Snowball (game for children). Snowball What direction does the snowball game belong to?

Those who have already worked as a counselor or teacher know that the first three days at camp, called the organizational period, are the hardest. This is a difficult stage of adaptation for children: getting used to new conditions, new requirements, new people, daily routine and diet. Therefore, it is very important for the counselor to properly organize his work on the first day, when the children just arrive at the camp. There is a certain algorithm for spending this day, recommended by teachers and psychologists.

A good start is half the battle.
Russian proverb

Dating games

Remembering names

First, the children need to be helped to remember each other's names. As a rule, games like “Snowball” are played for this purpose.

Snowball

Participants sit in a circle and take turns, starting with the leader, saying their names. The first participant says his name, the second - the name of the previous player, and then his own, the third - the names of the previous players in order, then his, etc. A variation of the game can be such options as naming not only the name, but also some word starting with the first letter of the name - the type of transport on which the participant allegedly arrived, his favorite fruit or berry, an adjective denoting his character trait, and etc.

Games for younger children school age

Young children are active, restless, and have concrete thinking, so games played with them should be active and dynamic.

It's me

The players stand in a circle. The presenter is in the center and calls two names of one of the children present, one male, the other female. The players whose names are called shout: “It’s me!” - and change places. The presenter’s task is to take the vacant seat. The one who did not have time to take an empty seat becomes the leader.

Hello!

All participants stand in a circle facing each other, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who are hit run to different sides along the outside of the circle. Having met, they shake hands and say: “Hello!” - and say their names. Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the driver.

Games for teenagers

In adolescence, abstract and creative thinking develops, a desire for knowledge appears, internal activity and initiative increase, the teenager strives to occupy a position that satisfies him among his peers, therefore, more relevant for adolescence will be challenging games, requiring concentration, attention, quick reaction, providing an opportunity for self-expression.

Fruits

The group stands in a circle. Everyone chooses the name of a fruit based on the first letter of their name. An exchange of phrases like: “Apple loves Orange” is suggested. After this, Orange must name a new pair. If the leader manages to touch the Orange before he names the next fruit, then they change places. The first pair is voiced by the presenter, and the first fruit he names is the presenter's fruit.

In this game, the counselor needs to prepare in advance several names of fruits for each letter of the alphabet, and maybe also vegetables, so as not to waste time on this during the game.

Liar

The presenter prepares forms equal to the number of players. The forms should contain approximately the following phrases:

– The farthest place I managed to visit is ____________;

– As a child, I was forbidden to do __________, but I did it anyway;

- My hobbies - ______________________;

– When I was little, I dreamed of becoming _____;

– I have one bad habit – _______.

Sheets with these sentences are given to each player, and everyone must fill them out, answering all but one question truthfully. That is, one answer will be incorrect, false (the number of this answer is noted by the player on the opposite side of the sheet).

When everyone has filled out such questionnaires, the players begin to take turns reading their answers out loud. The others' task is to guess which of each player's answers is false.

Everyone who guesses someone's false answer is awarded a point. The one who scores the most points wins.

You can change the rules: instead of one incorrect answer out of five, write four incorrect and one correct.

I'm coming

Participants stand in a circle, the driver stands in the middle of the circle. One of the players takes a step to the right and says: “I’m coming.” The neighbor stands up to the first with the words: “And me too,” the third participant – “And I’m a hare,” the fourth participant, taking a step, calls the name of any person from the squad, for example: “And I’m with Olya.” Olya stands up in an empty place. The participant standing to the left of the person who left (in this example it is Olya) starts again. The driver's task is to take an empty seat. You can first try without a driver so that the children understand the essence of the game.

Introduction to games

Whether the children will play with pleasure depends on whether the counselor is able to get them to play. You need to be prepared for the fact that your offer to play will not arouse interest, much less delight, among the children. Therefore, sometimes it is better not to use the word “game”, but to come up with a special liner, taking into account the age characteristics of children.

Eyeliner for children younger age

Before the “Snowball” game, you can announce to the children that an experiment is being conducted: whose memory is better – theirs or the counselor’s. Further, the conversation can be built depending on whether the counselor won or lost. If you win, you can invite the children to win back by testing their attention, dexterity, etc.

