Unity games for children 10-11 years old. Team building games for teenagers. Exercise "Arithmetic Operations"

The main task of the counselor during the organizational period of the shift is to promote the unity of the squad, to develop trust between the guys in the squad. Unity games will help with this.

I love you for...

Participants stand or sit in two circles - the inner one (boys) and the outer one (girls), in pairs facing each other. Couples hold hands and speak in whispers to each other. What quality do they value most in this person? In this case, they begin with the obligatory phrase: “(Participant’s name), I love you for that...” the more detailed the explanation, the better the task is completed. The counselor always plays with the children. After 10-15 seconds, the outer circle takes a step to the right and the pairs, taking turns, repeat everything from the beginning. At the end of the game - analysis of sensations.

Teamwork exercise “Tossing the ball.”

The purpose of this exercise is to draw the team’s attention to those children who were less noticeable until this time. The counselor’s task is to ensure that the ball actually gets into the hands of every child and that no one is forgotten. The children are asked to stand in a circle. The counselor throws the ball to anyone standing in the circle, the one who catches the ball throws it to the next one, etc. the task boils down to the fact that the ball must be in everyone’s hands. This exercise must be completed in one minute. In this case, the following rules should be observed: the ball should not fall into the same hands twice; if the ball falls, the exercise starts over again.

Climber.

Participants stand on the bench close to each other, holding their elbows. In turn, each player walks along the edge of the bench, holding on to the people standing on it, without tripping or pushing players off the bench.

Conductor.

Participants line up in a column one at a time, with their hands on each other’s shoulders (if the squad is large, in 2 or 3 columns). The counselor explains the rules:

  • you can't talk
  • Everyone except the last one has their eyes closed (to be safe, you can blindfold them)
  • the last person is the guide
  • clap on the right/left shoulder - turn right/left
  • clap on both shoulders - forward
  • double clap on both shoulders - back
  • clap on both shoulders in fractions - stop

The conductor’s task is to guide the “train” along the route indicated by the counselor (several turns). To continue the game, the last participant stands in front of everyone, and the route is repeated.

Atomic reactor.

Preliminary work: a circle with a diameter of 3 meters is marked or drawn on the floor. The counselor takes an object from each participant, which he places in the basket. Next, the basket is placed in the center of the designated circle. The task of each participant is to get any item from the basket without stepping into the circle. A participant has the right to take out an item only once, so each participant takes out an item. The circle is the “nuclear reactor”. If one of the participants steps into the circle, then everything starts anew. The game does not end until the last item is taken out. This game helps to unite the squad, the solution to this problem is possible only with the interaction of the entire team, the child cannot get the item on his own, for this he needs the help of the whole team. The counselor should pay attention to safety precautions and ways to solve the task.

All participants, using available materials (pens, pencils, branches, pine cones, etc.) must lay out an image of an elephant on the floor in a limited time. Perform the task in complete silence. The leader carefully monitors the progress of the task: is everyone completing the task, who has taken on the role of leader.

Guess who's missing.

All participants close their eyes. At this time, the presenter touches one player, and he silently leaves the room. (you can make some noise at this time). At the leader’s signal, everyone opens their eyes and looks to see who is missing. The first person to name the absent person becomes the leader.

Red, blue, green.

The players form a circle or stand in a line. The leader (counselor) attaches a sheet of a certain color to each person’s back. At the signal, all participants must line up in columns: red - in one column, blue - in another, etc. Other colors can be used. You can make the task more difficult: build in complete silence.

Confusion.

Participants stand in a tight circle. The right hand is put forward, the left hand is taken by the right hand of the neighbor opposite. You can’t take two or three of you by the same hand, you can’t take the hand of a neighbor standing next to you. Then, through common efforts, it is necessary to unravel. The result of unraveling should be a circle.

Electrical circuit.

The participants of the game are divided into pairs. Partners sit opposite each other, where they connect their hands and feet, thus forming an electrical circuit through which current flows through the clasped hands and feet. The participants’ task is to stand up without breaking the electrical circuit. Now combine two pairs with each other to make an electrical circuit consisting of four people. The task remains the same - to stand together without breaking the chain. When this stage is safely completed, combine the groups again to form an electrical circuit of 8 people. In the end you will have an electrical circuit formed by all the participants that must rise.

The two main conditions for this exercise are:

  • electric current must flow freely through a closed electrical circuit formed by clasped hands and feet;
  • At each stage, participants must leave the ground at the same time.

Tip for the counselor: don’t forget to support the children, because it’s very difficult for them!

Any number.

Another game that can be presented to participants as a way to test their ability to understand each other without words. The presenter calls any of the players by name. He must immediately name a number from one to a number equal to the number of group members. The leader commands: “Three-four!” At the same time, as many players as the number is named must stand up. In this case, the player who named this random number can either stand up or remain seated. Interestingly, in a classic group of twelve to fifteen people, the error usually does not exceed one person. One of the participants quickly realizes that there are win-win options: you need to call either “one” and jump up yourself, or name the number of group members, and then everyone will stand up. It is better for the leader to stop the game after one or two successful attempts: the participants are left with a feeling of increased group cohesion.

Caterpillar.

Participants stand one after another in a column, holding the neighbor in front by the waist. After these preparations, the presenter explains that the team is a caterpillar, and now cannot be torn apart. The caterpillar should, for example, show how it sleeps; how he eats; how to wash; how to do exercises; whatever comes to mind.

Clown.

To play this game you will need a box of matches. More precisely, you don’t need the entire box, but only the upper part of it. The inner, retractable part along with the matches can be put aside. To start the game, all participants line up in a column, the first person puts the box on his nose. The essence of the game is to pass this box from nose to nose to all participants as quickly as possible, with your hands behind your back. If someone's box falls, the game starts again. At good level team cohesion, results can be achieved very quickly.

Geometry blind.

Everyone stands in a circle and joins hands. Then everyone closes their eyes. The presenter asks: “Guys! In complete silence, without words, without opening your eyes, build me a triangle... square... rhombus, etc.”

Crossing the river (mainly carried out by senior detachments).

A section of 3-5 m is marked on the floor (depending on the age of the children) - this is a river. The entire detachment must cross from one bank to the other. At the same time, they have the opportunity to make only five touches of the “river” (five for the entire squad). A simultaneous touch with both legs or arms (for example, in a jump) counts as one touch. The more united, smart, organized and mobile the squad is, the faster they will do everything (it can take from 30 minutes to 1 - 1.5 hours). Actually, you can go in just three (or even two) touches.

Rope.

All players stand in a circle, holding each other’s hands tightly in a “lock”. There is a rope with tied ends hanging between the first and second participants. The second participant, without separating his hands from the first, must thread the rope through himself like a hoop. The rope is now between the second and third participants, then the third repeats the actions of the second, etc. round. The main thing: while passing the rope through themselves, participants should not separate their hands. Rope length – 1 m.

Eyes to eyes.

Participants sit in a circle so that everyone is clearly visible, placing their hands under their buttocks. Silently, without using facial expressions, you need to find a mate with your eyes alone (you cannot “negotiate” with your neighbors and those who are sitting next to you). At the leader’s signal, everyone stands up and approaches their pair. Most likely, not everyone will be able to “agree with their eyes” at once, so the exercise is repeated, but the participants are seated in other places in the circle. The game continues until everyone has their own pair.

