What gives the game a snowball. Methodical development of an outdoor game for preschool children "Snowball

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

A good start is half the battle.
Russian proverb

Dating games

Remember names

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

Snowball

Participants sit in a circle and take turns, starting with the leader, say their names. The first participant calls 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 own, etc. A kind of game can be such options as naming not only a name, but also some word starting with the first letter of the name - the type of transport on which the participant supposedly arrived, a favorite fruit or berry, an adjective denoting a trait of his character, and etc.

Games for children of primary school age

Small children are distinguished by activity, restlessness, concreteness of thinking, therefore the games carried out with them should be mobile and dynamic.

It's me

The players stand in a circle. The presenter is in the center and calls out two names of one of the children present, one masculine, the other feminine. The players, whose names have been named, shout: "It's me!" - and swap places. The task of the leader is to take the vacant seat. The one who did not have time to take a free 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 have been touched run in different directions along the outside of the circle. Having met, they shake hands, say: "Hello!" - and give their names. Then they run further, trying to take an empty seat in the circle. The one who is left without a place becomes a driver.

Games for teens

In adolescence, abstract and creative thinking develops, a desire for knowledge appears, internal activity and initiative increase, the adolescent seeks to occupy a satisfying position among his peers, therefore, for adolescence, more complex games will be relevant, requiring concentration, attention, quick reaction, giving an opportunity for self-expression.

Fruit

The group stands in a circle. Everyone chooses the name of the fruit for the first letter of his name. An exchange of phrases like: "Apple loves Orange" is proposed. After that, Orange has to name a new pair. If the presenter manages to touch the Orange before he named the next fruit, then they change places. The first pair is voiced by the host, and the first fruit he names is the host's fruit.

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

Liar

The presenter prepares forms in the number equal to the number of players. Forms should contain phrases like this:

- The farthest place I have been able to visit is ____________;

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

- My hobby - ______________________;

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

- I have one bad habit - _______.

These suggestion sheets are distributed to each player, and each player must complete them, answering truthfully all but one questions. That is, one answer will be incorrect, false (the number of this answer is marked by the player on the opposite side of the sheet).

When everyone fills out these forms, the players take turns reading their answers aloud. The task of the rest is to guess which of the answers of each player is false.

Anyone guessing someone's false answer is awarded a point. The one who scored 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 going

Participants stand in a circle, the driver - in the middle of the circle. One of the players takes a step to the right with the words: "I am going." The neighbor gets up to the first one with the words: "And me too", the third participant - "And I am a hare", the fourth participant, taking a step, calls the name of any person from the detachment, for example: "And I am with Olya." Olya gets up to an empty place. The participant standing to the left of the person who left (in this example it is Olya) starts over. 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.

Games lead

Whether the children will be happy to play depends on whether the counselor is able to set them up for the game. You need to be prepared for the fact that your offer to play will not arouse interest in the guys, and even more so delight. Therefore, sometimes it is better not to use the word "game", but to come up with a special eyeliner, taking into account the age characteristics of children.

Eyeliner for young children

Before the game like "Snowball" the guys can be told about the experiment: whose memory is better - theirs or the leader's. Further, the conversation can be built depending on whether the counselor won or lost. If you won, then you can invite the children to recoup by checking their attention, dexterity, etc.

Eyeliner for teens

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

And then offer the children exercises that will help everyone quickly get to know each other and remember each other's names. You can also ask them to take turns giving their name or nickname, which they would like to be called throughout the shift.

Acquaintance with the camp

The camp is introduced mainly to the children of the younger squads: the older ones, as a rule, either have already rested in this camp, or have quickly found their bearings.

There are several ways to introduce children to the camp:

Guided tours of the camp by counselors or children who have already rested here;

As a scribble game where the children need to find something, such as a camp map. Children are looking for notes or various clue symbols that point them to the next place of search, and so, until the final goal is reached - a map is not found;

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

Diagnostics of children

For the counselor, the first days of the camp shift are also the study of children using a variety of methods of psychological and pedagogical diagnostics. With the help of special tests, games, etc. you can solve the following tasks:

Identify leaders who can rally and organize a squad;

Identify problem children;

Study the personality traits of each child;

Learn about the interests of children, etc.

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

Indicator

The leader explains the task to the detachment: 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, sit down, converge in the center, and 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 in silence), then they are prohibited from using gestures, then a ban on facial expressions and meaningful looks is introduced.

Charger

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

Organizational meeting

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

Main issues discussed at the meeting:

Day regimen in the camp;

Laws and traditions of camp life;

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

Personal hygiene rules.