Eyeliner for teenagers

With older children, you can have a discussion about what a name is, why and how it is given to a person, how it is connected with character traits, and tell them that, according to psychologists, a person’s own name is the most beloved.

And then offer the guys exercises that will help everyone quickly get to know each other and remember each other’s names. You can also encourage them to take turns saying their name or nickname that they would like to be called throughout their shift.

Getting to know the camp

The camp is mainly introduced to the children of junior detachments: the older ones, as a rule, have either already vacationed in this camp or quickly got their bearings.

There are several ways to introduce children to the camp:

Conducting a tour of the camp for counselors or children who have already vacationed here;

In the form of a game using notes, when children need to find something, for example, a map of the camp. Children look for notes or various clue symbols that point them to the next search location, and so on until the final goal is achieved - a map is found;

In the form of the game “School of Scouts”. The guys are given a list of questions that they must answer, collecting the necessary information, running around the camp, for example, look at what is shown on the stand at the entrance to the camp, ask the canteen manager what will be prepared for dinner, etc. The players can be divided into teams and a competition can be arranged. So that no one is offended, you can come up with several awards: for speed, for accuracy, for friendship, etc.

Diagnostics of children

For a counselor, the first days of a camp shift also mean studying children using a variety of psychological and pedagogical diagnostic methods. Using special tests, games, etc. the following problems can be solved:

Identify leaders capable of uniting and organizing a squad;

Identify problem children;

Study the personality characteristics of each child;

Find out about children's interests, etc.

It is necessary to diagnose children in order to anticipate difficulties that may appear in the future. To do this, you can use such widely known methods as drawing a non-existent animal, constructive drawing of a person from geometric shapes, training exercises. You can find out the inclinations and interests of children using a questionnaire. To determine the leaders of the squad, you can use games such as “Indicator”, “Identification of the Leader”.

Indicator

The leader explains the task to the group: the guys need to agree among themselves so that as many people as possible do the same exercise out of the four proposed: raise their hands up, crouch down, converge in the center, disperse along the walls.

After each attempt, the conditions of the game change: first, the participants are deprived of the right to vote (that is, they must negotiate silently), then they are prohibited from using gestures, then a ban on facial expressions and meaningful glances is introduced.

Charger

First, the facilitator invites the participants to split into pairs. Each of them must come up with any physical exercise and show this exercise to their partner. Then the pairs need to, focusing on each other, come to a single exercise. Next, the pairs form fours, then eights, etc., and the task is repeated. Each stage of the game is given 1 minute.

Organizational meeting

The organizational meeting is an acquaintance of children with the traditions and laws of the camp, with rights and responsibilities. Its goal is to create uniform standards and requirements regarding the economic and living conditions of a child’s living in a children’s camp and the organization of activities.

Main issues discussed at the meeting:

Daily routine in the camp;

Laws and traditions of camp life;

Rules of conduct in the building and on the camp territory;

Rules of personal hygiene.

Usually a meeting in a detachment takes place in the form of a lecture, when the counselor speaks and the children listen. But it would be much better to conduct it either in the form of a game (for younger groups) or in the form of a conversation, a round table (for seniors).

Game for young children

The squad is divided into 3-4 teams. Each team is given a sheet with correct and incorrect rules of behavior in the camp. Children look for mistakes (one at a time), whoever finds the first raises their hand and explains why it is wrong. Then the floor is given to the next team. For each correct answer, the team is awarded a point, and at the end of the game the winner is declared.

Examples of rules of conduct:

You need to be polite.

If you want to take the best portion in the cafeteria, you need to run to your table faster than everyone else.

If you don't want to sleep during quiet hours, try not to make noise.

So that no one forbids diving and jumping from the sides in the pool, you need to swim without a physical teacher and a counselor, etc.

Depending on the situation, you can change the task slightly. The detachment also needs to be divided into teams and asked to name the rules of conduct in the camp themselves. Whoever names the most wins.

Round table for teenagers

For senior teams, you can have a conversation. For example, a counselor asks a series of questions and records the answers on whatman paper.

Examples of questions:

For what purpose did you come to the camp?

What does it take to make your goal come true?

