Card index of didactic games on life safety in dow. "Pedestrians and drivers." “Let’s go to the forest to pick berries”

Target: consolidate children's knowledge about actions that.

The teacher lists the actions. In cases where they could lead to a fire, the students clap their hands. When there is no danger, they stomp their feet:

- drawing,

- burning paper,

- playing with a ball,

- playing with a lighter,

- making appliques,

- jumping rope,

- setting fire to dry grass and leaves,

- singing in chorus,

- playing with matches,

- reading,

- playing snowballs outside in winter,

- a game with snowflakes made from paper napkins,

- lighting sparklers near the Christmas tree,

- washing dishes,

- washing,

- game for a walk,

- playing badminton,

- modeling from plasticine,

- turning on the iron,

- hand washing,

- watering flowers,

- turning on the heater,

- carpet cleaning,

- playing with a magnifying glass under the sun's rays,

- hammering nails,

- playing with sand,

- turning on the faulty garland cord,

- bathing,

- game with cubes,

- TV overheating,

- looking at books near the fire,

- lighting a fire in the forest in the wind,

- games with a kite.

Didactic game "Think"

Target:; development of logical thinking; assistance in the use of complex sentences.

Children finish the sentence started by the teacher. For example, like this: “If you eat a poisonous mushroom, then... you can get poisoned.”

If you eat a poisonous berry, then...

If you float down the river alone, then...

If you walk without stopping in the sea, then...

If a smoldering cigarette butt flew into your window, then...

If you open the door to a stranger, then...

If you pick up sharp objects, then...

If a person has a high temperature, then...

If you climb to the roof of the house, then...

If you are bitten by a mosquito, then...

If children play with matches, then...

If the grass is burning outside, then...

If the apartment smells like burning, then...

If there is a smell of gas in the kitchen, then...

If there is smoke coming from a neighboring apartment, then...

If you slip on ice in winter, then...

If you go through a red light across the road, then...

If you ride a bicycle near the roadway, then...

If you lick an icicle in winter, then...

If a stranger offers you candy, then...

Didactic game “How to save from trouble”

Target: consolidation of pupils’ knowledge of life safety; development of logical thinking.

Progress of the game

After listening to the teacher’s task, the children come up with a solution that will help avoid trouble. For example, in accordance with the task, the situation is as follows: “In a big store, a girl lost her mother.” The child offers a way out: “You need to go up to the seller and explain that your mother is in the store. You must identify yourself, as well as your mother’s first and last name. Ask for help finding her."

The driver broke the rules traffic

Water has flooded the roads, people cannot leave their houses...

IN kindergarten They announced an evacuation, all the children...

The boy injured his leg while playing...

A fire started in the apartment and dad...

When you hear shouts of “Save us, there’s a fire!”, you need...

During New Year's holiday the lights went out...

There is no light in the house, and the child is home alone...

Didactic game “Cold-Hot”

Target: development of logical thinking in children.

Each child receives three mugs of different colors: red means hot objects, blue - cold, yellow - warm. The presenter names various objects, the children show the corresponding circle. The one who makes the most mistakes is eliminated from the game.

Subject range: ice, battery, fire, iron on, water, hair dryer, heater, sun, tea, snow, hands, stove, fire, ice cream, bread, icicle, mittens, hot kettle, refrigerator, etc.

Didactic game “Make up a number”

Target: consolidation of students’ knowledge about calling the Ministry of Emergency Situations in the event of a fire.

Children are divided into two groups and together, among the many numbers, they find the necessary ones and compose the telephone number of the Ministry of Emergency Situations - 101. The team that completes the task first wins.

IN. Guys, now each of you knows which number to call if there is a fire. Let's repeat it all together again:

Children."Fire number: 101."

IN. Remember that you can and should only call this number in case of a fire. When you hear the answer from the attendant, clearly state your name and address.

Didactic game-situation “Young firefighters rush to the rescue”

Target: teaching children the basics fire safety; development of logical thinking.

Progress of the game

Some children name an emergency, others name its possible consequences and actions that need to be taken. For example: “A burning paper fell on an easy chair... The chair would begin to smolder and catch fire. If no one is home, a big fire could happen and many apartments in this building would be damaged. In the event of a fire, you must quickly call the fire brigade by calling 101.”

Situational series:

  • Burning paper flew into open window apartments...
  • Burning paper fell on dry grass near the house...
  • Adults carelessly handle the fireplace...
  • Boys playing with matches...
  • A flame flared up in a frying pan on a burning stove...
  • Unextinguished candles remained on the festive table...

Didactic games to the section “Child at home”

listen carefully

Target: consolidate behavior tactics in extreme situations, develop auditory attention and memory

Progress of the game: The teacher asks the children questions, and they must answer in chorus: “This is me, this is me, these are all my friends!”

Who, upon hearing the smell of burning, reports a fire?

Which of you, noticing the smoke, will shout: “Fire! We're on fire!"

Which of you plays tricks with fire in the morning, evening and afternoon?

Who, sensing gas in the apartment, will call “04”?

Who can quietly hide matches from their little sister?

Which one of you is playing with fire? Be honest about it!

Who doesn’t light fires and doesn’t allow others to?

