants are divided into two teams. The song of the Song Questions of the One Team begins. The second team responds with words from the song. And so who is confirable.

2. "White Bears"

The playground is limited. All players move around the site, two leaders are taken by arms and slyat others. The third joins them if his Salyat, and the fourth to form his own pair of leading.

All players are divided into two groups, lines in two lines opposite each other. The game is accompanied by the following words:

Boyar, and we came to you.

Young, and we came to you.

Why did they come?

We choose the bride.

What a sweet one do you?

We are this Mila.

She is a fool with us.

We will learn it.

What will you teach?

Fluster.

She will cry.

We are comforting it.

- How will you console?

We are her gingerbread.

4. "Bug"

One stands back and keeps palm, and others beat him on the palm. He must guess who did it.

5. "In the kings"

The king was chosen, all the other players are servants.

King, king, I'm your servant!

Why are you my servant?

And what you will not make me do, I will do everything.

Kiss king in mouth and all to Clea.

The servant kissed everyone. Then the next servant performs another task and so until you get bored.

6. "In the set"

The girls sat down on the shop and guess their place to the right for

her boyfriend. He entered the guy and had to guess his place, if he guess, it remained to sit if not, then all the girls clapped in his hands, and he left. The game continued until all places were busy.

7. "In the neighbor"

All sat down in pairs. Who remained without a pair leads.

Is the neighbor?

Come with him (a couple kisses).

If not any, then you need to quickly name the name of the other and change places with his girlfriend. The presenter should take any place.

8. "Grandfather Mazay"

Leading leaves. Players come up with themselves what they are doing

together. Movement comes.

Hello grandfather Mazay! From the basket of getting out.

Hello kids, sweet candy. Where did you drop out what you did?

Where we were, we do not say, and what they did, show. Players show leading must guess.

9. "Cat and Mahotka"

Lead - Cat. All the rest are Mahotka. They squatting, and the cat should dump some of them. Mahotka must resist.

10. "Smoking"

Transmitted to Luchin, who she was Gasla - a smoking room. If the candy was transferred, which was bought, then she ended - Zhardde. The game was accompanied by words:

There was a smoking

There was a durilka.

Like smoking

Like Durilka.

Little legs,

Shower short.

Don't die smoking

Do not die Durilka.

Like smoking

Like Durilka.

Little legs,

Shower short.

Alive smoking

Alive Durilka. The latter makes Phant.

11. "Gardener"

The leading gardener comes out, and everyone agrees who will be like a flower.

The presenter says the following words:

I was born a gardener, I was angry with a joke, all the flowers are fed, except ...

What's the matter?

In love.

In whom? -IN...

If the player does not quickly call the flower, becomes the lead.

Currently, this old Russian game is known as the "spoiled phone". 5-10 people participate in it. They sit in a row or semicircle. One of the players choose the leading. He sits first in a row, coming up with any phrase and quietly whispering her ear next to a sitting player. That quietly informs it to the next player, etc. Then the presenter comes to the one who sits the last in a row, and asks what he was handed over to him. He loudly repeats what he heard.

To identify who first distorted the phrase of the lead, he asks to repeat that he heard not only the one who sits in the last row, but also the second from the end, the third, etc. A participant in the game, the first distorting word of the lead, transplants to the very end of the series. A presenter sits down on the vacant place. The one who turned out to be the first in a row is becoming new leading.

1. Transfer the phrase to the ear and so that others do not hear. But it is necessary to speak clearly, not distorting words on purpose. Violated this rule sits the last in a row.

2. It is impossible to ask and say to nonsense.

13. "Salki"

The plot of this game is very simple: one leading, which should catch up and rally sprinkled on the player's site.

But this game has a few more complicating rules options.

1. A dilated player becomes driving, while he must run, holding his hand for that part of the body for which he was osal. The first player to which the driving will sound, it becomes leading.

2. Awested player stops, pulls his hands to the sides and shouts: "tea-tea-cut out." He is "enchanted." "Carettle" of him can other players, touched before hand. The leading must "smoke" of all. To make it faster leading can be 2-3 people.

14. "HypeTs"

Driving, becomes in a conditional place with closed eyes. This place is called "con". While driving loudly considers up to 20-30, all playing hiding on certain territory. After the end of the account, drives out the eyes and goes in search of the hidden. If he sees someone from the defeated players, he loudly calls his name and runs to the con. In the fact that the player is found, you need to knock on the wall of the wall or tree. If the player's found will achieve to the end and he will lead it there before, he is not considered caught. He moves away and is waiting for the end of the game. The leading should "be frozen" as many as possible players as possible. The next time the player who was found and the "Casting" last became leading. (Or by decision of the players - first.) Every time the leading far away from Kona, the hid players can imperceptibly sneak to the horse and knock there. In this case, they will not be considered detected.

15. "Geese"

At the site, two lines are drawn at a distance of 10-15 meters - two "houses". In one are geese, in the other - their owner. Between "houses under the mountain" lives "Wolf" - driven. The owner and geese lead a dialogue, known to all with early childhood:

Gus, geese!

Ga-ga-ha.

Do you want?

Yes Yes Yes.

So fly!

We can not. The gray wolf under the mountain does not allow us home.

After these words, "geese" try to run to the "owner", and the "wolf" will catch them. The caught player becomes a "wolf".

16. "Burleys"

The players are built into the column of couples, holding hands. The leading stands in front of the column a few steps, back to the playing. He says:

"Gori-Gori is clear

So as not to go out.

And once, and two, and three.