Can a team interfere with your goal?

What should be the relationships in the team?

What rules should team members adhere to?

What documents reflect the rules and norms of behavior in society?

Why is it necessary to adhere to certain rules and regulations?

What would happen if everyone behaved the way they wanted?

You can also announce a competition of popular words and expressions that reflect the rules of behavior in the camp.

Examples of catchphrases:

It’s clean not where they clean, but where they don’t litter.

Everything is in the hands of man. Therefore, they need to be washed more often.

Cleanliness is the key to health.

Friendship is like glass: if you break it, you won’t be able to put it back together.

Choosing a name and motto

It is best to come up with the name of the squad based on the name of the shift, but if the topic of the shift is not defined, you can come up with your own topic. The children themselves must participate in choosing the name and motto of the unit. The following option is possible: the squad sits in a circle, is divided into pairs, each pair is given the task of coming up with a name, then all the guys unite into fours and choose from two names and mottos, then into eights, etc. Thus, it turns out that the entire squad participates in inventing and choosing the name and motto.

Evening Light

The first day at camp usually ends with the evening Light. The counselor for Ogonyok can prepare a talisman, such as a soft toy, that will protect the squad throughout the shift.

At the beginning of Ogonyok, to create a trusting atmosphere, you can tell the legend of the Eaglet Circle.

The Legend of the Eaglet Circle

A long time ago, in the old days, in ancient times, people lived on the seashore. It was a tribe of beautiful and strong people, loving life and beauty, loving each other... But nothing lasts long. The war has come. There was a need for all men to go and fight. What about beloved women, mothers, sisters, daughters? You can’t take them with you... And then all the men, so that their loved ones would not freeze, put their burning hearts in the middle of the cave. And they left... They left to fight, to defend their home, their families.

Hearts burned with an even and warm fire. But an evil wind rushed in and began to extinguish the hearts of men. And then women, daughters, mothers, sisters stood shoulder to shoulder around the burning hearts and blocked them from the wind. They stood like that for a long time, but they saved the fire of the hearts of their fathers, husbands, brothers, sons. Therefore, the men returned home safe and sound and were greeted by their loved ones.

And from then on, a tradition began - to stand in a circle, which was later called Orlyatsky. Only the closest people stand in this circle. They don't just get up. They get up to talk, communicate, tell each other something most intimate, most important.

The Eaglet Circle has its own laws and traditions:

On the left is a friend, and on the right is a friend.
The Eagle Circle will sway a little.
Here you will only hear words about the main thing.
Arms in eagle wingspan:
On the right - on the shoulders, and on the left - on the belt.
Your voice sounds quiet and serious.
This strong circle cannot be broken.
You can only step into the center when saying goodbye.

These laws are explained very simply. When you stand in the Eaglet circle, your right hand rests on the shoulder of the neighbor on the right - this means that in difficult times you have someone to lean on; your left hand rests on the belt of your neighbor on the left - that is, you yourself are always ready to support the one who is nearby. You need to leave the circle very quietly and carefully (only after finishing the song or conversation) so that the evil wind does not blow out the warmth of the burning hearts located in the center. That's why you can't step into the middle - who walks through hearts? And only when leaving the camp and saying goodbye to our friends, we put our bags and suitcases in the center of the circle in order to take with us a piece of our squad’s heart and warmth.

After the legend has been told, the counselor introduces the children to the rules of the evening light and conducts a discussion of the past day.

Evening Light Rules:

When one person speaks, everyone is silent.

We don't judge anyone. There are no bad people, only bad actions.

Everything said at Ogonyok should not be taken outside of it.

Ogonyok is not a meeting in a cafe; there is no eating or dancing here.

Issues for discussion:

What did you like and dislike about your day at camp?

What do you expect from tomorrow?

You can end the Fire of the first day with a choice of sympathies (each child chooses one person from the squad, approaches him, takes him by the hand and explains his choice; this person chooses the next one, etc. - in a chain) and a calm song in the Eaglet circle.

All participants in the game sit down or stand in a circle, so that all players can see each other. Participants take turns saying their name. Each subsequent player names the names of all previous players, adding his own to them. For example: the first participant says his name, the second - the name of the first and his, the third - the name of the first, the name of the second and his, and so on until the last player, who must name the names of everyone in the circle.