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

Game for young children

The squad is divided into 3-4 teams. Each team is given a leaflet with correct and incorrect rules of conduct in the camp. Children look for mistakes (one at a time), who finds the first one - raises his 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 announced.

Examples of rules of conduct:

You have to be polite.

If you want to have the best portion in the dining room, you need to run to your table the fastest.

If you do not want to sleep at 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 education teacher and counselor, etc.

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

Round table for teens

For senior units, you can have a conversation. For example, a counselor asks a series of questions, and records the answers on a 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 the team get in the way of your goal?

What should be the relationship in the team?

What rules should the team members adhere to?

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

Why do you need to adhere to certain rules and regulations?

What would happen if everyone behaved the way they want?

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

Examples of catch phrases:

Cleanly, not where they clean up, 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 fold it.

Choosing a name and motto

The name of the detachment is best to come up with based on the name of the shift, but if the topic of the shift is not defined, you can come up with your own theme. In choosing the name and motto of the detachment, the children themselves must necessarily participate. This option is possible: the detachment sits in a circle, is divided into pairs, each pair is given the task to come 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 detachment is involved in coming up with and choosing a name and motto.

Evening Light

The first day in the camp ends, as a rule, with the evening Fire. The counselor to the Fire can prepare a talisman, for example, a soft toy, which will guard the squad during the entire shift.

At the beginning of the Fire, to create a trusting atmosphere, you can tell the legend about the Eagle Circle.

Legend of the Eagle Circle

A long time ago, in the old days, people lived on the seashore. It was a tribe of beautiful and strong people who love life and beauty, love each other ... But nothing lasts long. The war has come. There was a need for all men to leave to fight. But what about the beloved women, mothers, sisters, daughters? Do not 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 burst in and began to extinguish men's hearts. And then women, daughters, mothers, sisters stood shoulder to shoulder around the burning hearts and barred them from the wind. They stood 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 since then, a tradition has taken shape - to stand in a circle, which was later called Orlyatsky. Only the closest people get into this circle. They stand up for a reason. They get up to talk, communicate, tell each other something most intimate, most important.

The Eagle Circle has its own laws and traditions:

On the left is a friend, and on the right is a friend.
The Eagle Circle will swing slightly.
Here you will only hear the words about the main thing.
Hands in the wingspan of an eagle:
On the right - on the shoulders, and on the left - on the belt.
Your voice quietly sounds about serious.
This solid circle cannot be broken.
You can step to the center only by saying goodbye.

These laws are very simple to explain. When you stand in the Eagle 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; the left hand rests on the belt of the 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 the end of the song or conversation) so that the evil wind does not blow out the warmth of the burning hearts in the center. Therefore, you cannot step in the middle - who walks through the hearts? And only when we leave the camp and say 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 detachment's heart and warmth.

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

Evening Fire Rules:

When one speaks, everyone is silent.

We do not blame anyone. There are no bad people, there are bad deeds.

Everything said on the Ogonyok should not be taken out of its limits.

Ogonyok is not a meeting in a cafe, people don't eat or dance here.

Issues for discussion:

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

What are you expecting from tomorrow?

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

Dating games
"Snowball"

The players sit in a circle. The first calls his name, the second - the name of the first and his own, the third - the names of the first and second, then 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 is easier, of course, to be the first, but the last is more useful.

"I'll take with me on a hike"

The game is played in the same way as the "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 which 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. Music sounds, those playing in circles are moving in opposite directions. After the end of the music, the participants in the game stop in front of each other, get to know each other, calling a name. Further, music sounds again, only now, moving in different directions and running past a friend, they wave their hand at him. The music stops playing, new acquaintances appear. The game continues.

"Sing your name"

Each player takes turns chanting 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 from the team approaches the screen and squats, they should not see each other. At the command of the leader, the screen is lowered and the players sitting next to it must call each other's names. The one who calls faster wins. The loser goes 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 calls 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 in an airplane." If one of the players flew, then he bends one finger on his hand. Then the next player speaks, etc. round. The winner is the one who bends all fingers the fastest.

"Tutti Frutti"

Everyone sits in a circle on chairs and calculates for the 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 switch places. If the driver says: "Tutti-frutti" - then all the players change places.

"Yablochko"

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 an apple and also says: "My name is ..., I love ...". And the apple rolls on to the next one. The game continues until the moment when all the players have introduced themselves.


Gorgeous Valeria

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

Snowball

Participants join hands in a circle. The first player starts the game by giving 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 calls all the names, including his own.

A blanket

Participants are divided into two teams, located opposite each other. A blanket is stretched between them. From each team, one person is seated closer to the blanket. As soon as the blanket is lowered, it is necessary to have time to pronounce the name of the one sitting opposite. Whoever called it faster takes the player to his team. The winner is the team that will "pull" more players, that is, the team that knows more names.