Raccoon circles.

You need a strong rope, the ends of which are tied together (you get a ring). Participants take hold of the rope with their hands, distributing themselves evenly throughout the circle. Then they begin to carefully lean back, stretching to the sides until they can maintain balance. The following can be offered to participants:

  • everyone sit down and then stand up;
  • release one hand;
  • send a wave along the rope (swing the rope).

At the end of the game there is a discussion: did the participants feel each other’s support; did you try to help your neighbors? how careful they were; was there a feeling of safety (or, on the contrary, fear that you might fall), etc.

Consilium.

Participants sit in a circle and the following legend is read to them: “You are surgeons who have to do urgent surgery for heart transplantation. 6 people need it, but you only have one donor heart and it is not possible to find more in the near future. You need to decide which of the patients you will save.” A list of those who need to be saved is written on the board (or on whatman paper):

  • a scientist on the verge of discovering a cure for cancer.
  • a 48-year-old man, a high school teacher, who is raising 2 children.
  • an 18-year-old pregnant girl with AIDS.
  • a 28-year-old man who has a sick mother, a young brother and 2 sisters in his care.
  • a 20-year-old guy who had an accident during his honeymoon, his wife is expecting a child.
  • A 35-year-old woman is a world-class master of sports in race walking.

Then participants are given 15-20 minutes to discuss. (depending on the number of participants and the degree of their teamwork). After this, the group names its general decision and justifies it. Reflection is extremely important in this game. It should be aimed at relieving the depressed state of group members and the tense atmosphere in general. To do this, the discussion must be directed towards analyzing the interaction of the group: who spoke out more; why some remained silent; whether they listened carefully to each other's arguments; How comfortable was it to communicate in the group; why there were communication problems; opinion of which person was trusted more, why, etc. Total time for discussion: 15-20 minutes. Note: during the discussion, the moderator carefully observes the participants and notes the behavior of each: leaders, aggressors, silent ones.

The group must count in order to N (either an equal or greater number of participants), with only one person saying each number. It is impossible to agree on who says what. As soon as several people say a number at the same time or no one says it for a long time, counting starts from the beginning. Optional Rule: Each person must say at least one number.

TURN THE Rug UP.

The whole group stands on the mat. You need to turn it over to the other side. If someone steps on the floor, the exercise starts from the beginning.

M-M-M AROUND THE CIRCLE.

Participants sit in a circle. The first person takes a long time sound mmmmmmmmm...at a certain height. The moment he finishes, the next one must pick up, and so on in a circle. It is important that the sound is not interrupted.

Shipwreck.

The group of participants is divided into three subgroups of 10 - 12 people. Instructions: “For special successes, we received a bonus in the form trip around the world. We boarded a beautiful ship and were sailing across the Mediterranean Sea, but no one noticed that it was the Titanic. Katpstropha. But all is not lost, you have three rafts on which you need to hold out until a helicopter with rescuers arrives. (each team receives three rugs).” Then the game consists of three steps.

Step 1. The groups need to agree and somehow fit on their “rafts”, holding on for at least one minute. Mandatory condition: the feet of team members must not touch the floor (ground). The time for agreement and construction is not limited. If the task is completed, go to step 2.

Step 2. “It’s already getting dark, and the sea is raging. Therefore, in order for a helicopter to find you, it is important not to get lost in the dark. Your task: to fit on your rafts, connect them (with the help of arms, legs, clothes) and hold out in such a connection for a minute.”

Step 3. “The sea is rough, so the rafts are gradually starting to fall apart. The team has two mats left. It is necessary to fit on them, maintaining tactile contact with other subgroups, and hold out for one minute.” Questions for discussion:

  • what they felt during the fulfillment of the game conditions;
  • what helped and what hindered you from completing the task;
  • how to improve team communication next time;
  • what skills were mastered during the game.

Sticks - ticks.

Material for the game: to play the game you need to draw a grid of 6 squares on a board or on a piece of whatman paper. Vertically, you need to write the numbers 1-6, horizontally, above the game square, the letters A-E.

A B C D E E 1. . . . . 2. . . . . 3. . . . . 4 . . . . . 5 . . . . . 6. . . . .

Preparatory work: Participants are divided into two teams. Teams determine which icon they will use to indicate their move - a stick or a tick. For subsequent discussion of the game, you need to select 1-2 people as observers; these may be children who do not want to play. Instructions: “Listen to the goal of the game for each team. Teams need to score as many points as possible. One point is five identical signs placed in a row diagonally, vertically, or horizontally. That is, the team must put five of their icons in a row.” Having determined the goal of the game, the leader makes sure that the team understands the task, for this he asks to repeat the given goal. The teams take turns placing their signs on the playing field. The sequence of moves can be determined by drawing lots. The goal of the observers is to record all statements made by the teams during the game. At the end, with the permission of the presenter, they are voiced. During the game, the presenter interrupts it and reminds the teams of the purpose of the game. Comments on the games: as a rule, the game is played in a stereotypical game of “tic-tac-toe”, that is, the teams try to interfere with each other, but do not score points. Even a reminder of the goal of the game doesn't help. During the discussion, you can hear exclamations from the teams: “And we will block it for them!”, “We won’t give it to them!” The players are so carried away that they do not hear the common-sense opinions of their comrades, that it is impossible to score points this way. After finishing the game, the host announces how many points the teams scored. And asks the participants to name how many points the teams could score. Answer 3:3. Practice shows that we can win if we reach reconciliation with our opponent. Life shows a different way: if you don’t interfere with your opponent, then both win. The presenter concludes: “Let’s live together!” Don’t waste your time sorting things out and fighting, and you will win and give this opportunity to others.”

Nuts.

Goal: learn to accept the characteristics of another person. For this game you will need walnuts according to the number of participants. Instructions: “Now there is a bag of nuts in front of you. I ask each of you to take one nut, and then carefully examine it for a minute and remember your nut (you can’t put marks on it or crack it). In a minute, all the nuts will be put back into the bag.” After the nuts are put in a bag, the leader mixes them, pours them into the center of the circle and asks each participant to find their own nut. When this task is completed, a short discussion takes place: by what signs were you able to find exactly your nut, how does it differ from others? Based on the results of the discussion, an analogy can be drawn between walnuts and people: “Both of them in a “heap” or crowd on At first glance they look the same, but in order to see the peculiarity of each, you need to spend time and look closely. The value of a nut is usually judged by what is inside it. It may be a very beautiful nut on the outside, but inside it is completely empty. And vice versa. The same thing happens with people, so there is no need to judge a person by some external signs. The nut has a very hard shell, and it needs it in order to protect the delicate kernel. Many people also often grow a shell around themselves in order to feel safe and not immediately open up to others, this takes time for them.”

Secret friend.