Answer correctly

Target: consolidate behavior tactics in extreme situations, develop visual attention and memory

Material: picture cards depicting situations

Progress of the game: The teacher voices the situation, the children must choose the appropriate picture and explain their choice

Situations: Answers:

There is a fire - Call “01”

There is a lot of smoke in the room - crawl to the exit

Your clothes are on fire - Get on the floor and roll

The TV started smoking - Turn it off, cover it with a blanket

The old grass is burning - Cover it with earth, fill it with water

I smelled gas - Open the window, call “04”

It's hard to breathe from the smoke - Breathe through a wet rag

Put it in order

Target: will establish the procedure for action in the event of a fire, develop skills of correct behavior

Material: picture cards

Progress of the game: Picture cards are laid out on the table, the teacher invites the children to put them in the right order and talk about the actions depicted on them:

Telephone message “01” about a fire;

Evacuation of people;

Extinguishing a fire by adults before firefighters arrive, if this is not dangerous;

Firemen's meeting;

The work of firefighters.

Electrical appliances

Target: will reinforce children’s understanding of electrical appliances and how to use them

Material: cards with pictures of electrical appliances, riddles, pencils

Progress of the game: The presenter asks a riddle, the children find the right guess card, explain their choice, and talk about the rules for using electrical appliances.

Game options: a/ children draw the answer; b/ children receive cards and come up with a riddle-description about this electrical appliance, the rest guess

In the world of dangerous objects

Target: consolidate ideas about objects dangerous to life and health that are found in everyday life, about the rules for using them, develop logical thinking, attention, memory

Material: riddles, picture cards, signs:! - “attention” (use carefully), X- " prohibited" (not allowed for children), pencils

Progress of the game: The presenter asks a riddle, the children find the right answer card, explain their choice, talk about the item, how to use it, and put the right sign

Game options: a/ children draw the answer; b/ children receive cards and come up with a riddle-description about this item, the rest guess, choose the desired sign

Fourth wheel

Task: Highlight the extra word and explain your choice.

Water, tea, coffee, gasoline.

Gasoline, kerosene, oil, water.

Varnish, water, paint, alcohol.

Sand, cotton wool, hay, oily rag.

Ice, oil, paint, varnish.

What liquid can extinguish a fire?

Water, gasoline, alcohol, acetone?

How to put out a fire:

Water, special powder, kerosene, foam from a fire extinguisher, alcohol?

Explain why this is said:“Fill the fire with oil, just add more fire.”

Didactic games for the section

"The Child and Other People"

Familiar, friend, stranger

Target: teach to distinguish between loved ones and strangers, develop tactics of correct behavior to prevent troubles

Material: ball

Progress of the game: children stand in a circle, the driver is in the center. The driver throws the ball to each child in turn, saying: “Familiar, friend, stranger,” highlighting with intonation and pause the one who needs to be named. The child who catches the ball names the appropriate person and returns the ball to the driver. After all the children answer, a conversation is held to reinforce the rules of behavior with strangers with an explanation of the consequences of violating these rules.

Complications: the ball is thrown, increasing the pace

If trouble comes to the house

Target: strengthening the ability to socially adapt in extreme situations; develop communication skills with people, the ability to talk on the phone; consolidation of knowledge of first name, last name, home address, emergency numbers

Material: cards with the image of telephone numbers “01”, “02”, “03”, “04”; toy phone; picture cards depicting various everyday situations

Progress of the game: The adult offers the children pictures with various situations in which help is needed and offers to call the appropriate service by phone. After completing the task, the children discuss whether the child “dialed” the number correctly and carried on the conversation (stated the address, first name, last name; explained what happened.”

Kidnappers and resourceful guys

Target: strengthening the ability to socially adapt in extreme situations; develop resourcefulness, dexterity

Progress of the game: a group of children is divided into 2 teams: kidnappers and resourceful guys (each team has equal shares). Rules of the game: the kidnapper can drag the kidnapped person in any way; the one who is being kidnapped must call for help, run away, break free, and not allow himself to be dragged in any way; Fighting and biting are not allowed in the game.

The game is played several times, children change roles all the time

Where to run if you are being chased

Target: develop the skill of correct behavior in an extreme situation, develop logical thinking

Material: workbook or pictures

Progress of the game: invite children to look at the illustrations and express their opinion on where to run from the pursuer: to the nearby park and hide under the Christmas tree; home along a deserted road; to a bus stop where there are a lot of people; to the traffic police post. Let the children explain their choice.

Identikit

Target: will reinforce the idea that a person’s pleasant appearance does not always correspond to good intentions and vice versa; learn how to make a sketch of a good, evil, dangerous person

Material: drawings of various facial details: mouth, nose, lips; postcards, photographs of people

Progress of the game: invite children to look at the photographs and answer who, in their opinion, may pose a danger and who does not. Then offer to draw up an identikit of a dangerous, evil and kind person. Remember fairy tales where they say that a pleasant appearance does not always indicate good intentions and vice versa, examples from the experience of children, cases from your own life. In the end, draw a conclusion: in order to learn to understand people, you need to be very attentive and careful

Game based on the fairy tale “The Goat and the Seven Little Goats”

Game content:seven kids locked themselves in the house (the children sit behind a curtain or covered with a blanket), having previously received an order from their mother goat. They are approached one by one by the most various characters(wolf, fox, etc.), which should look like mom and speak in similar voices. The goats should recognize their mother among them by their voice and only open the door to her. The kids' task is to recognize their mother and tell how other voices are different from their mother's voice. The task of the wolf and other deceivers is to speak in voices that are as similar as possible to the voice of the mother goat. The teacher takes on the role of a wizard who finds out the kids' opinions about the wolf's actions and the wolf's opinion about the kids and the reasons for unsuccessful attempts to deceive them. To this end, the teacher conducts a dialogue with the opposing sides throughout the game, during which the secret intentions of each side become obvious. For example, the teacher asks the kids why they don’t trust this or that voice. Then he asks the wolf why the kids didn’t open the door, what the mother goat’s voice should be like.