And I am going, and I too, and I am a hare

The participants of the game sit on chairs in a circle, one place is not occupied by anyone. In the center is the driver. All participants during the game change seats in a circle counterclockwise. The player, sitting near an empty chair, sits down on it with the words "and I'm on my way." The next player - with the words "and me too". The third participant says "and I am a hare" and, striking an empty chair with his left hand, calls the name of a person sitting in a circle. The one whose name was pronounced must run over to an empty chair as quickly as possible. The driver's task is to have time to take a chair faster than the one who was named. Those who do not have time becomes a driver. The game starts over.

We're going on a hike

Participants stand in a circle. The first participant starts the game, calling his name and the object that he takes 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, the leader takes on the hike. And so on until everyone says it right.

Hat

Participants stand in a circle. All together do 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 that the counselor starts. So, when clicking the fingers of the right and left hands, the presenter pronounces his name, then two claps, after that, when clicking the fingers of his right hand, he pronounces his name, and when clicking the fingers of his left hand, the name of one of the participants. The player whose name was called repeats the same. For example: Olya, Olya, two claps, Olya, Igor, Igor, Igor, two claps, Igor, Sveta, and so on. Those who did not have time - that "screwed up".

Locomotive

Participants stand in a circle. The presenter approaches any player and says: "Hello, I am a locomotive. What is your name?" The participant says his name, the "locomotive" repeats. It is important to repeat with the same intonation with which the participant said. Who introduced themselves, joins the steam locomotive. The game continues until all participants join each other.

Favourite hobby

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

Vanity

All participants are given cards, which are divided into 9-16 cells. Each cell contains a task. The bottom line is: write 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 in this card what you need. 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 the Brownian movement of molecules. When meeting, they greet and get to know each other. At the command of the leader: "Molecule 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 moderator invites the participants to line up according to the color of their eyes (from the lightest to the darkest); by dates and months of birth from January 1 to December 31; alphabetically by first letter of full names, etc.

Find a partner.

A group of children is placed in a row by age or by some other characteristic. The middle divides the row into two groups, which stand side by side so that pairs are obtained. Each couple invents a code for themselves, consisting of two words, for example: (the moon is a ball, children are a garden, etc.). The pair is determined that the first word-code belongs, for example, to the participant "A", and the second word - the code - belongs to the participant "B". For all participants in the game, codes are announced so that they do not repeat themselves. Participants "A" stand on the opposite side of the playing area, change places with each other and they are blindfolded.


To avoid accidents, players must extend their arms forward. Now each player tries, calling his code, to find his half of the pair. Couples who have found each other remove the blindfolds from their eyes 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 conceived will be furniture. What object does he remind you of?" Analyzing the answers of the players, the driver tries to find out who is hidden. An interesting option is when the driver himself is conceived. Associations are given both by the appearance of a person and by his character.


This game is played at a very late stage.

"Fictional portrait"

Partners interview each other about names, place of residence, job, age, hobbies, expectations, pets, etc. Time is set by the host. Then partner "A" introduces partner "B" to everyone present. In the partner's view, the whole group is told 4 facts (events, details, details) that one of the partners finds most interesting. One detail in four is fictitious. The entire group of those present must guess the fictitious information.

"False coat of arms"

The group of children is divided into pairs. Each pair receives from the presenter colored pencils, felt-tip pens, and sheets of paper. On sheets of paper there may be ready-made contours of the coat of arms. Each participant draws 4 images inside the coat of arms (what is peculiar to him, characteristic). 3 - correct, real, 1 - false, invented, not characteristic of the participant. Each pair carefully studies the painted coat of arms of the partner and tries to find out (guess) the false image. Next step of the game: The whole group of children gets together. Partners from each pair represent each other's coats of arms as plausibly as possible (comment on). 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 facilitator and assistant hold the blanket between the groups so that the subgroups cannot see each other. In silence, each subgroup chooses one player. They have to sneak up to the sheet and squat facing it. At the signal, the presenters quickly lower the sheet. Two competitors who are sitting opposite each other must, as soon as possible, name the player opposite. Whoever calls the name first has the right to take a player with him to his team.

"The passport"

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


The passport contains little information about the owner of the passport (5 - 8 facts). Each fact (appearance, interests, details from personal life) is described in one sentence. Finished passports are folded into a large hat or box and mixed. Each participant draws out one passport and, according to the data described in it, tries to find out who is being discussed. The content of all passports is read aloud and all participants in the game try to find out who they are talking about.