It is advisable to play the game at the end of the organizational period, when the children get to know each other better. The game “Secret Friend” can also be played during any period of the shift. On separate sheets of paper, the counselor writes the names of all the children in the squad (the first and last names of girls - in one box, boys - in another), by lot, boys draw the names of girls, and girls - boys, and then for a set time (1 - 5 days) secretly give these children pleasant surprises. The main condition is that everyone must keep a secret. After time, the entire squad gathers in one place, where the counselor presents a surprise to the entire squad, after which everyone reveals whose “secret friends” they were and at the same time gives memorable gifts. At the end, an analysis of the feasibility and effectiveness is necessary and the need for the game "Secret Friend".

City of masters.

The game is held at the end of the organizational period, after a series of games and exercises for unity. Required materials: scissors, glue, paper, cardboard, plasticine, tape, rope. Based on prepared lists, the squad is divided into several teams. The composition of the teams is thought out in advance to give everyone in the group the opportunity to show maximum activity and gain a new experience of interaction. Instructions: “Today we will create a City of Masters together with you. In the city you need to build a residential building, a club or theater, a temple, an administrative building or city hall, a cafe or bistro. The teams have time for discussion - 10 minutes, during which you need to come up with an idea for construction and agree on how the team will work. The construction itself will take place in complete silence, a fine will be imposed for violation: the leader will take away one of the items (scissors, tape). 20 minutes are given for construction.” At the leader’s signal, construction begins. It is important for the leader to monitor the implementation of the rules and the peculiarities of work in teams for subsequent analysis. After the completion of the construction of each structure, a tour of the City is held, a presentation of each structure is held. After the excursion, a discussion is held:

  • How did it work as a team?
  • what was difficult, what was easy;
  • how mutual understanding was achieved;
  • how ideas were born and implemented;
  • What conclusions did you draw for yourself?

PSYCHOLOGICAL GAMES TO BUILD THE TEACHING TEAM

Target - bringing together group members to jointly solve assigned problems, developing the ability to express sympathy and respect for each other.

Cohesion is a group variable, that is, it depends on the attitudes of all group members. Group cohesion differs from all other variables in that it influences and is at the same time dependent on group functioning.

Several factors influence the development of cohesion in a group. The first of these is the type of task being performed. The higher the level of interaction required by a task, the higher the potential group cohesion. The second factor is the group's history of success in completing past assignments. The more such successes there were, the higher the cohesion.

Certain characteristics of the group itself also contribute to group cohesion. For example, the presence of a common goal among group members leads to greater cohesion than its absence. Another contribution to group cohesion is made by the personal characteristics of group members. People love more those they know whose views are closer to their own. The more such people in a group, the more united it is.

So, the development of cohesion in a group depends on group interaction, group success, common goals and mutual sympathy between group members. Once developed, group cohesion can have a significant impact on the future of the group. One consequence of group cohesion is that group members spend more time interacting with each other, thus increasing both the quantity and quality of group interactions. In addition, a cohesive group has a great influence on its individual members.

Another consequence is that members of a cohesive group experience greater job satisfaction, which is very important. Finally, group cohesion is closely related to performance. Members of a more cohesive group will adhere to group performance attitudes to a greater degree than members of a less cohesive group.

1) “Break into the circle”

Group members join hands and form a closed circle. Based on the results of past classes, the leader preliminarily determines for himself which of the group members feels least included in the group, and invites him to be the first to start the exercise, that is, to break through the circle and penetrate it. Each participant can do the same.

2) “Typewriter”

Participants are given a word or phrase. The letters that make up the text are distributed among group members. Then the phrase must be said as quickly as possible, with everyone calling out their letter, and in the intervals between words everyone clapping their hands.

3) "Parcel"

Participants sit in a circle, close to each other. Hands are kept on neighbors' laps. One of the participants “sends the package” by lightly tapping one of the neighbors on the leg. The signal must be transmitted as quickly as possible and must return in a circle to its originator. Variants of signals are possible (different numbers or types of movements).

4) “Tangled chains”

Participants stand in a circle, close their eyes and extend their right hand in front of them. When they collide, their hands clasp. Then the participants extend their left arms and again look for a partner. The leader makes sure that everyone holds the hands of two people. Participants open their eyes. They must unravel without unclenching their hands (only changing the position of the hands is allowed to avoid dislocation of the hands). As a result, either a circle is formed, or several linked rings of people, or several independent circles or pairs.

5) “Meeting eyes”

All participants stand in a circle with their heads down. At the leader’s command, they simultaneously raise their heads. Their task is to meet someone's gaze. The pair of players who succeed leaves the circle.

6) “Wax stick”

One participant goes to the center of the circle and falls back with eyes closed. The other(s) catch him at the very last minute.

7) "Blind Walk"

Instructions:Invite your partner to take you on a blind walk, where he or she should present you with a variety of objects so that you can experience the shape, size, texture, temperature and other characteristics of real objects using your kinesthetic abilities.

If you want to reduce or suppress the rational-verbal activity of the brain (its left half), you can try counting forward or backward while everything else happens.

8) "Any number"

The presenter calls any of the players by name. He must immediately name some number from one to the number

equal to the number of participants in the group. The leader commands “three - four”. At the same time, as many players as the number is named must stand up. In this case, the player who named this random number can either stand up or remain seated. The host stops the game after two or three successful attempts.

9) “Answers for another”

Participants take a large sheet of paper and divide it into three parts with vertical lines. At the top of the middle column you need to write your in-game name. Above the left column - write the name of the person sitting on the left, but through one person. Above the right column is the name of the person sitting on the right, also through one.

Instructions : So, now the questions will be asked. There is no need to write them down. Put question numbers and write down the answers that you think your partners give. Take your time, try to get used to the inner world of the person on whose behalf you have to write. The middle column is where you are responsible for yourself. Answer briefly and definitely.

Possible list of questions:

Your favorite color.

Your favorite male name.

Your favorite female name.

Do you have any sympathy for domestic animals? If so, which do you prefer: dogs, cats, birds, fish or someone else?

Your favorite pastime.

What genre of films do you prefer?

Musical preferences.

9) “Three degrees of trust”

The group is divided into two equal parts. One half of the participants stand in a circle, close their eyes and take each other’s hands. Participants from the second subgroup are located behind them. First degree of trust: those who are inside fall outside. Those outside keep them at some distance. Second degree of trust: the same thing, but without holding hands.

Third degree of trust: people in the inner circle with their eyes closed turn 180 degrees and fall face outward. With each test, people in the outer circle change places.

10) “Silent and talking mirror”

The presenter invites a volunteer to step into the circle and “look in the mirror.”

Instructions: Your task is to guess only by the “reflection in the mirrors” which of the group members came up from behind. One “mirror” will be alive, but silent: it will be able to explain to you who is behind your back only with the help of facial expressions and gestures. The second “mirror” is a talking one; it will explain what kind of person this is without mentioning his name. Choose your “mirrors” from the group.

“Mirrors” stand next to the wall. The main player is in front of them. All other members of the group position themselves behind him and silently approach him from behind. Reflection in the “mirrors” occurs one by one. At first the silent “mirror” works. If the main player does not guess the person behind him, then a talking “mirror” comes into play and says only one phrase. If the player does not guess correctly again, then he again reflects the silent “mirror” and so on. The player's task is to guess the person behind his back as quickly as possible.

