Didactic games for preschool children (5–7 years old). Didactic games for children: development of speech, sensory, physical development

A game for any child is not only the main type of accessible and interesting activity, but also a means of learning about the surrounding reality, developing useful skills and abilities. In the gameplay, the character is formed, the different kinds thinking, as well as the physical and psycho-emotional development of the little man. Didactic games for children aged 5-6 help to move from entertaining to cognitive, educational, to preparing for classes at school.

Preschool children cannot sit in one place for a long time, they quickly get tired, are distracted from the teacher's explanations, and begin to absorb the information received poorly. That is why board didactic games are replaced by physical exercises or outdoor activities.

For those created by pedagogical science didactic games, the main goal is a conscious method of learning, during which preschoolers acquire new knowledge, improve skills, abilities, and develop intellectually. Teachers use various types of didactic classes, thereby developing:

  • sensorics - the perception of external influences, as well as sensations;
  • motility - motor activity in the form of large and fine motor skills;
  • memory;
  • logical, spatial, figurative thinking;
  • perception of space, time;
  • imagination;
  • perseverance, diligence, patience;
  • meticulousness, curiosity.

The expanded use of didactic games for preschoolers over 5 years old is due to the fact that kids of this age can already concentrate their attention for a longer period of time. Classes can last up to 20 minutes. Vocabulary allows you to express yourself without problems, the kids have developed fantasy, sensory perception, which allows you to start learning.

It is already possible to single out abilities and inclinations, correct, develop them. Preschoolers understand what rules are, the importance of following them, they are able to perform sequential actions on their own.

Currently, there are several types of classification of educational didactic games.

By number of players:

  • individual game;
  • collective game.

By type of activity

  • Journey. Not to be confused with excursions, which are educational activities in their purest form. A game journey can last several days, for example, a “journey along the Golden Ring”, “a cruise along the Volga”. The teacher develops tasks for each stop of travelers. It can be drawings, songs, poems. On the journey, you can search for treasures, solve riddles and tasks.
  • Conversation, dialogues. The teacher teaches how to conduct a conversation, build a dialogue using the example of communication with a fictional character or a familiar cartoon character.
  • Puzzles. They can be guessed not only by adults, but also by preschoolers.
  • Order. Very similar to traveling, but the tasks are easier here, and the duration gameplay much shorter. For example, the task is to help punctuate Dunno in the recipe.
  • Assumption. "If". "What would be". The question-assumption starts the game process in which the child begins to fantasize, transform the imaginary reality.

According to the material used:

  • desktop printed: lotto, puzzles, dominoes;
  • With game items: chess, checkers, toys;
  • verbal-educational: riddles, puzzles.

According to the purpose of the event:

  • speech development;
  • teaching the basics of mathematics;
  • development of logical thinking;
  • acquaintance with nature and the surrounding world;
  • development of sensory perception.

A feature of all didactic classes is that the adult always acts as the initiator. Such activities broaden horizons, increase vocabulary. Competitions for the speed of thinking, logic, solving riddles and problems allow kids who are weak in physical exercises to prove themselves, but they know a lot.

We develop memory

Didactic games for preschoolers 5 years old help develop mindfulness, memory, which is very useful for school. Almost all information at school is obtained orally, especially for first graders, when kids still do not know how to write quickly and a lot. Developed attention, memory will help to consolidate new knowledge, remember the information received.

All tasks for fixing memory, developing attention are carried out with toys, small objects. Sometimes the child fails to fulfill the conditions of the task, since arbitrary memory is just beginning the process of formation. If the tasks are related to finding hidden toys or rearranging them, you can suggest using a “pointing gesture” with your finger before starting.

The preschooler points in turn at all the toys with his finger, describes their appearance. The kid can pick up a toy, touch it for better memorization. For the first lessons, you should not offer games with a large number of elements or details: a confused child may refuse to play, burst into tears.

"What's gone." A leader is selected, at first it may be a teacher. When the children get comfortable with the rules, each of them can try himself as a leader. 3 - 4 small toys are placed on the table. The host offers to remember what items are on the table and turn away. When the preschoolers have turned away, the leader removes one toy. Players must remember which toy is missing. You can add a competitive element to the gameplay. Whoever remembers correctly first gets a chip or a token.

"What changed". The leader chooses. Several toys are placed on the table. Fidgets must remember which toys and how they cost. When the preschoolers turn away, the host rearranges the toys, swaps them. The winner is the one who first correctly says which items were moved and where their original place was.

"Find the difference." Place 2 pictures in front of each child. You need to find out how they differ. Alternatively, the picture may show hidden kittens or birds, which must be found in the bushes, behind trees or a fence.

Similar or dissimilar items. The goal is to develop attentiveness, observation, to teach how to find similarities in color, shape, size, material.

Rules. The kid answers, on which the counting rhyme stopped. It is necessary to find 2 objects of the same properties and prove your statement.

Actions. At the signal of the teacher, all preschool children take 2 objects with similar properties in the playroom.

It is necessary to observe the level of difficulty of tasks, move from easy to difficult gradually. Too easy or difficult exercises will not arouse interest in the child.

Knowledge of ecology

All human life is surrounded by the living world, plants, animals. The child must understand the importance of maintaining the ecological balance in nature, take care of animals, plants, and not harm them. Didactic games on ecology for children aged 5-6 introduce preschoolers to the world around them, develop vocabulary, cultivate industriousness, kindness, and attentiveness.

Ecology classes can be held during walks or indoors, especially in bad, rainy or frosty weather. Before each lesson, the teacher talks about the subject of the lesson. For example, the theme is autumn. The teacher tells when autumn comes, what are the external signs: leaves turn yellow, leaves fall, birds fly to warmer climes, and the like. After which it is carried out didactic lesson V game form.

"Guess the season." The goal is to give an understanding of the signs corresponding to the seasons. To fix in memory the characteristic features of summer, autumn, winter and spring. The development of auditory attention. The ability to formulate, express thoughts.

Actions. The teacher names weather, natural phenomena. For example, it began to snow, a snowstorm covered the street, a snowdrop blossomed, a bunny changed the color of its fur coat. Preschoolers should highlight the excess, name the season and justify their choice.

What grows where. The goal is to introduce kids to the plant world and places where different plants grow.

Preparation. The teacher talks about trees, shrubs, where and in what area they grow, shows pictures.

Actions. The child becomes a semicircle, facing the teacher. The teacher shows a picture with a plant and says: "This is a strawberry, it grows with us." If the kids agree, they bounce in place. The teacher shows a card with a pineapple, says that it is a pineapple, it grows in the north. If the fidgets do not agree, they stand and wave their hands: no, not true.

Birds, animals, fishes. The goal is to give knowledge about the species concept, to teach how to distinguish objects into groups.

Preparation. The task is performed in a playful way, using a ball or a small toy.

Actions. The children stand in a circle, facing each other. The host starts the game. Throws the ball and says it's a fish. The child who caught the ball should name the fish, for example, pike, crucian carp and throw the ball to a neighbor. When a preschooler throws a ball, he sets a task: to name a representative of fish, birds or animals. The one who catches the ball must give the correct answer.

"Guess what's hidden." The goal is to teach to identify the characteristic features of an object, to recognize it by description.

The host covers the apple, banana or carrot with a napkin. Offers to guess what is hidden from the description. Fidgets can ask leading questions. The first person to name the hidden object wins.

Sensory perception

Didactic sensory games are aimed at developing visual, tactile perception. Before conducting game activities related to sensory sensations, the teacher explains to preschoolers what are geometric figures how they differ from each other.

Kids get acquainted with such materials as wood, metal, glass, plastic. Fidgets, together with the teacher, find the features of each material. For example, glass is fragile and can break. Wood is warm, metal is cold to the touch.

"Make no mistake." The goal is to teach kids to group objects according to shape, material. To fix in the memory of the child the knowledge and understanding of such concepts as soft, hard, smooth, rough, shiny, matte in color. The child must distinguish a large object from a small one, consolidate the concepts of geometric shapes.

Actions. The teacher divides the kids into several teams, optimally 4 teams. For each group, a box or basket is placed on the floor, on which a picture with an object made of a certain material is attached. For example, metal scissors, a soft toy, a rubber ball, a plastic cube.

The teacher repeats again with the preschool children how one material differs from another, after which he gives the task to the teams. Each group must find and collect in their box as many items as possible from the material shown in the picture. The team with the most items in the fastest time wins.

You can change the conditions of the gameplay, offer to collect round, square, triangular objects.

"Air balloons". The goal is to give the concept of the spectrum, to fix in memory the colors of the spectrum: red, orange, yellow, green, blue and violet.

Actions. In front of each preschooler is a picture with colorful balls. It is necessary to find and tie a thread of the same color.

Any didactic game for a child of 5-6 years old is primarily aimed at expanding vocabulary, as well as forming speech. A coherent, logically constructed speech is an indicator of the speech development of a preschooler. After 5 years, the baby begins to control his speech. In a child’s conversation, not only simple, but also complex sentences already appear.

Children distinguish, distinguish groups of sounds in words. Speech becomes more expressive, the preschooler uses intonation correctly. It can emphasize a sad or cheerful mood with a voice. Preschoolers understand and are able to regulate the volume of their voice and its tempo. They can speak in whispers, quickly or slowly.

Didactic games for the development of speech teach you to coherently express your thoughts, build a correct dialogue, learn to pronounce sounds correctly. In games for the development of speech, special attention is paid to the formation of speech, phonetic hearing of a preschooler. The teacher in a playful way works with sounds, letters, teaches how to correctly formulate and pronounce whole sentences.

"Broken phone". The goal is to develop auditory perception, memory, teamwork, honesty and goodwill.

Rules. The child whispers a word to a neighbor so that other children do not hear. If the kid incorrectly conveyed the word, that is, he ruined the phone, this child should sit on the last chair.

Actions. Preschoolers sit side by side on chairs, forming a chain. The first child quietly speaks a word in the ear of a neighbor, who passes it on. The kid who sits last calls the word he heard. If the phone works, the word was transmitted correctly. If the phone is broken, they ask along the chain who heard what word and find where it was incorrectly transmitted.

"Solve the puzzle." The goal is to teach to divide words into syllables, to be able to highlight the first syllable, to compose words.

Rules. In each presented word, select the first syllable, make a new word.

Actions. Find the word hidden on the card. Each preschooler receives a picture that shows 3 drawings. It is necessary to name the words, select 1 syllable from each word. From the resulting syllables, make a hidden word. For example, pictures are presented with the following words:

  • sun, shovel, car (straw);
  • house, rose, guitar (roads);
  • wolf, chamomile, tank (gate);
  • owl, button accordion, cabbage (dog).

"Say the opposite." The goal is to give the concept of antonyms and fix it in memory. Expansion of vocabulary, the formation of correct speech. The development of mindfulness.

Rules. Choose the opposite meaning for each word. For example, big - small, up - down, far - close. You can use the verbs: wet - dry.

Actions. Preschool children sit on chairs in a circle. The teacher takes the ball, says the first word and throws the ball. The kid catches the ball, says a word that is opposite in meaning, and throws the ball to another child.

"One is many." Goal - a preschooler must learn to form a plural from a singular noun. Expand vocabulary.

Rules. The teacher says the word in the singular, the baby must form the plural.

Actions. The teacher throws the ball, pronounces the word in the singular. The preschooler returns the ball, while naming the plural.

"Say more words." The goal is to teach how to describe an animal not only by external signs, but also by traits and character traits.

Actions. The teacher offers to take a picture with any animal and describe it. For example, a cat is fluffy, affectionate, loves milk, meows gently. The more words and definitions the fidget comes up with, the better.

Didactic games in mathematics allow you to consolidate previously acquired knowledge and learn new concepts. Knowledge of numbers, simple mathematical operations helps to start solving problems for 1 or 2 actions. Solving mathematical problems develops thinking, intellectual abilities. Parents can also conduct such classes in a playful way at home, using children's loto or domino cards.

