Quiet games middle group. Calm games for children. A fairy tale with a continuation

When I ask children a question: "Well, shall we play?" I always hear joyful:"Yes!" I will present to your attention my favorite games, which develop children's attention, memory, imagination and are simply very interesting.

For the first games We will need multi-colored ribbons. The child pulls out the one he likes and names objects that have this color. The more named, the better.

A second game will help calm the children down(for example before nap). The teacher selects one child and sits him on a chair. This is the chosen king of silence. All other children move behind the line. At the teacher’s command, the king closes his eyes, and one of the children walks around him. If the king of silence heard footsteps, he points in the direction of the noise and if he guessed correctly, then the one walking around returns back. If the bypasser passed quietly and the king did not hear him, then the king is overthrown and another is put in his place.


The third game is for attention. We will need geometric figures. We place them on the table and ask the children to remember. after this, the children turn away, and the teacher changes their places. Having turned around, the children must say what has changed and do as it was

Preschool children 4-5 years old will enjoy playing not only outdoor games, but also those that require thinking. It is recommended that the emphasis in games be on developing observation, memorization, logic, imagination and speech skills, and in outdoor games - on improving coordination, speed, dexterity and attentiveness.

Here are some suitable games:

  1. Cat and mouse

Active game. Develops agility, speed, and attentiveness. Can be successfully performed among a group of different ages. Suitable for indoor and outdoor use.
There are two variants of this game.
First. All but three players join hands and stand in an open circle. There is a “mouse” and two “cats” running around inside. The "cats" must catch up with the mouse, but it's not so easy, because... she can calmly run between the players in a circle, but they cannot. Afterwards, all three of them stand in a circle and new cat and mouse are selected.
Second option. In one corner there is a cat’s house, in another there is a mouse hole, in the third there is a pantry where small objects representing supplies are located. The cat falls asleep in the house, and the mice run from the hole to the pantry. When the presenter claps (or after the words of the rhyme), the cat wakes up and begins to catch mice that are trying to run to the hole. At first, the cat is played by one of the adults, who pretends to catch it, but allows the mice to escape. You can add verbal accompaniment to the game:
The cat guards the mice
Pretended to be asleep.
Now he hears - the mice have come out,
Slowly, closer, closer,
They are crawling out of all the cracks.
Scratch - scratch! Catch it quickly!

  1. Carousels

Calm-active round dance game. Develops coordination and synchronization of movements, dexterity, and attentiveness. Ability to control the power of your voice. Suitable for indoor and outdoor use.
The presenter and the children stand in a circle and everyone begins to slowly and quietly say the text:
Barely, barely
The carousels began to spin.
(At the same time, the players begin to move slowly in a circle)
And then, then, then
Everybody run, run, run.
(Both the tempo and strength of the voice increases, at the same time the speed of movement increases. The players start running) The next part is pronounced with a decrease in the tempo and strength of the voice:
Hush hush! Do not hurry!
Stop the carousel!
(With these words everyone stops).

  1. Kangaroo

Active game. Develops dexterity and speed in movements. Can be successfully performed among a group of different ages. Suitable for indoor and outdoor use.
Two teams compete. Holding a matchbox (or similar object) between your feet, you need to jump like a kangaroo to the opposite wall (or chair), stop and say loudly: “I am a kangaroo!” (this statement is also assessed by the presenter). Then you need to jump back and pass the box to your teammate. The winning team will receive prizes.

  1. Superfluous word

Quiet game. Develops attention, logic, the ability to combine objects into groups and select generalizing words. Suitable for indoor and outdoor use.
Before the game starts, the host explains that in the Russian language there are words with similar meanings. The presenter lists 4 words for the children, and they name which one is superfluous and explain why they think so. You can play not only with nouns, but also with verbs and adjectives.

  1. Sweets

Quiet game. Teaches communication, the ability to formulate questions and answers. Suitable for indoor and outdoor use.
Good game to start the holiday, allowing children to relax. Any candy or jelly beans will be required. Each child is offered to take as many candies as he wants. Then the plate with the treat is passed around. Then the host announces the rules of the game: each guest must answer a number of questions from others equal to the number of candies he took.