11) “What’s new in it”

Instructions : Look at each other carefully. Try to see everyone, paying attention to what this person looks like today, what condition he is in, how he manifests himself. We will have 3 minutes for this. Then a three-minute pause. And now you will throw the ball to each other, while telling the person to whom the ball is addressed what new you saw in him compared to yesterday. Be careful and try not to miss anyone.

12) “Mirroring”

Instructions: Complete four simple tasks, or rather, simulate their completion. The tasks are as follows:

sew on a button;

getting ready to go;

bake a pie;

We perform in the circus.

The peculiarity of these tasks is that you will perform each of them in pairs, and the partners will stand opposite each other, and one of them will temporarily become a mirror, that is, it will copy all the movements of its partner. Then the partners switch roles.

13) "Feelings"

Instructions: Let's see who can name more words for different feelings. Take turns naming the words and writing them down on a piece of whatman paper.

Facilitator Information: This exercise can be done as a competition between two teams or as a whole group brainstorming session. The result of the group's work - a piece of Whatman paper with words written on it - can be used throughout the lesson. As you work, you can add new words to this list - it is a dictionary that reflects the emotional experience of the group.

Discussion:

Which of these feelings do you like more than others?

What do you think is the most unpleasant feeling?

Which of these feelings are you familiar with best (worst)?

14) "Without a mask"

Each participant is given a card with a written phrase that does not have an ending. Without any preliminary preparation, he must continue and complete the phrase. The statement must be sincere. If the rest of the group senses a falsehood, the participant will have to take another card.

Approximate contents of cards:

“I especially like it when the people around me...”

"Sometimes people don't understand me because I..."

"I believe that I..."

“I feel ashamed when...”

“What especially irritates me is that I...”

“What I sometimes really want is...”, etc.

15) “The Color of Emotions”

The driver is selected. At a signal, he closes his eyes, and the rest of the participants come up with some color among themselves, for starters it’s better to use one of the main ones: red, green, blue, yellow. When the driver opens his eyes, all participants, with their behavior and emotional state, try to depict this color without naming it. The driver must guess what color it is. If he guessed right, then another driver is chosen, if not, then the same one remains.

16) “The Prophet and the Long Spoons” (eastern parable)

One Orthodox man came to Elijah the prophet. He was worried about the question of hell and heaven, because in accordance with this he wanted to go through his life path. “Where is hell and where is heaven?” With these words, he approached the prophet, but Elijah did not answer. He took the questioner by the hand and led him through the dark Alleys into some palace. They entered a large hall through an iron portal. There were a crowd of people there, poor and rich, wrapped in rags and adorned with precious stones. In the center of the hall, on an open fire, stood a large pot of bubbling soup, which in the East is called “ash”. A pleasant aroma spread throughout the room. People with thin cheeks and sunken eyes crowded around the pot, each of them trying to get some soup for themselves. The man who came with Elijah the prophet was surprised because the spoons that each of these people had were the same size as themselves. Only at the very end the spoons were made of wood, and in the rest of their part, which could hold enough food to satisfy a person, they were made of iron and therefore became heated from the hot soup. The hungry people greedily tried to scoop up food for themselves with spoons. But no one succeeded. With difficulty they pulled their heavy spoons out of the soup, but since they were very long, even the strongest could not bring the spoon to their mouth. The fastest ones burned their hands and faces or poured soup on the shoulders of their neighbors. With curses, they rushed at each other and fought with the very spoons with which they could satisfy their hunger. Elijah the prophet took his companion by the hand and said: “This is hell.” They left the hall, and the hellish scream became inaudible. After passing through long gloomy corridors, they found themselves in another room. There were a lot of people here too. In the middle of the hall, soup was also bubbling in a cauldron. Each of those present had in their hand the same huge spoon as those that Ilya and his companion saw in hell. But the people here were well-fed, and in the hall all that was heard was the light, contented hum of voices and the rustle of spoons being lowered into the soup. Each time there were two people standing at the boiler. One scooped up soup with a spoon and fed it to the other. If the spoon was too heavy for someone, then two others helped, so that everyone could eat in peace. As soon as one satisfied his hunger, the next one arrived. Elijah the prophet said to his companion: “This is paradise!”

This story has been passed down by word of mouth for over a thousand years. It is taken from life and is repeated even in our time, when we observe difficulties in the family, disagreements between father and mother, quarrels between children and manifestations of aggression in the relationship between parents and children, when we consider the confrontation of a person with the outside world and contradictions between groups and peoples . "Hell" is working alongside each other, but against each other; everyone is only for himself and against others. “Heaven,” on the other hand, involves a willingness to enter into positive relationships with others. Both groups - people in heaven and people in hell - have the same or similar problems. But where they live - in heaven or hell - depends on how they try to solve these problems.

Heaven and hell are within ourselves. We have the opportunity to choose. How great this chance of choice is is determined in large part by our experience, how we have learned to solve our problems, and our willingness to use our experience.

For younger schoolchildren, the predominant type of activity is gaming. Through play, a child tries on social roles and is included in the system of social relations. It is noteworthy that the main motive of such didactic games is not the manipulation of objects, but the communication of children with each other, their interaction.

When using didactic games to unite a children's team, it is necessary to take into account that unity occurs gradually and goes through different stages. Therefore, in each class, the goals and tasks implemented in the course of working on team building differ significantly from each other. It is important for the teacher to take this into account when choosing a game, focusing on the results that he plans to get after playing it.

Stages of team building for children in elementary school

1 class

In the 1st grade, the team is at the nascent stage. Children know little about each other and do not have established communication connections with each other. The teacher can offer them, establish friendly relations and even unite in microgroups (on the principles of intuitive sympathy).

2nd grade

2nd grade is the period of formation of the foundations of the team. It is at this stage that interpersonal conflicts most often arise based on different value guidelines in children, and “isolated” schoolchildren may appear. Another problem is the manifestation of psychological barriers: if first-graders behave sincerely and openly, then in the second grade children may become withdrawn, fearful, and hysterical.

Didactic games conducted with second-graders should be aimed at developing general rules behavior in a team, overcoming psychological problems.

3rd grade

In 3rd grade, team building occurs. Children are ready to carry out social assignments in the classroom and show interest in joint activities. At the same time, it is during this period that the personal qualities of each child are most fully revealed, children realize their individuality.

When choosing didactic games for this stage, it is necessary to give preference to those that will enable the child to feel like part of a team, show the significance of his activities for the whole class, encourage children to unite in groups to achieve their goals, and show support for each other.

4th grade

4th grade students can be characterized as an established team, whose members show interest in socially significant activities and can evaluate the behavior of their classmates and bear common responsibility. In such a team there is an asset that leads the life of the class; children with leadership needs stand out.

IN didactic games conducted in the 4th grade, children should be invited to act as an organizer, teach them mutual understanding and the ability to coordinate their actions with classmates, and coordinate common behavior. Games are recommended in which schoolchildren must come up with a way to implement the assigned task and have the opportunity to choose their own course of action. It is worth paying attention to the plot of games and moving from children's scenarios to practical situations.