Last pair run! "

On the word "run" a couple, standing last, should quickly break the column and stand ahead. The leading should also seek to take one of the places of the first pair. The one who did not have enough space becomes leading. Instead of the words "Last Couple", the leading can say: "Fourth Couple", or "Second Couple". In this case, all players need to be very attentive and remember how they are in the column.

17. "The bear in Boru"

The playground draws two lines at a distance of 6-8 meters from each other. At one line it is worthwhile - "Bear", after another - "House" in which children live. Children leave the "House" in the "Forest" to collect mushrooms and berries. They are suitable for bear birch with the words:

"Bear's bear

Mushrooms, berries take.

And the bear is not sleeping

Everything looks at us. "

On the last words, "Bear" pops up from "Berlogs" and tries to ignite children running into their home. The player becomes a "bear" with a "bear".

18. "Colors"

It is selected by the leading - "Monk" and the presenter - "Seller". All other players are made in secret from the "Monk" colors of the paints. Colors should not be repeated.

The game begins with the fact that the leading comes to the "shop" and says: "I, the monk, in the blue pants, came to you for the paint." Seller: "What?". Monk: (calls any color) "For Blue".

If there is no such paint, the seller says: "Go along the blue walkway, you will find blue boots, pony, yes ago I bring!".

"Monk" begins the game from the beginning.

If there is such a paint, then the playing, who melded this color is trying to escape from the "monk", and he catches it. If you caught up, then the paint becomes driving, if not, then the paints are riddled again and the game is repeated.

19. "Zhmurki"

The game passes on a small limited platform, on which there are no dangerous obstacles. Water tie eyes, or it is simply clogged. He must with closed eyes walked to someone from the players. Playing run away from the leading, but at the same time they do not go beyond the site and necessarily a voice - they call the leading or screaming: "I'm here." Awested player is changing roles with water.

20. "Alyonushka and Ivanushka"

Playing get up in a circle and take hands. Alyonushka and Ivanushka are chosen, their eyes tie them. They are inside the circle. Ivanushka must catch Alyonushka. To do this, he can call her: "Alyonushka!". Alyonushka must be distracted: "I'm here, Ivanushka!" As soon as Ivanushka caught Alyonushka, their place is occupied by other guys and the game begins with the beginning.

21. "Cossacks-Robbers"

Playing are divided into two groups. One depicts Cossacks, the other - robbers. Cossacks have their own home where the watchman is located during the game. Its responsibilities include the protection of caught robbers. The game begins with the fact that the Cossacks are in their home and allow the robbers to hide (10-15 minutes). While the robbers are hiding, they should leave tracks in the course of their movement: arrows, conditional signs or records, where the place of the next mark is indicated, traces can be false to confuse Cossacks. After 10-15 minutes, the Cossacks begin searching. The game ends when all the robbers are caught, and the one who saw the Cossacks seemed caught.

The game is better to spend on big, but limited to any other signs. At the end of the game, the Cossacks and Robbers are changing roles.

22. "Fishing Fishing

Fishing rod is a rope. One of her end in the hand of "fisherman" - watering. All players get up around the "fisherman" no further than the length of the rope. "Fisherman" begins to spin the "fishing rod", trying to hurt her on the legs of playing. "Fish" must protect themselves from the "rods", jumping over it. To "fish" do not interfere with each other, between them should be a distance of about half a meter. "Fish" should not go from their places. If the "fisherman" managed to catch the "fish", i.e. Touch the "rod", the place of "fisherman" occupies the caught "fish".

It is necessary to observe two conditions: the rope can be twisted in any direction, but it is impossible to raise it from the ground above 10-20 centimeters.

23. "Cats-Mouse"

Two people are chosen for the game: one - "Cat", the other - "mouse". In some cases, the number of "cats" and "mice" may be more. This is done in order to revive the game.

All other players get up in a circle, holding hands - "Gate". Task "Cats" catch up (touch the hand) "mouse". At the same time, the "mouse" and "cat" can run inside the circle and outside. Playing standing in a circle sympathize with the "mouse" and what they can help her. For example: By skipping through the "goal" mouse in a circle, they can close them for the "cat". Or if the "mouse" runs out of the "House", "Cat" can be locked there, i.e. Lower, close the gate.

This game is not simple, especially for the "cat". Let the "cat" show and run the ability to run, and their cunning, and skill.

When the "cat" caught a "mouse", a new steam is selected from among the players.

24. "Cherry you are going"

Driving and playing are on different directions of two lines, which are battered at a distance of 5-6 meters from each other. The task of playing - as soon as possible to reach the water and touch it. The one who did it becomes leading. But it's not easy to walk. Playing moving only under the words of the WORD: "You go quiet, you will be. Stop!" On the word "stop" all playing fools. Driving, who stood up to that, to the playing, turns and looks. If at this moment one of the players will move, and it will notice this, then this player will have to go back, behind the line. Driving can mix the friar guys. Who will laugh, also returns to the line. Game continues. Who will be able to take a place of water?

25. "Ali Baba and discontinuous chains"

The players are divided into two teams and get up, holding hands face to the opponent team, at a distance of 5-7 meters. The game starts one of the words: "Ali-Baba!". The second team of the choir replies: "What a servant?". The first team says again: "Fifth, tenth, Sasha we are here!". At the same time, the name of one of the opponent team players is called. The named playing leaves his team and runs to the command of the enemy in order to break the chain, i.e. Embare the hands of the players. If he succeeds, he picks up a player in his team who has broked his hand. If the chain did not bother, then he remains in the opponent team. The game teams start in turn. The team wins, in which there will be more players after a certain time.