  1. Hot ball

Quiet game. Develops agility, speed and attentiveness. Suitable for indoor and outdoor use.
Gambling game: everyone stands in a circle and passes a ball to each other to the music. When the music stops, the player who did not have time to pass the ball and remained with it in his hands is eliminated (you can be seated as an honorary spectator, you can take forfeits). The last participant left without a ball wins.

  1. Missing numbers


The presenter counts to 10, deliberately missing some numbers (or making mistakes). Players must clap their hands when they hear a mistake and call out the missing number.

  1. Pushinka

Quiet game. Develops discipline. Suitable for home.
An ancient Russian game. The teams stand opposite each other, between them there is a line that cannot be crossed (for example, a ribbon). The presenter throws a feather (you can use a fluffy piece of cotton wool) over the heads of the participants. The task: to blow it over to the enemy’s side. Attention, the team that stands over the ribbon or touches the feather with its hands is considered defeated.

  1. Chamomile

Quiet game. Allows you to relax. Suitable for home.
Suitable for the beginning of the holiday if guests feel constrained. For the game, a chamomile is prepared in advance from paper. The number of petals should be equal to the number of guests. On the back of each there are written easy funny tasks, for example, to crow, jump like a frog or on one leg, repeat a tongue twister, crawl on all fours, etc. Children tear off a petal and complete the task. If children do not yet know how to read, the task can be depicted in the form of a drawing or read to the presenter.

  1. Hedgehogs

Active game. Develops speed and fine motor skills. Suitable for outdoor and indoor use.
Team game. It requires a 1.5 m rope and 30 multi-colored clothespins attached to it. Adults act as hedgehogs. Players run up to the stretched rope one at a time, as in a relay race, remove one clothespin at a time, run to the “hedgehogs” sitting on chairs and attach it to any place on their clothing or hairstyle. It’s good if the distance from the rope to the hedgehogs is 10 meters. The team whose hedgehog bristles better wins, i.e. which will have more clothespins - needles. The second team can be given a prize for the most original/cutest/fun hedgehog (depending on the circumstances).

  1. I'm coming, I'm coming

Active game. Develops speed and attention. Suitable for indoor and outdoor use.
A fun, emotional game that brings a lot of pleasure to young children. Children line up behind the leader in a chain. He walks and says the following words: “I go, I go, I go, I lead the children with me (an arbitrary number of times), and as soon as I turn around, I’ll immediately catch everyone.” Having heard the word “I’ll catch”, the children run to a pre-agreed safe place, and the leader catches them (for kids it’s better to pretend and let them run away). The game is well suited for the home, when the leader leads from room to room, repeating the first lines. When the cherished “I’ll catch you” is said, the children, screaming, rush through the entire apartment to the saving place.

  1. Spider and flies

Flickering game. Teaches children to run in different directions without colliding, and to freeze when given a signal. Develops coordination and attention. Suitable for indoor and outdoor use.
In one corner of the room (area) there is a web in which the “spider” sits. The rest of the children pretend to be flies: they run, circle around the room, and buzz. At the presenter's signal: "Spider!" the flies freeze in the place where the signal caught them. The spider comes out of the web and carefully looks to see who is moving. He takes the one who moves into his web.

  1. Who am I?

Quiet game. Develops logic, broadens horizons. Suitable for home.
Suitable for the start of the holiday. Upon entering, each child receives a new name - bear, fox, wolf, etc. A picture with a new name is attached to his back, he does not know about it until, with the help of leading questions, he finds out everything about himself from those around him. Alternatively, you can describe this animal only with adjectives (for example: cunning, red, fluffy... - fox). The task is to find out who we are talking about as quickly as possible.

  1. Seasons?

Quiet game. Develops attention, logic, broadens horizons. Suitable for indoor and outdoor use.
The host chooses any season and calls it to the players. Then he begins to list the phenomena and objects associated with this time of year. From time to time he says the wrong words. When children hear a word that is not related to this time of year, they should clap their hands.

