Game situation: unexpected guest in life sciences. Carrying out life safety games in kindergarten. Video: theatrical game in the middle group about fire safety

Irina Tarasova

Preschool age is the most important period when the human personality is formed, and the solid foundations of life experience and a healthy lifestyle in general are laid. And therefore, the task of adults is not only to protect and protect the child, but also to prepare him to face various difficult and sometimes dangerous life situations.

Safety formula reads:

anticipate danger;

avoid if possible;

act if necessary.

You can identify for yourself a number of various dangers associated with the child’s place of stay. nka:

1. Hazards at home;

2. Dangers on the street;

3. Dangers in nature;

4. Dangers in communicating with strangers.

In each area in kindergarten, work is carried out in all age groups.

I want to introduce didactic games who teach children safe behavior.

A game “It’s possible, it’s not possible” consists of cardboard cards depicting various objects, red and green chips.

The game will help children determine which objects pose a serious danger to life and which ones need to be handled with care. Helps develop self-confidence and caution. Teaches you to anticipate and assess danger.

Options games.

1. The presenter shows the cards to the players. If an object poses a threat to life, then the children raise a red chip. Green chip - the item must be handled with care. Situations are discussed.

2. Place cards on the table surface. Invite your child to sort the cards into two groups according to the following: signs:

1-items that pose a serious danger;

2-Items that must be handled with care.

Didactic game"Alone at home" will introduce children to sources of danger in everyday life, help clarify and systematize these ideas, and teach them to distinguish potentially dangerous objects; contributes to the formation of precautionary measures and the possible consequences of their violation. It will strengthen visual memory, observation and attention, and teach the child to protect his life.

Option games.

Study the color card with your child "What can be dangerous around us". Invite your child to independently choose sources of danger to life, while talking about the situation.

Then offer to look at the black and white drawings and mark with red chips all the dangerous places in the apartment.

Let it be your motto words: “Being an example is not the best, but the only way to teach”.


Cubes "Why not quarrel with fire"

So as not to quarrel with fire,

Need to know more about him

Quit the habit

Looking down on matches

And remember forever

What happens if children

Those who know everything in the world

Light these matches

And they throw it in the wrong place.


We wish everyone creative success!

Subject"Dangerous situations on the street."

Game "Lesson - traveling through stations in 5th grade."

Tasks: Activate children's vigilance while they are outside. Learn to do the right thing in various difficult situations.

Equipment: Cards - tasks for groups. Textbook for grade 5 “Fundamentals of life safety” (V.V. Polyakov, M.I. Kuznetsov, V.V. Markov, V.N. Latchuk).

During the classes

1. Announcing the topic, lesson and setting lesson goals.

Teacher's opening remarks:“We have finished sorting out the situations that can happen to us in the house. Today we begin to analyze the situations that can happen to us on the street. Let's write down the topic of the lesson in a notebook. There are many of them, we won’t be able to sort them all out today, but we will sort some out and record them in notebooks.

I will work with you today in an unusual way. You are divided into 5 groups. Each group will go to all station-houses. In each house you will complete your task, it is written on the “task” card. You will have only 6 minutes to visit each house; you will move from house to house according to my bell signal. You will move clockwise. The task in the house is designed to last exactly 6 minutes, so if you are distracted, work slowly, or sit down for a long time, you will not have time to complete the entire task of the house. Then you will have to take home a notebook from those who managed to do everything and finish it. Work together, to do this, select one leader in your groups who will monitor time, discipline and read the tasks that need to be completed.”

I remind you of the rules for working in groups (or inform you if the children are not used to working in groups):

1. Everyone’s opinion is valuable. (No one knows more than all of us combined.)

2. Don’t shout while working, but speak calmly. (Firstly, by shouting, you can give a hint to your opponents, and secondly, shouting is very inconvenient to work with.)

3. Know how to not only answer, but also listen. (For bad behavior of the group during someone else's performance, I will deduct points you earned in competitions.)

2. For the entire lesson you will write in your notebooks (this is recorded on the board):

What to do if the door slams.

What not to do if you have lost your keys.

What to do if there is ice outside.

How to behave in a crowd.

At one of the stations you will get acquainted with different breeds of dogs, but you will not write them down.

3. Work by stations.

1st station.

Exercise: read page 49 of the textbook. Write down briefly what to do and what not to do in this situation.

How to prevent doors from slamming

Use locks that do not close automatically.

It is necessary to have spare keys.

Be careful, don't forget your keys at home.

If lost, call your parents immediately.

What not to do if you lost your key

Ask strangers for help.

Trying to climb into the window.

Trying to climb home through the balconies.

2nd station.

Exercise: Read the poem.

February was warm, like April.

Suddenly it froze

And then there’s the snowstorm

She threw it on the sidewalk.

The blue bus is sliding.

No wonder the driver is worried -

Schoolchildren in a crowd

They cross the street.

One fell, another fell,

Haste is no help:

One rubs the back of his head with his hand,

The other winces in pain.

The driver took the trouble away from them

(This doesn't always happen)...

Playing pranks on the ice on the pavement,

Of course it is prohibited.

Answer the question:

How should you behave during icy conditions? How can you help yourself?

Write down your findings in your notebook. What is written in parentheses does not need to be written.

What to do during icy conditions

Increase your boots' grip on ice. (Glue pieces of sandpaper and plaster onto the sole.)

When walking, step on the entire sole.

Leave the house early (to walk slowly).

If possible, keep your hands free from bags.

Learn to fall, softening your falls with a roll.

3rd station.

Exercise:

1. Think and answer why a crowd of people is dangerous.

2. Read pages 52-53 in the textbook from the words “Very often the crowd...” to the end of the paragraph.

Write down the memo: “How to survive in a crowd.”

Don't get caught in the crowd, but if you get caught, don't fall.

If you fall, get up immediately.

If you don’t get up, then group yourself, protecting your head with your hands.

When in a crowd, avoid its center and edge.

Avoid anything stationary along the way.

Don't grab anything with your hands.

4th station.

Exercise:

1. Remember your feelings when meeting a strange dog. Tell them to each other.

2. Write in your notebook: What to do if you are attacked by a strange dog. (What is written in parentheses does not need to be written.)

What to do if you are attacked by a strange dog

Stop and try to understand why she is unhappy.