26. "12 sticks"

For this game, you need a plate and 12 sticks. The plate is put on a flat stone or a small log, so that it turns out like a swing. All playing gather around these "swings". 12 sticks are put on the lower end, and on the top one of the players hit so that all sticks scatter. The leading collects sticks, and playing at this time run away and hide. When sticks are assembled and laid on a skip, the watering is sent to search for hidden. Found player drops out of the game. Any of the hid players can imperceptibly for a leading to die to "swing" and again scatter sticks. At the same time, hitting on the table, it should shout the name of the leading. Drinking again collects sticks, and all playing again hide. The game ends when all the hid players are found and at the same time driving managed to keep his sticks. The last player found is leading.

27. "Elephant"

This game involves two boys teams at 6-8 people. One of the teams should be lined up in the column. Each player bends, presses his head to the belt in front of the back and at the same time holds his hands. This command is "Elephant". The second team should "climb" on an elephant. This is done like this. The first playing rises from the side of the "elephant tail", runs away and, pushing about the back of the last player - "Elephant", makes the back of the back as possible. "He must" land "so as not to fall from" back "and not even Touch the earth with legs. Then jumping all the other players from the team "Riders". If one of them did not resist and fell from the "elephant," the game stops, and the teams are changing places. If everyone jumped successfully, and no one fell , then the "elephant" must pass with riders of 8-10 meters. If this "Elephant" succeeded, the game also stops, and the teams change places.

The game requires not only agility, but also courage, because the jumps are sometimes caused by the players of both the same command.


Carnival games

1. "King of the Mountain"

There are ancient and straight to the inexpensive custom from the guys who gathered together. As soon as they come across a low ride, Hollyk, someone most combat climbs to the very top of the slide and shouts with a challenge: "I am the king of the mountain!" Yes, and the pose takes proud, causing. Here the guys from all sides rush to the storms of the slides. Everyone tries to take her very top and overthrow the self-charged king.

The fun rapid struggle flares. It is not customary to fight too seriously, capture in the real struggle. The guys preferably pushing or tighten each other from slopes of slides, avoiding blows, sharp jolts and other coarse techniques. And now the next "king" for a friendly laughter Kubarem rolls from a slide. However, he was satisfied: there were "Mountain King".

To spend this folk game, out of snow make a slide. The participants of the game should not be at the same time more than 10-15 people. It does not take part with the older guys younger teenagers. For them, it is better to spend the game separately.

The winner is the one who lasted longer on the top of the mountain after the exclamation "I king Mountains!". You can give small comic prizes to those who visited the king of the mountain. It removes excessive rivalry. After all, it is necessary to remember that it is not a sports championship, but a fun folk game.

2. "Two frost"

The game requires a small platform with a size of 6x12 m. Its boundaries are denoted by chopsticks, flags, lumps of snow, etc.

Those who wish to participate in the game are going to one of the short sides of the site. On her middle there are leading - two frost. Occuping, they turn to the gathered:

We are two young brothers, two frost are deleted.

I frost - a red nose, - announces one.

I frost - a blue nose, - it seems another and asks with a pathetic threat in a voice:

Which of you will decide in the Road Path to go?

The guys usually already know what the choir must be answered here:

We are not afraid of threats, and the frost is not afraid of us!

Senior guys, it happens, shy to declare chorus. Enough, if at least someone from the players (it can be one of the organizers of the game) will deliver the answer to the frosts and the first to rush to run, fascinating all the others for the opposite boundary of the site, where the frosts cannot run. Sometimes no one is solved on it. Then one of the frosts announces that everyone who does not run to the "Three" will be frozen.

One two Three!

Everyone rushes to run the platform, and frosts try to ie them. The outstanding should stop, putting hands on the sides and frozen without movement. Like "frozen". His other players can "figure out", touching the hand. Then he runs together with everyone for the opposite boundary of the site.

Calculating the "frozen", both frosts ask the rest of the players again, whether they will not be solved in the road-road to empty, and, if necessary, consider up to three.

A running platform in the opposite direction, playing trying to help "frozen", but frosts guard them and try to freeze anyone else. After several runs, count the number of "frozen" and suggest those who want to try themselves in the role of "frost". Preference is not given to the "frozen" and reinforced others.

Rules: 1. You can only go around the platform after the words "It's not afraid of frost!" or at the expense "three". Then it is impossible not to escape, otherwise you become frozen. This threatens running, but returned back. 2. "Frozen" should not move, until he is "disappearing" the one who will touch him. But if trying to help out "frozen" will be outlined at this moment by frost, it must be frozen in place. It happens that he still concerns "frozen" with overclocking, but he must remember that such a liberation is no longer really, it is impossible to run after it, otherwise you are left out of the game. 3. The platform boiled over the long side is considered outstanding. But behind the short side - salvation: there are no frosts there. 4. Protecting "frozen", which will not keep their hand. 5. Sometimes it is agreed that frosts are "frozen" the second time, they are discharged into their Ice Terem, where it is impossible to rescue them before changing the leading.

3. "Third Extra (with Strap)"

10-40 guys play on a small platform or in the hall. Choose two watering. The rest form a circle, standing face to the center of pairs: one in front of another.

The beginning - as in all versions of the common game "Third Excess": one leading runs away from the second and can be ahead of any pair. Then standing behind it turns out to be the third, and therefore, too much, and should run away from the second leading.

