Trip around the world. Role-playing game

Synopsis of the plot role play"Journey to the Mysterious Island" preparatory group


Author. Makarova Nadezhda Leonidovna, teacher of MDOU Kindergarten combined type No. 30 Kipen, Leningrad region.
Description. I offer a synopsis of the role-playing game "Journey to the Mysterious Island" for children of the preparatory group. This work will be of interest to teachers of preschool institutions who work with children of this age category.
The relevance of the role-playing games. Role-playing games allow you to develop the creative abilities of children, their imagination. In the game, children learn to get used to the image of a particular character, to play a certain role. They are of great importance in the social adaptation of the child, the realization of his capabilities in the future. The role-playing game successfully develops: the personality of the child, his intellect, will, imagination and sociability, but most importantly, the role-playing game generates a desire for self-realization, self-expression.
Target. To form in children the ability to combine various thematic plots into a single game plot; establish and regulate contacts in a joint game.
Tasks. 1. Expand the range of children's games, teach them to play together (discuss the plot, come up with new roles and game actions), help create a game environment taking into account the theme of the game and the imaginary situation, learn to name their role, verbally determine the events depicted, the locations of the players (there is a sea , this is a ship, it is sailing towards a mysterious island, etc.).
2. Fix in children the sequence of days of the week, the number and order of counting, name geometric shapes, measurement of objects using a conditional measure, orientation in space.
3. Activate vocabulary in children: cabin, navigator, boatswain, porthole, cook, travel agency, courier, cruise.
4. To develop creative thinking, imagination, fantasy in children.
5. To educate children in friendly relations, a sense of collectivism.
Preliminary work. Examination of photographs, illustrations, pictures depicting various ships. Construction of ships from various building materials and from paper. Reading “Native Man” by V. Korzhikov, “Shark” by L. N. Tolstoy. Production of attributes for the game. Watching the cartoon "Vacation of Boniface". Conversation after watching the cartoon. Composing stories on the topic: "And if I went on a trip."

game attributes. Modules for building a ship, seven multi-colored (according to the colors of the rainbow) flags, caps, binoculars, an anchor, small toys from kinder surprises, conditional measurements - braid, napkins, wallets, money, tickets, computer, bananas, cutting board.

Game progress.

Educator. Children, let's play with you. What game do you want to play? (Answers of children).
Educator. Okay, we're going on a sea cruise! What are we sailing on? (Children offer different options - choose a ship).
Educator. Guys, what do you think is the best day of the week to travel? Why? What is the name of the day of the week today? (Answers of children). Let's not delay our sailing! Let's travel today!
Educator. Let's think where are we going? (Children's answers. I offer the children seven multi-colored (according to the colors of the rainbow) flags, a letter is written on one side of each flag). Guys, if you arrange the flags by color in a rainbow order, then you will know where we are going on a cruise. (Children complete the task and read the word "islands"). Yes, to the islands!


Together with the children, we decide what we need to prepare for the trip and distribute roles. We choose an agent to work in a travel agency, a courier to purchase tours, a supermarket seller, a supply manager to purchase the necessary goods for the cruise (a set of small toys, wet wipes, four knives). The rest of the children are the designers of the ship (we build the ship from modules).
When everything is ready for the trip (vouchers have been purchased, goods have been purchased, and most importantly, a ship has been built), the children choose a captain, navigator, cook. The rest of the children will be sailors.
Boarding is announced. The captain checks the tickets, it turns out that the tours at the travel agency were bought for the "Mysterious Island". Everyone takes their places on the ship. The captain gives the command to the navigator. The ship departs from the pier (a recording of the sound of the sea sounds, the signal of the ship).
During the journey, children play with their tickets. Tickets are unusual, with tasks. On one side of the ticket, you need to count the number of items, and on the back side, find the differences in the picture depicting two ships.


So imperceptibly the ship approaches its destination, but a problematic situation arises. There is no ship pier on this island.
Educator. Children, how can I get to the island? (Answers of children).
The captain offers to get to land with the help of a life buoy. Children imitate swimming with a lifebuoy to the song of V. Ya. Shainsky "Chunga-Changa" and land on the island. On the island we listen to birds singing (a recording of bird voices sounds). Next, the children try to imagine what could grow here, how beautiful it is here.
Educator. Children, it is very hot on the island, you can take off your shoes, walk barefoot on the sand. (At this time, small toys from Kinder Surprises, which the children wanted to play with, accidentally scattered.) How can I collect toys? (Answers of children). Yes, of course, now we will turn into monkeys and collect toys with our toes. (Children collect toys with their toes and put them in a bowl.)
Educator. Who do you think lives on the island? (Answers of children). Collecting split picture and find out what kind of funny little people live here.