  1. Edible - inedible?

Quiet game. Develops attention and logic. Suitable for indoor and outdoor use.
The presenter throws the ball to one of the players and says a word. The player must catch the ball if the word denotes an edible item, or throw it away if the item is inedible. The most attentive one wins. You can take forfeits from those who make mistakes, which are then used in secret to assign funny tasks.

  1. Obedient Shadow or Mirror

Quiet game. Develops attention. Suitable for indoor and outdoor use.
Two players are selected (for example, using a counting rhyme), one is the shadow of the other. The “Shadow” should repeat the actions of the other player, synchronously if possible. If within a minute the player does not make a single mistake, he becomes the main player and chooses a shadow from among other players.

  1. Treasure search

Quiet game. Develops the ability to navigate in space, logic, attention, the ability to compare parts, and assemble a mosaic. Suitable for indoor and outdoor use.
A map of the place where the treasures are hidden (apartments or streets) is drawn up in advance, cut into pieces, each of which is obtained by the players as a reward for correctly guessing a riddle or completing a task. Having made a map like a puzzle, all those invited look for the treasure and discover something tasty or interesting. Before this game, it is better to practice and draw up a similar plan with the children, talking through how and what is indicated. It is important to draw children’s attention to the fact that the plan is like a view from above. If there is any difficulty in finding the treasure, the leader will help, directing the children in the right direction.

  1. Hot and cold

Quiet game. Develops logic. Suitable for home.
It will be suitable for the beginning of the holiday if you hide various souvenirs and trinkets in the room in advance. The arriving guest begins to look for the hidden prize, and the others tell him whether he is on the right track. If he approaches a hidden object, they shout “Warm,” if he is very close, “Hot,” if he moves away, “Cool” or completely “Cold.”

  1. Missing numbers

Quiet game. Develops attention and counting skills. Suitable for indoor and outdoor use.
The presenter counts, deliberately making mistakes or missing numbers. Players must clap their hands when they notice a mistake and correct it.

  1. Hurry up

Quiet game. Develops attention and fine motor skills. Suitable for home.
Cubes (or skittles, etc.) are laid out on the floor according to the number of players minus one. Players walk around to the music, and as soon as it dies down, they must grab the cube. Whoever doesn't get a die is eliminated (or gives away a forfeit).

  1. We won’t tell you where we were, we’ll show you what we did.

Quiet game. Develops motor skills, imagination, attention, broadens horizons. Suitable for indoor and outdoor use.
The presenter quietly tells the player the profession, so that others do not hear. The player says, “We won’t tell you where we were, what we did, we’ll show you,” and tries to show without words what people in this profession do. The rest are guessing. The player who guessed correctly shows next.

  1. In an old closet

Quiet game. Develops speech and the ability to distinguish parts of objects, broadens one's horizons. Suitable for indoor and outdoor use.
The presenter says together with the players:
In an old closet, at Grandma Anya's,
Where did I go -
Many miracles...
But they are all “without”...
Next, the presenter names the item, and the player to whom he points must say what part of the item may be missing. For example: a table without a leg, a dress without a pocket, etc.

Not only adults, but also children experience stress in their lives. Here are 14 playful meditations for young children to try.