What number is missing? The task is to fix the ordinal account in memory.

The teacher draws numbers on the board or attaches cards to them, but one or more numbers are missing. The baby must name the missing number, take the card from the table where it is shown, and show it to everyone.

"More or less". Preschoolers should fix in memory the meaning of the concepts "more" or "less". To do this, the child is asked to name a number that is greater or less than the number written on the board.

"Magic Bag" The task is to consolidate knowledge of geometric shapes in memory. The children take it in turn to touch the figure out of the bag and describe it.

"Orientation in space". A preschooler must correctly navigate in space, understand the meaning of the terms: behind, side, left, right, bottom, top. You can offer to find a comfortable place for the doll. Put it in the middle, then move it back. Park the car in the back.

The study of traffic rules in preschool institutions is of particular importance. Knowing and following the rules of behavior on the road helps to protect the life and health of preschoolers.

Acquaintance with road rules begins in a playful way with acquaintance with the colors of the traffic light.

"Traffic light". The task is to teach the rules of safe crossing of streets and intersections. Learn what the colors of traffic lights mean.

Preparation. The teacher shows a picture of a traffic light, explains the meaning of each color. He tells how to cross the road correctly, what a zebra road is, whether it is necessary to let the car through and how to check that there is no danger on the road. Children repeat, retell what they remember.

A model road with an intersection is being prepared, where there is a carriageway, a sidewalk. Figures of pedestrians are cut out of cardboard, painted. Car figures are made in the same way. You can use instead of cardboard crafts, toy models of cars and small dolls.

Actions. One child places cars and dolls on the road layout. Turns on the traffic light, changes colors in turn. The second kid translates pedestrians across the road, helps cars pass. After the game is over, the preschoolers switch roles. When summing up, the number of errors is taken into account. The little one who made the fewest mistakes wins.

For fixing educational material you can conduct practical classes in the playroom or in the courtyard of a preschool institution. If the game lesson is held indoors, then you can make a road, sidewalk and a pedestrian zebra using colored ribbons. On the street, all the details of the transition can be drawn with white chalk.

There are game board sets for learning the rules of the road. They contain a playing field, cubes, chips, figures of cars and pedestrians, as well as road signs on stands. Several people can take part in the game. Preschool children take turns throwing the dice, taking as many steps as the dice showed. If a red traffic light falls on the playing field, the pedestrian skips the move, green - continues to move.

"Combine the parts of the signs into a whole." Toddlers love to collect puzzles - an image of something cut into pieces. Give each child a cut-out picture of a road sign to assemble. When the fidget has collected a road sign, he raises his hand. Tells group mates what sign he has collected and what this road sign means.

Fundamentals of life safety

Sometimes a circumstance may arise when a preschooler must urgently provide first aid, call firefighters, ambulance or the police. It is necessary to prepare young children for such situations. Preschoolers should be able to call adults for help, make phone calls, and call an ambulance or fire truck.

"Fire, help." The goal is to help the little man prepare for an unplanned situation. Teach how to call emergency services, explain the rules of conduct.

Preparation. The teacher talks about dangerous household items, things that are very dangerous to play with. Shows the phone numbers of firefighters, ambulance, police, which are written on a paper sheet. Tells how to call for help. 2 phones are brought.

Didactic games for children 5-6 years old have their own differences related to the age characteristics of a child of this age.

Children at the age of five are characterized by curiosity, observation, interest in everything new, unusual. Children really like to solve riddles themselves, to find the right solution to the problem. The volume of knowledge is expanding, and the nature of mental activity is changing. New forms of thinking arise, analysis becomes more and more detailed, and synthesis more and more generalized and precise. Children of the sixth year of life already understand the connection between surrounding objects and phenomena, the causes of phenomena and their features.

When selecting didactic games for children 5-6 years old, one should pay attention to the degree of difficulty of the game rules and actions, so that when they are performed, the child shows the efforts of the mind and will.

Competition plays an important role in children's games. Give your child more freedom in choosing a game and in creatively solving its problems.

The role of an adult in games for children aged 5-6 is mainly to explain the rules of the game. At this age, children can already act independently, without the participation of an adult, this applies mainly to board-printed games.

It is very important to choose the right game, to analyze whether the child has the necessary knowledge and ideas. At the end of the game, be sure to praise the children, focus on the positive aspects, and encourage success.

Make no mistake!

Didactic task. Exercise children in distinguishing objects by material; consolidate knowledge about such properties of objects as hard, soft, rough, dense, smooth, shiny, matte.

Game rules. Collect items of the same quality in a basket, talk about the properties of items.

Game actions. The search for objects is carried out by links, they compete: whoever finds the most items of the same material, wins. The search begins and ends at the signal of the leader.

Game progress. The game begins with a short conversation between an adult and children about the objects that surround them in the room.

An adult in the process of conversation clarifies the knowledge of children that there are a lot of objects in the room and they are all made of some material.

Now look at this toy! (Shows a nesting doll.) What do you think it is made of? (Children answer.) Yes, it is made of wood. What is this item made of? (Shows scissors. Children answer.) This object, you rightly said, is made of metal.

Come, Lena, to the table, pick up a nesting doll and scissors and say which is colder: scissors or a nesting doll. Correctly Lena said that the scissors are colder. Metal is cold, but wood is warmer.

Now tell me, what is this ball made of? (Shows a plastic ball. The children answer.) Yes, it is made of plastic. See how he bounces! How can you say about this property of plastic? (It is elastic. The ball jumps.) But what is this bubble made of? That's right, it's made of glass. What can be said about the properties of glass?

An adult brings the children to the answer: it is fragile, easily beaten. Therefore, with objects made of glass, you must always be very careful.

Now, guys, we will play the game "Do not make a mistake!". We will have four links. Let's choose a counting unit. We will give each leader a basket: a ball is pasted on this basket. (Shows a basket with a ball.) Here you will need to find and put all the objects made ... What are they made of?

Made of plastic, the children answer.

And this basket has a picture of scissors pasted on it. This is where we collect all the items...

Metal.

And in this basket (a matryoshka is pasted on it) - we will put items ...

Wooden.

In this basket we put all the items ...

Glass.

Start the search and end only on a signal: a blow to the tambourine. Whoever collects the most items wins.

Four linkers are chosen by a counting room. They take baskets and, together with the members of their squad (they should be equally divided), after the sound of the tambourine, they go to collect items. After the second stroke of the tambourine, everyone approaches the adult, lays out the objects one by one, recounts them, checks for mistakes, and talks about the properties of the objects.

At the end, the winning link is announced. The winners are greeted with applause.

The game can be varied by using objects made from other materials: cardboard, fabric, rubber, etc.

Whoever comes, let him take it!

didactic task. To teach children to talk about the subject, highlighting its most characteristic features: shape, color, quality and its purpose; according to the description, find an object in a room or on the street, recognize tools, machines, by whom they are used in work; develop attention, thinking, memory and speech.

Game rules.
According to the description of the object, find it in a room or on a site, correctly name it. Who makes a mistake and brings not the item that was told, he pays a forfeit, which is redeemed at the end of the game.

Game actions. Guessing, guessing, searching for objects.

Game progress. The adult reminds the children that recently they had a conversation about the fact that different objects, tools, machines help people in their work. Speaks:

Today we will play such a game: we have a lot of tools, machines (toys) in our room. You will choose any one of them and tell us so that we know which tool or machine you are talking about. But you can't name an object. We ourselves must guess. Whoever guesses first will find this item and bring it here on the table.

I guessed the item that the tailor needs. It's metallic. You can also make a riddle: "Two ends, two rings, and carnations in the middle."

These are scissors, says one child.

Well done, go get it and put it on the table.

Guess what it is, - the next participant continues the game. - Car, wheels like a tank. He knows how to do everything: he plows, he sows, and he carries loads.

The one who guessed ("It's a tractor!") Comes up first and finds a tractor among the toys and also puts it on the table.

The game continues until many different tools and machines are on the table. The game ends with guessing the forfeits of those who made a mistake and brought the wrong item.

Similar - not similar.

didactic task.
To teach children to compare objects, to notice signs of similarity in color, shape, size, material; develop observation, thinking, speech.

Game rules. Find two objects in the environment, be able to prove their similarity. The person pointed to by the arrow answers.

Game actions
. Search for similar items.

Game progress. Various items are prepared in advance and discreetly placed in the room.

An adult reminds children that they are surrounded by many objects, different and the same, similar and not quite similar.

Today we will find objects that are similar to each other. They may be similar in shape, color, size, material. Listen to the rules of the game. You need to walk around the room, select two similar objects and sit down. The one whom the arrow points to will tell you why he took these two items, what is their similarity.

Most often, children find similar objects by color, size. The hidden quality is difficult for them to detect. This game helps the guys to solve the problem. For example, taking a teaspoon and a dump truck, the child explains his choice by saying that they are similar because they are made of metal. At first, such a combination of objects causes laughter in children.

How are a spoon and a dump truck similar? - the children are perplexed and laugh. Of course they don't look alike.

But the child who called them similar proves the correctness of his choice.

While playing, children learn to find signs of similarity in objects, which is much more difficult than to notice signs of their differences.

Do you know?

didactic task. To consolidate children's knowledge about sports, to arouse the desire to engage in them; educate interest in athletes, pride in their victories.

Game rules. When choosing the items necessary for a given sport, correctly name the sport and items.

Game actions. Choose pictures of different sports.

Game progress. An adult examines large pictures with children, which depict sports subjects: games of football, hockey, volleyball, rhythmic gymnastics, rowing, etc .; talks with children, clarifying their knowledge. After handing out pictures to children, an adult offers them to pick up necessary items for every athlete. He draws the attention of children to objects that lie on the carpet: a hoop, a ribbon, a soccer ball, a stick, a puck, a shuttlecock, a racket, a boat, oars, etc. The children name them.

Now listen to the rules of the game. On a signal (whistle), you will find and put to the picture where one sport is drawn, those items that these athletes need. Be careful!

Gives a signal. After all the items are put to the corresponding pictures, the children check if there is a mistake.

The game consolidates knowledge about sports, about sports equipment, and also brings up interest in sports. The game can be ended with a conversation about athletes - champions of the competition, looking at pictures, photos on sports topics.

Then the adult offers the items that were used in the game to take with them for a walk and play sport games on one's own.

Tops and roots.

didactic task. To consolidate knowledge that vegetables have edible roots - roots and fruits - tops, some vegetables have both tops and roots; exercise in compiling a whole plant from its parts.

Game rules. You can search for your vershok or spine only on a signal. It is impossible to pair up with the same player all the time, you have to look for another pair.

Game actions. Search for a couple; composition of the whole plant.

Game progress. Option 1. After harvesting in his garden, an adult gathers children, showing them what a good crop they have grown, and praises them for their useful work. Then he clarifies the knowledge of children that some plants have edible roots - roots, others have fruits - tops, and some plants have both tops and roots. An adult explains the rules of the game:

Today we will play a game called "Tops and Roots". We have tops and roots of plants - vegetables on the table. We will now divide into two groups: one group will be called tops, and the other - roots. (Children split into two groups.)

There are vegetables on the table here; the children of the first group take an apex in their hand, and the children of the second - by the spine. All taken? And now, on a signal (clap your hands), you all scatter around the site and run in all directions. When you hear the signal "One, two, three - find your pair!", quickly find a pair for yourself: to your top - a spine.

The game is repeated, but it is already necessary to look for another vershok (or spine). You can't pair up with the same player all the time.

Option 2. Tops (or roots) stand still.

Only one subgroup of guys runs around the playground. An adult gives a signal: "Roots, find your tops!". Children should become so that the tops and root are one.

The correctness of the task can be checked only by the "magic gate" (an adult and one of the children), through which all couples pass. So that interest in the game does not fade away, you can offer to exchange tops and roots.