The peculiarity of this game is that the second leading in the hand is a belt, a belt or harness, twisted from the scarf, a scarker, just a piece of rope. Waving the belt or, on the contrary, hiding it behind his back, the second leading runs around the players, striving to ie (stern) the belt of the first leading, before he gets ahead of someone's pair. If you manage it, you need to throw the belt up and run away yourself, and the outstanding should now catch it up to wear it.

The situation changes continuously, and all players have to be alert, especially worthy of the last in pairs. After all, it is also used to use unexpected tricks. For example, the second leading imperceptibly transmits a belt to someone from those standing in a pair, and he continues to chase at the first leading. He runs away, but only stood with a player holding a belt, as he quit. Then he throws the belt and runs away, becoming new first leading. The former turns into second leading, and must, pick up the belt, catch up with the runaway. The former second leading, used the "military trick", gets up in the remaining incomplete pair.

The game is completed, for example, by mutual agreement: "Here Victor assumes - and end."

Rules: 1. Watering should not run away from the circle or cross it. 2. The belt must be relatively mild, without knots or buckles at the end. 3. The punch is permitted only one, while that humorous. 4. The runaway can become ahead of any worthy pair. If youtell playing, then in pairs are standing next to, holding hands or at hand. The free hand is held on the belt, while the player that saves from the leading, takes any of the pair, and the third, runs away.

4. "Golden Gate"

Of the 6-20 participants of the game choose two more comfortable. They move away a bit aside and agree, which of them will be the sun, and who is the moon (month). The victims of the Sun and the Moon, who had chosen the roles of the Sun and the Moon, are taken by arms and raise them, as if forming the gate. The rest of the players, holding hands, go through the "gate". At the same time they sing favorite songs. When the last goal goes through the gate, they are "closed": the sun and the moon lowered the raised hands and the one who walked the latter, it turns out between them. The detainees quietly ask where he would like to become, behind the moon or the sun. Then all playing again pass through the "gate", and again the latter stop. This is repeated until everyone becomes distributed by groups. Then the groups arrange a dragging, holding hands or with the help of rings, sticks, etc.

A variety of this game is such. Going through the "gate" do not sing, but those who depict the "gate", they speake the speaking:

Golden Gate

Miss not always.

Psychological games and exercises for children aimed at the formation and development of the children's team. These games and exercises can be used in the classroom and in the children's camp.

On ice

Purpose: development interpersonal relationship In the group of complicity, unity, sense of support.

At least 8-10 people are involved. Chairs in the number of participants.

The presenter offers participants to make ice from chairs and go swimming in the Arctic Ocean. Participants get up on the chairs. The lead starts the story: "You, friends, went on a journey through the Arctic Ocean. The storm began, a slice of ice floes, but you need to escape to everyone, to hold out on the ice as long as help you do not come. " The leading gradually removes the chairs, thereby "pulling out" a piece for a piece of ice. The task of the participants: as long as possible and more remains on the ice.

At the end of the game there is a discussion: how long how many were able to hold on the ice, who took more effort to save others who saved only themselves.

Magic girl

Purpose: Improving interpersonal relationships in the team.

The participants of the game are sitting in a circle, the lead offers, passing each other a tangle of woolen threads and winding a part of the thread on the wrist, saying the following: "My name is ... I love myself ... I love ..., but I don't like ... I want with you be friends because ... "

After the participants spoke, the host sums up: "Our magician magic could

combine, now we are the real team, we j together and we are power! "

Parts of my "I"

purpose: Awareness of yourself, attention to the behavior of another. Development of the ability to talk.

Materials. Paper, sets of color pencils (6 colors).

The presenter suggests teenagers to remember what they are in different situations, depending on the circumstances (sometimes so unlike themselves, as if it different people), as they, it happens, lead the internal dialogue with them, and try to draw these different parts of their "I".

After completing the task, all participants and leads in turn show their drawings to the group, tell that they are depicted. Teenagers exchange impressions: It was difficult if it was difficult to fulfill whether to explain what was depicted. With the consent of each of the participants, the presenter collects drawings (who want to leave them).

Magic store

purpose: Awareness of your positive and negative character traits.

The presenter offers adolescents to think what qualities they possess. Then he asks to imagine a magic store, in which everyone is in exchange for one qualities (mind, courage, honesty, laziness, bore, indifference), can get other personal qualities necessary for themselves. "Buyer" dresses its qualities, the "seller" says whether it is necessary as he could give in return, etc. In the discussion, the guys are divided by their experiences from the game, discuss any human quality valuable, etc. d.

"Yes", "no", "I do not know"

Purpose: Development of the ability to communicate, express its thoughts on a particular issue, to defend their point of view, lead arguments in favor of a response.

Pre-harvested cards with answers "Yes", "No", "I don't know" before the start of the game is attached to the opposite parts of the room.

The master reads the question guys, choosing one or another answer, get up to the wall with the desired card. The lead alternately polls participants about their choice. The task is to defend its point of view in choosing a response, prove its correctness.

Contact word

The presenter offers the guys to crash into pairs. Couples are taken by arms. The first numbers make a word and pronounce it with others 3-4 words. The task of the partners - to feel what of the words is riddled. Then playing in pairs are changing roles.

Island-1.

The group reported that they were on a uninhabited island. Suddenly on the horizon they saw the ship. This is their last chance, so you need to try in any way to attract attention to yourself. After that, you can ask the group - who noticed anyone. This person bends his finger, and then look, who has more fingers.

Island-2.

The group must be fit on the island - a piece of fabric. Moreover, water rises - that is, the size of the island decreases. Almost to infinity can be reduced.

Blind sculptor

The group is divided into three people. The eyes are tied. The second of the third "Lepit" sculpture. Then the "blind" should be "blind" the same thing that he blinded from the third.