  1. Third Eye. Lay your child down on the floor and place a small pebble, glass, or crystal on his forehead. Ask to think about it, imagine its color or multicolor, feel the warmth or coolness, its weight and other qualities. “The magic stone will help you to be more calm and relaxed... Breathe and let its magic slowly penetrate your body and fill you all to your fingertips.” If the child is tired of lying down, let him try to take different positions without dropping the stone and without ceasing to be aware of it. You can try to stand in a half-bridge, do a “birch” or throw your legs over your head.
  2. Stop and listen. For this game you will need a Tibetan singing bowl or a bell that rings for a long time. Let the children move freely around the room, but as soon as the bowl or bell sounds, they should stop, freeze and close their eyes. Let them listen to the sound very carefully, and only when it completely subsides do they begin to move again.
  3. Silent bell. Sit with the children in a tight circle and run a bell (or several) around the circle. Let each child ring the bell if they want and listen to the sound. Then try to pass the bell without it ringing. Show the children how to do this very carefully and quietly. This magically calms children down and prepares them to relax. You can do this together, passing it to each other. Kids will be kids, so you may have to repeat the game a few times before they realize there's no need to call. If the game becomes too easy, pass the bell to the person sitting further away from you - this will require you to get up and walk over, still without breaking the silence.
  4. Pass the fire. The same exercise can be done with a candle and move smoothly and slowly, so that the light does not go out.
  5. Bell circle. Sit in a circle and close your eyes. Have one child hold the bell and slowly walk around the outside of the circle so as not to ring it. Then, going up to someone he chooses, he rings it quietly in his ear, gives him the bell, and sits down in his place. The game continues like this for several minutes until you allow the children to open their eyes and see that everyone has changed places, but the circle remains intact. Walking around silently and sitting quietly in a circle, waiting for the bell to ring above your ear, really concentrates and calms children.
  6. Zoo paradise. A good children's game to try and remember the poses of all kinds of animals. She brings calmness, love of silence and self-control. For this you will also need a Tibetan bowl or a long-sounding bell. Designate a yogic animal, or let the children take turns choosing one, and have them move around the room imitating the animal's movements and sounds. When the children hear the sound, they must freeze in this animal position and remain motionless until the bowl stops singing.
  7. Sleeping elves and fairies. Put on relaxing music and arm yourself with “fairy dust”. Have all children rest in child's pose (knees under you, relaxed arms extended along the body towards the feet). Each of them is a fairy or an elf. Walk around and lightly touch their backs with your fingertips, “covering them with magical fairy dust.” She will give them the magical power to remain as still as possible. Who will last longer?
  8. Calm water. Everyone lies on the floor motionless. If someone moves, they will have to move aside. In this game, we are not saying “don’t move”, but rather inviting you to get involved in lying motionless - it will be more soulful.
  9. We're walking across the sky. This meditation game is safer to do in pairs outside. Let one of the children hold a small mirror under their eyes, facing up towards the sky, and the second one leads it. When you walk with a mirror in front of your eyes, it really does look like you’re walking on clouds: you have a completely different perspective and your eyes open to a whole new world.

Number of players: unlimited
Additional: no
The driver takes turns asking all the players questions; these can be absolutely any questions, for example: “What did you have for breakfast today?” The answer is always the same: “Grandma’s pantaloons!!!” The one who laughs loses, and the one who laughs also becomes the driver.

Papa is a sleeping bear

Number of players: two (dad and baby)
Additional: no
Does the baby want to play? Does daddy want to lie down? Let's combine these two pleasures.
One day, the big bear and the little bear cub fell asleep together, and the big bear accidentally pressed the little one. The little one woke up and decided to crawl out from under the big one quietly, so as not to wake him up. We will tell this story to the baby and ask him to lie on his tummy on the carpet. Now, carefully, relaxed, like on the beach, lie across, slightly pressing the child to the floor. And "sleep." Let the “little bear” crawl out from under you, sniffling, groaning and giggling. Relieve the pressure, if it is difficult for him, let the task be feasible for him. Result: fun game and physical exercise for the child and a pleasant rest for dad.

Number of players: any
Additional: no
The next driver leaves the room for about five minutes. In the meantime, we'll talk about him a little.
You already guess what we are talking about old game our grandfathers and grandmothers into “rumor”. It usually began with a traditional saying: “I was at the ball, I heard a rumor about you; one says that you...” and so on. The content of the rumor most often consisted of simple compliments expressed by the players to the one who was driving. And then he was asked the question: who made such and such a judgment about you?

Orlyanka - a game for children

Number of players: any
Additionally: coin
This is an antique gambling, common in many countries.
The meaning of the game is as follows: they throw a coin of any denomination and the one who guesses which side it lands on wins it.
Since the probability of getting one of the two options is the same, a similar method is sometimes used when you need to make a decision. For example, before the start of a football match, the referee flips a coin and thus determines which half of the field one or another team will start the game on.