CARD FILE OF GAMES

FOR CHILDREN

6 – 7 YEARS

DIDACTIC GAMES ON ECOLOGY

1. "WHAT GROWS WHERE?"

Target . To teach children to understand the processes occurring in nature; show the dependence of all life on earth on the state of the vegetation cover.

Game progress . The teacher names different plants and shrubs, and the children choose only those that grow in the area. If they grow up, the children clap their hands or jump in one place (you can choose any movement), if not, the children are silent.

Plants: cherry, apple tree, palm tree, rosehip, currant, apricot, raspberry, orange, lemon, pear, pineapple, etc. .

2. "WHAT IS SUPERB?"

Target. To consolidate knowledge of the signs of different seasons, the ability to clearly express one's thoughts; develop auditory attention.

Game progress . The teacher calls the season: "Autumn." Then he lists the signs of different seasons (Birds fly south; snowdrops bloomed; the leaves on the trees turn yellow; fluffy white snow falls ). Children name an extra sign and explain their choice.

3. "MY CLOUD".

Target . Develop imagination, figurative perception of nature.

Game progress . Children sit on blankets or squat, look at the sky and floating clouds. The teacher offers to dream up and tell what the clouds look like, where they can swim.

4. "INSECTS".

Target. To consolidate the ability to classify and name insects.

Game progress . Children stand in a circle, the host calls the insect (fly ), and passes the ball to a neighbor, he calls another insect (mosquito ) etc. Anyone who cannot answer is out of the circle. The host says "flying insect butterfly ” and passes the ball, the next one answers: “Mosquito " etc. At the end of the circle, the host calls "Hopper ' and the game continues.

5. "THIRD EXTRA".

Target . To consolidate knowledge about the diversity of birds.

Game progress . The teacher calls the birds mixed up, whoever notices a mistake should clap his hands (sparrow, crow, fly, bullfinch, etc.).

6. "YES OR NO".

Target . To consolidate the knowledge of children about the signs of autumn.

Game progress. The teacher reads the poem, and the children should listen carefully and answer “yes” or “no”.

Do flowers bloom in autumn? Harvest the whole harvest?

Do mushrooms grow in autumn? Are the birds flying away?

Clouds cover the sun? Does it rain often?

Is the prickly wind coming? Do we get boots?

Do fogs float in autumn? The sun is shining very hot

Well, do birds build nests? Can children sunbathe?

Do the bugs come? Well, what should be done -

Animals mink close? Jackets, hats to wear?

7. "FLOWERS".

Target. To consolidate the ability of children to classify and name indoor and garden plants.

Game progress. Children become in a circle. The child names a houseplant(violet ) and passes the ball to a neighbor, he calls another plant (begonia ) etc. Anyone who cannot answer is out of the circle. In the second round, the leader names garden plants, and the game continues.

8. "TELL WITHOUT WORDS."

Target . To consolidate ideas about autumn changes in nature; develop creative imagination, observation.

Game progress . Children form a circle. The teacher suggests depicting autumn weather with facial expressions, hand gestures, movements: it became cold(children shrivel, warm their hands, put on hats and scarves with gestures ); cold rain is fallingopen umbrellas, turn up collars ).

9. "LIKE - NOT LIKE".

Target . Teach children to compare objects, recognize objects by description.

Game progress. One child guesses the animals, while the others must guess them according to the description.

10. "HUNTER".

Target. Exercise in the ability to classify and name animals.

Game progress . Children stand in front of the line, at the end of the site - a high chair. This "forest » (« lake", "pond "). A "hunter" is sent to the "forest" - one of the players. Standing still, he utters these words: “I am going to the forest to hunt. I will hunt for ... ". Here the child takes a step forward and says: “Hare”, takes a second step and names another animal, etc. You cannot name the same animal twice. The winner is the one who reaches "forests" ("lakes", "ponds ”) or moved on.

11. "LIVING AND NON-LIVING NATURE".

Target . To systematize the knowledge of children about living and inanimate nature.

Game progress . "Live" (inanimate) nature, ”says the educator and passes one of the players an object (or throw the ball ). Children name natural objectsthe one indicated by the teacher ).

12. "GUESS WHAT PLANT"

Target. Teach children to describe an object and recognize it by description.

Game progress. The teacher offers the player to describe the plant or make a riddle about it. Other children have to guess what kind of plant it is.

13. "WHAT IS THIS BIRD?"

Target. Teach children to describe birds according to their characteristic features.

Game progress. Children are divided into two groups: one group describes the bird(or riddles ), and the other must guess what kind of bird it is. Then the groups change places.

14. "KNOW WHOSE SHEET".

Target . To teach children to recognize and name a plant by a leaf, to find it in nature.

Game progress . Collection of leaves fallen from trees and shrubs. The teacher offers to find out which tree or shrub the leaf is from and find proof (resemblance ) with non-fallen leaves that have a variety of shapes.

15. "IT HAPPENS - IT DOES NOT HAPPEN" (with the ball).

Target . Develop memory, thinking, speed of reaction.

Game progress . The teacher pronounces the phrase and throws the ball, and the child must quickly answer: frost in the summer (can not be ); snow in winter(It happens ); frost in summercan not be ); drops in summer(can not be ).

16. "FIND A PAIR".

Target . Develop in children thinking, ingenuity.

Game progress . The teacher distributes one sheet to the children and says: “The wind blew. All the leaves are scattered. Hearing these words, the guys are spinning with leaves in their hands. The teacher gives the command: “One, two, three - find a couple!” Everyone should stand next to the tree whose leaf they hold in their hands.

17. FORESTER.

Target. To consolidate children's knowledge about the appearance of some trees and shrubs(trunk, leaves, fruits and seeds ).

Game progress . A "forester" is chosen, the rest of the children are his assistants. They came to help him collect seeds for new plantings. "Forester" says: "A lot of birch trees grow on my site (poplars, maples ), let's get some seeds." "Forester" can only describe the tree without naming it. Children look for seeds, collect them and show them to the "forester". The winner is the one who scored more seeds and did not make a mistake.

18. "NATURE AND MAN" I

Target. To consolidate and systematize the knowledge of children about what has been done by man, and what nature has given to man.

Game progress . "What is man made?" - the teacher asks and throws the ball to the child. He replies: "Machine." After several answers from the children, the teacher asks a new question: “What is created by nature?” Children name objects of nature.

19. "NATURE AND MAN" II

Target . To consolidate and systematize the knowledge of children about what has been done by man, and what nature has given to man.

Game progress. The teacher becomes in a circle, in his hands is a ball. He negotiates with the children in advance: the teacher names the objects, and the children answer with one word: “Man!” or "Nature!" For example, the teacher throws the ball to the child and says: “Machine!”, The child answers: “Man!” The one who made a mistake leaves the circle for one horse.

20. "THIN YOURSELF" ( option 1 )

Target. Teach children to make sentences with a given number of words.

Game progress. Offer children reference words: autumn, leaf fall, snow, snowflakes. Ask the children to come up with sentences of 4, 5 words. The first child to make a proposal gets a token.

(option 2)

Game progress. The teacher appoints a leader and sets the topic: “Seasons”, “Clothes”, “Flowers”, “Forest”. The child comes up with words and says them to everyone else, for example: "Flowers, insects, opened." Children should come up with as many sentences as possible so that these words sound in them.

21. "WHO LIVES WHERE".

Target. Develop the ability to group plants according to their structure(trees, shrubs).

Game progress. Children will be "squirrels" and "bunnies", and one child will be "fox". "Squirrels" and "bunnies" run around the clearing. On a signal: "Danger - a fox!" - "squirrels" run to the tree, "Hares" - to the bushes. "Fox" catches those who perform the task incorrectly.

22. "BIRDS".

Target. To consolidate the ability to classify and name animals, birds, fish.

Game progress. Children become in a circle. The host calls the bird (fish, animal, tree... ), for example, “sparrow” and passes the ball to a neighbor, he calls “crow”, etc. Whoever fails to answer is out of the circle.

23. "Don't Yawn!" ( wintering, migratory birds).

Target. Develop auditory attention, speed of reaction.

Game progress. The teacher gives all the children the names of the birds and asks them to carefully follow: as soon as their name is heard, they should stand up and clap their hands; who misses his name, out of the game.

In the second version of the game, it is recommended to use the names of animals.

24. NAME THREE OBJECTS (option 1).

Target. Exercise in the classification of objects.

Game progress. Children must name objects that correspond to this concept. The teacher says: "Flowers!" and throws the ball to the child. He answers: "Chamomile, cornflower, poppy."

(option 2)

The teacher divides the children into two teams. The first child names the flower and passes the ball to the other team. She must name three names of flowers and pass the ball to the first team, which, in turn, also names three flowers. The team that named flowers last wins.

25. "NATURE AND MAN".

Target. To consolidate and systematize the knowledge of children about what is done by human hands, and what is done by nature.

Game progress. “What is man made? - the teacher asks and throws the ball to the player. After several answers from the children, he asks a new question: “What is created by nature?” The children answer.

26. "FINISH THE OFFER."

Target. Learn to understand the causal relationships between phenomena; exercise in the correct choice of words.

Game progress. caregiver(or child ) begins the sentence: "I put on a warm coat because ...". The child who completes this sentence constitutes the beginning of a new one.

27. "WHEN DOES IT HAPPEN?"

Target. Clarify and deepen children's knowledge of the seasons.

Game progress. The teacher calls the season and gives the chip to the child. The child names what happens at this time of the year and passes the chip to the next player. He adds a new definition and passes the token, and so on.

28. "IS IT TRUE OR NOT?"

Target. Teach children to find inaccuracies in the text.

Game progress. The teacher says: “Listen carefully to the poem. Who will notice fables more, what does not actually happen?

Warm spring now. Likes to sit in the river.

Our grapes are ripe. And in winter among the branches

Horned horse in the meadow “Ga0ga-ga, the nightingale sang.

Jumping in the snow in summer. Quickly give me an answer -

Late autumn bear Is it true or not?

Children find inaccuracies and replace words and sentences to get it right.

29. "WHAT SEASON?"

Target. Learn to perceive a poetic text; educate aesthetic emotions and experiences; consolidate knowledge about the months of each season and the main features of the seasons.

Game progress. Writers and poets in their poems sing of the beauty of nature at different times of the year. The teacher reads a poem, and the children should highlight the signs of the season.

30. "THIRD EXTRA" ( plants)

Target. To consolidate knowledge about the diversity of plants.

Game progress. The teacher tells the children: “You already know that plants can be cultivated and wild. I will now call the plants mixed: wild and cultivated. Whoever hears an error should clap their hands. For example: birch, poplar,Apple tree ; apple tree, plum,oak etc.

31. "GUESS WHAT PLANT"

Target. Learn to describe an object and recognize it by description; to form the ability to choose the brightest sign of a plant.

Game progress. The teacher invites the child to name one of the most characteristic features of the plant, the rest of the children must guess the plant itself. For example, a white trunk (birch ); red hat with white dotsmuhomo p), etc.

32. "GOOD - BAD."

Target. To consolidate knowledge about the rules of behavior in nature.

Game progress. The teacher shows the children the schematic rules of behavior in nature. Children should tell as much as possible about what is shown in the pictures, what can and cannot be done, and why.

33. "KIND WORDS".

Target . Cultivate love for nature, the desire to take care of it.

Game progress . The teacher says: “There are many different kind words, they should be said to everyone more often. Kind words always help in life, and evil words harm. Remember kind words, when and how they are said. Come up with different kind words that you can refer to ... a cat, a flower, a doll. friend, etc.

34. "GUESS WHAT A BIRD"

Target. Learn to describe a bird and recognize by description.

Game progress . The teacher invites one child to describe a bird or make a riddle about it. Other children have to guess what kind of bird it is.

35. "GUESS, WE WILL GUESS".

Target . To systematize the knowledge of children about the plants of the garden and garden.