Didactic games to consolidate knowledge

In the section "Child's health"

I can - I can’t

Target: to activate children’s attention to their skills and physical capabilities of their body; develop research activities; foster a sense of dignity

Attributes: ball

Progress of the game: The presenter throws the ball to the child and says “I can” or “I can’t.” The child, having caught the ball, must continue the phrase, explaining why he knows how to do it (what helps him) or does not know how to do it (can he learn it) and return the ball to the leader.For example: I can run because I have legs. I can't fly because I don't have wings.

Define what it is

Target: activate the work of the senses to recognize different objects; determination of the leading role of vision

Materials: blindfold, objects (for example: doll, toothbrush, rattle, apple), chips

Progress of the game: The child is blindfolded. An object is placed on the table in front of him and he is asked to determine what it is. The player needs not only to name the presented object, but also to explain by what signs he recognized it, and what “helpers” (sense organs) helped him cope with the task. The correct answer is rewarded with a chip. The one who collects the most chips wins.

Find a match

Target: exercise children in selecting identical plates, comparing their surfaces, thanks to tactile sensations

Attributes: blindfold, set of “Tactile Memory” plates (covered with foil, fur, velvet paper, flannel, silk, wooden and metal plates)

Progress of the game: Blindfolded children select one plate at a time, and then take turns looking for the second one by touch. The child must explain what helped him correctly identify different materials.

All helpers are important, all helpers are needed, but who needs which one more?

Target: to activate children's knowledge about the dominant development of a particular sense organ for people of a certain profession (cook, intelligence officer, conductor, perfumer, magician)

Materials: large cards depicting people of certain professions, small cards depicting sensory organs (their number should be more than necessary)

Progress of the game: Each player receives a large card; on the table there are small cards depicting sensory organs. Players take turns taking small cards from the table and either keeping it or returning it. The game ends when each player has one small card that matches the big one. Players then take turns justifying their choice. The rest of the players listen carefully and evaluate the correctness of the choice. The winner is the one who did not make a single mistake or made a minimum number of inaccuracies.

What objects surround you?

Target: develop the ability to navigate the environment from memory, visual attention and memory

Materials: blindfold

Progress of the game: The child is asked to look around and remember what surrounds him. Then he is blindfolded and asked to name the objects around him from memory. If the children successfully complete the task, the exercise can be complicated: take him to the bedroom (locker room, washroom) and, without saying where he is, offer to tell him what surrounds him. In conclusion, you can ask the child why in the playroom he named more objects around him. (Such practical play activities allow the child to draw a conclusion about the role and relationship of vision and memory in human life. The child experiences the inconvenience of blind and visually impaired people from his own experience and begins to empathize with them).

Identify the plant by its leaves

Target: develop tactile sensitivity in children, consolidate knowledge about plants

Materials: various plants: ficus, coltsfoot, spruce twig and others; blindfold

Progress of the game: The teacher first shows the child different plants, paying attention to their leaves. Then the child is blindfolded and asked to determine which plant each leaf is from. The child must figure out for himself that this can be done by touch.

Who can put on a hat faster?

Target: activate children's attention to the functional significance of hands, develop dexterity

Materials: hats according to the number of children playing

Progress of the game: The teacher invites two children to take part in the competition. Moreover, one of them must perform the task with one hand, and the other with two. After the first round of the competition, the conditions change: the one who put on the hat with both hands will now do it with one hand and vice versa. After completing the task, give the children the opportunity to look at themselves in the mirror. At the end of the game, talk with the children about why they took turns winning.

Who can count the buttons faster?

Target: to activate children's attention to the fact that a large number of analyzers involved in the work makes it easier to perform any work; strengthen the skills of counting objects by touch

Progress of the game: The child is asked to count the buttons on his shirt (jacket, dress) in two ways: only by touch or by feeling and looking at them. Talk to the children about when they can count faster and why.

Let's talk without words

Target: exercise children in understanding the meaning of certain gestures, postures, and facial expressions of a person

Progress of the game: The teacher invites the children to guess the meaning of his gestures (greeting, farewell, threat, etc.), facial expressions (surprise, joy, anger, etc.), posture (confusion, fatigue, well-being, etc.) Then the children are given the task: give examples of the use of various gestures, changes in posture and facial expressions in order to understand each other without words.

Identify by sound

Target: exercise the hearing organs in identifying and distinguishing sounds, develop auditory attention and memory

Materials: musical instruments, paper, foil, glass and metal objects, rubber squeak toy, etc., chips

Progress of the game: Children are divided into two teams and sit with their backs to the teacher. Teacher with help various items and instruments imitates various sounds. Players on each team take turns guessing the sound. The winning team is the one that gives more correct answers and makes fewer mistakes. For each correct answer, the team receives a chip.