Stand sideways to the dog.

Without making sudden movements, call the owner.

If there is no one to help you, walk away from the dog slowly.

Don't shout, don't wave your arms. It is dangerous to pick up a stick.

If the dog is crouched, it is preparing to jump. Protect your throat by tucking your chin to your chest.

If a dog bites you, consult a doctor immediately.

5th station.

Exercise:

1. Using the book “Decorative Dogs”, get acquainted with different breeds of dogs. Read about at least one breed. (You can use any book about dog breeds.)

2. For the next lesson, be prepared to talk about your favorite dog breed.

4. Summing up.

What new did you learn in our lesson today?

Did you like this form of teaching?

Homework was assigned at one of the stations, who remembered? And of course, learn the notes made during the lesson.

During such a lesson, the teacher works with each group individually where he sees fit.

Homework

CARD FILE OF GAMES ON LIFETIME

Game "LISTEN TO THE SIGNAL"

Target: develop dexterity, stimulate attention.

Equipment: two arches, two benches, two fences, a ladder.

Game actions: at the leader’s signal, the first player from one team puts on a helmet, goes through the obstacle course, returns, and passes the helmet to the next player. The team that completes the task faster wins.

Game "FIRE HOSE".

Target: stimulate reaction speed and dexterity.

Equipment: two fire hoses.

Game actions: children are divided into two teams and, at a signal, first unroll the hoses, then roll them back to their original state. The team that completed the task faster wins.

"RESCUE CALL"

Word game

Target: stimulate the development of coherent speech.

Game rules: compose a short story according to a plan (sample): correctly and clearly state your name, surname, location, briefly describe the problem.

Game actions: compose a short story as the slides appear on behalf of one of the heroes of the situation or an outside observer.

"SAVE THE TOY"

Didactic game

Target: develop the ability to recognize familiar objects through glasses; stimulate the development of visual perception; develop the ability to correlate a schematic image with an object.

Game rules: find, remember and select the ones you need from a set of pictures.

Game actions: look at images of familiar objects through the “smoke” (curtain), remember them, then select the ones you need from a set of pictures.

Next task: sometimes rescuers have to work in special equipment - for example, safety glasses. Wear special glasses. Everyone will receive a card with a schematic image of a toy, according to which they need to find and save the toy in a “smoky room.”

"RESCUERS"

Didactic game

Target: develop the ability to correlate a schematic image with a natural object; stimulate the development of visual perception.

Game rules: find an object by its schematic image.

Game actions: look at the schematic image and find the corresponding toy in the play area.

"FIND AN OBJECT"

Didactic game

Target: develop the ability to recognize familiar objects from images; stimulate the development of visual perception and memory.

Game actions: examine images of familiar objects through a “noisy” file, recognize and name objects.

Game rules: name the object recognized in the picture, explain how you recognized it.

Q. Imagine that we are on a fire tower. Using binoculars, try to identify objects below that are in the smoke and fire.

Well done guys, and well done Carlson! Next training task: I will name the words, and you listen carefully. If you hear the name of an item that could cause a fire, say “oops.”

"FIRE HAZARDOUS

OBJECTS"

Didactic game

Target: stimulate the development of reaction speed and attention.

Game actions: name objects in order, clap your hands.

Game rules: recognize words denoting fire hazards.

Set of words for the game: iron, magazine, TV, pen, toaster, chewing gum, cracker, diaper, pacifier, cutlet, compote, fireman, cake, cuts, fire extinguisher, package, brush, helmet, sleeve, sheet music, paint, matches, bandage, drill, mask and etc.

"FLASHLIGHT BEAM"

Didactic game

Target: develop the ability to recognize images by their parts, details.

Game actions: examine the details of the image, recognize and name the object.

Game rules: quickly recognize an object by the details of the image.

"FIRE ALARM"

Relay game

Target: develop coordination, reaction speed, and the ability to quickly navigate in space.

Game rules: complete the task one by one, taking only one piece of fabric (fire).

Game actions: players are divided into two teams and line up in columns; Using “stilts,” children take turns collecting pieces of red fabric scattered around the hall, symbolizing fire, putting them in a bucket (located on the opposite side of the hall from the teams).

"PUT OUT THE FIRE"

Relay game

Target: develop speed and agility; develop the ability to work in a team.

Game rules: try not to spill the water, act on the signal.

Game actions: teams stand in a line facing each other, near the last participants there are 4-5 plastic buckets of water; at the signal, the last player passes the buckets one by one to the children (one after the other) standing to his right (left); the first player pours buckets into a large bucket “with fire” (with collected pieces of fabric) - “put out the fire.”

"RESCUING A TOY"

Relay game

Target: improve the skills of basic types of movements (walking on an inclined board, climbing a gymnastic wall) in a competitive form; develop speed-strength abilities, agility; cultivate courage and the desire to come to the aid of the “victim.”

Game rules: complete the task one by one, without dropping the toy.

Game actions: using a rope, climb the inclined board to the upper slats of the gymnastic wall; take the toy located on the top crossbar; with an additional step, move to the adjacent span of the gymnastic wall; go down the gymnastics board (“roll down the slide”); move the toy to a safe place.

"ASSEMBLE A BACKPACK FOR A RESCUE"

Relay game

Target: develop coordination abilities, dexterity; build confidence in your actions; stimulate intelligence, speed of reaction, consolidate knowledge about the purpose of the presented objects.

Game rules: ride the exercise bikes strictly in a straight line, select only the necessary items.

Game actions: players are divided into two teams; ride the exercise bike one by one to the opposite side; select items laid out on the bench that may be useful to rescuers; go back, put the item in the backpack.

"RISK TERRITORY"

(Gym)

Medley relay

Target: develop strength, agility, coordination of movements.

Game rules: overcome obstacles one by one.

Game actions: climb the stairs of the sports complex; Grasping the crossbar of the sports complex with your hands, without touching the floor with your feet, move to the opposite edge; go down the pole to the bench; walk along it, stepping over objects; overcome the tunnel and dry pool. The phone rings(alert).

B. The assistant teacher in the younger group discovered many objects that were dangerous for the kids. Help is needed! Children come to the group.

Q. Our task?

Children. Find and neutralize.