Game progress. The leader describes any plant in the following order: shape, color, use. Children must recognize the plant from the description.

36. "WHAT ARE THEY PLANTING IN THE GARDEN?"

Target. To teach to classify objects according to certain characteristics (by place of growth, by the way they are used); develop speed of thinking, auditory attention, speech skills.

Game progress . The teacher asks about what is planted in the garden and asks the children to answer “yes” if what he calls grows in the garden and “no” if it does not grow in the garden. Whoever makes a mistake will lose.

37. "WHAT WILL BE IF..."

Target. Learn to notice the consequences of your actions in relation to nature.

Game progress . The teacher sets a situation for discussion with the children, as a result of which the children come to the conclusion that it is necessary to observe the measure and protect nature. For example: "What will happen if you pick all the flowers? ... destroy the butterflies?"

38. "WHAT GROWS IN THE FOREST?"

Target. To consolidate knowledge about forest (garden) plants.

Game progress . The teacher chooses three children and asks them to name what grows in the forest. The teacher says: "Mushrooms!" Children must name the types of mushrooms in turn. The teacher says to other children: “Trees!” The children name the trees. The child who names the most plants wins.

39. SHOP "FLOWERS"

Target. Teach children to group plants according to their place of growth; describe their appearance.

Game progress . Children play the role of sellers and buyers. To make a purchase, you need to describe the plant you have chosen, but do not name it, but only say where it grows. The seller must guess what kind of flower it is, name it, then issue a purchase.

40. "WHAT FOR WHAT?"

Target. Learn to name the seasons and the corresponding months.

Game progress. The teacher names the season and passes the chip to the child, he must name the first month of this season and give the chip to another child who names the next month, etc. Then the teacher calls the month, and the children - the season.

41. "FEED THE ANIMAL."

Target. Learn to divide words into parts, pronounce each part of the word separately.

Game progress. Children are divided into two teams. The first team names the animal, and the second lists what it eats, trying to highlight two-syllable words, and then three-syllable ones.

42. "GUESS THE INSECT".

Target. Strengthen children's knowledge about insects.

Game progress. The teacher thinks of a word, but only says the first syllable. For example: the beginning of the word ko ... Children pick up words (mosquito ). Whoever guesses first gets a chip. The child with the most chips wins.

DIDACTIC GAMES FOR THE DEVELOPMENT OF ORAL SPEECH

43. "GET YOUR MATTER."

Target. Teach children to listen to the sound of words; exercise in independent naming of words and a clear pronunciation of sounds in them.

Game progress. The teacher invites the children to find a mate. To do this, one of the children says a word, and the other responds with a similar word, for example:parsley - parsley . The children who made up a couple step aside and come up with words that are similar in sound (car - tire , sock - sand ), but the child who picked up the rhyme should answer.

44. "WHAT DOES IT MEAN?"

Target . To teach children to group words according to meaning, to understand the direct and figurative meaning of words.

Game progress . The teacher asks the children: “Is it possible to say that? How do you understand this expression? Children explain phrases.

Fresh breeze -chill .

Fresh fish -recently caught , unspoiled I.

Fresh shirt -clean, washed, ironed .

Fresh newspaper -new, just bought .

Fresh paint -dry .

fresh head -rested .

45. "WHO MORE WORDS COME UP".

Purpose of the game . Activate vocabulary, expand horizons.

Game progress . Children form a circle. The teacher names the sound and asks the children to come up with words in which this sound occurs. One of the players throws the ball to someone. The child who caught the ball must say the word with the set sound. Anyone who did not come up with a word or repeated what someone had already said skips a turn.

46. ​​"SEARCH".

Target. Exercise children in the use of adjectives that agree with nouns.

Game progress. Children should see as many objects of the same color as possible around them within 10 - 15 seconds (or the same shape, or from the same material) . At the signal of the teacher, one child begins to list items, other children complete. The one who correctly names the most items wins.

47. "Think up for yourself."

Target . Teach children how to correctly compose sentences with a given number of words.

Game progress. Key words are given: autumn, leaf fall, snow, snowflakes. You need to make a sentence of 3, 4, 5 words. The first child to make a proposal gets a token.

48. "DOES IT HAPPEN OR NOT?"

Target. Develop logical thinking, the ability to notice inconsistency in judgments.

Game progress. The teacher says: “Now I will tell you stories. In my story, you should notice that. What doesn't happen. Whoever notices, let him clap his hands.

In the evening, when I hurried to kindergarten, I met a mother who was taking the child to school.

At night the sun shone brightly and the stars burned.

Apples ripened on the birch ».

Children find contradictions in sentences.

49. PUZZLE GAME.

Target

Game progress . The children are sitting on the bench. The teacher makes riddles. The child who has guessed the riddle comes out and guesses himself. For guessing and guessing riddles, the guys get chips. The one with the most chips wins.

50. "CORRECT THE MISTAKE."

Target . Teach children to understand the meaning of the sentence.

Game progress . The teacher reads the sentences. They made mistakes that the guys should correct.

The goat brought food to the girl.

The ball plays with Sasha.

The road goes by car.

Gena broke the ball with glass . Etc.

51. "REMEMBER DIFFERENT WORDS."

Target . Learn to listen to the sound of words; exercise in independent naming of words and a clear pronunciation of sounds in them.

Game progress. Children become in a circle. Each child must name a word and say it to the next participant; The next participant says the same word. So, in turn, all the children must say one word at a time. After three rounds the game stops. You can't repeat the same word twice. The one who did not manage to quickly name the word or repeated what was already mentioned leaves the circle.

52. "STOP! STOP, STOP!".

Target . Exercise in independent naming of words and a clear pronunciation of sounds in them.

Game progress. Children stand in a circle, the teacher is in the center. The teacher says that they will describe the animal, and each child must say something about it. For example, the teacher says: “Bear!” - and passes the wand to the child, he answers: “Brown!” - and passes the wand to the next. Anyone who cannot say anything about the animal is out of the game.

53. "WHAT, WHAT, WHAT?"

Target . Learn to select definitions that correspond to a given example, phenomenon.

Game progress. The teacher calls a word, and the players take turns picking up as many signs as possible that correspond to this subject.

Squirrel - red, nimble, big, small, beautiful.

Coat - warm, winter, new, old. Etc.

54. "WHO MORE REMEMBERS".

Target . Expand children's vocabulary.

Game progress. The teacher asks to look at the pictures and tell what the objects do: a blizzard (sweeps, vyuzhit, purzhit ); rain (pours, drizzles, drips, drips, starts ); crow (flies, croaks, sits, eats).

55. "THINK ANOTHER WORD."

Target . Expand children's vocabulary.

Game progress. The teacher asks the children to make phrases according to the example:milk bottle - milk bottle .

Cranberry jelly - ... (cranberry jelly ).

Vegetable soup - ... (vegetable soup).

Mashed potatoes - ... (mashed potatoes ). Etc.

56. "WHAT DID I SAY?"

Target. To teach children to distinguish several meanings in a word, compare them, find common and different.

Game progress . The teacher says that there are words that we use often, and we call many different objects with the same word: head (dolls, onion, garlic, human head ); needle(at the syringe, at the spruce, at the pine, sewing, at the hedgehog ); nose(at a person, at a teapot, at an airplane ); leg; pen; wing, etc.

57. "REVERSE"

Target . Develop in children quick wit, quick thinking.

Game progress . educator (or child ) calls the word, the children pick up a word with the opposite meaning to it (far - close, high - low).

58. "ADD A SYLLOGUE"

Target . To develop in children phonemic hearing, speed of thinking.

Game progress . caregiver(or child ) says one syllable and throws the ball. The one who catches the ball must complete the word, for example, ma - ma, books - ha, etc. The child who completed the word again throws the ball to the teacher (or child ).

59. "SAY A WORD."

Target. Teach children to choose single-root words.

Game progress. The teacher reads a poem, and the children must add words related to the word "snow".

Quiet, quiet, as in a dream,

Falls to the ground...snow).

Fluffs are all sliding from the sky -

Silvery…(snowflakes).

Here's some fun for the kids

Getting stronger...snowfall ).

Everyone is running,

Everyone wants to play... (snowballs).

Like a white down jacket

Dressed up...(snowman) .

Next to the snow figurine

This girl…(Snow Maiden ).

Like in a fairy tale, like in a dream

Decorated the whole earth ... (snow ).

( I. Lopukhina )

- What words did you choose? What word do they all look like?

60. "SAY DIFFERENTLY."

Target. Learn to choose synonyms.

Game progress. The teacher says that in this game, children will have to name words that are close in meaning (for example,cold - frost ).

61. "SAY WHAT YOU HEAR."

Target. Develop phrasal speech.

Game progress. The teacher invites the children to close their eyes, listen carefully and determine what sounds they heard.(car signal, rustle of a falling leaf, conversation of passers-by, etc. .) Children must answer in full sentences.

62. "ADD THE OFFER."

Target. To develop the speech activity of children, the speed of thinking.

Game progress. The teacher says the beginning of the sentence, and the children must complete it with new words to make a complete sentence. For example, a teacher: “Mom bought ...” “...books, notebooks, sweets ...”, the children continue.

63. FIND THE OPPOSITE WORD.

Target. Teach children to select words that are opposite in meaning in tasks of various types.

Game progress. The teacher asks a sentence and invites the children to answer the questions: “If the soup is not hot, then what is it?”, “If the room is not bright, then how?”, “If the knife is not sharp, then it ...”, “If the bag is not light, then it is ... ”, etc.

64. "SAY A WORD WITH THE REQUIRED SOUND."

Target. Develop phonemic hearing, speed of thinking.

Game progress. The teacher says: “Come up with a word with a sound (a) - and throws the ball to any of the players. The child answers: "Hat" - and throws the ball to the next player, etc. round. Then the teacher calls another sound, and the game is repeated again.

65. "WHERE WAS I?"

Target. To teach children to form forms of the accusative plural of animate nouns.

Game progress. The teacher says: “Guys, guess where I was? I saw jellyfish, seahorses, sharks. Where was I? (On the sea ).

- And now you ask me riddles about where you were. Tell who you saw. The main thing in this game is not guessing, but making up a riddle.

66. "WE SHOULD SAY DIFFERENTLY."

Target. Teach children to choose words that are close in meaning.

Game progress. The teacher says: “One boy was in a bad mood. What words can be used to describe it? I coined the word sad. Let's also try replacing words in other sentences." It is raining (pouring ). Clean Air (fresh ).

67. "WHAT'S WRONG?"

Target. Develop auditory attention and speech; accustom to detect semantic inconsistencies; choose the right words according to the content of the text.

Game progress. The children are read the poem twice and asked to find the discrepancy.

Is it true or not that snow is black like soot,

Sugar is bitter, coal is white, but a coward, like a hare, dare?

That cancer can fly, and a bear can dance a mastak,

That pears grow on willows, that whales live on land,

That from dawn to dawn the pines are felled by mowers?

Well, squirrels love bumps, and lazy people love work,

Don't girls and boys take cakes in their mouths?

If the children do not name all the mistakes, then the teacher reads the poem again.

68. "WHO WILL FIND A SHORT WORD?"

Target. Learn to divide words into syllables.

Game progress. The teacher tells the children that you can find out the length of a word in steps (or clapping ). He says the word "soup" and steps at the same time. The teacher says that only one step turned out, so this is a short word. Children line up along the line, and one at a time begin to pronounce the words and take steps. Whoever incorrectly divides the word into syllables is out of the game.

69. "WHAT ELSE ARE THEY TALKING ABOUT THIS?"

Target. Reinforce and clarify the meaning of ambiguous words.

Game progress. Tell me, please, what else can you say:

It's raining: it's raining... (snow, winter, dog, smoke, human ).

Playing ... (music, girl ).

Bitter … (pepper, medicine ).

70. "NAME THE INSECT WITH THE REQUIRED SOUND."

Target . Develop phonemic sound, speed of thinking.