Team building games in elementary school by grade

Team building games for 1st grade

The most simple game, during which children can get to know each other - "Ball" . Its essence is that children stand in a circle and one child receives a ball. He must say his name and pass the ball to his neighbor, who also introduces himself and passes the ball further. This continues until each first grader says his name.

This game can be played several times during the first two months, offering other tasks for children:

  • give your first and last name;
  • name your favorite activity (toy, animal, color);
  • say your name and parents' names, etc.

To help children quickly remember the names of their classmates, it is recommended to play "We're going on a hike" , in which it is used. Children are told that they need to pack for a hike and take a lot of things with them. Everyone should say the phrase “My name is..., and I take with me...”. In this case, the child must indicate an object whose name begins with the same letter as his name. This game can be played several times, inviting children to get ready for the library, a trip to the sea, school, etc.

A team-up game can help you get more information about your classmates and identify kids with similar interests or abilities. "Border" . The rules are simple: children line up in a line, the teacher draws a boundary at a distance of 2-3 meters from them. Then he announces the task:

  • who has a brother;
  • who is 7 years old;
  • who recently went to the cinema;
  • who likes to draw;
  • who has a cat at home, etc.

Schoolchildren to whom the indicated sign applies must cross this line and gather on the other side. The information that children learn after this game can serve as a reason for further closer communication.

Team building games for 2nd grade

Playing a game can overcome a child’s uncertainty and fear of doing something wrong. "Hello Friend" . In it, children are invited to repeat the ready-made greeting ritual. For this . The children of the first group stand in a circle, and the participants of the second group go inside it and also stand in a circle, turning to face their classmates. Thus, you should get pairs who need to greet each other, repeating after the teacher his words and movements:

After this, the guys from the inner circle need to move to the right, moving to other partners, and say the greeting again. This can be repeated several times. In a situation where everyone acts according to the same pattern, the child will feel like an equal member of the team, will be able to relax and overcome isolation.

Children in second grade should be taught to talk about their feelings and be able to understand the moods and emotions of others. They have this opportunity during the game. "What is the mood like" . To carry it out, it is better to arrange the children in a circle and invite them to continue the phrase “My mood today is like...”. A specific topic for comparison can be set: season, color, flower, animal, etc. To show an example of an answer, the teacher speaks first. At the end of the game, you can have a discussion, determine who is angry or sad today and why, and also invite children to help their classmates improve their mood.

If children in the class cannot yet or are embarrassed to express their mood in words, you can suggest using facial expressions, postures, and gestures for this. In Game "Pick mushrooms" you need to choose a mushroom picker, and ask the rest of the students to draw any mushroom, but so that by its appearance it is clear whether it is edible or not. A mushroom picker, examining frozen children, should divide them into two groups. After this, you can invite the children to express why they wanted to depict just such a mushroom.

A game is suitable for developing primary interaction skills "Ships and Rocks" . Schoolchildren should be divided into two groups. Some will be “rocks” - they should position themselves around the room and sit down. The participants of the other group are “ships”; they must close their eyes and begin to move around the class in a chaotic manner. If such a “ship” approaches some “rock,” then the child who represents it needs to hiss, imitating the sound of the sea surf. All participants must try to avoid a shipwreck.

After the game, it is important to discuss incidents of collision and talk about friendly support, which helps to avoid trouble. Separately, it is necessary to point out the behavior of the guys who did not specifically make any sounds so that the “ship” would bump into them (if such a thing happened). During the discussion, some rules of behavior in the team can be developed: do not create trouble for each other, provide assistance, etc.

Accustom children to general rules behavior, you can develop the ability to act according to a given model while playing for primary classes « Fun game into spoons" . Children squat in a circle and fold their hands behind their backs. Spoons are placed inside the circle, the number of which is one less than the number of participants. Assignment for the children: when they hear the word “spoon,” they must pick up one spoon each. Whoever from the group does not have time to do this leaves the game and removes one spoon from the circle. In the end, the most attentive and diligent student should remain. It is better during the game not just to name individual words to the children, but to tell some story with spoons or the Lozhkin family.

To teach children to find the right way out of conflict situations, you can play a game with them. "Island of Conflict" . If possible, it is worth creating an appropriate environment with the help of decorations. The schoolchildren are told that they are on an island whose inhabitants are constantly quarreling because they do not know how to behave correctly. Children are invited to try to reconcile them by offering a way out of this situation:

  • the child fell into a puddle and his mother scolds him for dirtying his new trousers;
  • the boy does not want to share his toys with children;
  • the girl tore a book from her friend;
  • a child trips his friend, etc.

After discussing such conflicts, you can formulate rules on how to behave in a team.

Unity games for 3rd grade

The game will help the child express his individuality and show his inclinations. "Self-Portrait" . Children are given the task of drawing themselves in unusual shape: instead of eyes, depict what you like to admire, instead of your mouth - your favorite food, instead of hair - what you like to think about, etc. After completing the task, you can arrange an exhibition of paintings.

Another game of this type is the game "Business card" . Children are invited to pick up a microphone and say their name. When everyone in the circle has done this, they start over, but add information about how old they are to their name. Then again, but this time they talk about what they can do best. The game can be continued as long as you like, giving the children new tasks: what music they like to listen to, what book they read, etc.

To convey to children the idea that even though they are all different, it is necessary to stick together, to be one, it is recommended to play "Grape" . Children are asked to look at a bunch of grapes, choose one grape and eat it. Then a discussion is held that the grapes may differ slightly in size, shape, shade, but all together they form a bunch to which they are firmly attached. Children should be asked to think about the following questions:

  • If the grapes grew separately, would anyone notice them?
  • What will happen to the grape if it doesn’t stay firmly on the branch?
  • How is it easier for the wind to pluck a grape from a branch: when it is separate or as part of a large bunch?

Children will be able to clearly see that the result of a common cause depends on the contribution made by each of the team members during the game "Magic Pictures" . Divide the children into teams. Everyone receives a sheet of paper and colored markers. The task is given to draw a family of aliens (or wolves, hares, etc.). First you need to portray your mother. After this, the children exchange leaves and draw dad, then change again and continue drawing other family members. This continues until the leaves with drawings return to their owners. After this, all drawings are reviewed and the best are selected. The authors of these works name who exactly they painted.

Another option for games to bring children 6-10 years old together is the exercise "Funny drawing" . Schoolchildren are divided into two teams. They will draw, for example, a cow. The first participant is blindfolded and asked to draw a head. The rest take turns filling in the missing details. Then they evaluate the fruit of their joint efforts.

Children will learn the principles of cooperation and the ability to perform joint actions through play. "Siamese twins" . The guys need to split into pairs. In each pair, the participants should stand close to each other and hug the waist. The legs that are next to each other should be secured with a rope. After this, such “twins” are asked to walk around the classroom, sit on a chair, lie down, jump, etc. Another option for the game is to hold a couple of students’ hands together and ask them to draw or write something.

There are games that encourage children to form groups. One of them is a game "Molecules" . Each child should receive a sign with a letter (number or picture). The following is the task:

  • make up a word;
  • make an example;
  • create a recipe for borscht, etc.

Children need not only to unite, but also to properly coordinate their actions in order to restore the correct sequence.