B. In order to find objects, everyone receives a diagram card that shows where to look for the object (on, under, behind, in). Found items are placed into boxes according to the type of danger (stabbing, cutting, flammable, etc.).

"FIND AND DISHARM"

Didactic game

Goal: develop the ability to navigate in space; exercise children in correlating the image of the location of an object with a symbol; develop the ability to classify objects according to different types of danger.

Game actions: searching for objects in different places, putting them into appropriate boxes.

Game rules: find the toy according to the symbol.

Q. Where could they have come from? Maybe strangers came to our garden? What should we do now with these items? (Let's take it fromfight to give)

"STRANGER"

Training game

Target: to practice the ability to behave correctly in situations with a stranger, to form a model of behavior in such situations.

Game actions: the children teach Carlson how to behave in a situation with a stranger.

Stranger. Hello guys. How wonderful you are! Help yourself to some sweets.

Carlson is the first to help himself. The children take (do not take) the treat. If someone takes candy (tangerines), the teacher asks the children if they did the right thing.

Stranger. I still have a lot of tasty things in my car! There is also a cat and interesting toys... Come with me!

Carlson is going to go with the Stranger.

IN. Is Carlson doing the right thing? (Addressing the stranger.) And who are you? Who have you come to?

Strangeryourself to the exit). I see you are good! Do not listen to them! I'll take you to your mom, she asked me to pick you up!

Carlson cries and obediently follows the Stranger.

(Break out, loudlyscream, call for help.) Woman, leave Carlson alone! (Pushes the Stranger away,takes Carlson's hand.) We have a manager, go see her.

The children see the Stranger off and give them boxes with dangerous objects. Carlson's phone rings.

Carlson. Baby is calling me! Hello! Where are you? Guys, he's lost! Baby, tell me where are you?

Baby(on speaker phonebackground). I'm lost. Playing with friends...

Carlson. Where can I find you?

Baby. My photos will help you. I will transmit them over the Internet.

IN. We haven't received an email?

IN. Yes, I just arrived. Receive your message.

IN. Guys, we received photographs that will help us find the Kid. The Kid took photographs of objects encountered on his way, places where he played: a sandbox, a tree, a flower bed, a broom, a first aid station, etc. Using these landmarks, the children find the Kid, explain to him in which places he should not play, and invite him to the service "Young Rescuer"

“HOW TO AVOID TROUBLES?”

Didactic game

Target: develop the ability to classify and explain dangerous and safe situations depicted in the pictures.

Game actions: Briefly explain the plot of the picture and its consequences.

Game rules: Briefly and clearly describe the plot picture in accordance with its image.

"DANGER - NOT DANGEROUS"

Target: teach children to distinguish dangerous life situations from non-dangerous ones; be able to foresee the result of a possible development of the situation; consolidate knowledge of the rules of safe behavior; cultivate a sense of mutual assistance.

Equipment: a set of didactic pictures depicting situations that are dangerous and non-hazardous to life and health; cards of different colors (red, white and yellow) depending on the game options. Contents of the pictures: a child climbing stairs, reading a book, jumping from a height, dressed inappropriately for the weather, coughing on others, etc.

Children are asked to determine the degree of threat of the proposed (visual or verbal) situation to life and health, pick up a certain card, depending on the danger, and correctly arrange didactic pictures.

After carefully listening to the teacher's story, the children raise a red card if there is danger, yellow - if danger may arise from certain behavior, and white - if there is no danger. Children should not interfere with each other, if necessary, supplement the answers of their comrades, not give hints or use hints.

"IF I DO THIS"

Target : draw children's attention to the fact that in every situation there can be two ways out: one is dangerous to health, the other is not threatening; cultivate a caring attitude towards yourself and other people, protect others, and not cause pain; develop thinking and intelligence.

Equipment: a set of incentive items: chips, stars.

Children are given the task to find two ways out of the proposed situation (threatening and non-threatening to life and health) or to offer two options for the development of this situation. After listening to the teacher’s story, the children continue it after the words: “Danger arises if I do...”, or “There will be no danger if I do...” Children raise a red card if there is danger, a yellow one if danger may arise. for certain behavior, white - if there is no danger. Children need to listen

comrade's answers, do not interrupt each other, express the desire to answer by raising your hand. Complete answers and significant additions are rewarded with a chip or an asterisk.

"AMBULANCE"

Target: strengthen children's knowledge and practical skills in first aid.

Equipment: pictures depicting medical supplies (thermometer, bandage, brilliant green).

The teacher plays out with the children the situation when a person cut his arm, leg, broke his knee, elbow, then got a fever, a sore throat, a speck of dirt got into his eye, and his nose began to bleed. For each situation, a sequence of actions is worked out.

OUR ASSISTANTS - PLANTS

Target:

Equipment: subject pictures depicting medicinal plants.

The game is played on the lotto principle. Children have cards with images of medicinal plants. The teacher shows pictures with similar designs. A child who has this plant talks about its use for healing. If he said it correctly, he gets a picture. The one who closes his card first wins.

Target: strengthen children's ideas about how to help themselves and others always stay healthy.

Equipment: playing field with pasted illustrations; cube, colored chips or buttons.

The players take turns throwing a die, on the sides of which there are 1 to 3 circles depicted, and move their chip forward as many moves as the circles appear on the die. If the chip is on the red circle, then the child, before making the next move, must answer how to behave with a runny nose, cough, high temperature, or toothache. If the answer is incorrect, the child skips a move, but if the answer is correct, he makes the next move. When the chip ends up on the green circle, the player tells how movement, daily routine, vitamins, and water procedures are beneficial for a person. If the answer is incorrect, the child skips a move; if the answer is correct, the child moves the chip forward three moves. The first one to reach the land of health wins.

My choice

Children are offered story pictures and corresponding texts for them. The teacher reads out the text, and the children prove the correctness or inadmissibility of this action and explain what rules were violated. If the child explains the action correctly, he receives a red chip; if not, he receives a blue chip.

OUR STREET OR TRAFFIC LIGHT

Goals: consolidate children's knowledge about traffic lights, concepts: street, road, sidewalk, trees, houses; remember the traffic rules.

Children are taught not to rush when crossing the road, to be attentive, to know and find the place of a pedestrian crossing, to understand traffic lights and road signs.