Don't miss your sound

Target: develop phonemic awareness, auditory attention, memory

Materials: cards with images of any sounds (letters)

Progress of the game: The teacher invites each child to become a house of some sound (the children themselves choose and name whose house they will be). Children take the letter that matches their sound. The teacher slowly reads a poem or short story; while reading, the children identify the first sound of each word. Having heard a word with its own sound, the child needs to quickly get up and sit down again. The teacher monitors the correct completion of the task.

Guess where Mishka traveled

Target: Using tape recording, train children in the perception of various sounds, develop auditory attention and memory

Materials: tape recording of various sounds, Teddy Bear toy

Progress of the game: The teacher tells the children that Mishka has prepared a sound riddle for them: after listening to the tape recording, the children must guess where Mishka traveled. Children are offered a recording of the rustling of leaves, birdsong, sounds made by a train, a car, the sound of the sea surf and others. Children must guess the sounds they hear and tell what thoughts they evoke.

Didactic games for the section “Child and Nature”

What grows where

Target: fix the names of some plants and their places of growth; develop visual and auditory attention, memory

Material: pictures depicting plants, places of growth (meadow, forest, field, etc.)

Progress of the game: 1. Children are given pictures depicting plants (plantain, chamomile, cornflower, etc.) and are asked to match them with a picture depicting the place where this plant can most often be found (plantain - road, chamomile - meadow, cornflower - field)

2. The presenter names the plant, the child names the place where it grows (word game)

Unravel the confusion

Purpose of the game: consolidate children's knowledge about plants, parts of plants (root, stem, leaf, flower); consolidate knowledge about poisonous plants and their harm to human health

Material: pictures of plant parts

Progress of the game: On the table there are pictures depicting individual parts of plants. Children are asked to connect them so that the correct image is obtained.

Questions : “What plants do you know?” “What danger can there be for humans when they come into contact with such plants?”

Put the edible fungus in the box

Target: consolidate knowledge about appearance edible and poisonous mushrooms; teach to recognize and name them

Material: pictures of mushrooms (models), basket-body

Progress of the game: Pictures of mushrooms (or dummies) are placed in different places in the group. Children are asked to collect edible mushrooms in a basket, name them and explain why they didn’t take the rest (poisonous ones)

Game option: children are invited to sculpt a real and false mushroom from plasticine (for example: honey fungus and false honey fungus, chanterelle and false chanterelle), explain and show the differences in the appearance of these mushrooms.


Card index

life safety games

I am human

“I can - I can’t”

Goals: focus children's attention on their skills and physical capabilities of their body; develop self-esteem.

The presenter throws the ball and says: “I can” or “I can’t.” The child, having caught the ball, continues the phrase, explaining why he can’t or can. For example: “I can run because I have legs. I can't fly because I don't have wings."

"Guess who called?"

Goals: train the hearing organs and activate the attention and auditory memory of children.

The presenter, standing with his back to the children, must determine by his voice who called him. If the answer is correct, the place of the leader is taken by the child whose vote was determined.


"Find a Pair"

Target: match a pair to an object by tactile sensation while blindfolded.

Equipment: buttons, cubes, apple, pencils, small objects.

Having chosen an object, the child must, blindfolded, choose exactly the same one from a pile. At the end of the game, the presenter asks to explain what helped the child to correctly identify different materials by touch.

" Guess who"

Target: teach children the ability to mentally reproduce an image through their vision of a person.

The teacher chooses one of the children as the leader. The rest sit in a circle on chairs. The presenter must, without naming the name, tell about which of the children: what he (she) is like, what he can do, what color his hair is, his eyes, what his face is like, what he is wearing, what his character is. After listening to the story, the children guess who they were talking about. The one who guesses first takes the place of the leader.

"What does a toy have"

Target:to foster in the child self-determination, awareness of his body and its specific characteristics.

Equipment: toys of animals, birds, little people, pictures of different people.

The teacher invites the child to compare himself with one or another toy: a duck, a bear, a clown, a soldier, a doll.

Sample answers from children: the duck has a beak, and I have a nose; the bear is shaggy, but my skin is smooth; The dog has four legs, and I have two arms and two legs. The soldier and I are brave, I am alive, and the doll, although it moves, is still not alive.

" My portrait"

Target: teach children to distinguish individual characteristics of their appearance: face, height, age.

Equipment: album sheets, colour pencils; exhibition stand; pictures depicting children (different in age, height, appearance). The teacher offers to look at pictures with children of different ages in game situations. He asks how children see themselves: big, small or not so small. The children answer, show on their fingers how old they are, and say what they want to grow up to be. The teacher invites the children to draw themselves, what they want to be.

Based on the children's drawings displayed on the flannelograph, they try to guess who is depicted on them. The teacher asks whether what kind of person is good or bad depends on height.

If you are small yourself,

But with a high soul,

This means your real height

Above the farthest stars.


" Who am I?"

Target: expand the child’s knowledge about himself, his name, his surname, age.

Equipment: mirror; subject pictures depicting animals and birds.

Tell us what you know about yourself (name, age, height, hair color and length, eye color, date of birth, girl or boy).

Tell me who you are like: mom or dad.

Do you have signs that are present in any animal or bird?

"Gardener"

Goals: deepen the child’s self-image; teach to see the individual characteristics of other people.

Equipment: ball.

Children stand in a circle. The presenter, the Gardener, throws the ball and says: “I was born a gardener, I was seriously angry, I was tired of all the flowers, except for Dasha.” Next, the Gardener draws a verbal portrait (name, age, eye color), Dasha becomes the Gardener.