Game progress . The teacher asks the children to remember the names of insects that have sounds(a), (k). Whoever says the most words wins. For example: butterfly, mosquito, dragonfly, etc.

71. "WHO KNOWS, LET IT CONTINUE."

Target. Reinforce the use of generalizing words in speech.

Game progress. The teacher calls generalizing words, and the children - a specific concept, for example, "Insect is ...". Children: "Fly, mosquito, ...".

72. "KNOCK YES KNOCK, FIND THE WORD, DEAR FRIEND".

Target . Teach children to divide words into syllables (parts).

Game progress . Children become in a circle, the teacher is in the center with a tambourine in his hands. The teacher hits the tambourine 2 times, the children must name insects that have 2 syllables in the name (mu-ha, ko-mar); then strikes 3 times - three-syllable words (stre-ko-za, mu-ra-wei, ba-boch-ka, etc.)

FORMATION OF ELEMENTARY MATHEMATICAL SKILLS

73. "THIN YOURSELF".

Target. To form the ability to use the same object as a substitute.

Game progress. The teacher (or the leader) suggests that each child choose one object (cube, leaf, cone, etc.) and dream up: what do the objects look like?

74. "WHAT IS IT?"

Target . To teach children to create images in their imagination based on the characteristic features of objects, to notice the unusual in the most ordinary things; develop imagination.

Game progress. Children stand in a circle, the teacher stands in the center of the circle. He puts the object (or objects) and invites the guys to think what it looks like. Then the teacher throws the ball to one of the children. This child must answer, the rest of the children complete his answer.

75. "MAKE NO MISTAKES!"

Target. Develop speed of thinking; to consolidate knowledge of what children do at different times of the day.

Game progress . The teacher names different parts of the day (or the actions of children). Children should answer in one word: “Let's have breakfast " or "We wash ourselves ” (or name part of the day).

76. "HOW ITEMS?"

Target . Teach children subject count; develop quantitative representations, the ability to understand and name numerals.

Game progress. Find and name identical objects (two three ...), and then those that meet one at a time. The task can be changed: find as many identical objects as possible.

77. "WHAT HAPPENS?"

Target

Game progress.

_ What happens wide? (River, tape, road, street ).

78. "JOURNEY"

Target . Teach children to find their way by landmarks.

Game progress . The teacher chooses one or two leaders who, according to noticeable landmarks (trees, shrubs, flower beds, buildings) determine the path. According to it, all children should come to a hidden toy.

79. "COATS".

Target . Develop quantitative concepts.

Game progress . Children stand in a circle. The teacher explains the rules of the game: “I will count to 5, and as soon as I say the word “five”, everyone should clap their hands. When pronouncing other numbers, you do not need to clap. Children, together with the teacher, count in order, at the same time bringing their palms together, but not clapping them. The teacher plays the game correctly 2-3 times, then starts making mistakes: when pronouncing the number 3 or some other (but not 5 ) he quickly spreads and joins his hands, as if he wants to clap. Children who repeated the movement and clapped their hands take a step out of the circle and continue to play around the circle.

80. "FIND AN OBJECT OF THE SAME SHAPE."

Target. Clarify children's ideas about the shape of objects.

Game progress. The teacher raises the circle drawing, and the children should name as many objects of this shape as possible.

81. "WHO AM I?"

Target. Learn to name the specified plant.

Game progress. The teacher points to a plant. The one who first names the plant and its shape (tree, shrub, grass ) gets a token.

82. "GUESS WHAT'S IN THE BAG"

Target. To teach children to describe the signs of an object, perceived by touch.

Game progress. The teacher puts natural material in a bag: pebbles, twigs, nuts, acorns. The child must identify the object by touch and talk about it without taking it out of the bag. The rest of the children must identify the item from the description.

83. "WHAT IS LIKE WHAT"

Target. Develop imagination, the ability to count; to consolidate ideas about artificial objects (for children we call them “non-nature” objects) and geometric shapes.

Game progress. The teacher calls the object “non-nature” to the children, and the children must guess what geometric figure it looks like.

FORMATION OF A COMPLETE PICTURE OF THE WORLD

84. "EARTH, WATER, FIRE."

Target . To consolidate the knowledge of children about the inhabitants of various elements.

Game progress . The players stand in a circle, in the middle - the leader. He throws the ball to the child, while saying one of four words:earth, water, fire, air . If the host says, for example,Earth , the one who caught the ball must quickly name the animal that lives in this environment; at the word "fire » - drop the ball. The one who makes a mistake is out of the game.

85. "And I."

Target . Develop intelligence, endurance, a sense of humor.

Game progress . The teacher says that he will tell a story. During the pause, the children should say: "And I" - if the words fit the meaning. If the words do not fit the meaning, then nothing needs to be said. For example:

I go one day to the river ... (and I).

I tear flowers and berries ... (and I).

86. "WHAT HAPPENS?"

Target . Learn to classify objects by color, shape, quality, material; compare, contrast, select names that fit the definition.

Game progress. The teacher asks: “Tell me, what is green?”(Cucumber, crocodile, leaf, apple, dress, tree).

_ What happens wide? (River, tape, road, street ).

For each correct word, the child receives a token. The child with the most words wins.

87. "WHAT'S CHANGED?" (fun game).

Target. Develop observation skills in children.

Game progress . The driver closes his eyes and turns away from the children. Three children at this time change something in their appearance: they unbutton a button, remove a hairpin, change their shoes. Then the driver opens his eyes, and he is offered to find changes in the appearance of the guys.

88. FIND WHAT I WILL DESCRIB.

Target . Teach children to find a plant by description.

Game progress . The teacher describes the plant, naming its most characteristic features. The first person to guess and name the plant gets a token.

89. "Unusual Blind Man's Bluff" (fun game)

Target . Develop observation.

Game progress . Two players are blindfolded, the rest of the children come up to them in turn. Blindfolded players compete to see who gets to know their friends the most.

In this case, it is allowed to use only several methods of identification: by a handshake; by whisper; by coughing; by touching the hair, ears, nose.

Whoever recognizes the arc correctly gets a point. The player with the most points wins.

90. CROCODILE (emotional-didactic game).

Target . Develop dexterity, observation, attention.

Game progress . The driver is selected (he will be a crocodile ”), which stretches its arms forward one above the other, depicting a toothy mouth. The rest of the children put their hands in the "mouth". "Crocodile" with a calm look distracts children, sings songs, stamps his feet and suddenly closes his hands - "mouth". Whoever gets caught becomes a "crocodile".

91. "WHO ARE YOU?"

Target . Develop auditory attention, speed of reaction.

Game progress . The teacher comes up with a story in which all the children get roles. Children become in a circle, the teacher begins the story. At the mention of the character, the child should stand up and bow. Children should be very attentive and follow not only their role. But also for the roles of neighbors. The child who did not hear about his role and did not get up leaves the game.

92. "WHO ( WHAT) FLYING?

Target . To consolidate children's knowledge about animals and birds.

Game progress . Children stand in a circle. The selected child names some object or animal, raises both hands up and says: "Flies." If an object that flies is named, all children raise both hands up and say: “Flying”. If not, the children do not raise their hands. If one of the children makes a mistake, he leaves the game.

93. "GUESS IT!"

Target. To teach to describe an object without looking at it, highlighting essential features in it, to recognize an object by description.

Game progress. At the signal of the teacher, the child who received the chip gets up and gives a description of any object from memory, then passes the chip to the one who will guess the object. Having guessed, the child describes his object and passes the chip to the next child, etc.

94. "WHO KNOWS MORE?"

Target. Develop memory, resourcefulness, ingenuity.

Game progress. The teacher says: “I have a glass in my hands. Who's to say what it can be used for?" Whoever names the most actions wins.

95. "WHO NEED WHAT".

Target. Exercise children in the classification of objects; to develop the ability to name objects necessary for people of a certain profession.

Game progress. The teacher says: “Let's remember what people of different professions need to work. I will name the profession, and you will say what a person of this profession needs to work. In the second part of the game, the teacher names the subject, and the children say what profession it can be useful for.

96. "REPEAT ONE AFTER ANOTHER."

Target. Develop memory, attention.

Game progress. The player names anyinsect, animal, bird , for example, a beetle. The second repeats the named word and adds his own(beetle, mosquito …) etc. The one who makes a mistake is out of the game.

97. "DO YOU REMEMBER THESE VERSES?"

Target. Develop memory, attention, sense of rhyme.

Game progress. The teacher reads excerpts from poems, and the children should say the missing words, for example:

Where did the sparrow eat?

At the zoo at…(animals ).

You don't stand too close:

I'm a tiger cub, not...(pussy).

wind across the sea... (walks)

And the boat...pushes ).

98. "FLY - DOES NOT FLY".

Target. Develop auditory attention; cultivate endurance.

Game progress . Children stand in a circle, the teacher is in the middle. He names an object and throws the ball. If the object flies, then the child to whom the ball flies must catch it, if not, throw it away with his hands. Whoever makes a mistake goes out of the circle and misses one move.

Games are an essential element in the development and upbringing of a child. Didactic games help to establish the relationship between practical and mental actions, which is important for children of any age: at 2–3 years old, 3–4 years old, 4–6 years old.

A didactic game is a type of educational activity organized in the format of a game. Classes implement the principles of gaming, active learning, obey a set of specific rules, have a strict structure and a system of control and evaluation tools.

Didactic games for children 2-3 years old: how to develop a baby.

The games in question, as well as mobile, musical ones, are created by adults (teacher, parent) and are offered ready-made. First, children master the game with the help of its developers, learn the rules, norms of action, and over time, after mastering the necessary content, they begin to play them on their own.

Such classes are one of the leading ones in preschool educational organizations, therefore they are used by educators at all stages of children's development: the first younger group (2-3 years old), the second younger group (3-4 years old), the middle one - 4-5 years old, the older one - 5-6 years, preparatory - 6-7 years.

Properly organized didactic games develop:

  • mental and cognitive abilities - children learn new information, generalize and consolidate it, expand their knowledge about various objects, phenomena of the surrounding reality, about the flora and fauna. Memory develops, all kinds of attention, observation, children learn to express judgments and conclusions;
  • speech- there is a replenishment of the active dictionary and its actualization in speech activity;
  • social and moral values- children learn the relationship between themselves and adults, between objects of animate and inanimate nature, children learn to empathize, give in to each other, be fair, considerate towards the other.

Usually, the games under consideration are divided into 3 main groups:

  1. Games with objects (toys)- are aimed at the direct perception of a thing and action with it, therefore, the child gets acquainted with the characteristics of this object, its shape, color. When working with several toys, children can compare them with each other, find common and different. This type of task allows you to organize independent activities, develops the ability to occupy yourself and not interfere with others in the group.
  2. Board games- aimed at getting to know the surrounding reality, flora, fauna, phenomena of animate and inanimate nature. Such tasks contribute to the development of speech skills, logic, mindfulness, teach modeling life situations, make decisions, train self-control skills.
  3. word games- develop thinking and speech of preschoolers. These games are based on speaking, which allows you to train the ability to solve various mental problems: describe the properties and characteristics of things or phenomena, highlight their main features, compare different objects (phenomena) with each other, guess them according to the description.

Didactic games for children (2-3 years old or older) are conducted by a teacher or parent, at the same time, he organizes activities through familiarization with the content and rules of the game, its course of action, through a clear example of how to play. The game ends with a summing up of its results and analysis, which allows you to identify the individual characteristics of children.

The benefits of didactic games

The games in question develop:

  • speech- children hear the speech of an adult and other preschoolers, therefore, vocabulary is replenished. In addition, the guys answer questions, describe something, reason, therefore, they train the available speech data, they are being improved;
  • thinking- preschoolers expand their knowledge about objects, phenomena, flora and fauna, learn new information, can compare existing experience with what they have received, train memory, logic, mathematical abilities;
  • attention- children train listening skills and understanding what needs to be done, how to play the game correctly, therefore, they become more attentive, focused, able to regulate their actions;
  • physical qualities- there is a development of the motor system, children become mobile, active, learn to control their movements, manage them, the child's psyche is formed in terms of the ability to be active.