Opening cans - a game for children

Number of players: any
Extras: plastic cans, small toys
Gather together several plastic jars with lids. All jars should be small so that a child's small hands can open them. Place a bright or interesting toy in each jar. Close the lids. Give your child each of the cans in turn so that he can open them and take out toys from them.
Your baby will want to return to this game again and again.

Cake - game for children

Bag - game for children

Number of players: any
Extras: old bag, various small items
If a child is capricious and does not want to calm down, then you can use a pre-prepared “bag” to distract his attention.
We take some old bag and fill it with items that are safe for the child, but are of interest and that she has not seen before. We look for them in the closets. Well, what could it be? Various jars of cream, tubes, powder compacts, old watches, bracelets, toothbrushes, some clips, key rings, keys, wallets, etc. We put all this in the bag.

Magic box - game for children

Number of players: any
Extras: box, any small items
The game develops fine motor skills of the hand. Children love small objects, but you need to be very careful not to get them into their mouths!
It is not recommended to play with small objects until the age of three.

"TROPICAL RAIN".

Participants stand in a circle. The presenter stands in the center: “Now we will all together cause warm tropical rain. During this, it is better for everyone to remain silent, as the sounds of rain will be better heard.” Then the presenter shows the movements, gradually turning and looking at the participants in turn. The participant the leader is looking at begins to repeat the movements after him.
MOVEMENTS:
  1. Rub your palms together.
  2. Snap your fingers.
  3. Clap your palms on your chest
  4. Clap your hands on your knees
  5. We stomp our feet.
Then the movements go in descending order from the fifth to the first movement.

"HAMSTER."

Everyone sits in a circle. The first participant begins the story with the words: “I have a hamster at home, he has these paws” and shows. The next one repeats the movements of the previous participant and continues the story: “I have a hamster at home, he has ears like these,” etc. According to the snowball principle. At the end of the story, the whole group draws the hamball they just told about.

MURDERER.

All players stand in a circle, join hands and each places their right hand behind their back. Everyone closes their eyes and does not open them until the leader says. The host appoints a “killer” by touching one of the participants. The “killer,” upon a signal from the leader, begins to send a certain number of impulses in any direction (shakes the neighbor’s hand), the recipient of the impulse transmits it further, shortening it by one handshake. The player who received one impulse is considered killed and leaves the game. Then everyone opens their eyes and finds out who was killed. If two people have a suspicion about who the killer is, they can tell the leader about it. If their opinions coincide, that participant is eliminated from the game, regardless of whether he was the killer or not. If their opinions differ, then they themselves drop out of the game. The participants' task is to identify the killer, and the killer's task is to take everyone out of the game.

THE MAGIC OF WORDS

All participants count on "first-second", and then form pairs in which there is one "first" and one "second" number. The presenter says: “Close your eyes and imagine a ten-point scale. Find your mood at this moment on it. Mark it for yourself (you can write it down on a piece of paper).” Next, the task for the “first” numbers is to turn to their partners in a pair and make several positive statements about them. For example: “I’m very glad that you and I are in the same pair”, “you have a very pleasant voice”, “I like your name”, “you are very beautiful today”, “you have a charming smile”, “you performed great yesterday in a concert,” etc. Then the guys change places, and the “second” numbers speak out. After this, all participants are again asked to close their eyes and mark their mood on a ten-point scale. The before and after results need to be compared.

Notes:
o It is recommended to play with children at least 10-12 years old.
o The active participation of each player must be a prerequisite. You can give a minute to think about your statement.
o Do not tell children that they need to compliment each other - a positive statement is a much broader and more capacious concept.
o Some children (especially in opposite-sex couples) may have difficulty. Therefore, it is better for the presenter to make several cards in advance with positive statements written on them.