Game options:

A. In addition to his name, each player names a quality that begins with the first letter of his name and corresponds to his character.

For example: Vera - loyalty, Sergei - brave, Natalya - tender...

b. Each player, calling his name, accompanies it with some kind of gesture.

V. Each player, calling his name, enters the circle of players, making some movement - waving his hand, limping, bowing, etc. Following him, all the players take a step into the circle, calling the name of the previous player and repeating his movement.

When carrying out all variants of the “Snowball”, be sure to change or rearrange the players each time, this helps to remember more names.

Use the game "General Quality" to move players. After swapping participants several times, you can use another version of the “Snowball”, etc.

Game "overall quality"

All players sit or stand in a circle. One of them, the presenter, does not have enough space. It is called some quality that several players have. They must change places with each other.

For example: Swap those with dark hair. All dark-haired participants change places. At the moment of changing seats, the presenter tries to take an empty seat. If he succeeds, his role goes to the player who did not have enough space.

When the leader says the phrase “General quality,” all players must change places.

Game options:

A. Game "Fruit Salad".

Each participant receives a card with a picture of one of the fruits (pear, apple, plum, etc.). Next, the game is similar to the previous one, only instead of the phrase “General quality” the presenter says “Fruit salad”.

GAME "INTERVIEW"

All participants sit down or stand in a circle. At the command of the leader, the players count on the first or second and form pairs. The first one interviews the second participant on the right, and he himself gives an interview to the second participant on the left. Then, all participants in a circle talk about their neighbors, calling them by name.

Game options:

A. Game "We are similar and not similar."

After a five-minute interview, the participants take turns talking about themselves, starting their speech with the words “We are similar...”. In the next round, the key phrase with which the participants will begin their performance is “We are not alike...”

GAME "A WIZARD FLY TO US"

Participants are given pens and paper. They are given the following situation: “A wizard has flown to you. He can fulfill your seven wishes, which you must write on pieces of paper, starting with the words “I want.”

Within three minutes, participants write down their wishes on paper.

Game options:

A. As a game option, you can invite a group of participants to identify 7 common desires from all those expressed.

GAME "RADIO STATION"

All participants sit down or stand in a circle. The leader sets the rhythm of completing the task - two claps, two swings with arms bent at the elbows and with clenched fists. Whoever is comfortable can raise their thumb.

Two claps are given for consideration, and for each movement of the hands, the participant says his name twice. During the transmission of the “radiogram”, the participant states his name and the name of the person to whom he transfers the right to play the game.

For example: cotton-cotton SEREZHA-SEREZHA, cotton-cotton SEREZHA-SEREZHA, cotton-cotton SEREZHA-NATASHA, cotton-cotton NATASHA-NATASHA, etc.

As you probably already guessed, the player who receives the “radiogram” first says the name of the one who transmitted the “radiogram”, and then his own. And so on.

If the participant receiving the “radiogram” hesitates or makes a mistake, you can take a “forfeit” from him, but that’s a different game.

Dating games
"Snowball"

The players sit in a circle. The first says his name, the second says the name of the first and his own, the third says the names of the first and second, then says his own, etc., until the circle is closed. As a result, the last one in the circle says the names of all the players, and then his own. It’s easier, of course, to be first, but last is more useful.

"I'll take it with me on a hike"

The game is played in the same way as “Snowball”, but in addition to his name, each player also names an item that he would take with him on a hike (or anywhere) and that begins with the first letter of his name.

"Let's get acquainted"

The players form two circles. Those standing in the inner circle turn to face the outer one. Music sounds, players play in circles, move in opposite sides. After the music stops, the participants in the game stop in front of each other, introduce themselves, saying their names. Then the music sounds again, only now, moving in different directions and running past an acquaintance, they wave to him. The music stops playing, new acquaintances appear. Game continues.

"Sing Your Name"

Each player takes turns singing their name. Everyone else must repeat the name, i.e. sing it the same way, with the same intonations, etc.