"BUS"

Target: consolidate knowledge of traffic rules; practice proper communication skills, speech, social behavior.

Equipment: small chairs; steering wheel.

Using a counting rhyme, a driver is selected. Modeling situations: a woman with a child, a grandmother, a blind man.

Reinforcement of traffic regulations. There are stripes on the floor marking the crossing, and the traffic light is red. Children are standing at the crossing. The traffic light is yellow. When the signal turns green, children walk along the crossing, first looking left, then right.

"TRAFFIC LIGHT"

Didactic game

Target: acquaint children with traffic signals, consolidate knowledge of the rules of movement according to traffic signals.

Children and an adult examine the traffic light, fix the meaning of the colors. Then the adult invites one of the children to take on the role of a traffic light and put on a “traffic light” badge. The rest of the Children represent cars and pedestrians who must move according to traffic lights.

"ROAD SIGNS"

Didactic game

Target: introduce children to prohibiting, prescriptive and some warning signs.

Game options

"Different among the common" Children are asked to sort the signs into groups and tell what they mean.

"We play ourselves" Children are offered cards with different traffic situations. The guys must choose the right road signs for the pictures, then justify their choice.

"City Street" Children are invited to act as traffic police inspectors in a new city, where they need to place road signs to avoid traffic accidents.

“SO THAT NO TROUBLES HAPPEN”

Didactic game

Target: introduce children to the rules of behavior on the street and on the road; consolidate knowledge about road signs.

Children are offered a model of a street with various types of signs and traffic lights, toys for role-playing situations (crossing the street, driving a car, walking around the city, cycling).

"CROSSROADS"

Didactic game

Target: introduce children to such a place on the street as an intersection, with the rules of crossing at an intersection (regulated and unregulated); consolidate knowledge of road signs.

Children are presented with a mock-up of an intersection with various signs and a traffic light. An adult explains how to cross the street at a controlled and unregulated intersection.

"KINGDOM OF ROAD SIGNS"

Didactic game

Target: give children knowledge about various types of road signs: prohibitory, warning, informational, service signs.

Children are introduced to road signs (illustrations, posters, etc.)

"FIND YOUR SIGN"

Didactic game

Target: consolidate children's acquired knowledge about various types of road signs.

Children receive signs (warning, informational, indicative, prohibiting) and are grouped in groups of 4-6 people in different corners of the room. In each, the teacher places geometric shapes on a stand (circle, square, triangle) At the teacher’s signal, “The signs have fled,” the children disperse around the playground in groups or alone. At the new signal “Find your sign,” children run to a figure that matches the shape of the sign.

Game option . When the children have mastered the game well, the teacher invites them to stop and close their eyes during the “walk.” At this time, the teacher rearranges the figures. At the word “Home” the children open their eyes, find the sign and run towards it. The teacher notes which group gathered faster than others.

"TRAM"

Didactic game

Target : consolidate knowledge about traffic lights, rules of behavior in public transport.

Children stand along the wall of the room or side of the playground in a column in pairs, holding each other's hands. With their free hands are they holding onto a cord whose ends are tied? The teacher is in one of the corners of the room and holds three colored flags in his hand - yellow, red, green. The teacher raises a green flag, the children run, the “tram” moves. Having reached the teacher, the children look to see if the color of the flag has changed: if the green flag is raised, the movement continues; If a yellow or red flag appears, the children stop and wait for the green one to appear.

If there are a lot of people interested, you can make a stop where children sit and wait for arrival tram. Approaching a stop, the tram slows down and stops, some passengers get off, others get on. The teacher raises the green flag: “Let’s go!”

If children are more familiar with a bus or trolleybus, you can replace the tram with these types of transport.

"SPARROWS AND THE CAR"

Didactic game

Purpose: to consolidate the acquired knowledge about the Rules of the Road.

The boundaries of the site are outlined or marked with flags. At one end of the site, “sparrows” are placed on chairs or benches. At the other end there is a place for a car (garage). “Sparrows” fly out of the nest, says the teacher: children jump off the benches and begin to run in different directions, raising their arms to the sides, jumping on two legs. The horn sounds and the “cars” (designated children) appear. The “sparrows” get scared and fly away to their nests (each one taking his place). The "cars" return to the garage. The game is repeated with other “cars”.

Children pretending to be cars can be offered a steering wheel. The teacher makes sure that the children do not run away from the boundaries of the playground, and that the “cars” comply with the traffic rules (road markings, signs).

You can introduce “pecking grains” into the game. The teacher says: “The birds wanted to eat and began to peck the grains.” At these words, children squat down and tap their fingers on the floor or the ground.

"COLORED CARS"

Didactic game

Goal: to consolidate children’s knowledge about the Rules of the Road through “driving cars” on a specially prepared area; develop attention and endurance.

Children are placed along the wall of the room or along the edge of the playground. They are "cars". Each player is given a flag of any color (optional) or a colored circle or ring. The teacher stands facing the players in the center of the room (playground). He holds three colored flags in his hand.

The teacher raises a flag of some color. All children who have a flag of this color run around the playground (observing traffic rules, markings, signs), and as they go they make a horn, imitating a car. When the teacher lowers the flag, the children stop and each go to their own “garage”. Then the teacher raises a flag of a different color and the game resumes.

The teacher can raise one, two or all three flags together, and then all the “cars” leave their “garages”.

The teacher can replace the color signal with a verbal one (for example, “Blue cars are leaving,” “Blue cars are coming home”).

"Birds and the Car"

Purpose: to introduce the Rules of the Road.

Bird children fly around the room, flapping their arms (wings).

The teacher says:

The birds have arrived

The birds are small

Everyone was flying, everyone was flying, (Children run, smoothly flapping their arms).

They flapped their wings.

So they flew

They flapped their wings,

They flew onto the path, sat down, tapped their fingers on their knees.

The grains were pecked.

The teacher picks up a toy car and says:

A car is running down the street

He puffs, hurries, blows the horn.

Tra-ta-ta, beware, beware,

Tra-ta-ta, watch out, move aside!

Bird children run from the car.

"Train"

Goal: to consolidate children’s knowledge of the Rules of the Road through a trip on a “train” on a specially prepared area; develop attention and endurance.