ASSOCIATIONS

The game is usually played in a circle. The person to be discussed is selected.
Participants must come up with who or what they associate this person with.
For example, who (or what) will this person turn out to be if he suddenly becomes:
o tree
o painting
o flower
o song
o furniture
o river
o animals
o plant
o bird
o time of year
An option is possible when each participant in the game is described in the form of metaphors: “prickly hedgehog”, “perpetual motion machine”, “Captain Vrungel”, etc.
Notes. The game can be somewhat complicated: choose a driver, ask him to leave the premises or detachment place for a while. At this time, all participants choose the person to be discussed. After this, they invite the driver. His task is to use questions (see above) to find out the associations of the players and name the one they are talking about.
If the presenter has coped with this task, then the one he guessed goes to “lead”.

IMAGE MAKERS

Leading:“We are all interested in knowing what impression we make on other people, what they perceive in us as significant, but do not notice. Now there is an opportunity to participate in the collective creation of images of the people present here, that is, to try ourselves in the role of image makers.” The player goes to the center of the circle. The presenter asks the children questions: What image do you have when you look at our hero? What picture can be created for this image? What kind of people surround him, what kind of interior or landscape makes up the background of his portrait? In what era does all this happen? What time of year surrounds our hero? etc.
It is necessary to select questions so as to reflect the diversity of the child’s inner world, the characteristics of his behavior, and the nature of interaction with other members of the team.
Notes. After discussing the advantages and individual disadvantages, you can continue the work of “image makers” to form a positive image of the hero. To do this, the guys must talk about the character traits and personal qualities that are desirable, but absent.

GESTURE RELAY

All participants sit in a circle. The presenter gives them the task to come up with some kind of gesture, movement, grimace with which everyone will participate in the game (snapping fingers, clapping palms, “horns” from fingers, sniffling, funny faces, etc.). After the gestures are invented, they need to be demonstrated to each other and try to remember everything that the other participants showed.
The host starts the game: he shows his gesture and the gesture of the person to whom he is passing the baton. The player’s task is to repeat the previous gesture (the leader), his own gesture and the gesture of the participant to whom the baton is passed. Thus, each of the participants shows three gestures: the previous participant, his own and the next participant.
Notes. At first glance, this is a game of attention (children very often get confused, forget to demonstrate some of the gestures, etc.). However, 5-7 minutes after the start of the game, you can notice that some gestures (and, accordingly, the participants) are repeated more often than others. Why? The reason is not that some gestures are more memorable. Practice shows that more often they choose guys who are pleasant to talk to and who have managed to successfully prove themselves in some business.
In order for the game to be interesting, a simple condition must be observed - it must take place in complete silence.
7-8 minutes after the start of the game, it can be complicated by giving the participants the task of doubling the pace of the game.
The game can make a shocking impression on “uninitiated” people who are nearby - try to make sure that strangers do not see it.

CROCODILES

The game is very similar to the previous one and demonstrates the relationships, likes and preferences that are formed in the team.
All participants sit in a circle. At the command of the leader (starting with himself), the players are settled in order.
The presenter is number one, he says: “Five crocodiles were flying across the sky.” The player with number “five” asks: “Why five?” The presenter answers: “How much?” The player names any number that does not exceed the number of participants in the game. Now the player whose number was called begins to ask questions and continues the game. It is important for players not to get confused and to conduct dialogue correctly at a fast pace.
Notes:
o Some time after the start of the game, you can ask the participants to play faster.
o For some guys, the game may cause bewilderment: “What is all this for?” Explain that "crocodiles" are very thin psychological game(of course, this is not entirely true, but children need to be motivated), which helps to identify the level of team cohesion.
o If you play "Crocodiles" for at least 10-15 minutes for 3-4 days, you will notice that the children play faster and faster each time. o After a few days, it happens that the numbers that children choose more often than others change. This is natural, since there is an obvious dynamic in the development of relationships in the team.