"Who is faster"

The squad is divided into 2 teams. Between teams, assistants hold a screen (for example, a blanket). One person per team approaches the screen and crouches; they should not see each other. At the command of the leader, the screen is lowered and the players sitting near it must say each other’s names. The one who calls faster wins. The loser moves to the opposing team. Etc.

"Zoo with names"

This is the same game as “Zoo 1” or “Zoo 2” (section “Reaction Games”), but each player also says his name each time.

"I never…"

Everyone sits in a circle and puts their hands on their knees. The first player says something he has never done in his life. For example, he says: “I have never flown on an airplane.” If one of the players was flying, then he bends one finger on his hand. Then the next player speaks, and so on. round. The winner is the one who bends all his fingers the fastest.

"Tutti Frutti"

Everyone sits in a circle on chairs and settles for first or third. The first numbers will be, for example, apples, the second – bananas, the third – oranges. In the center is the driver, who begins a story about himself and as soon as he mentions one of the named fruits in his story, these players must quickly change places. If the driver says: “Tutti-frutti,” then all the players change places.

"Bullseye"

The players sit in a circle. The driver says: “My name is..., I love...” (you can love anything and anyone) and rolls the apple to someone from the circle. He picks up the apple and also says: “My name is..., I love...”. And the apple rolls to the next one. The game continues until all players have introduced themselves.


Gorgeous Valeria

Participants stand in a circle. The first participant says his name and an adjective that characterizes him (the player) and begins with the same letter as his name. For example: Magnificent Valeria, Interesting Igor, etc. The second participant names the phrase of the first and says his own. The third participant names the phrases of the first two players and so on until the last participant says his name.

Snowball

Participants join hands to form a circle. The first player starts the game by saying his name. The second participant repeats the name of the first participant in a circle and says his own. The third participant repeats the names of the first two and says his name. And so the game continues until the last person names all the names, including his own.

Blanket

Participants are divided into two teams, located opposite each other. A blanket is pulled between them. From each team, one person sits closer to the blanket. As soon as the blanket is lowered, you must have time to say the name of the person sitting opposite you. Whoever names it faster takes the player to his team. The winner is the team that “draws” more players to itself, that is, the team that knows more names.

And I'm going, and so am I, and I'm a hare

The participants of the game sit on chairs in a circle, one seat is not occupied by anyone. In the center is the driver. During the game, all participants change seats in a circle counterclockwise. A player sitting near an empty chair changes to it with the words “I’m going.” The next player says “me too.” The third participant says “I’m a hare” and, hitting an empty chair with his left hand, calls the name of the person sitting in the circle. The one whose name was spoken must run to an empty chair as quickly as possible. The driver’s task is to have time to take the chair faster than the one named. Those who did not have time become the driver. The game starts over.

We're going on a hike

Participants stand in a circle. The first participant starts the game, saying his name and the item he is taking with him on the hike. The presenter begins: “My name is Katya, I take rolls with me.” All participants need to guess that the object must begin with the same letter as the name. Whoever guessed it, the leader takes him on a hike. And so on until everyone says it correctly.

Hat

Participants stand in a circle. Everyone together makes two claps, a snap of the fingers of the right hand, a snap of the fingers of the left hand, two claps, etc. It is advisable for the counselor to start. So, when clicking the fingers of the right and left hands, the presenter says his name, then two claps, after that, when he clicks the fingers of his right hand, he says his name, and when he clicks the fingers of his left hand, he says the name of one of the participants. The player whose name was called repeats the same thing. For example: Olya, Olya, two claps, Olya, Igor, Igor, Igor, two claps, Igor, Sveta, etc. Those who didn’t make it in time “missed it.”

Locomotive

Participants stand in a circle. The presenter approaches any player and says: “Hello, I’m a locomotive. What’s your name?” The participant says his name, the “locomotive” repeats. It is important to repeat with the same intonation as the participant said. Whoever introduces himself joins the locomotive. The game continues until all participants join each other.

Favorite hobby

All participants sit in a circle on chairs. The leader is in the center, he pronounces a certain characteristic (for example: who likes to dance, who plays the guitar, who likes ice cream, etc.), the players who attribute it to themselves must change places. If the leader is the first to occupy an empty chair, then the player without a chair becomes the leader.