The teacher offers to play train: “I will be a steam locomotive, and you will be the carriages.” Children stand in a column one after another, holding onto the clothes of the person in front. “Let’s go,” says the teacher, and everyone starts moving, saying: “Choo-choo.” The “train” goes in one direction, then in another, then slows down, finally stops and says: “Stop.” After a while the whistle sounds again and the train sets off again

Option 1

Children line up in a column along one side of the playground or along the wall of the room. The first one standing in the column is a steam locomotive, the rest are carriages. The teacher blows the whistle, and the children begin to move forward (without clutch); at first slowly, then faster, and finally they start running (when moving slowly, children can pronounce the sound “chu-chu-chu”). “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and the train moves again. The teacher regulates the pace and duration of the children’s movement, placing the more active child in front.

Option 2

When the children have mastered the game well, that is, moving one after another, you can introduce a complication - after the train stops, the children go for a walk: picking mushrooms, berries, flowers, pine cones. Hearing the beep, the children run to the appointed place (to the wall) and line up in a column.

It is recommended to use aids in the game, for example, when the train goes over a bridge (on a gymnastic bench or on boards placed on steps, or between two slats, drawn lines, laid cords, etc.).

"HORSES"

Children become pairs: one is a horse, the other is a driver. To play, reins are given or children hold on to a belt.

Let's go, let's go,

With nuts, with nuts

Give grandpa a turnip.

According to the boy

For sweets,

Little by little.

With the end of the text, the children continue to run in the same rhythm while the teacher says “gop, gop...” or click their tongues until the teacher says: “Whoa...” When repeating the game, the children change roles. After everyone is comfortable with the game, the teacher suggests raising their knees while running.

You should start the game with one pair, gradually increasing the number of participants to 3-4 pairs.

"BURNERS"

The players become pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players - the catcher - stands on this line. Everyone standing in the column says:

Burn, burn, clearly, So that it doesn’t go out, Look at the sky - The birds are flying, The bells are ringing! One, two, three - run!

After the word “run,” the children standing in the last pair run along the column (one on the right, the other on the left), trying to meet each other, and join hands. The catcher tries to catch one of the pair before the children have time to join their hands. If the catcher manages to do this, then he forms a new pair with the caught one and stands in front of the column, and the one left without a pair becomes the catcher. If the catcher fails to catch anyone, he remains in the same role.

The game ends when all players have completed one run. The game can be repeated 2-3 times.

The number of participants should not exceed 15-17 people, otherwise the children will have to stand motionless for a long time.

Stop

At a distance of 10-16 steps from the boundary of the site, a starting line is drawn), on which the players stand close to each other. At the opposite end of the platform, the driver’s place is outlined in a circle (2-3 steps in diameter). Turning your back to the players, the driver speak loudly. “Walk quickly, don’t yawn! Stop!" At these words, all the players move towards the driver. As soon as the driver says the word “stop!”, everyone stops, and the driver quickly looks around. The one who did not manage to stop in time after the word “stop!” and made an additional movement, the driver returns to the starting line. Then he again turns his back to the players and says: “Walk quickly...”, etc. Everyone continues moving from the place where they were caught by the “stop!” signal. Those who returned to the starting line begin moving from there.

This continues until one of the players comes close to the driver and stands in a circle before the driver says “stop”; the one who managed to do this becomes the driver.

The game resumes with a new driver.

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Description:

CARD FILE OF GAMES ON LIFETIME

Game "LISTEN TO THE SIGNAL"

Target:develop dexterity, stimulate attention.

Equipment:two arcs, two skamakeup, two fences, stairs.

Game actions: at the leader’s signal, the first player from one team puts on a helmet, goes through the obstacle course, returns, and passes the helmet to the next player. The team that completes the task faster wins.

Game "FIRE HOSE".

Target:stimulate reaction speed and dexterity.

Equipment: two fire hoses.

Game actions: children are divided into two teams and, at a signal, first unroll the hoses, then roll them back to their original state. The team that completed the task faster wins.

"CALL RESCUE SERVICES"

Word game

Target:stimulate the development of coherent speech.

Game rules: compose a short story according to a plan (sample): correctly and clearly state your name, surname, location, briefly describe the problem.

Game actions: compose a short story as the slides appear on behalf of one of the heroes of the situation or an outside observer.

Frames change on the PC screen, children talk into a toy phone about the situation

"SAVE THE TOY"

Didactic game

Target:develop the ability to recognize familiar objects through glasses; sti simulate the development of visual perception; develop the ability to correlate a schematic image with an object.

Game rules: from a car set find, remember and select the right ones.

Game actions: look at images of familiar objects through the “smoke” (curtain), remember them, then select the ones you need from a set of pictures.

Next task: sometimes rescuers have to work in special equipment - for example, safety glasses. Wear special glasses. Everyone will receive a card with a schematic image of a toy, according to which they need to find and save the toy in a “smoky room.”

"RESCUERS"

Didactic game

Target:develop the ability to correlate a schematic image with a natural object; stimulate the development of visual perception.

Game rules: find an object by its schematic image.

Game actions: look at the schematic image and find the corresponding toy in the play area.

"FIND AN OBJECT"

Didactic game

Target:develop the ability to recognize familiar objects from images; stimulate the development of visual perception and memory.

Game actions: examine images of familiar objects through a “noisy” file, recognize and name objects.

Game rules: name recognized the object in the picture, explain how you found out.

B. Imagine that we are on firenoah tower. Using binoculars try to recognize the objects below that are in the smoke and fire.

Well done guys, and Carlson mowell done! Next trainingtask: I will name the words, andyou listen carefully. If you hear the name of an item that could cause a fire, say "oh".

"FIRE HAZARDOUS

OBJECTS"

Didactic game

Target:stimulate developmentspeed of reaction and attention.

Game actions: call objects in order, clap your hands.

Game rules: recognize the word VA, denoting fire hazardous items.

Set of words for the game: iron, zhur cash, TV, pen, toaster, chewing gumka, firecracker, diaper, pacifier,cutlet, compote, fireman, cake,cuts, fire extinguisher, package,brush, helmet, sleeve, notes, paints,matches, bandage, drill, mask, etc.

"FLASHLIGHT BEAM"

Didactic game

Target:develop the ability to recognizeimages of their parts, details.

Game actions: look at the details of the image, recognizeand name the object.