DECLAMATION LESSONS

The children are given the task: to expressively read a famous poem in chorus (at the same tempo and rhythm). This "lesson" usually does not cause serious difficulties. The next one is much more difficult - to read the same poem with the same intonation, at the same tempo and rhythm, and at the same time the “students” must pronounce the words in turn, sitting in a circle.
Notes. You can teach the same “lesson” several times. Does the quality of recitation improve after repeated repetitions? What is the children's mood? Or maybe it's time to change the poem? Ask the children a series of questions: How did they feel during the “lessons”? To what extent did they manage to overcome the psychological barrier (shyness, constraint)? How did they tune in to the same wavelength as the “class”? How did their mood change?

HELLO! YOU IMAGINE...

The presenter turns to the participant sitting (standing) to his left and cheerfully says: “Hello! Can you imagine...”, and then tells him some news, tells a funny story, incident, anecdote.
The participant’s task is to listen carefully and rejoice with the presenter. Then the participant turns to the neighbor on the left and also joyfully says: “Hello! Can you imagine...” and ends the phrase with his own news, incident, story. Notes. You can change the task during the game. For example, ask children to retell the same news, story, incident. Observe how the information initially provided changes (it may become more concise, or perhaps more extensive).

CHECK

Participants sit in a circle. The presenter calls the number, and that is how many participants must rise from their seats. Participants do not have the right to negotiate, but non-verbal interaction is allowed. Until the group acts together well enough, the game cannot continue. Notes. It is necessary to bring the game to completion; Positive reinforcement is important. This game can be played standing in a circle: the participants, at the command of the leader, must take a step forward.

COUNT TO TEN

The game is very similar to the previous one. But the players’ task changes somewhat: it is necessary, without agreeing with each other, to count out loud from one to ten. It is important to bring your counting to perfection.

A TALE WITH CONTINUATION

The presenter begins to tell some fairy tale or story unknown to the children. After the first 6-7 sentences, he interrupts his narration and passes the floor to the next participant.
The player’s task is to come up with a short continuation of the fairy tale (3-4 sentences). Each participant has the right to change the plot of the fairy tale, introduce new characters into it, or, conversely, exclude someone. It is forbidden to interrupt the speaker. He has every right to compose his passage as he sees fit.
When all participants in the circle have taken part in composing a fairy tale, the floor again passes to the presenter, and he finishes the story.
Notes. Be prepared for the fact that the story will develop not as you would like, but as the storytellers decide. Namely:
o the heroes of the fairy tale will often die, perish, disappear;
o the heroes of a fairy tale can be real-life people, members of a team, and sometimes the teachers themselves who conduct this game;
o probably the frequent appearance of negative characters who will confuse the whole action and do all sorts of nasty things;
o some episodes of the tale will contradict each other;
o children can think about their episode of a fairy tale for a long time;
o some children will refuse to participate in writing, and some, on the contrary, will intervene even before they are given the floor, etc.
In order to avoid such developments, the teacher needs to take control of the sequence.
It makes sense to play the game several times over 2-3 days. Then the interaction of children becomes more harmonious, purposeful, the content of the fairy tale is kinder, and the plot is more logical.

THE SWAN FLYED

All children form a circle, facing the center. The circle should be quite wide, so you need to stand so that you are at a distance of 30-40 cm from each other. Arms are extended forward, the palms of each participant lie on the palms of the person standing next to them or support them.
One of the players begins a children's rhyme: “A swan was flying across the blue sky, he thought of a number...”. Each of the guys says only one word from the counting rhyme. The one who needs to name the number calls it, and the next ones start counting. At the same time, everyone makes a clap on the neighbor’s palm.
The one who received the final number must not miss it and remove his palm from under his neighbor’s clap in time.

Knead, knead the dough

Participants stand in a circle, holding hands, and unanimously repeat the words: “Knead, knead the dough, knead, knead the dough,” while coming together as tightly as possible. Under the words: “Inflate the bubble, but don’t burst, inflate the bubble, but don’t burst!” disperse as widely as possible, trying to break the circle. Two people whose knot has broken stand in the center of the circle, and they are already “kneaded”. Those in the circle have the right to help “break” the “bubble” with their backs. The strongest and most dexterous ones win.



Burkozel