Unity games for 4th grade children

Children can demonstrate organizational skills, the ability to direct the actions of others, and coordination while playing "Building numbers" . All students move around the classroom in a chaotic order. After the presenter’s command: “We are building a number...”, the children must form a figure depicting the specified number. When completing this task, some guys will have to order the rest so that everyone stands correctly and does not push each other.

To express their creative abilities, their options for action during joint activities - this opportunity is provided to students during the game "Living Sculpture" . The teacher invites the first participant to go to the center of the class and take any position he wishes. Then he asks the next participant to join him, also choosing his own position. This continues until everyone takes their place in the overall composition. After this, you can take a photo of the sculpture and invite the children to come up with a name for it.

The children will have to complete a rather difficult task in the game. "Stand in a circle" . It will require showing consistency, a sense of “neighbor’s shoulder.” Schoolchildren need to be gathered in a spacious room. First, they should close their eyes and move chaotically around the classroom. At the same time, they should try not to touch or push each other. At the teacher's signal, everyone must stop. At the second signal, the children must try to create a circle. At the same time, they are not allowed to talk or touch each other with their hands. After everyone stops, you need to invite everyone to open their eyes and see if they have made a circle.

Skills of self-assessment and assessment of classmates, expression of one’s opinion, collective cohesion - all these qualities develop during the game "Colored Web" . Children need to stand in a circle. The first participant receives a ball of thread. He should wrap the thread around his finger several times and call his character traits “I...”. After that, he continues: “I like... because he (s)..." and rolls the ball of thread to the one he named. The next player does the same. The game continues until all the children are tied into one web. It is permissible for one child to be selected more than once. At the same time, it is necessary to ensure that there are no children left who are not included in the general web. After the game, it is recommended to discuss that there is something good in every person, you need to be able to notice it. And, of course, it is worth paying attention to the fact that these threads symbolize friendly relations, collective ties between children.

The development of team cohesion is facilitated not only by games, but also by any joint activity that is aimed at achieving common goals. Based on this, the use of the proposed games must be supplemented with activities, mutual support, moral qualities, and the implementation of collective creative activities or collective projects that are socially significant for children.

Favorable team climate– an important indicator of a successful labor process.
The work process and the result of joint work directly depend on psychological comfort, so the manager’s task is to organize high-quality interaction among employees.

You can create a favorable atmosphere with the help.

Goals and methods of training for team building (team building, team building)

Each person has an individual character and point of view, perceiving the work process in their own way. For productive production, effective interaction of personal characteristics is necessary, therefore the main goal of the training is to identify the valuable qualities of employees and their implementation in the overall working mechanism.

The tasks of the organizer and presenter are:
— creation of informal connections and interpersonal sympathies;
— assistance to participants in choosing a comfortable position in the team;
— developing the ability to act together and solve current problems together;
— establishing an optimal level of psychological and emotional compatibility in the team.

Trainings are conducted in different formats. These could be sports and intellectual competitions, business games, general creativity (collages, videos, competitions) or events with a collective outing.

Lesson plan.
1. Familiarize employees with the purpose and objectives of the training.
2. Discussion of group norms (non-disclosure of the process outside the team, sincerity, respect for other participants, freedom of speech and choice).
3. Exercises.
4. Results. At the end, the results are summed up (impressions, opinions about the training, wishes).

Example No. 1

Target: Relieving tension

Exercise: The presenter sets the count according to the number of participants. It is necessary to count one by one, but without talking together.

Rules:
if both team members name the number together, the game starts over;
talking is prohibited;
The use of facial expressions and gestures is acceptable.
The task becomes more difficult - all participants are asked to play with their eyes closed.

Result: during the exercise, employees are forced to predict each other’s actions and pay attention to non-verbal messages and manners of colleagues. At the end of the task, players discuss the results and the main problems that impede the completion of the task.

Example No. 2

Target: Making contact

Exercise: The presenter chooses a song whose words are known to all participants in the training. Each participant takes turns saying the next word in the song after the previous participant, clockwise or counterclockwise. In case of a failure or mistake in the word of one of the participants, the game starts over.

Example No. 3

Target: Team building

Exercise: All participants line up in a circle and close their eyes. You should form into any given figure (square, triangle, etc.).

Result: As a rule, completing a task is accompanied by fuss and controversy. This happens until the leader of the game is identified, who will place the participants. After the task is completed, employees must answer the question whether they are sure that the figure is straight. You cannot open your eyes until the whole team is convinced of victory. At the end of the game, a discussion is held, the main goal of which is to find out options for completing the test faster and better.

Example No. 4

Target: Building communication in a group

Exercise: Participants sit in a circle. The presenter approaches one of the participants and passes an imaginary object into the hands of the participant (with a gesture) and reports the direction of the transfer (clockwise or counterclockwise). Each participant must pass the item to the next player. At the presenter’s signal “Stop. Who has the item now?” the participant must raise his hand. You cannot use a physical object as an object, only an imaginary transmission.

Example:

In the first round, the leader launches one cat object clockwise. At the “stop” signal, the participant with the “cat” raises his hand. There are always no problems in the first round. And the presenter makes sure that everyone understands the rules.

Two items. It starts with launching two objects (a cat and a puppy) in different directions and from different participants.

The fun begins when the presenter launches several objects in different directions and from different participants. At the moment when objects are found in one player, confusion begins about what was transferred to whom and whether it is correct. After the stop signal, in most cases, players cannot reliably tell who has what item.

The bottleneck is the participant to whom the items come with different sides and he must distribute them correctly to his neighbors on the right and left.
Between rounds, the facilitator gives time for the group to discuss the interaction of the transfer, the use of other methods of communication, so as not to lose items.
And the game starts again, with the number of items gradually added.

Result: As a rule, the game is accompanied by laughter and humor. In between rounds, participants vigorously discuss how they should interact so as not to lose the order of transfer and items. The facilitator assesses the involvement of participants in solving the problem and identifies leaders in the group. At the end, the host asks the participants about the game, the difficulties and how you solved them.

Example No. 5

Target: Increased confidence

Exercise: Participants are divided into teams of 5–6 people. Everyone in the group should turn away and fall into the arms of their colleagues. Rules:
team members must hold the falling person;
when falling, you must cross your arms over your chest so as not to hit anyone;
You should “receive” a colleague not on your palm, but on your forearms, holding each other’s wrists with clasped hands.
You can fall from a height (for example, from a windowsill) or simply lean back. The exercise evokes many emotions and impressions, which are shared by all participants upon completion of the game.
After the training, colleagues discuss observations and strategies for completing tasks, evaluate their own and others’ work in the team. During the process, everyone has the right to refuse to participate in the game by declaring this to the entire team.

Example No. 6

Target: Close acquaintance

Exercise: Colleagues line up in order of height. At the command of the leader, everyone is rearranged in the given order. Movements are carried out silently.

The rearrangement takes place according to the following parameters:
by the first letter of the first name, last name or patronymic (in alphabetical order);
by hair color (from light shade to darker);
by month of birth;
according to the age.

Result: team members learn to interact and understand, and learn more about each other. Employees find similarities with their colleagues, which contributes to the development of personal sympathy.