Educator. Children, how can you imagine what kind of home they can have? What is the name of their house? (Answers of children). We will now come up with a home for them using these pictures. (The game “Wonderful Things” (TRIZ) is being played. This game can be found in the book “Amazing Stories” by L. E. Belousova. The house turned out to be green, made of rubber, four-story, moves on chicken legs, a guitar always plays in it, in the smell of strawberries in the house. We discuss with the children whether it is comfortable to live in such a house. The game "Good - bad" (TRIZ) is being held.)


Educator. Children, if this island is mysterious, there must be treasures here? (The game is being played: “Find the treasure.” Three children are blindfolded. According to the indicated plan, they are looking for treasures. The plan is voiced by the captain. The children quickly find the treasure, but you cannot open it without guessing such a spell (a tape recorder sounds): “There are in the world two objects - one of them grows here on the island, the other is in your group and in the music room. Both of these objects begin with one sound and end with a sound, but the other. There are five sounds in each word. Children guess the word "banana" and the word “tambourine.” A treasure is opened (a beautiful old chest prepared in advance), and there are bananas.)
Educator. Guys, we are on an unusual island, it is so mysterious, and it's hot here. Maybe we can turn these bananas into ice cream? (Children happily agree.) Then let's wash our hands first. (Held finger game. “Wash your big finger, wash your index, wash your middle, ring and little fingers.” Children wash their fingers with wet wipes.
The cook distributes bananas. The children face a problematic situation - there are not enough bananas for everyone. What to do? Children, using a conditional measure (braid), divide the bananas in half, then cut, peel, insert an ice cream stick on one side of the banana and roll the banana in cocoa. It turns out ice cream and everyone is treated.


Educator. Guys, let's look at the magic chest where the bananas were. (Children look into the chest, it turns out to have a second bottom. There, children find souvenirs from the inhabitants of the island - jewelry with a shell.)
The journey is coming to an end. I need to go back to kindergarten. Children close their eyes and say the magic words: "One, two, three, four, five - we are in kindergarten again." And they end up in a group. They consider their jewelry and plan to go to the mysterious island again, so that next time they will get acquainted with the marine inhabitants of the island.

Plot - role-playing game in senior preschool age.

Developed by the teacher Slesareva Ekaterina Mikhailovna.

Theme: "Journey."

Purpose: 1. To continue to develop in children the ability to creatively develop the plot and change the playing role during the development of the plot. Activate the speech interaction of children in the game; develop the ability to co-create a story.

2. Continue to shape the norms and values ​​accepted in society. Continue to develop children's communication skills and interaction with adults and peers.

3. To expand the understanding of the work of a passenger train driver, tour operator, tour guide and the work of a travel agency. To consolidate and generalize the ideas of children about the work of adults. Cultivate a respectful attitude towards the work of adults.

4. Arouse interest among preschoolers in learning about the sights of the city of St. Petersburg.

Game material: sign "Travel Agency", computer, telephones, bus, map, booklets, tickets, soft modules, substitute toys, fragments of suits of the driver, conductor, travel agent (badge, scarf), tourist (backpack, camera, phone, video camera) , souvenirs (magnets, postcards, figurines), money, credit cards, magazines.

Preparation for the game: excursion to a travel agency; viewing illustrations depicting a passenger train, train driver, conductor; a conversation about the work of a tour operator, guide, train driver, conductor; mobile game "Train", didactic games"Let's go, swim, fly", "Who needs what", "Professions"; viewing photo illustrations about St. Petersburg; a conversation about St. Petersburg, the northern capital of our Motherland; manual labor: production of passports, models of telephones, banknotes, booklets, signs "Travel Agency"; reading fiction "Peter 1 the Great" N.F. Vinogradova, L.A. Sokolov "Great Travelers" M. Zoshchenko.

Playing roles: tour operator (travel agent), tourists, tour guide, train driver, conductor, hairdresser, seller, waiter.