Game rules: find out quickly subject according to image details.

"FIRE ALARM"

Relay game

Target:develop coordination,reaction speed, ability to quickly navigate in space.

Game rules: fulfill task one by one, take onlyone piece of cloth (fire).

Game actions: players de pour into two teams, lining upare formed into columns; using "go""li" children take turns collecting oncepieces of fabric placed around the roomred, symbolizingfire, putting them in a bucket (located on the opposite side of the hall from the teams).

"PUT OUT THE FIRE"

Relay game

Target:develop speed, agilitybone; develop work skills thief on the team.

Game rules: try not to spill water, act according to plan nalu.

Game actions: teams stand in a line facing each otherfriend, about the last participantscosts 4-5 plastic buckets withwater; last player on signalpasses the buckets to the children one by one(one after the other) standing on the right(left) from yourself; you are the first playerpours buckets into a large bucket "withfire" (with collected pieces fabrics) - “put out the fire.”

"RESCUING A TOY"

Relay game

Target:improve competitive skills main types of movements (walkingba on an inclined board, climbing ongymnastic wall); developspeed-strength abilities,dexterity; cultivate courage desire to come to the aid of the “victim”.

Game rules: task you fill one at a time, do not drop the toy.

Game actions: by using rope climb up an incline board to the upper slats of the gymnastic wall; take a toyplaced on the top crossbarNot; step forward toadjacent span of the gymnasiumwalls; go down the anthemstic board (“roll down the mountainski"); move the toy to safety new place.

"ASSEMBLE YOUR BACKPACKFOR THE RESCUE"

Relay game

Target:develop coordination abilities, dexterity; build confidence in your actions; stimulate community sharpness, speed of reaction, consolidate knowledge about the purpose presented items.

Game rules: move on exercise bikes strictly in a straight linemy, choose only the necessary ones items.

Game actions: players de are divided into two teams; one by oneride an exercise bike to the prothe opposite side; chooselaid out on a bench in front of items that may come in handyrescuers; go back byput the item in the backpack.

"RISK TERRITORY"

(Gym)

Medley relay

Target:develop strength, agility, coordination of movements.

Game rules: overcome obstacles one by one.

Game actions: climb the stairs of the sports complexsa; grabbing the feather with your handstreasure of the sports complex, nottouching the floor with your feet, move to the opposite edge; spuclimb down the pole onto the bench;walk along it, stepping overobjects; overcome the tunnel anddry pool. The phone rings(alert).

B. Assistant teacher at the younger group found a lotobjects dangerous for children. Help is needed! Children come to the group.

Q. Our task?

Children.Find and neutralize.

B. In order to find themetas, everyone gets a card -diagram showing where to useroll an object (on, under, behind, in). Nyeitems are placed in boxes by type of hazard(piercing, cutting, flammable etc.).

"FIND AND DISHARM"

Didactic game

Goal: to develop the ability to orientto move in space; exerciseEncourage children to match imageslocation of the itemwith symbol; develop the ability to classify objects into differenttypes of danger.

Game actions: search for prevmeths in different places, laying outinto appropriate boxes.

Game rules: find toysku in accordance with the symbol.

Q. Where could they have come from?Maybe strangers came toour garden? What should we do now withthese items? (Let's take it from fight to give)

"STRANGER"

Training game

Target:practice skillsbehave correctly in situations with a stranger, formedcreate a model of behavior in such situations.

Game actions: children teach Carlson, how to behave in a situationtions with a stranger.

Stranger.Hello, redude. How wonderful you are! Hugoshare some sweets.

Carlson is the first to help himself. Children take (not take) a treat. If someone will take candy (tangerines), the teacher asks children, whether they did the right thing.

Stranger. In my car many more delicious things! And there is alsoteak and interesting toys... Sing come with me!

Carlson is going to go with Ne acquaintance.

IN.Is he doing the right thing? Carlson? (Addressing the stranger.) And who are you? Who have you come to?

Stranger(does not answer, grabs Carlson’s hand and pulls yourself to the exit). I see you are good shy! Do not listen to them! I'll take you toMom, she asked me to pick you up!

Carlson cries and obediently walks for the Stranger.

Q. Guys, what should you do if a stranger drags you along? (Break out, loudly scream, call for help.) Women china, leave Carlson alone!(Pushes the Stranger away, takes Carlson's hand.) We have manager, go to her.

Children see off the Stranger and give away boxes with dangerous objects. Sounds out Carlson's phone ringing.

Carlson.Baby is calling me!Hello! Where are you? Guys, he lostXia! Baby, tell me where are you?

Baby(on speaker phone background).I'm lost. Playing with friends...

Carlson.Where can I find you?

Baby.My photos will help yougraphies I will transmit them over the Internet.

IN. To us Didn't receive an email?

IN. But how just now she came. Get yours message.

IN.Guys, we got the photo. graphs that will help us findBaby. The kid was taking picturesobjects found on it paths, places where he played: sand face, tree, flower bed, broom, pointfirst aid, etc. With the helpchildren find these landmarksThe child is explained to him in which places he cannot play, and invitingThey join the “Young Rescuer” service.

“HOW TO AVOID TROUBLES?”

Didactic game

Target:develop class skillsidentify and explain dangerous andsafe situations depictednye in the pictures.

Game actions: briefly about explain the plot of the picture, its afterbirth actions.

Game rules: briefly and clearly describe the plotteen according to her image marriage.

"DANGER - NOT DANGEROUS"

Target: teach children to distinguish dangerous life situations from notdangerous; be able to foresee the result of a possible development of the situation; consolidate knowledge of the rules of safe behavior; cultivate a sense of mutual assistance.

Equipment: a set of didactic pictures depicting situations that are dangerous and non-hazardous to life and health; cards of different colors (red, white and yellow) depending on the game options. Contents of the pictures: a child climbing stairs, reading a book, jumping from a height, dressed inappropriately for the weather, coughing on others, etc.

Children are asked to determine the degree of threat offered (visuallynoah or verbal) situations for life and health, raise op allocated card, depending on the danger, correctly put up didactic pictures.

After carefully listening to the teacher’s story, the children raise a red card if there is danger, a yellow card if there is danger may occur with certain behavior, and white - if there is no danger. Children should not disturb each other, if necessary It’s important to complement your comrades’ answers, not to give hints or use hints.