Speech development

Didactic games aimed at developing speech skills are recommended to be selected taking into account the age indicator. Such classes replenish the active vocabulary of the kids and teach to distinguish the sounds of the pupils of the older group.

Didactic games for children 2-3 years old:

  1. "Tree". The goal is to develop the skill of using prepositions in speech, activating speech skills acquired earlier. Description - the educator reads a short poem and visually shows that ON is on top, and UNDER is on the bottom. After playing the action, he discusses with the children what else happens ON and UNDER. Text:

  1. "The doll is sleeping." The goal is to develop speaking and listening skills. Additional props - a doll and a lullaby (crib). Description - the task of the preschooler is to put the doll to sleep: shake it, sing a lullaby, put it in the crib and cover it with a blanket. The next stage of the game - the teacher explains that while the doll is sleeping, you need to talk in a whisper so as not to wake her up. At the same time, you need to bring the preschooler to a conversation, ask to talk about something. The final stage is to announce that the doll has woken up and now you can talk in full voice.

Classes for preschoolers 4-5 years old:

  1. "Where can you do something?" The goal is to develop the ability to use verbs in speech, listening skills, social and moral values. Description - children answer the teacher's questions: "What can be done on the playground?" (relax, play, ride downhill, run, chat, etc.), “What can you do in nature (in a clinic, in the country, etc.)?”.
  2. "What, what, what." The goal is to develop the ability to use definitions for various objects, phenomena in speech, to activate the existing vocabulary. Description - the teacher calls the words, and the preschoolers in a chain name the properties characteristic of these words. For example: a cat is affectionate, striped, fluffy; coat - warm, autumn, brown.

Games for the senior group:

  1. "vowel sounds". The goal is to develop the skills of isolating vowel sounds from the composition of a word. Description - the teacher calls a word consisting of one, two or three syllables (it all depends on the individual capabilities of the preschooler), children identify vowel sounds by ear and name them.
  2. "Superfluous word". The goal is to develop auditory attention, enrich the vocabulary and clarify the lexical meaning. Description - the teacher calls a chain of words, the task of the pupils is to find an extra word and explain their choice. For example: October, January, summer, June, August; jeans, dress, shoes, sweater, coat.

Development of thinking

Didactic games aimed at developing thinking will be useful not only for children aged 2–3, but also for the middle and older groups. Properly organized classes contribute to the training of all stages of the intellectual formation of thinking.

Namely:

  • visual-effective - the child establishes causal relationships through the solution of simple practical problems;
  • visual-figurative - a preschooler establishes connections using a figurative representation of an object, phenomenon;
  • verbal-logical - the establishment of various relationships between words and concepts at a generalized (abstract) level.

Didactic games for children 2-3 years old: how to develop a child's thinking.

Tasks for the development of thinking in the younger group:

  1. "Who loves what." The goal is the development of visual-effective thinking, the synthesis of knowledge about animals. Description - the teacher lays out cards with representatives of the fauna and food for them, the children are invited to feed each representative.
  2. "Words are reversed." The goal is the development of visual-figurative thinking, the ability to analyze. Description - the teacher calls the word, and the pupils need to name the opposite word: narrow - thick, long - short, etc.
  3. "Summarize the words." The goal is the development of verbal-logical thinking, the ability to combine words into groups. Description - the task of children is to summarize the words given in the teacher's chain. For example: a cow, a horse, a ram are domestic animals.

Games for the middle group:

  1. "The Lost Toy" The goal is the development of thinking, the ability to concentrate. Description - several toys are placed in front of the child, they are asked to carefully look at them and remember, then the preschooler closes his eyes, one toy is removed and asked to see which toy is hidden. This game can be complicated if the toys are interchanged, while the preschooler must remember the sequence in which the objects were.
  2. "Find the treasure." The goal is the development of logical thinking, spatial orientation, the ability to act according to the scheme. Description - an object is hidden in the room and a map of its location is drawn, the task of the children is to find the object using the map. The task can be complicated if it is carried out on the playground.

Exercises for older preschoolers:

  1. "Continue the word." The goal is to develop the speed of thinking and consideration. Description - the teacher calls the initial syllable, and the child must come up with a word that begins with this syllable. You can complicate the task and offer to come up with several words for one syllable.
  2. "Similar - not similar." The goal is the development of logical thinking, the ability to analyze, evaluate objects, phenomena, and argue your answer. Description - the teacher arranges various objects in the room in advance, the task of the preschooler is to find similar objects, describe what they have in common, prove his point of view.

Development of attention

Didactic games for children (2-3 years and older) for the development of attention train the ability to listen carefully to the teacher, to monitor the situation in the group, which in turn leads to memorizing the necessary information.

Exercises for younger preschoolers:

  1. "Lotto". The goal is to train visual attention, thinking, speech development. Additional material - paired cards with pictures, one set of cards remains with the teacher, the second set is distributed to children (each with a card). Description - the teacher shows a card, a child who has the same picture quickly raises his card and describes it.
  2. "Guess what to do." The goal is to train auditory attention, the ability to correlate their actions with the actions of the teacher. Additional material - a tambourine, colored flags for each child. Description - the teacher picks up a tambourine, the children take the flags. If the tambourine sounds loud, then preschoolers wave flags, if it is quiet, they keep their hands on their knees.

Games for the middle group:

  1. "Buttons". The goal is to develop memory and attention, the ability to find ways to memorize objects. Materials - buttons, a chess board. Description - the pupils are divided into pairs, each receives his own set of buttons. The first player places three buttons on his playing field anywhere, the second player remembers the location of the buttons, the items are covered, and the second player repeats the location of the buttons on the field, then the correctness of the task is checked. Then the players change, the second sets the buttons, and remembers the first. The game can be complicated: 1) by setting not 3, but a larger number of buttons, 2) setting the time to memorize and reproduce the pattern.
  2. "Noisy pictures". The goal is to develop involuntary attention. Material - cards on which various objects are depicted with lines. Description - children look at pictures with several images and must name the objects that are drawn there. Complicating the task: pupils first memorize objects, and then call them from memory.
  1. "Find differences". The goal is to train the ability to arbitrarily switch and distribute attention. Material - a card with pictures that have differences. Description - the task of the child is to find all the differences. You can complicate the exercise if you select images that differ in some details.
  2. "Builders". The goal is to train observational abilities, distribution and concentration of attention. Material - cards with 4 drawings, pencil. Description - there are 4 drawings on the card - 1 is completely drawn, and in 3 others there are no details, the child's task is to finish the remaining drawings so that he gets 4 identical images.

Development of physical qualities

Didactic games for children (2–3 years and older) for training physical qualities are necessary for the overall development of a preschooler. Motor activity can be formed not only in physical education classes, but also in a group or at home.

When doing exercises, children learn to coordinate their movements, become hardy and healthier.

Games for younger students:

  1. "Mirrors". The goal is to consolidate the ways of walking, jumping, running and other movements, developing the ability to come up with new movements. Description - the children form a circle, they will be “mirrors”, the leader stands in the center of the circle and demonstrates movements, the rest repeat after him. Whoever repeats the best - becomes the leader.
  2. "Naughty ball". The goal is to develop the ability to throw a sports equipment with two hands from the chest. Description - children stand at the intended line and perform actions under the poem that the teacher says:

We hug the ball gently

Let's push him away casually.

And now let's catch up together:

We need to pity him!

Exercises for the middle group:

  1. "Who is faster". The goal is to develop the speed of reaction, the formation of the ability to hear and understand the conditions of activity, to perform all actions correctly. Description - divide the children into groups, put a hoop in front of the groups, the first from each column take the hoop, raise it above their heads and lower it through the body to the floor, step over the projectile and go to the end of the column. The teacher carefully observes all groups and awards a flag to the one who correctly completed the exercise. The group with the most flags wins.
  2. "Mousetrap". The goal is to develop speed of reaction, the ability to navigate in new situations. Description - 2 groups are formed from children, 1 group - mice, 3 small circles are created from 2 groups - mousetraps, the task of children is to catch all the mice. The teacher is the leader of the game, voices the actions: the mice run through the mousetraps, but as soon as the teacher says “Stop”, the mousetraps close, the “mice” caught are in a circle.

Tasks for older preschoolers:

  1. "Owl". The goal is to develop movement coordination. Description - the group is divided into 2 teams - butterflies and bees, 1 child is chosen as an owl. At the command of the teacher - “day”, the teams run around the clearing, “night” - all the children freeze, the owl goes hunting and takes those who have moved. The game ends when the owl catches 2-3 butterflies or bees.
  2. "Zhmurka". The goal is to train the ability to navigate in space. Description - children form a circle, two players are selected: one is blindfolded, and the other is given a bell. The task of the first player is to catch the second eyes closed.

Card file of didactic games for the younger group of kindergarten

"What is the subject?" (games with toys, objects) - children take out various objects from the bag and name them, describe their characteristics.

"Find the same items" ( board game) - children receive cards with several drawings, among which you need to find the same ones.

Olya's helpers ( word game) - the teacher takes the doll and asks the children, pointing to his hands: “What is this?” (hands), “What are they doing” (take, draw ...). And so about every part of the body.

Didactic color learning games for young children

Didactic games help to introduce preschoolers to primary colors and their shades. First, the kids learn red, blue and yellow, then orange, green and black are added to them.

Basic didactic games with children:

  1. Games with objects Children need to match the colors of two objects. For example: arrange colored pencils in jars with the corresponding color; make several colored pockets in a shoe box and put pebbles in them; plant a butterfly on a flower of the same color, etc.
  2. Board games- Children need to choose the right color for something. For example: prepare stencils with fruits, trees, flowers and other objects and ask the children to choose the appropriate color from pieces of colored paper (apple - red, ball - yellow, spruce - green); pick up paper clips of the same color as the picture.
  3. word games Children need to describe what colors they see. For example: a teacher shows a drawing to preschoolers and asks them to name the colors that the artist used. This task can be complicated if you use not just children's drawings, but reproductions of paintings.

After studying the primary colors, they move on to the study of shades, from light to dark tones. Here you can use self-prepared palettes and clothespins with flowers, give a task - pick up a clothespin for the corresponding color of the palette; or assemble a caterpillar from various shades, for example, starting with red, moving to orange and yellow.

Card file of didactic games for middle groups of kindergarten

IN middle group card file of games can be compiled on the following topics:

  1. "Child and Health". To study the daily routine, children are invited to look at pictures with images of the daily routine and arrange them in order and comment: the morning starts with exercises, breakfast, etc. This game introduces children to in a healthy way life, develops speech, attention and memory.
  2. "Healthy foods". Remember fruits and vegetables next games: children take out a model of a product from the bag and describe it (“this is an apple, it is round, red and smooth); the teacher names the characteristics of the fruit / vegetable, and the children guess it; children try products with their eyes closed and name them, say what the fruit / vegetable tastes like.
  3. "Dangerous Items" The purpose of such games is to introduce children to dangerous objects that should not be played or taken without the permission of adults. For example: the teacher prepares cards with dangerous and safe items and asks the pupils to sort them into two groups, explaining their choice. You can complicate the task by offering to tell the children what injuries dangerous things can cause (cut, bruise, etc.).

Card file of didactic games for senior groups of kindergarten

Didactic games in senior groups:

  1. Item games: description of the properties of objects, finding common and different, comparing objects, posing problematic questions. For example, why the oval does not roll.
  2. Board-printed games: mathematical tasks - count birds, animals, tasks for attentiveness, thinking - pick up items for something (dress a girl / boy, set the table, put things in cabinets, etc.), find a pair for something, tasks for development social relations - the study of various professions, ways of behavior in public places.
  3. Word games: naming in one word a group of objects, phenomena, animals, plants, a story about the profession of parents, guessing riddles, compiling stories (“continue the sentence”).