Training with chairs

By the number of participants in the training circle, chairs are put up so that they could be destroyed. The group needs to synchronously perform the task in such a sequence: to all, sit on the chairs, stand up for the back, lift the chair to the chest level, omit, go to the original position and take the chair again. Before the start of the training is given 1 minute to prepare, during which it is impossible to take the chair. During the task, it is impossible to talk. If the rules are violated, the group begins to exercise again. The group has only two attempts. After performing the training there is an analysis.

Word

Refine material - matches. The group is built in line. Group members act alternately. It is necessary to write a word using as many matches as possible. 10 minutes is given to the task. The task is designed for the fiction of the members of the group, on isolation from each other, the lack of help, on an independent decision making.

Log

The whole group rises on a log in a certain order. It must be swapped in some places: the 1st should take the place of the last, the 2nd - the penultimate, etc. During the execution of the exercise, it is impossible to become land. If at least one person affects the Earth, the whole group returns to the original position. After completing the exercise, the actions of the guys should be analyzed.

Monster

A group of 14 people need to overcome a distance of 10 steps using only 8 limbs or support points. If a group is greater or less, the number of support points is added or is taken away (for 3 people - 1 point of support).

Nomeva

The guys stand in a circle, morestairs to each other. Someone one goes to the center of the circle. This man must fully relax, his eyes are closed. The rest pulls the hands forward and easily shake standing in the center. Everyone should be in the center of the circle, after which everyone share impressions.

Make up story

The lead chooses the leading, which will need to compose with the whole detachment to compose a romantic history. Driving away from the fire, turns away and boils the ears. The lead explains the players the principle of the game. If the last word offered by lead phrases ends on the vowels, we say "yes", if on the consonant - "no". Example: Driving: "There was a wonderful girl Julia." Players: "Yes." Driving: "And she turned her 17 years old." Players: "No." Drinking: "Well, good on her age of majority." Players: "Yes." And so while the driving will not guess.

When I was a child

The presenter proposes to remember and tell the case from early childhood, which happened to you and could claim the role of the most interesting. Children's nipple is transferred in a circle, and players take turns tell funny childhood stories.

Games for a children's camp. Games for cohesground

During the change, the counselor with the squad is very often in a situation of forced waiting (in front of the dining room, before the start of the event or excursion, etc.). In such cases, short-term games for cohesion of the collective - a cheerful and useful type of activity will be helped. Having organized children with the help of the game, the counselor, firstly, no one will be bored, and secondly - they will not be able to get lost.

Migalki

Children stand in two circles - internal and external, face in the center of the circle. So the couples are formed: one - from the inner circle - stands back to the partner and looks at the leading; Another - from an external circle - standing behind him at a distance of Polaxaga, looks at his heels, keeps his hands behind his back. Driving is located in the center of the inner circle (without a pair), he winks to someone from the inner circle. Seeing that he was winned, the player of the inner circle tries to escape. If a partner has time to keep him, leading winks to another player, and if not, then the fooling arises behind the back of the leading, and the player who missed the partner becomes watering.

Yourself - neighbor

Children get up in a circle. The left hand hold the stretched forward, up the open palm, the right - down the palm pinch (as if they keep something in it). On the word "for yourself", children with their right hand as if they are investing in their left hand. On the word "neighbor" - the right hand "invest" in the left hand of the neighbor on the right. All at the same time perform movements and pronounce: "Himself - a neighbor." In fact, a small object is transmitted in a circle (coin or pebbles.). The presenter (in the center of the circle) should notice who has a coin. When it succeeds, he and the player who has a coin found, change places.

Typewriter

The game teaches concentration, collens, develops the ability to act as a group. In turn, players are called the letter of the alphabet, remembering the letters that went to them. The presenter proposes to print a telegram with a specific text. For example: "Food. Meet. Gnome. " Before starting and at the end of the phrase, the whole group should clap his hands twice. Then collapses once, "Printing the letter", the one who got the first letter of the telegram, behind him, who has a second letter, etc. After the word "printed", the whole group makes one cotton, separating, such The words from each other. The game continues until the group will transmit the entire telegram "Printing Machine" is silently.

Pace

Like the previous one, this game contributes to focusing, develops the ability to act a group, but passes more dynamically and vigorously. All players sit in the circle, are calculated in order and remember their numbers. The presenter sets the pace: two cotton knees, two clicks with fingers. Everyone repeat. As soon as it is possible to establish a single rhythm, words are introduced. Having hit twice the knees, the lead pronounces his number twice: "one, one" and makes two clicks with fingers; Then, having slammed the first time, pronounces its number, after the second - pronounces the player's number to which the word transmits, for example: "one, three". Now the player at number 3, without leaving the general tempo, leads the game. It is advisable at the beginning of the game just in turn to pass the word so that the players remember the pace and rules of the game, and then do it with a swirl, gradually speeding the tempo.

Children are divided into pairs and choose the voice of any animal. Then they diverge on different sides of the room. Fit light. The task of players is to find a partner in the voice of the selected animal.

Human Alliance

The group consists of 10-12 people. Participants are asked to get in a circle, reach and take the right hand with one person, and left - with another. Then they are asked to wake up, without squeezing hands. Success depends on how participants will negotiate with each other. Then children discuss how they come to consent real lifeHow important these agreements are.