"Fictional portrait"

Partners interview each other about names, place of residence, job, age, hobbies, expectations, pets, etc. Time is set by the host. Then partner "A" introduces partner "B" to everyone present. In the partner's view, the whole group is told 4 facts (events, details, details) that one of the partners finds most interesting. One detail in four is fictitious. The entire group of those present must guess the fictitious information.

"Tickets"

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


The inner circle is the "tickets", the outer circle is the "passengers". In the center is the ticketless "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" who is left without a ticket becomes the driver - "Hare". When meeting "passenger" and "ticket" get acquainted. After a while, 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 jar of film. Inside they can be (for example, pebbles, sand, salt, flour, etc.). The task of the participants is to find their pair by the sound without opening the jar.

I don’t understand the indignation of mothers at the fact that they are not allowed to breastfeed in a public place. For a minute, don't give food, and don't give to bare your breasts. Of course, a hungry child has the right to satisfy his hunger at any time convenient for him, and his mother has the right to feed her child where and when and where she sees fit. But why should you defiantly bare your breasts? If you are a nursing mother, you probably assume that the time will inevitably come to feed your child, so take a cape, scarf, snood with you, but at least a fan, well, something to cover yourself if necessary. In the end, if it so happens that you have nothing with you, step aside, turn away, choose a place that is not so crowded so as not to be embarrassed yourself and not to embarrass people. As for the specific situation in the museum, then the question, in my opinion, is controversial. Here, oddly enough, I am on the side of my mother. Simply because there is absolutely nothing to object to her. Indeed, what indecency in connection with bare breasts can we talk if families with children come to the Tretyakov Gallery and from the paintings of Rembrandt, David Michelangelo, without a fig leaf, they do not turn away in embarrassment, do not close their eyes, etc. But this is so, as a trolling, to annoy the administration of the museum and the public. In general, I would not drag a baby to a public place during the ARVI season, and then, if the incident took place in the Tretyakov Gallery, then there are sometimes such queues at the cashier, sometimes you can stand on the street for an hour. Why torture a child. And then, after all, it would be possible to step aside again, why feed the baby demonstratively in a crowd of people? Feeding babies is such an intimate moment that does not tolerate prying eyes, strangers, not always positive thoughts, etc. But this, of course, is a personal matter for everyone. I don’t know all the details, but if I were in the museum’s place, I wouldn’t have a row with a nursing mother, and if her behavior, in their opinion, somehow violated the order established in the museum, I would (if I was an employee) offered her stole, scarf, or would take her to a more secluded place. Well, if a nursing mother would start to scandal in response to my (as a museum employee) proposals, defending her rights, she would leave her alone. Why take a sin on the soul, enter into a skirmish with her, make her nervous, ultimately, everything will be reflected on the baby, it turns out that with your actions you harm the baby, what is it for?

Nadezhda Litvinyuk
Synopsis of the game interaction of the teacher and musical director with young children on the topic: "We are rolling a snowball"

Tasks:

Form an idea of ​​winter natural phenomena: cold, snowing, frosty, slippery (cognition)... Introduce children to the art of applique, to form interest in this type of activity (artistic creation).

Develop emotionality and imagery perception of music through musical-rhythmic movements, the ability to perform movement in accordance with the text; develop dynamic hearing (music) ... Promote the development of speech as a means of communication. To develop the speech of children, enriching the active vocabulary with adjectives denoting the color, shape, state of objects, adverbs - round, white, frosty, slippery, etc. (communication).

Raise goodness in children, caring attitude towards each other and others, interest in game activity and desire to participate in it (socialization).

Materials and equipment:

Music Center, laptop, paper snowflakes, Snowman toy, Whatman paper, paper napkins, glue, glue sockets, a simple pencil, red and black markers.

Educator begins to examine slides with images of winter natural phenomena on a laptop, thereby attracting the attention of children.

Educator: Guys, look what a beauty!

1 slide. What is depicted here? (Forest) What season? (Winter)

2slide. Oh look, it's snowing! Snowflakes are whirling, fly!

3slide. Everything around is white, a lot of snow covered! What happened? (Drifts)

4 slide. And who is here? (People) What are they doing? (ride) What are they on ride? (By ski) They are skiers.

5 slide. See what the kids are doing? (Rolling down the slide)

6 slide. Well, this is a snowman, used to the snow, to the cold. Who is making the snowman? (Kids) What a wonderful time of the year - winter!

Sounds are heard (winds, blizzards).

Educator: Do you hear? What are these sounds? (Wind is blowing)... That's right, this is a song of the wind. How does the wind blow? (Children show)... The wind is blowing hard!