"Who was born?"

Target: consolidate children's understanding of how living beings are born.

Equipment: three large pictures depicting an egg, caviar, a bottle of milk and a pacifier; small pictures depicting people, animals, birds, amphibians, insects.

In front of the children are pictures with animals, insects, amphibians, and people turned upside down. Children choose any picture and tell how this creature was born. Then combine the small picture with

large - with the image of an egg, eggs, a bottle with a nipple (for mammals).


Hygiene and ethics

"Hygiene rules"

With the help of a counting rhyme, the driver is selected and leaves the group. The teacher and the children agree on who will portray what and what. Then the driver is invited, the children take turns demonstrating hygiene skills using gestures and facial expressions. The presenter must guess what the children are showing: washing, brushing teeth, combing their hair, bathing, wiping.


" Relay race"

Target: form ideas about personal hygiene items.

Equipment: various toys, musical instruments, clothing, hygiene items.

There are various objects on the tables. Children are divided into two teams. Each participant runs up to the table, selects an item needed for washing, puts it on a tray, returns to his team and passes the baton to the next player.

"In an even circle"

Goals: clarify children's knowledge about personal hygiene items; develop creativity and imagination.

Equipment: hats - masks with the image of soap, toothbrush, shampoo, washcloth, towel, mirror, comb.

Children holding hands stand in a circle. In the middle of the circle there is a child playing the role of soap (he has a cap - a mask with a picture of soap), the children move in a round dance around him and sing.

We'll walk merrily in an even circle, one after another,

What will soap show us here?

That's what we will do.

Soap shows how to soap your hands. Children repeat the movements. Then the corresponding movement is shown by a towel, comb, washcloth, shampoo.


" Vacuum cleaner"

Target: develop dexterity, speed of reaction, coordination of movements.

Equipment: 4 dustpans, 20 small balls, 4 trash baskets.

The leader scatters small balls on the floor, and four children collect them with a scoop without using their hands. The caught balls are placed in baskets.


"How to care

behind you"

Target:

Equipment: top, chips, cards with questions.

The presenter spins the top, which determines the card with the question. For the correct answer, the child receives a chip. The one with the most chips wins.

Questions

"For healthy skin"

Target: develop skills in monitoring compliance with personal hygiene rules.

Equipment: pictures marked with a red rim showing incorrect actions of children.

Children look at the pictures and find what is wrong. For the correct answer, the child receives a chip. The one with the most chips wins.

Images

The child licks abrasions and cuts.

Boy in dirty underwear.

The girl puts on someone else's shoes.

"Braggart"

Target: develop skills in monitoring compliance with personal hygiene rules.

Tell us about your skin. Point to your face, your arms, legs and continue: “My skin is clean, soft, elastic, it helps me...”


"Definitions"

Target: teach your child to give definitions.

What items are we talking about? Continue with definitions.

Hair wash is...

A homogeneous mass for cleaning teeth is...

A piece of cloth for wiping the face and body is...

Hand and body washes are...

Answers: shampoo, toothpaste, towel, soap.

"How to take care of your teeth"

Target: tell what is good and what is bad for teeth.

Equipment: two flat teeth – healthy and diseased; subject pictures with food products.

The playing field contains pictures of foods that are healthy and harmful for teeth. Children take turns placing a picture of a diseased or healthy tooth next to a picture of food and explain their choice.

Me and dangerous objects


"Find dangerous objects"

Goals: help children remember objects that are dangerous to life and health; help you draw your own conclusions about the consequences of careless handling.

Equipment: knife, scissors, needle, iron.

Andryusha and Natasha remain in the apartment. Their parents went to work. Let's tell the kids what objects they can't use so that trouble doesn't happen. Children repeat safety rules:

- all sharp, piercing, cutting objects must be put in place;

- do not turn on electrical appliances, they can cause electric shock or cause a fire;

- under no circumstances should you try medications - they are poison;

- do not touch washing powders, dishwashing detergent, soda, bleach;

- It’s dangerous to go out onto the balcony alone.

"Guess the riddle from the picture"

Goals: Help children remember the main group of dangerous objects and develop attention.

Equipment : pictures depicting dangerous objects.

An adult asks a riddle, and children guess and find the corresponding picture. An adult asks you to think and say why these objects are dangerous? Children tell what danger each object poses.

Puzzles

    On the table, in a cap, and in a glass bottle, a friend settled

Cheerful light.

(Desk lamp)

2.From a hot well
Water flows through the nose.
(Kettle)
3.Strokes everything it touches
And if you touch it, it bites.
(Iron)
4. Cuts bread
Apply oil. But remember:
It's dangerous to eat from it!
(Knife)
5.Two ends, two rings,
In the middle is a carnation.
(Scissors)
6. She covers everyone in the world,
Whatever he sews, he doesn’t put on.
(Needle)

Me and the street


"Draw a road sign"

Target: fix road signs.

Children are given paper and pencils. In two minutes, children must draw road signs.

"Traffic Lights"

Target: develop attention.

The presenter shows the traffic lights randomly, when the light is green the children stomp their feet, when the light is yellow they clap their hands, when the light is red they do nothing.

"We are drivers"

Goal: develop attention.

The teacher gives the task to change direction at a signal: left, right, straight, brake...