Pulse

Time game. Standing in a circle and holding hands, players (10-50 people) are trying to pass the "impulse" as quickly as possible, squeezing his hand to the neighbor on the right. Try to spend the game at the beginning with open eyes, and then with closed. Compare time. And now ask one of the participants to send "impetus" in two directions. Look, whether "impulses" can cross and continue their move on. Similarly, the impulse can be transmitted anything, for example, sound or some word.

Stay unnoticed

On the ground with thick grass and shrub at a distance of 100-150 meters from the place of finding a group of players, a check box is installed. Near him gets up the head. Playing on the team crawl to the flag, trying to stay unnoticed by the head. The one who will be discovered will rise and remains in the same place until the end of the game. After some time, the head gives a whistle, according to which everyone else rises. The winner is announced by the one who turned out to be closer to the flag.

North South West East

10-15 people played in two ranks and open one step. According to the compass or by the Sun, the head indicates the horizon playing side: north, south, west, east. Then it calls loudly any side of the horizon, for example, the north, and all the players must quickly and clearly make a turn, becoming facing north. Who is mistaken, gets a penalty point. Wins the one who will receive less penalty points.

Observers

During the walk, the detachment makes the halt in such a place where a wide panorama opens and visible a variety of local items (pillars, houses, bushes, etc.). For a minute, the guys carefully consider the landscape, trying to remember all the details, and then turn back to him. The head asks them various questions about what they have now watched. For each correct answer - the point.

Late - step back

On earth, parallel lines are carried out at a distance of one step. On the first line, members of the detachment of growth are built. According to the team "Divide" players run on the site, after which the "Market" team is served. Who gets up the latter, he takes a step back to another line. Then the game is repeated. Wins the one who remains on the first line after the game is 5-7 times.

Signs in the forest

Playing go through the forest for the game leader and carefully look at the environment. Passing a certain distance, the head leaves playing on the spot, and himself returns to the initial position of the former road. He celebrates his way with various signs that are not striking: puts a small bunch of grass on the ground, it takes away the dry branch of the tree, spreads the torn leaves, put the cross on the tree bark, etc. Traces left. Having come to the source point, gives a signal to which the players are sent to the opposite way. Everyone tries to notice and remember the signs left by the head. When all the guys are gathering, they are invited to record, what signs they saw on the road. The one wins the list to be more complete.

Who will deliver the package faster

On the area of \u200b\u200bthe area there are two or three routes. A diagram of motion for each of them is drawn up, on which areas of movement in azimuth, landmarks and designated flags, branches, serifs on trees are designated. To do this, the route is drawn on paper, divide it to the sections, determine the azimuth of each link, measure its length in steps. At the source point, each detachment gives the package and put the task faster delivered to the headquarters. The team team starts to move in parallel at a distance of 200-300 m. Wins the group that is the first to reach the end item and will hand over the intermediator. Note. The game can be carried out both for several detachments and groups of one detachment.

Green rocket

In this game, the ability of the guys is checked on the alarm, read tracks, disguise, silently move around rough terrain, their engineering, resourcefulness and endurance in the border service.

The flag is placed on the outpage (at the place of the game) or the green fire rocket is given - the alarm signal, thelarm signal sounds. The detachment is going to the Place, the commander reports about the collection.

From the detachment, 2-4 people are distinguished in advance, which are violators of the border. In the established location, they violate the conditional border, overcoming the trace lane and leaving good marks on it. Each of them goes in its previous route, without going beyond the site of the game. Their task is to pass unnoticed barrier and transfer the cipherogram to the head in a certain place. Violators do not know about the accurate location of the barriers. In the way, they leave 5-6 notable traces. The commander of the detachment puts the task to his detachment. A search group is highlighted 3-8 people, depending on the number of violators. It should be found on the track and trace lane, detect traces and determine how many violators passed, the direction of their movement, after that finding violators to complete destruction or detention. The remaining members of the detachment are nominated silently into the barrier and disguise. They must prevent the breakthrough of the violators, to notice them in time and detain them. When searching detainees, it is necessary to find a cipherogram. In the barrier, the guys are located so that there is a connection between them. The interaction signals are installed, as well as a password for identifying each other. It is necessary to pursue the intruders silently, not to leave the protected area, because other violators can take advantage of this and will be held through a unguarded area. The game ends when all the intruders will be detained. The organizer of this game is important to accurately distribute the time of the output of the violators, the search group and the assfill. When summarizing, it is necessary to note the positive and negative deeds of offices when collecting and on the alarm, the actions of the departure, the search group, violators.

In solving the task of cohesion of the detachment, games and training exercises for cohesion will help you.

It is advisable to conduct these games throughout the camp shift (from the first to the last day), taking into account the logic of its development.

In the organizeriode of the game for cohesion should be familiarized in nature, contain simple tasks and take a short time. Examples of such games can be:

    Molecule atoms (all)

Participants roam "in the chaotic Brownian motion." Each of them is an atom. Lead announces, in a molecule from which amount of atoms they should be built.

    Man to man (all)

Participants are divided into pairs. Grooming gives commands that are performed by each pair. For example: Hand to hand, back to back, ear to ear, etc. The figure is complicated. After this team "Man to Man", each participant is looking for himself new couple. The task of the grooming time to find yourself a couple. The remaining without a pair becomes a new grooming.

    Building (all)

The detachment is divided into 2 teams, which are as quickly as possible and more accurately should be built on any parameters: for growth, eye color, hair length, leg size, number of pockets, birthdays, the magnitude of the elongated hand, etc.

    Building - 2 (senior, medium)

Play in a circle. Everyone closes your eyes.

Instruction: In full silence to build a circle, triangle, square, rhombus, etc.