Vanity

All participants are given cards, which are divided into 9-16 cells. Each cell contains a task. The essence is the same: write down in the box the name of a person who (here there is room for imagination) loves fish, keeps a dog at home, loves the stars... The more unexpected the task, the better. You can put what you need on this card. For example, to identify lovers of drawing, singing, playing the guitar, etc. The winner is the one who collects names faster and more accurately.

Molecule - chaos

Participants depict Brownian motion of molecules. When meeting, they greet each other and get to know each other. At the command of the leader: “Molecules of 2, 3, etc.”, the players are divided into groups of 2, 3, etc. people. As soon as the command “Chaos” sounds, the participants again begin to move like molecules. Thus the game continues.

Constructions

The presenter invites participants to line up according to eye color (from lightest to darkest); by dates and months of birth from January 1 to December 31; in alphabetical order by the first letters of full names, etc.

"Find a partner."

A group of children stands in a row according to age or some other characteristic. The middle divides the row into two groups, which stand next to each other so that they form pairs. Each pair comes up with a code consisting of two words, for example: (moon - ball, children - kindergarten, etc..). The pair is determined that the first word-code belongs, for example, to participant "A", and the second word - code - to participant "B". Codes are announced to all participants in the game so that they are not repeated. Participants “A” stand on the opposite side of the playing area, change places with each other and are blindfolded.


To avoid accidents, players must extend their arms forward. Now each player tries, by calling his code, to find his half of the pair. Couples who have found each other take off their blindfolds and get to know each other.

"Associations"

The players choose someone from those present. The driver must guess it. To do this, he asks questions: “Suppose the person you have in mind will be furniture. What object does it remind you of?” Analyzing the answers of the players, the driver tries to find out who the mystery is. An interesting option is when the driver himself is guessed. Associations are given both by a person’s appearance and by his character.


This game is played at a very late stage.

"Imaginary Portrait"

Partners interview each other about names, places of residence, jobs, ages, hobbies, expectations, pets, etc. The host sets the time. Then partner "A" introduces partner "B" to everyone present. In the partner's presentation, the whole group is told 4 facts (events, details, details) that one of the partners finds most interesting. One detail out of four is fictitious. The entire group present must guess the fictitious information.

"False coat of arms"

A group of children is divided into pairs. Each pair receives colored pencils, markers, and sheets of paper from the leader. There may be ready-made outlines of the coat of arms on sheets of paper. Each participant draws 4 images inside the coat of arms (what is characteristic of him is characteristic). 3 - correct, real, 1 - false, fictitious, not characteristic of the participant. Each couple carefully studies the painted coat of arms of their partner and tries to recognize (guess) the false image. Next step games: The whole group of children gets together. Partners from each couple present (comment on) each other’s coats of arms as plausibly as possible. The goal of the whole group is to guess which of the 4 images on each coat of arms is false.

"Duel of Names"

The group of children is divided into 2 subgroups. They (subgroups) are located opposite each other. The leader and assistant hold the blanket between the groups so that the subgroups do not see each other. In silence, each subgroup chooses one player. They must sneak up to the sheet and squat down facing it. At a signal, the presenters quickly lower the sheet. Two participants who are sitting opposite each other must say the name of the player opposite each other as quickly as possible. Whoever calls the name first has the right to take the player with him to his team.

"Passport"

Each child receives the task of making a passport (cardboard card), using which all participants in the game can learn more and get to know each other.


The passport contains small information about the passport holder (5 - 8 facts). Each fact (appearance, interests, details from personal life) is described in one sentence. The finished passports are placed in a large hat or box and mixed. Each participant draws out one passport and, based on the data described in it, tries to find out who they are talking about. The contents of all passports are read aloud and all participants in the game try to find out who they are talking about.

"Imaginary Portrait"

Partners interview each other about names, places of residence, jobs, ages, hobbies, expectations, pets, etc. The host sets the time. Then partner "A" introduces partner "B" to everyone present. In the partner's presentation, the entire group is told 4 facts (events, details, details) that one of the partners finds most interesting. One detail out of four is fictitious. The entire group present must guess the fictitious information.

"Tickets"

The players stand facing each other, forming two circles. You can do this: girls - inner circle, boys - outer circle.