I am learning to protect my life and health

"Dangerous - not dangerous"

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

Equipment: kit 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 climbs the stairs, reads a book, jumps from a height, is dressed inappropriately

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, a yellow one if danger may arise from certain behavior, and a white card 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.

" 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 a situation where a person cuts his arm, leg, breaks his knee, elbow, then gets a fever, a sore throat, a speck of dirt in his eye, and a nose bleed. For each situation, a sequence of actions is worked out.

"Our plant helpers"

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

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.

GAMES according to traffic rules


"Sparrows and the cat"

Children pretend to be sparrows. One is a “cat”, he sits on a chair. “Cat” names the colors of the traffic lights one by one. On green - the “sparrows” scatter through the trees (scatter in different sides), on yellow - they jump in place, on red - they freeze in place. Those who are inattentive and do not obey the traffic lights become prey for the cat - they are eliminated from the game.

"The fastest"

Everyone draws a circle for themselves (with green, yellow, red crayons) and stands in it. The presenter stands in the middle of the platform. At his command: “One, two, three – run!” the children run away. The presenter says, “One, two, three – run through the traffic lights!”, and he himself tries to occupy some circle. Those who do not have time to occupy the circle become the leader.

"To your flags"

The players are divided into three groups. Each group forms its own circle, in the center of which there is a player with a colored (red, yellow, green) flag. At the first signal from the leader (clap your hands), everyone except the players with flags scatter around the court. At the second signal, the children stop, squat down and close their eyes, and the players with flags move to other places. At the leader's command:

“To your flags!” children open their eyes and run to the flags of their color, trying to be the first to stand in the circle. Those who are the first to stand in an even circle, holding hands, win.

"Running traffic light."

Children follow the leader. From time to time the presenter raises the flag, then turns around. If the green flag is raised, the children continue to move behind the leader; if the flag is yellow, they jump in place; if the flag is red, everyone must “freeze in place” and not move for 15–20 seconds. Whoever makes a mistake leaves the game. The most attentive one wins.

"Skillful pedestrian."

Option 1. 5 m of cord are placed parallel to each other at a distance of 60 cm. You have to walk blindfolded along the path between them.

Option 2. Two circles are made from two cords - outer and inner. The distance between them is 1 m. You need to walk in a circle between the cords blindfolded.

"Ball in the basket."

Three baskets are placed 2-3 steps from the players: red, yellow, green. At the leader’s signal, you need to throw the red ball into the red basket, the yellow one into the yellow basket, and the green ball into the green basket. The presenter can name the same color several times in a row or name green after red, etc.

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 YOUR BACKPACKFOR THE 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 with your hands sports complex 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.

B. Assistant teacher at younger group I discovered many items that were dangerous for children. 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 DEFEAT»

Didactic game

Target: 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 in 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. Childrentake (not take) a treat. Ifsomeone will take candy (tangerines), the teacher askschildren, whether 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 Neacquaintance.

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

Stranger(does not answer, grabs Carlson’s hand and pullsyourself 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 walksfor the Stranger.

Q. Guys, what should you do if a stranger drags you along? Woman, leave Carlson alone! (Pushes the Stranger away, takes Carlson’s hand.) We have a manager, go see her.

Children see off the Strangerand give away boxes withdangerous objects. Sounds outCarlson's phone ringing.

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"

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

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: to 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.)

"N A GO 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 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 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 the tram to arrive. 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 runs down the street, puffs, hurries, blows its horn. Tra-ta-ta, beware, beware, Tra-ta-ta, beware, 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 “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.



Download:


Preview:

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.

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; 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, agility; 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; take turns riding an exercise bike to 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; climb down the pole onto the bench; walk along it, stepping over objects; overcome the tunnel and dry pool.The phone rings (alarm signal).

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 DEFEAT»

Didactic game

Target: 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 in 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?(We'll take it with us to give it away)

"THE 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?

Stranger (does not answer, grabs Carlson by the hand and pulls him towards 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.

Q. Guys, what should you do if a stranger drags you along?(Break out, scream loudly, 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 (via phone speakerphone).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 a situation where a person cuts his arm, leg, breaks his knee, elbow, then gets a fever, a sore throat, a speck of dirt in his eye, and a nose 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.

"JOURNEY TO THE COUNTRY OF HEALTH"

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.

Transition

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 ran away”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 arrivaltram. 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 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 runs down the street, puffs, hurries, blows its horn. Tra-ta-ta, beware, beware, Tra-ta-ta, beware, 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. Togo,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.


Games to develop a sense of personal security

Games for the formation of legal culture

Games that promote human adaptation in the social world

"I have a right..."

Target.

  • Expand the scope of children's legal knowledge.

Material. A set of subject pictures for the articles of the UN Convention on the Rights of the Child. Pictures depicting situations not covered in the “Convention” (a child riding a bicycle, playing hide and seek, watering flowers, etc.). The “I have the right” template (can be represented, for example, as a “+” sign).

Progress of the game

Children take turns choosing those pictures that correspond to the articles of the Convention and placing them next to the “I have the right” template. Then each child explains the reason for his choice, the rest discuss the correctness of the decision made.

"I do not have..."

Target.

  • Learn to distinguish between the concepts “can”, “should”, “want”.
  • Improve children's knowledge about social norms.

Material. A series of plot pictures related to acceptable and unacceptable relationships in systems: adult - child; child - child; child - the world around him. “I shouldn’t” pattern (for example, an image of a “-” sign).