Didactic games for the development of coherent speech in preschoolers

The development of speech is one of the important tasks of pedagogy: the better coherent speech is developed, the more successfully the child learns, since he knows how to form and formulate thoughts, knows how to use speech as a tool for communication and influencing other people.

Didactic games that help develop coherent speech:

  1. "Zoo". The goal is the development of coherent speech, the ability to describe a picture, to compose a mini-story. Description - children receive pictures with animals, their task is to carefully examine them, and then in turn describe the depicted animal according to the scheme: appearance, what it eats.
  2. "Good bad". The goal is the development of coherent speech, logical thinking, the ability to describe the heroes of a fairy tale, and build reasoning. Description - pupils, together with the teacher, describe the characters of the heroes of fairy tales, find positive and negative character traits, reason for what they can praise this / that hero (for example, what is good about the fact that the Serpent Gorynych has three heads).

DIY didactic game

Didactic games for kids:

  1. "Feed the bun." The goal is to develop fine motor skills in children. Description - You will need two small plastic containers, one of them should be round. Glue a funny face (kolobok) to the lid, make a hole in place of the mouth, put the beans in the second jar. The task of the child is to feed the kolobok, i.e. transfer the beans to a jar with a face.
  2. "Carnations and rubber bands". The goal is to train fine motor skills, visual, color and spatial perception, the study of geometric shapes. Description - cut out a square of the desired size from plywood, color it, fix stationery carnations at an equal distance throughout the space, the child's task is to create various geometric shapes, simple objects (for example, spruce) using bank rubber bands.

Classes with children of the middle group:

  1. "Box of Feelings" The goal is the development of motor skills, imagination, the ability to determine an object by its shape. Description - take a shoe box, make two holes in the lid and sew fabric sleeves to them, put various items in the box and cover with a lid. The task of the children is to put their hands in the sleeves, find the object, guess and describe it.
  2. "Musical Candies" The goal is the development of auditory attention, memory, thinking. Description - put various objects into the eggs from under the kinder surprise - beads, cereals, paper clips, sheathe blanks with fabric in the form of sweets (each sound should have a pair). The task of children is to find pairs of identical candies.

Games for older preschoolers:

  1. "The World of Flora and Fauna". The goal is to develop the ability to observe, analyze, generalize, instill love for wildlife, for a careful attitude towards it. Description - cut out representatives of flora and fauna, stick on cardboard. The task of the children is to consider a card with an animal or plant, describe it, highlight the main characteristics, etc.
  2. "Mosaic". The goal is the development of attention, logical thinking, color perception. Description - prepare various geometric shapes from colored paper, except for a circle. The task of the children is to make a mosaic of these figures in such a way that the same colors do not touch each other.

Didactic games allow you to develop all important processes: speech, attention, thinking, imagination. Such classes are useful not only for children 2-3 years old, but also for the middle and older groups. A variety of games allows the teacher to choose the one that will be aimed at the development of each child.

Video about what didactic games are necessary and useful for children

Didactic games for the formation of the syllabic structure of the word in children:

Musical didactic game:

Do-it-yourself games for the development of speech breathing:

Card index of didactic games TRIZ and RTV (preparatory group).

Our kindergarten works using TRIZ technologies. Teachers systematically develop their didactic games using TRIZ technologies.
I would like to present you my developed games.

The game "Let's build a kindergarten"
Target.

To acquaint children with a systematic approach to the world around them (component and functional).
Show the dependence of the object on the place of residence.
Brainstorming - built a kindergarten in the water, in the mountain. Discuss work, life in this kindergarten. For clarity, use the resources of the group. For example: mountain - cubes, basket, blanket. Sea - aquarium - bank - box.
The game "Parts - the whole" on the theme of kindergarten.
Target.

To acquaint children with the method of focal objects, explaining to children the technology of working on this method.
Learn to change familiar objects (or part of an object), constructing completely new ones from them. Thinking through their functions, their relationship with surrounding objects and people.
Conduct a small analysis of the positive and negative in our kindergarten, in a group.
Offer to come up with a completely new kindergarten, explaining how to use the focal object method.
For example: in kindergarten different groups- glass, prickly, cloth ... Think over the functions of these groups.
Question: - What can the walls in the group, dressing room be used for, if they are...?
Part of the wall is barbed, part...? What can this wall be used for?
Part of the ceiling, part of the floor...? Furniture, supplies...?
Think about what in the group you can make a model of such a kindergarten for dolls. Use group resources.
Target.
Determine the main function of the kindergarten for children, for adults working in kindergarten, for parents.
Enter a new row in the morphological table - kindergarten employees.
Game "Why?"
Why do children need kindergarten? Parents? Educators? Other employees? City - kindergarten, children?
Carry out work on the morphological table, identifying possible changes, situations with a certain choice of cards.
Complication.
Conduct a comparative analysis of kindergartens for children and kindergartens for animals. Name them, consider illustrations: an incubator, a poultry farm, a calf farm. "Kindergarten" for penguins, ducklings.
Compare what is taught in our kindergartens and birds, animals of their children.
Question: Why do they teach this?
A fantastic situation: the child ended up in a "kindergarten" of penguins, ducklings, calves.
The game "Fairytale heroes in kindergarten"
Target.

Introduce the children to the ring of Lull.
Learn to generalize phenomena that do not have obvious connections.
To teach to represent an event in the sequence of its development, to establish a relationship between individual events.
To offer the children a fantastic situation: all the adults in the kindergarten went on vacation, and instead of themselves they left fairy-tale characters who are very much like themselves in everything.
Question: - Who in the group will be the teacher for ...?
Who will be the Assistant Teacher?
Children name heroes of fairy tales, cartoons who will work in kindergarten instead of employees.
Be sure to discuss - why this particular hero will be instead of adults?
Analysis:
Question: - The better and the worse if the group does not have a teacher, but, for example, Vasilisa the Beautiful. Who is better and who is worse?
Show the children a sample (incomplete) of Lull's ring. Offer to make one for yourself in the group and play with it.
Images on the sectors of the rings, children can draw, write or stick on themselves.
1 ring - heroes of fairy tales.
2 ring - employees of the kindergarten.
3 ring - premises of the kindergarten.
Play the ring, considering each option - the sequence of events, the consequences of this change for the hero himself and his people.
Target. To teach children to set an end goal, to approach it, planning a sequence of actions.
Strengthen the ability to use symbolic analogy.
Show the dependence of the system on the environment.
The game "Words - partners".
The teacher calls the word, and the children find two words - a partner, which show the sequence of actions on the topic "Plant World".
For example: Lilac - vase - flowers. Grain - flour-bun. Planted - grown - collected.
Game "Chain of goals".
What goal do you set for yourself ... washing yourself,
eating, planting potatoes, picking berries, apples.
Reveal the sequence of any action of children, breaking it into many small goals, in the correct sequence.
To go to the forest for mushrooms, you need to: get out of bed, get dressed, wash. Have breakfast, collect a basket, get dressed in the forest (put on tights, trousers, socks ...) take a basket. Wait for dad or mom, etc.
Carry out several tasks proposed by children along the chain of goals.
Show that any action can cause an anti-action.
For example: "We dug a deep hole -
We got a tall mountain."
Give a few more examples of a similar action.
Offer to symbolically "write down" the sequence of any case, and then "read" to the children.

The game "Choose products for lunch"
Target.

Systematize products of animal origin.
To teach depending on the goal, to combine real objects, creating an unusual object.

Conduct a systematic analysis of food of animal origin. The component diagram is built - it is drawn symbolically on a large sheet of paper.
Meat - animals, poultry (egg), fish (caviar).
Dairy - fresh milk: butter, cheese. Sour milk: sour cream, cottage cheese, curdled milk.
If the image is difficult, you can use pictures or write.
Name many familiar dishes prepared from these products, revealing the sequence of cooking as you go. Pay attention to the ratio - more - less.
Read "The Cook" by O. Grigoriev
The cook was preparing dinner
And then the lights went off.
Bream cook takes
And lowers it into compote.
Throws logs into the cauldron,
Putting jam in the oven
It interferes with the soup with a stalk,
Ugli beats with a ladle.
Sugar pours into the broth
And he is very pleased.
That was the vinaigrette.
When they fixed the light!
At the request of the children, make a Lull ring or a morph table, combining plant and animal food to create an unusual object.
Target. Learn, connecting familiar animals, come up with someone completely unknown. Show how the size of an animal or its change can affect its life and relationships with others.
Arrange animals in order of size: from smallest to largest.
Find them an analogue in geometric forms. Play: what is more, what is less. First on animals, then on symbols.
For example. Part of the line: fox, wolf, bear, elephant.
Question: - Who is bigger than a wolf, but smaller than an elephant, etc.
Triton - more elephant or less?
Discuss how the size of an animal or its change can affect its life and relationships with others.
You can read "The Crow and the Cat" by Tim Sobakin.
Big The crow is coming along the track.
The Raven is taller than the Cat!
The cat would start a fight with a crow,
if she were as tall as a dog.
Using morphological analysis, each child (or teaming up in twos or threes) come up with an unrealistic animal. Come up with a name for it. Think about how and where it will live, what to eat.
Target.
To educate children in the ability to detect hidden dependencies and connections, and draw conclusions based on them. Show hidden animal resources.
Teach children to evaluate both the process itself and the result.
Game "Ecological balance".

Once nature invented a hare, but for complete happiness he lacked cabbage and ... a wolf. There will be no cabbage - they will die of hunger, there will be no wolf - from diseases.
And if suddenly there was a lot of cabbage, they increased the amount.
So that the whole earth is not overgrown - they came up with a hare. The number of hares was also increased, there were a lot of them - they came up with wolves. But there are a lot of hares, why run around to catch them, they themselves run past.
Question: - If the wolf does not move, what will happen? How to make a wolf move? There were a lot of wolves - what did they come up with? Etc.
A similar situation can then be discussed with another pair of animals of the children's choice.

Game "Forest Mystery"
Target.
Learn to establish cause and effect relationships.


Target. Learn to establish cause and effect relationships.
To cultivate the ability to consider familiar objects, situations from an unusual point of view.
Strengthen the mastery of fantasy techniques.
Make a detailed morphological table with the children. To reveal in it the body parts of animals that are vital to them: how they get food, how they defend themselves, how they move. If there are illustrations, consider how the means of adaptation of animals have changed over the period of evolution.
Summarize that everything is vital for animals. Considering, pay attention to the influence of the environment on changes in the body of animals.
Collect from the table an animal that can do everything by itself. Who has all the means just in case. Discuss whether it will be good or bad for him to live now in his usual habitat. What character (whose?) will this animal have. Formulate the contradictions that arise when this animal adapts to the world around it. Try to resolve them yourself.
Preliminary Activity: Offer to bring photographs of your relatives, yourself, and your parents as children.
Game "I am a robot"
Target.