Example No. 7

Target: Common cause
Assignment: all training participants divide into twos and join hands with a partner. With your free hands (one of the pair has the left hand, and the other has the right hand), you need to pack the gifts: wrap them in paper, tie a bow. Competition for speed and quality of execution.
Result: to win the game, partners must understand each other from word to word, gesture, or glance. A competitive spirit improves relationships and promotes team bonding.

Example No. 8

Target: Creativity

Exercise: the organizer prepares in advance the necessary attributes - whatman paper, pictures, stickers, pieces of fabric and other items that can be used to decorate the picture. All training participants gather around the table and create a common work on a given topic (“Friendly team”, “One for all...”, “Workdays”).

Result: joint creativity helps to unite, realize one’s abilities, and demonstrate skills and talents to colleagues. Participants need to listen to each other, look for compromise solutions to create a holistic and harmonious picture.
During training, employees must treat all group members with respect. It is unacceptable to interrupt and insult colleagues, ridicule someone else’s opinion, or refer to participants in the third person.

Expected result of the trainings

The current situation in the team is determined based on observations of the participants during the training and test. Such a study is conducted anonymously; employees are asked to objectively evaluate indicators of the psychological atmosphere (friendliness, productivity, hostility, etc.).

Based on the data obtained, the main problems of the group are determined and subsequent classes are formed aimed at correcting “ weak points» commands.

A competent and sensitive approach will help unite employees and form mutual understanding between them in a short time.

As a result it is expected:
— optimization of relationships within the team;
— development of the ability to act together;
— the ability to competently resolve conflict situations;
— high efficiency of each employee and department;
- productive work process.

The results of the program can be assessed through repeated research (observations by a psychologist, personal opinions of participants).

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These games are used to relieve tension and overcome the embarrassment between children. They will help them feel freer, more relaxed, and relaxed in a new and unusual environment. These are fun and active games, often aimed at physical contact. During these games, each participant will feel like part of the team.

"Do you love your neighbors"

All participants stand in a circle. The leader is in the center of the circle. He approaches any of the players and asks: “Do you love your neighbors?” If he answers “Yes,” then his right and left neighbors switch places. If he answers: “No,” then the host asks: “Who do you love?” The player says: “Those who have a watch on their hand (who are wearing trousers, who have long hair, who have earrings in their ears, etc.).” All those who have watches on their hands change places with each other. The presenter’s task is to take any available seat. The one who is left without a place becomes the leader. Game continues.

"Stompers"

The players are divided into two teams with an equal number of players. Each participant thinks of any player on the opposing team. It is important that everyone makes a wish. Next, the teams line up opposite each other. The first player on one of the teams approaches any member of the opposing team and asks if he was the one who conceived it. But he does this in an unusual way - by stomping his feet. If he guessed right, the player answers with a stomp. The resulting pair leaves and the game continues. If the opinions of the players do not coincide (that is, the intended player is not him), then the opponent responds by shuffling his feet on the floor. Then the turn changes and the player of the opposite team goes to ask. The winner is the team whose players guessed more than the people who guessed them.

"Rope"

The players form a circle, holding the tied cord with their hands. The driver, moving inside the circle in different directions, tries to unexpectedly hit someone on the hand. Players must quickly withdraw their hands to avoid being hit (but immediately return to their previous position). The one whom the driver hits takes his place inside the circle, and the game continues.

"Person to Person"

The game requires an odd number of players. All players move freely, the driver says: “Hand to hand!” And all participants in the game, including the host, must find a partner and touch their partner with their hands. The one who is left without a partner becomes the driver. Ira continues. The commands can be varied, for example: “Little finger to little finger”, “Heel to heel”, “Ear to ear”.

"Cyclops"

The players stand in a circle, the leader goes to the middle. The players’ task is to establish contact with a friend on the opposite side of the circle only by looking. You cannot make sounds or body movements to attract attention. Once two people have made eye contact, they should simultaneously switch places by running across the middle of the circle. The presenter, in turn, carefully watches the players and tries to guess who is negotiating a change of pace with their eyes. When someone starts changing places, the leader should try to take one of the empty seats. The player who did not have time to stand in the circle becomes the new leader.

"Kolobok"

“Kolobok” is a ball that the squatting participants of the game roll to each other. They form a circle with a diameter of 5-7 meters. In the middle of the circle, a “fox” is jumping on its haunches, trying to catch the “bun”. If she succeeds, she changes roles with the one from whom the “bun” fell “into the claw’s clutches.”

"Golden Gate"

Half of the players form a circle. Holding hands and raising them like the arches of a “gate,” they say in a chant:

“The Golden Gate doesn’t always let people through.

The first time is forgiven, the second is forbidden.

And we won’t let you through the third time!”

The rest of the players, also holding hands, run after the leader. They run like a snake around each of those standing in the circle: one in front, another behind, the third again in front, etc. After the words “we won’t let you through!” - those standing lower their hands - “closing the gates.” Whichever of the runners ended up inside the circle is considered caught and goes to the center of the circle. The rest repeat the game several more times until 3-5 people remain uncaught. They are the winners.

"Bubbles"

The players stand in a circle and join hands. Then they converge twice towards the center and diverge to the sides, without opening their hands. Dispersing from the center for the third time, they say in unison: “Inflate, bubble, inflate, big, stay like that and don’t burst!” The players try to make the circle as wide as possible without releasing their hands. The one who opens the circle is eliminated from the game, the game continues. At the end of the game, I identify the five most tenacious guys.

"Forest-swamp-lake"

The presenter defines three areas in the clearing, each of which represents a forest, a swamp and a lake. Children stand on neutral territory, and the leader names living creatures. The children’s task is to quickly run to the “place” in the clearing where this creature lives.

"Mouse and Cat"

To play, you need to prepare two different toys or two small objects that differ from each other, for example: a ball and a cube, a pen and an elastic band, and so on. All participants in the game sit in a circle. One of the players takes one thing and passes it to the neighbor on the left with the words: “This is a cat.” “Cat” is thus passed around in a circle from player to player. At this time, the first player takes the second thing and passes it to the player on the right with the words: “This is a mouse.” And both things begin to walk in circles, only in different directions. Over time, the transmission speed increases and players begin to confuse “mouse” and “cat”. Anyone who calls “mouse” “cat” or vice versa is eliminated from the game.

"Touch the Blue"

Players are divided into groups of 6-8 people and stand quite close to each other. The leader calls out a body part and color, (for example: with your right hand touch blue or with your left hand touch red, etc.) Players must touch the specified color on someone else in the group.

"Shoe factory"

Everyone takes off their shoes and places them in the center of the circle. Each participant puts on two different shoes and tries to place each foot next to the foot wearing the pair of shoes.

"Quickly change"

Players stand in a square, facing the leader in the center. Everyone must remember well who is on their right and left and how they are positioned in relation to the leader, because as soon as the players figure this out, the leader turns and says: “Quickly change.” This is a signal for everyone to take their starting position. The side of the square that finished faster raises its hands and shouts: “Quickly change!”