PROGRESS OF THE GAME

Children lay out pictures near the template that depict situations that are unacceptable in relationships between people, between man and nature, man and the objective world. Then they explain their choice.


"Ambulance"

Target.

  • Teach children to call emergency services if necessary. medical care by phone 03.

Material. Toy car"First aid." Subject pictures depicting various situations: a man lies in bed with a thermometer under his arm; baby with a bruise; an old man who fell on the street (hand over heart), etc. White doctor's caps and gowns for each participant in the game.

Progress of the game

Scene pictures are laid out on the table. The ambulance team (5-6 children) repeats the telephone number of their emergency service, goes to “calls” (children move the car from picture to picture) and takes only “seriously ill people” to the hospital (they collect pictures).

The others discuss the actions of the ambulance crew.

"Help! Police!

Target.

  • Form an idea of ​​in what cases it is necessary to seek help from the police.

Material. Cards with an image of a telephone on which the police service number is written - 02. Sets of plot pictures depicting various life situations that require and do not require police intervention.

Progress of the game

Children are divided into teams of three. The teacher gives each team a set of story pictures and cards with a police call number. The players try to lay out the cards as quickly as possible with

a picture of a phone next to pictures with situations that require police interference. After games, children discuss the results of each team's actions.


"If there is a fire"

Target.

  • Introduce children to the rules of safe handling of fire.
  • Reinforce knowledge of the telephone number of the emergency fire service.

Progress of the game

Children stand in a circle. In the center is a teacher with balloon in hand. He pronounces poetic lines and, without finishing the last word, passes the ball to one of the children. The child quickly finishes the line and passes the ball to another, etc. If the child answers incorrectly, he

leaves the game, and the ball goes to the teacher.

Educator.

This ball is in your hands for a reason.

If there was a fire before,

The signal ball soared high -

Called firefighters to fight the fire.

Where people are careless with fire,

Where the ball soars into the sky,

There will always be a threat to us

Evil, ruthless...

(hands the child a balloon)

Child. Fire. (Transfers the ball to another.)

Educator.

One two three four -

who has a fire...?

Child. In the apartment. (Hands over the ball.)

Educator.

Smoke suddenly rose in a column.

Who hasn't turned off...?

Child. Iron (Hands over the ball.)

Educator.

A red glow runs through

Who's with the matches...?

Child. Playing. (Hands over the ball.)

Educator.

The table and cabinet burned down at once.

Who dried clothes over...?

Child. Gas. (Hands over the ball.)

Educator.

The flame jumped into the grass.

Who was burning at the house...?

Child. Foliage. (Hands over the ball.)

Educator.

I saw smoke - don’t yawn and firefighters...

Child. Call. (Pass the ball)

Educator. Every citizen remember this number -...!

Child. Zero one.

"If a stranger knocks on the door"

Game training

Target.

  • Teach children to open the door when they are alone at home, only to people living in the same apartment with them.

Progress of the training

The teacher and children play out situations in which a child, being alone in the apartment, should not allow strangers into the house. One of the children stands outside the door, the rest persuade him to open the door, using attractive promises, affectionate words and intonations

Example situations:

The postman brought an urgent telegram;

A mechanic came to repair the faucet;

A policeman came to check the alarm;

The nurse brought medicine for grandma;

Mom's friend came to visit;

Neighbors ask for greenery for an injured child;

Strangers ask you to leave things for neighbors;

The woman needs to call an ambulance.

The training is repeated several times with different participants.

“Where to run if you are being chased”

Target.

  • Teach children different ways to respond to a threatening situation.

Material. Pictures depicting a park, a deserted road, a stop with people waiting for a bus, a traffic police post.

Progress of the lesson

Children look at the pictures, express and justify their opinion about where to run from their pursuers.

"Swimming in the sea"

Target.

  • Prevent children from accidents while swimming in the sea or river.

Material. Toys (laid out on the floor) - for each pair of children.

Musical arrangement. Audio recording “The Sound of the Sea”.

Progress of the lesson

Before “entering the water,” children perform several gymnastic exercises.

“Having entered the water,” they are divided into pairs (one plays the role of an adult, the other - a child) and join hands. The “child” closes his mouth, eyes, and lowers his face into imaginary water. After a pause, he raises his face. The teacher reminds you that you can only lower your face into the water by closing your mouth.

Then the “child” performs the following exercises: squats (“goes headlong under water”), counts to himself to 5, stands up; takes out a toy from the “bottom”; blows on the “water”; makes a quick exhalation under the “water”.

Children in pairs change roles.

“Put the edible fungus in the box”

Target.

  • To consolidate children's knowledge about edible and inedible mushrooms.

Material. A set of pictures depicting edible and inedible mushrooms (or dummies). Trees (or toys) cut out of cardboard. Basket.

Progress of the game

Pictures with mushrooms (dummies) are laid out under the “trees”.

Children collect only “edible mushrooms” in the basket.

At the end of the game, the teacher takes out all the mushrooms from the basket one by one, and the children name them.

"The Snow Queen"

Target.

  • Help your child see positive character traits in every person.

Progress of the game

The teacher asks you to remember the fairy tale by G.-H. Andersen's "The Snow Queen".

Children say that in this fairy tale there was a mirror, reflected in which everything good and beautiful turned into bad and ugly. How much trouble the fragments of this mirror caused when they got into people’s eyes!