Educator draws children's attention to snowflakes lying on the floor.

Educator: Oh oh oh! Look here! how many snowflakes! And winter got to our group! How interesting ... and there, and here - everywhere snowflakes... It turned out to be real snow path! Let's go see where it leads?

Children together with the teacher walks through the snowflakes that lead them to music hall, in which the effect is created with the help of a rotating mirror ball "Falling snowflakes» .

Moose. supervisor: Hello guys, look at the beauty around! how many snowflakes? (Lot)

What time of year do they fly snowflakes? (In winter)

Guys, huh snowflakes from what? (Out of the snow)

What kind of snow do we have? (White, fluffy, prickly, cold)

Oh, you little winter, winter

Spun, swept.

All paths, all paths

Do not pass, do not pass!

Lot snowflakes, let's play with them.

Musical rhythm game« Snowflakes»

Music, lyrics by T. Shikalov, music. processing by Y. Zabutov

1 couplet:

Flew, flew, fly one after another

White snowflakes,

White snowflakes -

Lungs snowflakes.

Verse 2:

Spun, spun, spun

In a friendly round dance

White snowflakes -

Lungs snowflakes.

Verse 3:

Played, flashed up and down snowflakes

White snowflakes,

White snowflakes -

Lungs snowflakes.

Verse 4:

Whirling quietly in the air, squatting down

To lie on the fields of the meadow

It immediately became so bright!

Everything around is white - white!

Moose. supervisor: Wherever I look, snowflakes whirl, fly!

Visual gymnastics « Snowflakes»

Snowflakes flew to the right,

Eyes looked right.

Snowflakes flew to the left,

The little eyes looked to the left.

The wind lifted them up

And he lowered it to the ground.

Educator: Went down snowflakes down, right on a snowdrift. Let's blow on them, let them fly up again. (Children are blowing on snowflakes) .

Sounds music"Snow crunch"

Educator: What is it? Is someone coming to us? Whose steps are these? (Children's assumptions)... Guys, look, this is a snowman. But for some reason he is sad ... Ask him what happened, why is he sad? (Children ask in chorus and one at a time).

snowman: Very sad alone,

I miss you a lot.

I'm very, very afraid

That I'm melting from longing.

Educator(to children): Guys, why is the snowman bored?

Children: Because he is alone, he has no one to play with ...

Educator: Are we bored with you?

Children: Not.

Educator: And why?

Children: There are many of us, we can play with each other ...

Educator: We need to help him, help him, snowman, guys?

Time should not be wasted.

We need to help out a friend!

Educator(refers to the snowman): You sit down, rest, and the guys and I will think of something. Guys, maybe we can make a friend for the snowman?

Children come to the table, on the table is a sheet of paper, napkins, glue.

Educator(draws the silhouette of a snowman): This is the torso. What's this? (Children repeat)... What kind of torso? (Big, round)... What am I drawing now? (Children's assumptions)... That's right, head. What head? (Round, small). "Sculpt" the snowman will be from snowballs... We make lumps from napkins.

Educator demonstrates the sequence of execution work: crush the napkin, roll out in the palms To make a round lump, dip in glue, attach to the silhouette of a snowman and press lightly.

We snowballing

Round like a ball.

The snowman will have a friend

So and not otherwise!

What do we make lumps out of? (From napkins)... What lumps? (Soft, round, white, light)... how many snowballs pasted? (Lot).

And now we are clever

Let's put in a carrot nose,

Let's draw the eyes

A cap on the head.

That's what a snowman

Funny, white fat man!

What kind of snowman turned out? (White, beautiful, big)

What does a snowman have? (Torso, head, eyes, nose, cap).

What was the snowman made of? (From snowballs) .

Ask our snowman if he likes his friend? (Children ask).

snowman: Well done boys! That's what a good friend I have turned out, handsome, funny! I will play with my friend on a sled ride!

Musically-rhythmic song-play "Sled"

(music T. Suvorova)

A friend will always come to the rescue

Help your friend.

After all, joy needs friends

Needed in grief too!

Educator invites children to invite snowmen to their group.

The main goal of this game for children and adolescents is to develop sociability and help remember the names of all the players, the number of which can be up to 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, for example, acquaint detachment or new command guys.

Snowball game rules

It is convenient for the game to sit in a circle or something similar to it (for example, a train compartment is perfect) so that the faces of the players are clearly visible.

Someone calls their name.

For example: Petya.

The next seated player, clockwise, says the first player's name and his own.

Petya, Tanya

The move goes to the next seated person. He must remember the two names given in front of him, and then say his own.

Petya, Tanya, Polina

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

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