"Sitting Circle"

Players stand in a circle, shoulder to shoulder, facing each other. Everyone turns to the right and closes the circle, taking a step to the center. Place your hands on the shoulders of the person in front. The leader, counting to three, asks you to sit the person in front on his lap. Listen to the presenter's instructions and follow them. After everyone has sat down, on the count of “3” a step is taken with the right foot, etc.

“Mages. Dwarfs. Giants"

Players are divided into two teams, and each chooses its own movement (mages, dwarfs, giants). Then the teams line up facing each other, take three large steps towards each other and show their movement (dwarfs crouch, giants reach up with their arms raised, magicians put their arms forward). The winners try to catch the losers (dwarves catch magicians, magicians catch giants, and giants catch dwarves), but the chase ends when the losers cross a pre-agreed line. The game is repeated until one team completely captures the other.

"Get up!"

First try in pairs, then in threes, then all together. Place the players on the ground with their backs to each other so that everyone's knees are bent and elbows clasped. Ready? Get up! Remember that you must sit close to each other and be sure to all be together.

"Catch the Dragon by the Tail"

Players stand in a line and place their hands on the belt in front of them. The last one in the line puts a handkerchief in his belt. The dragon, being in good health, begins to roar, which means the start of the game. Then he starts chasing his tail. The goal of the person at the head of the dragon is to catch the scarf. When the head finally grabs the scarf, it becomes the tail, etc.

"Enchanted Castle"

The players are divided into two teams. The first team must disenchant the “castle”, and the second team must prevent them from doing this. The “castle” can be a tree or a wall. Near the “castle” there are the main gates - two guys from the second team are blindfolded. In general, all players on this team must be blindfolded. They are located arbitrarily, the way they want, on the playground. The players who must disenchant the “lock”, at the command of the leader, begin to silently move towards the main gate. Their task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the second team, blindfolded, is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the guys change roles.

"Traffic light"

Two lines are drawn on the site at a distance of 5-6 meters from each other. The players stand behind one line. The driver stands between the lines approximately in the middle with his back to the players. The driver names a color. If the players have this color in their clothes, they freely pass by the leader to the other line. If there is no such color in clothes, then the driver can insult the player running across the space between the lines. The salty one becomes the driver.

"Hare Without a Lair"

The participants of the game stand in pairs facing each other, raising their clasped hands up. These are “houses” or “hare’s lair”. Two drivers are selected - the “hare” and the “hunter”. The hare must run away from the hunter, while he can hide in the house, i.e. stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the hunter. If the hunter kills the hare, they change roles.

"Santiki-santiki-lim-po-po"

The players stand in a circle. The driver moves away from the circle a short distance for a few seconds. During this time, the players choose who will be the “shower”. This player will have to show different movements (clapping his hands, patting his head, etc.) All other players should immediately repeat his movements. After the person showing is chosen, the driver is invited to the center of the circle. His task is to determine who shows all the movements. The movements begin with ordinary claps. At the same time, throughout the entire game the words “Santiki-santi-ki-lim-po-po” are pronounced in chorus. At a moment unnoticed by the driver, the demonstrator demonstrates a new movement. Everyone should immediately adopt it, so as not to give the driver the opportunity to guess who is leading them. The driver can have three attempts to guess. If one of the attempts is successful, then the person showing becomes the driver.

The driver steps aside while the players agree on who will vote. Then the driver stands in a circle and closes his eyes. The players walk in a circle with the words “We gathered together in a circle, suddenly turned around at once, and when we say “Jump, skok, skok,” (these words are pronounced by one person), guess whose voice it is.” The driver opens his eyes and guesses which of the guys said “Skok, skok, skok.” If he succeeds, he changes places with the speaker. You can give the driver three attempts. If he still doesn't guess, the game starts over.

"Squirrels, nuts, cones"

All the guys stand up holding hands, three at a time, forming a “squirrel’s nest.” They agree among themselves who will be the “squirrel”, who will be the “nut”, and who will be the “bump”. There is only one leader, he does not have a nest. If he said “squirrels,” then all the squirrels leave their nests and run to others. At this time, the leader takes an empty place in any nest, becoming a squirrel. The one who does not have enough space in the nests becomes the leader. If the leader says: “nuts,” then the nuts change places and the leader, who takes a place in the nest, becomes a nut. The presenter can be given the command: “squirrels, cones, nuts,” and then everything changes places at once.

"Seine"

The game takes place on a limited area, the boundaries of which cannot be crossed by any of the players. Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible, i.e. the rest of the players. The task of the “fish” is not to get caught in the “net”. If the “fish” could not evade and end up in the “net”, then it joins the drivers and itself becomes part of the “net”. “Fish” do not have the right to tear the “net”, i.e. unclasp the hands of the drivers. The game continues until the player who turns out to be the most “agile fish” is determined.

"Traps"

Six players stand in pairs, holding both hands and raising them up. These are traps, they are located at a small distance from each other. All other players join hands, forming a chain. They must move through traps. When the leader claps, the traps “slam shut”, i.e. the guys pretending to be traps give up. Those players who are caught in a trap form pairs and also become traps. The winner is the one who manages not to fall into any traps until the end of the game.

"Wolves in the Moat"

A corridor (“ditch”) up to one meter wide is drawn on the site. The ditch can be drawn in a zigzag shape, narrower in places and wider in others. The drivers – “wolves” – are located in the ditch. There are not many of them - only two or three. All the other players - the “hares” - try to jump over the ditch and not get greasy. If the “hare” is touched, he leaves the game or becomes a “wolf”. “Wolves” can kill “hares” only while in a ditch. “Hares” do not run across the ditch, but jump over it. If the “hare’s” foot touches the territory of the ditch, this means that he “fell into the ditch” and in this case is also eliminated from the game.

"Burners"

The players line up in a column in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says:

“Burn, burn clearly,

So that it doesn't go out.

And one, and two, and three.

Last couple run!”

On the word “run”, the last couple standing must quickly run around the column and stand in front. The driver should also strive to take one of the places of the first pair. The one who does not have enough space becomes the driver.

Instead of the words “last pair,” the driver can say: “Fourth pair,” or “second pair.” In this case, everyone playing must be very careful and remember where they stand in the column.

"Alyonushka and Ivanushka"

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

Option 2. The game is played similarly to the previous one, i.e. Ivanushka must catch Alyonushka, but they can only be guided by the claps of their comrades. As Ivanushka approaches Alyonushka, the players standing in the circle begin to clap louder, and as they move away, they begin to clap more quietly.

"Cat and Mouse"

Two people are selected for the game: one is the “cat”, the other is the “mouse”. In some cases, the number of “cats” and “mouses” may be greater. This is done to spice up the game. All other players stand in a circle, holding hands - “gate”. The “cat’s” task is to catch up (touch with his hand) the “mouse”. In this case, the “mouse” and “cat” can run inside and outside the circle. The players standing in a circle sympathize with the “mouse” and help her. For example: by letting the “mouse” into the circle through the “gate”, they can close it for the “cat”. Or if the “mouse” runs out of the “house”, the “cat” can be locked there, i.e. lower, close all gates. When the “cat” catches the “mouse”, a new pair is selected from among the players.



Indian Solitaire