"IF I DO THIS"

Target : draw children's attention to the fact that in every situation there can be two ways out: one is dangerous to health, the other is non-threatening; cultivate a caring attitude towards yourself and other people, protect others, and not cause pain; develop to develop thinking, ingenuity.

Equipment: a set of incentive items: chips, stars.

Children are given the task of finding two ways out of the proposed situation (threatening and not threatening life and health) or facing lay down two options for the development of this situation. After listening to the story teacher, the children continue it after the words: “Danger arises if I do...”, or “There will be no danger if I do...” Children raise a red card if there is danger, yellow - if danger may arise at a certain behavior, white - if there is no danger. Children need to listen

comrade's answers, do not interrupt each other, desire to answer express by raising your hand. Complete answers and significant additional information Opinions are rewarded with a chip or an asterisk.

"AMBULANCE"

Target: strengthen children's knowledge and practical skills in first aid.

Equipment: pictures of medical suppliessupplies (thermometer, bandage, brilliant green).

The teacher plays out with the children the situation when a person cut his arm, leg, broke his knee, elbow, then got a fever, a sore throat, a speck of dirt got into his eye, and his nose began to bleed. By For each situation, a sequence of actions is worked out.

OUR ASSISTANTS - PLANTS

Target:

Equipment: subject pictures depicting medicines new plants.

The game is played on the lotto principle. Children have cards with images nium of medicinal plants. The teacher shows pictures with similar drawings. A child who has this plant talks about its use for healing. If he said it correctly, he gets a picture. The one who closes his card first wins.

"JOURNEY TO THE COUNTRY OF HEALTH"

Target: strengthen children's ideas about how to help themselves andothers to always stay healthy.

Equipment : playing field with pasted illustrations; cube, colored chips or buttons.

The players take turns throwing a die, on the sides of which there is anhit from 1 to 3 circles, and move their chip forward by as many moves as the number of circles rolled on the die. If the chip ended up on the red circle, then the child, before doing the following The next step is to answer how to behave when you have a runny nose, cough, high temperature, or toothache. If the rebbe answers incorrectly the knock skips a move, if correct, makes the next one. When the chip turns out to be on a green mug, the player tells how movements, daily routine, vitamins, water procedures are useful for a person. If the answer is incorrect, the child skips a move; if the answer is correct, the child moves the chip forward three moves. The first one to reach the land of health wins.

My choice

Children are offered story pictures and corresponding texts.hate them. The teacher reads out the text, and the children prove the correctness or inadmissibility of this action and explain what rules were violated. If the child explains the action correctly, he receives a red chip; if not, he receives a blue chip.

OUR STREET OR TRAFFIC LIGHT

Goals: consolidate children's knowledge about traffic lights, concepts: street, road, sidewalk, trees, houses; remember the traffic rules.

Children are taught not to rush when crossing the road, to be attentive, to know and find the place of a pedestrian crossing, to understand traffic lights and road signs.

"BUS"

Target: consolidate knowledge of traffic rules; practice correct skillscommunication, speech, social behavior.

Equipment: small chairs; steering wheel.

Using a counting rhyme, a driver is selected. Situation modelingtions: woman with child, grandmother, blind man.

Transition

Reinforcement of traffic regulations. There are stripes on the floor indicating the transition, on The traffic light is red. Children are standing at the crossing. At the traffic light that light. When the signal turns green, children walk along the crossing, first looking left, then right.

"TRAFFIC LIGHT"

Didactic game

Target:introduce children to traffic lights, consolidate knowledge about lawdriving according to traffic lights.

Children and an adult examine the traffic light, fix the meaning of the colors. Then the adult invites one of the children to take on the role of a traffic light and put on a “traffic light” badge. The rest of the Children represent cars and pedestrians who must move according to traffic lights.

"ROAD SIGNS"

Didactic game

Target:introduce children to prohibitive, prescriptive and somemi warning signs.

Game options

"Different among the common" Children are asked to sort the signs into groups and tell what they mean.

"We play ourselves"Children are offered cards with different traffic situations. The guys must choose the right road signs for the pictures, then justify their choice.

"City Street"Children are invited to act as traffic police inspectors in a new city, where they need to place road signs to avoid traffic accidents.

“SO THAT NO TROUBLES HAPPEN”

Didactic game

Target:introduce children to the rules of behavior on the street and on the road; forstrengthen knowledge about road signs.

Children are offered a model of a street with various types of signs and traffic lights, toys for role-playing situations (crossing the street, driving a car, walking around the city, cycling).

"CROSSROADS"

Didactic game

Target:introduce children to such a place on the street as an intersection, with the rightcrosswalks at the intersection (controlled and unregulated); securedlearn road signs.

Children are presented with a mock-up of an intersection with various signs and a traffic light. An adult explains how to cross the street at a controlled and unregulated intersection.

"KINGDOM OF ROAD SIGNS"

Didactic game

Target:give children knowledge about different types of road signs: prohibitionswarning, warning, informational, service signs.

Children are introduced to road signs (illustrations, posters, etc.)

"N A GO YOUR SIGN"

Didactic game

Target: consolidate children's acquired knowledge about different types of roads new signs.

Children receive signs (warning, informational, indicative, prohibiting) and are grouped in groups of 4-6 people in different corners of the room. In each, the teacher places geometric shapes on a stand (circle, square, triangle). At the teacher’s signal, “The signs have scattered.” Children disperse around the playground in groups or alone. At the new signal “Find your sign,” children run to a figure that matches the shape of the sign.

Game option . When the children have mastered the game well, the teacher invites them to stop and close their eyes during the “walk.” At this time, the teacher rearranges the figures. At the word “Home” the children open their eyes, find the sign and run towards it. The teacher notes which group gathered faster than others.

"TRAM"

Didactic game

Target : consolidate knowledge about traffic lights, rules of behavior V public transport,.

Children stand along the wall of the room or side of the playground in a column in pairs, holding each other's hands. With their free hands are they holding onto a cord whose ends are tied? The teacher is in one of the corners of the room and holds three colored flags in his hand - yellow, red, green. The teacher raises a green flag, the children run, the “tram” moves. Having reached the teacher, the children look to see if the color of the flag has changed: if the green flag is raised, the movement continues; If a yellow or red flag appears, the children stop and wait for the green one to appear.