    Crocodile + (all)

You need to portray anything, using all team members, for example: various letters, figures; orchestra, train, waist, tank; fans whose team loses; Spectators looking at a cool fighter; people in line for sausage; patients at the Cabinet of the dentist; Famous paintings, etc.

    Putanka (all)

The leading turns away. Participants, standing in a circle and holding hands, begin to be confused among themselves, forming a lively tangle (might be confused by himself, playing along with children). The task of the leading is to unravel this ball, without tearing hands.

    Caterpillar (all)

The detachment becomes each other in the column, holding a neighbor ahead for the waist. After these preparations, the presenter explains that the detachment is a caterpillar, and now it cannot break. The caterpillar must, for example, show how she sleeps; how eats; as washed; How to charge, etc.

    Impulse (all)

The players form a circle and keep hands, the grooming transfers the "impulse" - a handshake - one way. There is a time for which the "impulse" will return to it. It is necessary to increase the pace.

  • 33 (senior, medium)

Play in a circle. The detachment in order considers to 33, and the person who falls out the number containing 3 or multiple 3 must call its name instead of the number. In case of error, the game begins again from this person.

    Going to your knees (senior, medium)

Participants become a circle, look at the back of each other. Their task is to kneel each other and hold out in this posture of 30 seconds.

    Sowing (all)

Master's cotton players form a couple: one of the participants half squats so that another one can sit on his knees.

The last 2 people leave the game (or join the leading). The game continues until one pair remains.

    Hooray! I love me (senior)

Participants form a circle. Watching her shoes on her socks. Through a cotton lead they should look at one of those present. If the couple coincided, they utter the words "Hurray! I am loved!!!" And come out of the circle. The game continues until all the pairs are coincided. The game is carried out with an even number of players.

    Group Evaluation (medium, senior)

Material: Pens, paper.

Participants are divided into two groups. The task of each is to assume (make an assessment)

    the total weight of the opposite group,

    the total length of the shoe of the opposite group,

    total number of domestic animals of the opposite group,

    the total age of the opposite group,

    the overall growth of the opposite group.

Approximately the 3rd day of shifts you can conduct an overall event "Trust Trail", where detachments are invited to perform various tasks (not at speed, but on quality), moving in stations.

Each station is a game for cohesion, selected on the basis of age features Children and safety equipment. You can come up with some an interesting idea. Well such a game will be held at night, when each station is marked by a burning candle.

Moving between stations can also be a special way: holding hands, putting hands on the waist, etc.

You can complicate the task and on the basis of the legend to declare that there is one blind in the team (a person tie the eyes), chrome (the foot is pronounced), etc.

The tasks should be aimed at the interaction of children in the detachment and a joint creative solution to them of various kinds of tasks, for example:

    Path

On Earth is drawn enough winding path. One person from the detachment tie his eyes. The task of the detachment: to indicate the path in such a way that he passes the path from the beginning to the end never getting cooling.

    Swamp

At a short distance, 4-5 "islands" are drawn apart from a large one, the guys need to move to the last island. Condition: First, everyone should gather on the island, and only then move on.

    Blind train

"Farovosiki" (the column of the guys from 3 people, the eyes are open only from the latter) must reach a certain item in the room, while not talking. ("Farovosiki" of senior detachments can be "longer", and they may have obstacles on the way).

    Abyss

For this game, you need a parapet, a long bench or a side of the pool. Children line up along the edge shoulder to the shoulder, face to a counselo. Their task: Go from one end of the building to another, in turn, face to the guys and keeping them, to you back.

    Minefield

The "mine field" is drawn in size 5 per 5 or more. The presenter has a map of the mine field. Detachment task: Going a minefield with the smallest loss. If a person got up for a mine, a leading slap. Man rises to the end of the column.

    Pyramid

It is proposed to build a pyramid with as little base as possible (determined by the number of legs of the entire detachment).

    Web

Ropes at the level of the neck and ankle are stretched between pillars or trees, and between the ropes - gum imitating web.

Only one person can pass through one cell. It is impossible to touch the rubber band, it is forbidden to talk. The task is to pass through the web, not taped it.

    Equilibrium

The detachment is divided into groups of several people who form a ring standing face inside, holding hands and rejoint back. Their task is to sit together and get together

    Save men

The pavement is drawn on the asphalt, one side of the line is playing, on the other, pencils (men) are scattered. The task of players, without using any submitted means and does not stand behind the line, save the little men.

During the main period of shifts, you can increase the game for urgency for duration, complicate their tasks. Games of the main period can be:

    Silent mail (medium, senior)

Material: 2 sheet of paper, 2 marker.

A group of players sits enough close to the Guskom for each other. The first and last player receive one sheet of paper and markers. The last player draws some image (object, living creature, etc.) on a sheet of paper. At the same time, the remaining players should not see drawn. After that, the last player draws a finger on the back of the neighbor exactly the same image as on a sheet of paper. Neighbor, even if he did not quite understand what it was, draws his finger on his back of his next neighbor, that, in his opinion, he was drawn on his back. The first player, after he painted something on his back, must postpone this image on paper. As a result, two options are compared.

    Brownian movement (senior)

Everyone closes your eyes and begin to mess around the room, facing again. According to the signal of the leading participants, without opening the eye, they grab the closest partner to themselves and are trying to determine who caught.

    Learn me (all)

One or more participants with closed eyes sit in a circle. The remaining players are suitable for it and stretch their hands. The task of "Gadlock" is to guess a person by hand. There are modifications of this game. For example, you can find out a person by voice, knees, etc.