The teacher says that this fairy tale has a continuation: when Kai and Gerda grew up, they made magic glasses through which, unlike a mirror, you can see the good that is in every person. He suggests “trying on these glasses”: imagine that they are on, look carefully at your comrades, try to see as much good as possible in everyone and talk about it. The teacher is the first to “put on glasses” and give a sample description of two or three children.

After the game, the children try to tell what difficulties they experienced in the role of observers, what they felt.

The game can be played several times, noting during the subsequent discussion that each time it was possible to see more good things.

Option. You can invite the whole group to “put on glasses” and take turns looking at each participant in the game.

"Guess who"

Target.

  • Learn to mentally reproduce images of your friends and describe their individual characteristics.
  • Progress of the game

The teacher chooses one child - the narrator. The rest sit on chairs forming a circle. The narrator describes one of the children: appearance, clothing, character, inclination towards certain activities, etc. Children guess who we are talking about. The one who guessed first brings the “guessing” child into the circle, and they, together with the storyteller, holding hands, walk to the song sung by all the children:

Stand up, children,

Stand in a circle

Stand in a circle

Stand in a circle.

I am your friend

And you are my friend

Good, good friend!

La la la la la la.

To the words “la-la-la,” everyone claps their hands, and three children dance inside the circle.

The narrator and the “guesser” take places on chairs, and the one who guessed becomes the narrator.

"Kolobok"

Target.

  • Develop communication skills and imagination.
  • Work on expressive speech.

Progress of the game

Children stand in a circle and roll the “Kolobok” ball to each other. The one who receives “Kolobok” must ask him some question or say a few words. For example: “What is your name?”, “Kolobok, I know what fairy tale you are from”, “Kolobok, let’s be friends with you”, “Come and visit me, Kolobok!”

After the said phrase, the child passes the “Kolobok” to another player.

Option. You can offer each child the role of an animal, on behalf of which he should address the “Kolobok”.

"Guide"

Target.

  • Develop a sense of responsibility for another person.
  • Cultivate trust in each other.

Material. Blindfold - according to the number of pairs of children. “Obstacle” objects: chairs, cubes, hoops, etc.

Progress of the game

“Obstacles” are laid out and placed in the room. The children are distributed in pairs: leader - follower. The follower puts on a blindfold, the leader guides him, telling him how to move, for example: “Step over the cube,” “There is a chair here.” Let's go around it."

Then the children change roles.

“Hands get to know each other, hands quarrel, hands make peace”

Exercise game

Target.

  • Show children different models of interaction with each other.

Progress of the game

Each exercise is performed for 2-3 minutes. Children in pairs sit opposite each other at arm's length.

Educator.

  • Close your eyes, reach out towards each other

hands with each other, “get to know each other” with just your hands. Try to get to know your neighbor better. Put your hands down.

  • Stretch your hands forward, find your neighbor’s hands - “your hands are quarreling.” Put your hands down.
  • Your hands are looking for each other - “they want to make peace.” Your hands make peace, they ask for forgiveness, you part as friends.

After the game, the children discuss which form of behavior the partner liked best, what feelings arose during the exercise.

“Help yourself”

Exercise game

Target.

  • Teach children techniques to help relieve emotional stress.

Progress of the game

The teacher suggests:

  • slowly, deeply inhale and exhale calmly;
  • “get busy” with your feet: toss a ball or dance;
  • “get busy” with your whole body: run, jump, bend over, squat, etc. (that is, perform exercises that require large amounts of energy);
  • “find something to do” for your voice: talk, shout, sing.


"Draw a pattern"

Target.

  • Encourage collaboration and helping a friend.

Material. A paper mitten template for each child. A set of pencils for each pair.

Progress of the game

Children are divided into pairs. The teacher hands out colored pencils and paper templates of mittens and asks them to decorate them so that each pair has the same pattern.

After the game, a competition is held, which takes into account the identity of the patterns of paired mittens and the complexity of the ornament.

"Golovoball"

Target.

  • Develop collaboration skills.

Progress of the game

Children, divided into pairs, lie on their stomachs opposite each other. A ball is placed between their heads. Touching the ball with only their head, they try to stand up and pick the ball up off the floor.

When children learn to cope with this task, the game can be complicated: increase the number of people lifting one ball to

Three, four, five people.

"Seven-flowered flower"

Target.

  • Encourage children to discuss their desires and choose one that is more meaningful.
  • Encourage a desire to care for others.

Material. A seven-flowered flower made of colored paper with removable petals.

Progress of the game

Children are divided into pairs. Each couple in turn, holding hands, “plucks” one petal and says:

Fly, fly, petal,

Through west to east,

Through the north, through the south,

Come back after making a circle.

As soon as you touch the ground,

To be in my opinion led.

Having thought about and agreed on a common desire with each other, they announce it to the others.

The teacher encourages those desires that are associated with caring for comrades, old people, those who are weaker, and assures the children that their desires will definitely come true.

"Nice memories"

Target.

  • Develop the ability to listen carefully to peers, do not rush to talk about yourself and your experiences if the interlocutor has not yet spoken.

Progress of the game

The teacher invites the children to take turns talking about what they got for their birthday or about how they spent their summer. Warns that only those who know how to listen themselves will be listened to carefully. Children usually willingly talk about themselves, talking to each other.

After everyone has spoken, the teacher asks: “Who remembers what they gave to Sasha?” (“Where did Seryozha vacation in the summer?”) The correct answer is encouraged.



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