The inner circle is “tickets”, the outer circle is “passengers”. In the center there is a stowaway “hare”. At the command of the leader, the circles begin to move in different directions. The presenter shouts: “controller”! Tickets remain in place, and passengers must find their match. The “hare” grabs the “ticket” that he liked. The "passenger" left without a ticket becomes the driver - the "Hare". When meeting, the “passenger” and the “ticket” get acquainted. After some time, the “passenger” can catch not only his own, but also any “ticket” he likes. The game can be accompanied by music.

"Agents 007"

Each participant is given a can of film. There may be some inside (for example, pebbles, sand, salt, flour, etc.). The participants’ task is to find their match by the sound without opening the jar.

The main goal of this game for children and teenagers is to develop sociability and help remember the names of all the players, the number of which can reach 20-30 people. In addition, the game helps to establish communication, create a fun and relaxed atmosphere in the company of strangers and “break the ice.” It is often played in camps in order to, for example, acquaint squad or new team Guys.

Rules of the game "Snowball"

To play, it is convenient to sit in a circle or something similar to it (for example, a train compartment is perfect) so that the faces of the players can be clearly seen.

Someone says their name.

For example: Petya.

The next person sitting clockwise says the name of the first player and his own.

Petya, Tanya

The move passes to the next person sitting. He must remember the two names mentioned before him, and then name his own.

Petya, Tanya, Polina

The game can be finished when everyone has named all the names of the players without mistakes. The goal has been achieved - everyone has met!

Alevtina Korochkova
Methodological development of outdoor games for children preschool age"Snowball"

Annotation. The outdoor game “Snowball” was developed to prevent physical inactivity and develop the needs of older preschool children for daily physical activity. This game can be used in the implementation of physical development tasks in collaboration with the teacher and independent activities of children. Recommended for instructors physical culture, teachers of general developmental groups and compensatory groups for children with severe speech impairments.

Purpose of the game: physical development of preschool children.

Tasks: increase physical performance, develop speed and dexterity, improve the speed of reaction to a signal, develop interest in participating in outdoor games and interaction with peers, and cultivate a friendly attitude towards others.

Age: 5 - 7 years

Location: sports ground, gym.

Inventory: not required.

Players stand in a circle without holding hands. One of the players goes to the center of the circle and chooses the driver with a counting rhyme:

We'll roll a snowball

And we'll build a snow house.

Let's live for the whole family

Well, you are a stranger to us!

At the moment when the driver - the “stranger” - is chosen, all the children scatter in different directions. The driver begins to catch the players. As soon as the first player is caught, they join hands and together they catch the third player. The next person caught is also taken by the hands and the three of them catch up with the fourth. And so on until all the players are caught.

Thus, the number of drivers gradually increases, like a snowball.

Rules of the game. When running, you should not push each other. The one whom the “stranger” touches with his hand is considered caught. The drivers catch up with the players, holding hands.

Publications on the topic:

Summary of an outdoor game for children of senior preschool age “Sly Fox” Educational area: Physical development Subject: " Sly Fox"(the first stage is getting to know new game) Purpose: To introduce children to a new one.

A diagnostic game should bring joy to children and adults. You just need to interest him in this game so that he plays later.

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Methodological development: “Finger games for children of primary preschool age during the adaptation period” Finger games for children of primary preschool age during the adaptation period. During the adaptation period, when many children feel difficult and lonely.

Methodological development for teaching reading and speech development to preschool children OO Speech development. Topic: “The concept of sounds. Perception of sound signals" For children 5-6 years old GOAL: To teach to distinguish sounds, to practice skills.

Methodological development on traffic rules for preschool children. Didactic games on traffic rules DIDACTICAL GAMES ON THE BASICS OF LIFE SAFETY Performed by the senior teacher of MBDOU No. 25 “Firefly” of the village of Otradnaya Didactic.

Methodological development for speech development for children of senior preschool age (5–7 years old) Methodological development for speech development for children of senior preschool age (5-7 years). All words are divided into single-valued and polysemous.

Explanatory note: A child’s sensory development is the development of perception and the formation of ideas about the external properties of objects:.



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