If there are a lot of people interested, you can make a stop where children sit and wait for the tram to arrive. Approaching a stop, the tram slows down and stops, some passengers get off, others come in. The teacher raises the green flag: “Let’s go!”

If children are more familiar with a bus or trolleybus, you can replace the tram with these types of transport.

"SPARROWS AND THE CAR"

Didactic game

Purpose: to consolidate the acquired knowledge about the Rules of the Road.

The boundaries of the site are outlined or marked with flags. At one end of the site, “sparrows” are placed on chairs or benches. At the other end there is a place for a car (garage). “Sparrows” fly out of the nest, says the teacher: children jump off the benches and begin to run in different directions, raising their arms to the sides, jumping on two legs. The horn sounds and the “cars” (designated children) appear. The “sparrows” get scared and fly away to their nests (each one taking his place). The "cars" return to the garage. The game is repeated with other “cars”.

Children pretending to be cars can be offered a steering wheel. The teacher makes sure that the children do not run away from the boundaries of the playground, and that the “cars” comply with the traffic rules (road markings, signs).

You can introduce “pecking grains” into the game. The teacher says: “The birds wanted to eat and began to peck the grains.” At these words, children squat down and tap their fingers on the floor or the ground.

"COLORED CARS"

Didactic game

Goal: to consolidate children’s knowledge about the Rules of the Road through “driving cars” on a specially prepared area; developpay attention and endurance.

Children are placed along the wall of the room or along the edge of the playground. They are "cars". Each player is given a flag of any color (optional) or a colored circle or ring. The teacher stands facing the players in the center of the room (playground). He holds three colored flags in his hand.

The teacher raises a flag of some color. All children who have a flag of this color run around the playground (observing traffic rules, markings, signs), and as they go they make a horn, imitating a car. When the teacher lowers the flag, the children stop and each go to their own “garage”. Then the teacher raises a flag of a different color and the game resumes.

The teacher can raise one, two or all three flags together, and then all the “cars” leave their “garages”.

The teacher can replace the color signal with a verbal one (for example, “Blue cars are leaving,” “Blue cars are coming home”).

"Birds and the Car"

Purpose: to introduce the Rules of the Road.

Bird children fly around the room, flapping their arms (wings).

The teacher says:

The birds have arrived

The birds are small

Everyone was flying, everyone was flying, (Children run, smoothly flapping their arms).

They flapped their wings.

So they flew

They flapped their wings,

They flew onto the path, sat down, tapped their fingers on their knees.

The grains were pecked.

The teacher picks up a toy car and says:

A car is running down the street

He puffs, hurries, blows the horn.

Tra-ta-ta, beware, beware,

Tra-ta-ta, watch out, move aside!

Bird children run from the car.

"Train"

Goal: to consolidate children’s knowledge of the Rules of the Road through a trip on a “train” on a specially prepared area; developpay attention and endurance.

The teacher offers to play train: “I will be a steam locomotive, and you will be the carriages.” Children stand in a column one after another, holding onto the clothes of the person in front. “Let’s go,” says the teacher, and everyone starts moving, saying: “Choo-choo.” The “train” goes in one direction, then in another, then slows down, finally stops and says: “Stop.” After a while the whistle sounds again and the train sets off again

Option 1

Children line up in a column along one side of the playground or along the wall of the room. The first one standing in the column is a steam locomotive, the rest are carriages. The teacher blows the whistle, and the children begin to move forward (without clutch); at first slowly, then faster, and finally they start running (when moving slowly, children can pronounce the sound “chu-chu-chu”). “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and the train moves again. The teacher regulates the pace and duration of the children’s movement, placing the more active child in front.

Option 2

When the children have mastered the game well, that is, moving one after another, you can introduce a complication - after the train stops, the children go for a walk: picking mushrooms, berries, flowers, pine cones. Hearing the beep, the children run to the appointed place (to the wall) and line up in a column.

It is recommended to use aids in the game, for example, when the train goes over a bridge (on a gymnastic bench or on boards placed on steps, or between two slats, drawn lines, laid cords, etc.).

"HORSES"

Children become pairs: one is a horse, the other is a driver. To play, reins are given or children hold on to a belt.

Let's go, let's go,

With nuts, with nuts

Give grandpa a turnip.

According to the boy

For sweets,

Little by little.

With the end of the text, the children continue to run in the same rhythm while the teacher says “gop, gop...” or click their tongues until the teacher says: “Whoa...” When repeating the game, the children change roles. After everyone is comfortable with the game, the teacher suggests raising their knees while running.

You should start the game with one pair, gradually increasing the number of participants to 3-4 pairs.

"BURNERS"

The players become pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players - the catcher - stands on this line. Everyone standing in the column says:

Burn, burn, clearly, So that it doesn’t go out, Look at the sky - The birds are flying, The bells are ringing! One, two, three - run!

After the word “run,” the children standing in the last pair run along the column (one on the right, the other on the left), trying to meet each other, and join hands. The catcher tries to catch one of the pair before the children have time to join their hands. If the catcher manages to do this, then he forms a new pair with the caught one and stands in front of the column, and the one left without a pair becomes the catcher. If the catcher fails to catch anyone, he remains in the same role.

The game ends when all players have completed one run. The game can be repeated 2-3 times.

The number of participants should not exceed 15-17 people, otherwise the children will have to stand motionless for a long time.

Stop

At a distance of 10-16 steps from the boundary of the site, a starting line is drawn), on which the players stand close to each other. At the opposite end of the platform, the driver’s place is outlined in a circle (2-3 steps in diameter). Turning your back to the players, the driver speak loudly. “Walk quickly, don’t yawn! Stop!" With these words I keep playing tions move towards the driver. As soon as the driver says the word “stop!”, everyone stops, and the driver quickly looks around. The one who did not manage to stop in time after the word “stop!” and made an additional movement, the driver returns to the starting line. Then he again turns his back to the players and says: “Walk quickly...”, etc. Everyone continues moving from the place where they were caught by the “stop!” signal. Those who returned to the starting line begin moving from there.

This continues until one of the players comes close to the driver and stands in a circle before the driver says “stop”; the one who managed to do this becomes the driver.

The game resumes with a new driver.



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