    Games for the transmission of the subject (medium, senior)

    Clown

To carry out this game, you must divide on 2 - 3 teams and cook 2 - 3 boxes of matches. More precisely, not all boxes are needed, but only the upper part of it. The inner, extended part along with matches can be postponed. In order to start the game, all the teams are built into the column, the first person puts the box to itself on the nose. The essence of the game is that as soon as possible to transfer this boxes from the nose to the nose to all members of your team, the hands should be behind the back. If someone has fallen boxes, the team starts the procedure again. Accordingly, the winner is the team that will finish the transmission box faster.

    Apple

This game is again associated with the transfer of the item with two or several commands. This subject will now be an apple, and it will be necessary to keep it by closing between the chin and the neck. An apple can be replaced by an orange or tennis ball.

    Sparkle

A similar game, but you need to transmit a match, gradually having her circle behind the circle.

    Running gnome (medium. Star)

Children become in a circle and close their eyes (this is important). The counselor starts the game: it turns loudly first with the right foot, then left. The neighbor standing on the left, having heard the Topot, transmits the signal further also first right, then with the left foot. First, running the gnomomy will "vomit", "add" to someone, but gradually the transfer rate of the hide will increase and the effect running around the gnome circle will increase.

    Japanese theater (all)

In this theater, there are only three roles: the beauty (the knight wins, the dragon won), the knight (the dragon wins, defeated his beauty) and the dragon (defeats the beauty, won the knight)

The detachment is divided into two teams. Commands negotiate in secret from another who will be depicted (one team shows one role). Next - demonstration. The winner team has 1 point.

    We consider to twenty (medium, senior)

Participants disagree on the room. They should evenly distribute the room and in no case to form a row or circle. As soon as everyone finds a convenient place for yourself, he closes his eyes.

The purpose of the exercise: the group must calculate from one to twenty. (With a small number of players, it is enough to count to ten.) At the same time, the following rules are valid: one player cannot call two numbers in a row (for example, four and five), but during the game each participant can call more than one number. If several players simultaneously called the same number, the game begins first. Participants should not negotiate the strategy of the game in advance. During the task, you cannot talk.

At the end of the main period, which is the peak of the mood and activity of children (12-15 days of shift), you can run long-term (2-5 days) the game "Wishes Tree" or "Your Secret Friend"

    Wish tree

To start this game you will need to divide children into 2 groups, write the names of children on leaves and give the opportunity to pull out each of them. At the same time, one group pulls the names of the people of another group. Next, the teams choose their name and spend the draw, which team will start the game. A tree is created at the detachment place, with branches on which the names of children are written, but the tree is still without leaves. Then every child writes his desire on the leaves and attaches it to his branch. One group for two days becomes wizards who are fulfilling the desires of the children of another group. If the child liked how the wizards fulfilled his desire, he paints his leaf bright color. Then the roles are changing.

    Your secret friend

This game is similar to the previous one, but here every member of the detachment pulls the name of another person and does not report it to anyone. For several days, each child secretly makes someone (so that this someone does not guessed) gifts, surprises, in general, something pleasant. The counselors here play a big role as an intermediary. At the end of the game, the secrets are revealed and the children will learn who was their secret friend for several days.

At the final stage of shifts, you can play previous games and see how the quality of tasks is changed. The features of this period are that the children have learned to understand and take each other as much as possible, to jointly fulfill the tasks, they almost do not need words, in solving tasks a detachment acts as a whole. The game themselves for the establishment of the final period are more serious, for example:

    Rhythm (all)

Permanently performed in pairs. Two people face each other and negotiate their roles: one is the lead, the second is a mirror. The hands of the participants are raised to the chest level and turn palms towards each other. The presenter arbitrarily moves his hands, and the playing role of the mirror is trying to reflect these movements in the same rhythm. Roles change several times.

    Transfer of feelings with touch (medium, senior)

One of the participants becomes the center of the circle and closes his eyes. He knows that now the rest of the participants will come to him now and touch one of the 4 feelings will try to transfer: fear, joy, curiosity, sadness. What kind of feeling will be transferred to him, the participants are negotiated in secret from leading, whose task is to determine in touch, which feeling it was transmitted.

    Magnet (all)

The guys become in the Shan in the wall, they say that they are "stuck". One goes to the center. This is a "magnet". He closes his eyes, focuses and begins to "attract" people to himself. One who feels that he was "pulled out of glue," joins the magnet and they begin to pull together. Watching the order in which people will "slow down" from the wall can be viewed on the relationship to a "magnet" man, and in the speed of "dugout" can be judged about the degree of cohesion of the detachment.

At the farewell fire, along with the "Catering", "clown", "crocodile +" can be played in the following games:

    My neighbor (medium, senior)

Offer playing in turn to call what they love and that they do not like their neighbor. Then what is loved by a neighbor is kissing, and that they do not like - bite.

    Dirty dancing (all)

It is necessary to get up in the column, holding a neighbor ahead for the waist. To music (can be in personal design), everyone is beginning to dance, for example, Lambad (you can any other dance). After a while, the music stops and it is necessary to hug a neighbor for the waist, which stands in front of your neighbor ahead, the music is playing again and everyone is dancing again, but already in a more uncomfortable position. Then everything is repeated, only you need to reach the one who is two, then three and so on the person ahead of you.

    Tangle (all)

Children sit in a circle. The leading takes the tangle, winds the tip of the thread on the palm, then throws a ball with any participant with the words: "I like you, because ..." or "I like how you ...". Further, this member also wonders the thread on his palm and throws a ball to another person, continuing the phrase "I like you, because ...".



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