To consolidate knowledge about the structure, functions of a person with the help of a system operator. Show the interdependence of man and his environment. Give the concept of family and generations.
Invite the children to imagine that they are robots, externally and inside of which everything is like a person. Turn on the music and move like robots.
Movement coordination exercise.
Children sit or stand. Touch your right ear with your left hand, and your left ear with your right hand. Now change hands and transfer the left to the right shoulder, and the right to the left. Change hands, touch the waist, then the knees, and then the ankles. We do the same in the upward direction: knees - waist - shoulders - ears. Repeat the exercise three times.
Imagine that there are a lot of buttons in your head, and when you press them, you start laughing, crying...
Question: - Who presses these buttons?
Can you say "stop" - when someone presses these buttons?
Family relationships.
Buttons - business.
Question: - How to raise (spoil) the mood, cheer, upset?
Wake up, meet from work, from the store.
The work was carried out with cards showing the time of day, apartment, enterprises.
How a person can change something in himself using familiar techniques. For example - to become immediately fat, tall ... Remember what technique the hare used - the strong man.
For what a person may need to change something in his appearance.
The game "On the contrary" on the topic: "Family, home, child."
For example. Big - small, mom - dad, grandmother - grandfather. Girl - boy, older - younger ...
Read "Who to whom who?" Yakov Akim.
- Grandmother - grandmother, and whose daughter?
- You are Fedin's daughter, my son.
- My dad is big, but not a son at all!
- Son. Brother of my four daughters
Do you remember we were with the eldest, Avdotya?
- Did we have a daughter? My aunt has!
- I rocked your aunt in the cradle ...
- Grandma, stop, explain first,
Who to me, Natasha and her two brothers.
- Okay, let's try to figure it out:
Their mother, husband's niece sister,
Oh, and she was a little nimble!
And you bring them up ... Tricky business ...
- Grandma, something is burnt with us!
- Ugh, while I was thinking,
All the milk has run out of the pot
The game "Chain of goals" is the opposite.
Target.

Show the children the action of the reception "On the contrary."
Consider the main functional responsibilities in the family and additional ones.
One of the children says the sequence of any action. The second one says the opposite. It is possible to fix each step with some symbol.
Then the first child says the opposite - the second builds the correct chain.
To sum up what we all called the opposite.
Question: - What can we choose as the symbol "On the contrary". Children offer various heroes who do the opposite by nature, or objects (these can be: Petrushka, Ivanushka the Fool, Tumbler, hourglass).
Game "All the way around".
Target.

To consolidate knowledge of the functions of different parts of the body.
To consolidate the possession of the "On the contrary" technique.
Learn to solve problems using this technique.
Cultivate a sense of humor, the ability to find a way out of non-traditional situations.
The child names some part of the body, the second child names what she is doing, the third child names the thing in reverse.
After a few words, the game is played in reverse - the case is called - the parts of the body are located.
For example - a hand - takes - discards. Goes - stands - leg. Nails - grow - decrease, etc.
Discuss options when two opposite properties occur at the same time.
For example: You sit and ride, you sit and fly, sick and healthy, small and big.
Game "I am an adult"
Target.

To consolidate the knowledge and ability to use moral and ethical standards in life, to understand the consequences of their non-compliance. To consolidate a systematic vision of oneself in the world around.
On the system operator to beat - a child in the system, with a change in the supersystem. Supersystem: house, street, hospital, bus, kindergarten, shop, etc.
Show how to change the view of the child depending on his location, what he will be called. Show a multifaceted view of the child, his numerous social role.
Pac look at the genetic line - who will be when he grows up in a family, at work.
Relationships with current and future relatives. Dependence of the social (family) role on age, family composition. Relationships, mutual care in the family.
You can read proverbs to children:
"Do not spit in the well - it will come in handy to pour water."
"Before you do, you need to think carefully."
"As it comes around, it will respond."
Game "Broken phone".
Target.
Introduce children to the principle of mediation.
Learn to understand the figurative meaning of words, phrases, proverbs.
You can offer a complicated game. The first child says some very familiar proverb, the second says its original meaning, the third also explains what he understood in his own words. The last child must guess which proverb the first child said. For example, the chain could be like this. They count chickens in the fall - if you work well by the fall, many chickens will grow up - you have to do everything well, then there will be a lot of everything - what you sow, you will reap - skillful hands do not know boredom.
For the game, you can take the following proverbs:
If you like to ride - love to carry sleds.
Hurry up, make people laugh.
Business before pleasure.
As it comes around, it will respond, etc.
At the end of the game, again consider the advantages and disadvantages of the intermediary.
Game "Chain of words"
Target.
Show the children the method of garlands and associations (without naming).
To cultivate an unconventional view of familiar real things, carrying out familiar methods of change on a familiar subject.
To bring children to the understanding that in any process there are always two parties involved.
Invite the children to name a few words that they associate with winter.
Carry out the method of garlands and associations on the topic: "Winter", "Snow", "Frost". At the end, summarize that the children spoke a lot of very similar words.
Question: - Why? What unites all these words? Offer to draw the chain again, but end it with the same word that they started with - winter.
During the game, to activate inactive children, use a small toy to pass to the next in the chain. It is great to pass a piece of ice - this allows the game to go very quickly.
Offer the children the game "Chain of goals" (direct and reverse) on the topic - home, winter, work.
The game "Who (what) cannot be without what?" on the same topic.

The game "Announcer - TV"
Target.
To consolidate the possession of "storey design".
Introduce the "quantization - continuity" technique.
Cultivate the ability to express yourself in your work. Strengthen self-reliance skills creative work.
Add a TV layout to the group. Consider TV by system operator. Invite children to become television announcers for today. The first transfer, which will go on "TV" - acquaintance with him, a press conference. Children from the place can ask questions to the TV (or TVs). But announcers - TVs can speak themselves.
The announcers begin their speeches: "I am a TV, so they turned me on ...
I am a TV, I am very glad to meet you, otherwise in the store ...
In speeches, reflect the past and present life of the TV.
If desired, children can put a "TV" on their heads. Get to know TV. The news began - real and fantastic. Children talk about what happened yesterday and today.
You can include someone with ads. Carry out changes in the floor construction of the "TV at home".
Discuss options for continuous TV operation. Or continuous display of any one transmission. Think about what's good and what's bad. How quantity becomes quality.
Recall in which works the action is continuous or interrupted.
You can first give an example to the teacher, the children find similar examples.

Games with toys.
Target.

Learn to systematize games for adults and children.
To teach children not only to change, but also to transform, combine, creating new games for the child.
To cultivate the ability to evaluate both the process itself and the result.
Make with children a morphological table of games that children play. When compiling, think about how you can call in one word the games that are played by running, jumping, etc.
Games that are played while sitting at a table.
Think about how this can be represented on the table. Randomly choosing components from each row, come up with a game. Discuss the rules of the game. Play if possible. If you can’t play in a group, you can already purposefully add something from the table or add it yourself. A slight deviation from the accepted rules is allowed if they are difficult to comply with.
Discuss what games can teach. Try, starting from the function, to come up with a game to learn how to do it.
For example: read. Building from cubes with letters, with syllables, then a house, then a fence, then a path, repeat syllables, make words,
Jump on one leg. A brook appears on the floor, and "pebbles" in it - bricks so small that you can't stand on them with both feet. A friend is waiting on the other side.
The teacher encourages children to come up with games with a variety of functions. Games are different in mobility. For example, you can jump on your toes while sitting on a chair. Only the legs move. Jump while sitting on the floor - only the soles of the feet are involved.
After the game, line up a line of games that adults play. Games can be classified into home, outdoor and television.
Think about which of these games we could play. Discuss what games we play, and adults play these games at work, at home. That is, what is work for them is a game for us.
Auction game.
Target.

To teach children to describe objects, games, finding obvious and hidden advantages in them.
To be able to describe not only a real object, but also an object - the fruit of a child's imagination.
A lot of new items, toys are brought to the group. Each child chooses what he will represent at the auction by choosing an item, the children collectively choose words using the focal object method or use fantasy techniques. The main thing is that it turned out to be an unusual object or toy. Children think over its new obvious and hidden Advantages and functions.
Payment for things at the auction is thought out in advance or handouts in mathematics are used.
Children take turns presenting their items, the rest buy or not. The child who bought it should say what he liked most about this subject.
Some of the things may be real, but with an additional set of functions.
After the auction, children play with toys and objects. Toys and objects remain in the group either permanently or for a long time.
The game "Parts - the whole" is direct and inverse in transport.
Target.

To acquaint children with the law of increasing the degree of ideality.
To teach to see the claims to the means of transportation, from which certain features of modern transport came out.
Make riddles about transport for children.
Ask if they have guessed what we are going to talk about today.
Consider what types of transport the children know. Group by tables - garages: ground, underground, air, water, space.
Within groups: ground and air sort by type of activity.
Selecting one of the machines, conduct a system analysis.
Pay special attention to the development line.
Post (preferably photographs or illustrations) of how vehicles have changed over the centuries.
Consider the common with modern transport and their difference. Find claims to ancient views transport that are allowed by the person. What exactly was done and, if possible, how it was done. Pay attention to the fact that a person improved transport all the time, but after some time again something did not satisfy. Discuss this with examples, formulating contradictions and how they were resolved.
Press conference game
Target.
To consolidate the understanding of the law of increasing the degree of ideality.
To teach on the basis of analogies and necessary functions to design new structures.
Repeat the names of the vehicles. Recall and discuss what kind of transport the children identified on the street. View and compare the cars in the catalog or from photographs and the one on the street. The game "Without which there are no cars"
To draw the attention of children to a systematic approach to the questions asked.
Talk about environmentally friendly transport - by function and by appearance. Find analogues of machines in nature.
Discuss what is good and what is bad.
When discussing, pay attention to how much money was spent on the manufacture of transport and how many functions it performed. How much effort and money a person spends now for the normal operation of transport. List which ones.
Can we say that now the machines are the best; or after some time it will not suit the people.
Question: - What else do you want the car to do? How can you call a car that can do whatever you want?
Question: - Why is there transport for humans, but no special transport for animals, birds, insects, plants? When is such transport needed? How are animals transported now? Why transport birds? Using what principles can you come up with such a transport?
Target.
To acquaint children with the technique of fantasizing "changing the laws of nature."
To teach children starting from real situations, to generalize phenomena that have no analogues in nature.
Read to the children "Answer, is it true?" Givi Chichinadze.
At this hour, merry hour,
I've got riddles for you.
The blizzard covered the field
And plane trees are all the trouble.
In March the snow and ice melted,
This winter is coming to us.
Cat loves for lunch
Grapes and vinaigrette.
At night in the rain, like a shepherd,
The rooster took the chickens out for a walk.
The swan swims in the pond
Sleeping on an apple tree in the garden.
Wool we wound into a skein,
A silk scarf will come out.
Though the snail is small,
The whole house was taken away.
Dog Barbos cackled,
And laid an egg in the nest.
Grab your paw, click your teeth.
Predator - tiger and predator - wolf.
That's right, kids! Well done!
You are rewarded with lollipops.
Here's a melted candy
And the verses came to an end.
While the teacher is reading the poem, the children put as many chips on the table in front of them as they find inaccuracies.
Then the children check how many people correctly found inaccuracies.
Question: - How would it be right? Some moments from the poem are corrected for real ones.
The situations that always happen are discussed and named. For example: the sun always rises in the morning. The tree always grows up. First the egg comes out, and then the chick comes out of it.
The opposite game.
One of the children names some real situation, passes a small object to another child, who says this situation in reverse.
For example: the wind blows, so the cloud flies. The cloud flies, so the wind blows.
Explain the concept of "law" to children. Discuss what we have now done with these laws of nature. We changed them. Therefore, fantastic situations turned out.
Game "Change the story"
Question: - What will any fairy tale look like if we change the laws of nature in it?
If you change the laws of nature in the fairy tale "The Wolf and the Seven Kids", how will the fairy tale change?
Make up a story using the changed situations. You can come up with the whole group, you can individually.
Target.
To teach, using the techniques of change, to change the fairy tale on their own, inventing a new one.
To consolidate the ability to represent events in the sequence of their development, to establish the relationship between individual events, to create new images, planning their actions, life stages.
To be able to solve the fairy-tale problems that have arisen, if possible, on their own, while using moral and ethical standards.
Children independently choose from a large number of proposed fairy tales, one to change. Briefly retell the main plot lines of the tale.
Characters of her characters.
Next, the children are invited to independently make changes to this fairy tale, using any change methods they wish.
In the course of building a new storyline solve the problems that have arisen.
Each child "writes down" new fairy tales on their sheets of paper.
At the end of the work, those who wish to tell their tales. Similar situations are found, options for solving similar problems are compared.
If you wish, you can compose one general fairy tale at the end.

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