Game guide:

1) Creation of a game situation-episode No. 1 (Travel Agency). I take out colored booklets of travels, talk with children about their purpose: -Guys, yesterday I sorted out old books and found such interesting books (I show them). What do you think, what are they for and where can I get them? (answers, reasoning of children). The teacher dreamily: "Yes, how wonderful it would be to go on some kind of trip ... it's a pity that we don't have such a wonderful travel agency." (Pause. It is possible that the children themselves will offer to create such a travel agency, if the children do not, then : -Guys, let's organize such a travel agency together with you. Remember we went on an excursion. What do we need for this? (children list what is needed). Where can we locate our agency? (Children choose a place and take out the traveler's box.) - Well done, I also think that it will be very convenient here. There is a table, a map, an armchair, a sofa, a sign can be hung here.

I think customers will feel comfortable. - Guys, what do you think, who are the "clients"? (Children's answers: Tourists are people who are going on a trip). - Guys, who works in a travel agency? (Children's answers: tour operators, travel agents, director, tourism manager ...) - What do travel agents do? (Children's answers: they offer a place to travel: tours, show the route on the map, advertise the chosen route, order tickets, hotels, organize meetings, see off tourists and excursions ...) - Today, I will be the tour operator, and you will be tourist clients? (I put on a badge, the children take backpacks).

Hello, please come in. Make yourself comfortable.Where would you like to travel? (children's answers). - Today, I can offer you last-minute trips to St. Petersburg for one day. Get acquainted. (I distribute booklets of the city of St. Petersburg). - Do you agree to visit the northern capital of Russia? (children's answers). - And what kind of transport would you like to go on a trip? (Children's answers: by bus, train, plane ...). - Good! Now we will see what tickets are available. Unfortunately, there are no bus and plane tickets. There is only a train Troitsk-St. Petersburg, March 8 at 15:00, ticket price ... rubles. Do you agree?

The total cost of the trip... rubles, how will you pay in cash or by credit card? I need your passport to apply for a ticket. - Here you are (distributing booklets and tickets). I remind you that the train leaves on March 8 at 15:00, your car number 1 seats are indicated on the ticket. Do not forget to collect the necessary things and please do not be late. Have a nice trip!

2) Creation of a game situation-episode No. 2 (Train). We have collected things, tickets are on hand (the teacher looks around). We will go to St. Petersburg by train, but we don’t have a train ... I wonder where we can get a train? (I bring the children to the decision to build a train, determine the place of the train and start building). Well done! The train is waiting for us. Who will be the train driver? (children's suggestions). Yes, I agree with you. Sasha is really very responsible and attentive. And who will be the guide? (children's suggestions). I agree with you, Nastya is kind and caring. And we will be passengers. Our train is getting ready to go. Attention, attention begins boarding the train Troitsk - St. Petersburg. Dear passengers! Don't forget your things at the station! (The child conductor checks the tickets; announces when the train leaves and the names of the stations.)

The teacher shows an example of communication:

Dear conductor, here is my passport and ticket. (In the course of the game, create a situation of contacting the conductor: tea, magazines. The conductor announces the final station: the city of St. Petersburg. Reminds passengers not to forget their things and says goodbye).

3) Creation of a game situation-episode No. 3 (Tour of the city of St. Petersburg). The educator-guide meets the guests-tourists at the train:

Hello dear tourists! I am your guide Ekaterina Mikhailovna, I am glad to welcome you in our city of St. Petersburg. I invite you to take a walk through our beautiful city. (we look at the slides of the city):

1 slide. - This is a monument to Peter 1. He founded St. Petersburg. The city celebrated its 310th anniversary last year.

Peter on a rearing horse

On a mighty horse.

All - movement and flight

Russia leads after itself.

The monument has another name "The Bronze Horseman".

2 slide. - And now we will walk along the embankment of the Neva River. The name of the river comes from the Finnish word and means "swamp". The Neva River flows through the territory of the Leningrad region and St. Petersburg. On the river you can ride on boats, boats, river buses. There is a port on the Neva River for various sea vessels: cargo, passenger. See what legendary warship is moored to the banks of the Neva River. It's called the cruiser Aurora.

3 slide. -Our city is famous for a large number of bridges. There are 324 in total.

In the summer the city does not sleep:

White night fairy tale lasts

And you hurry to see

How bridges are raised.

Bridges are not ordinary, but drawbridges. In winter, while the Neva River is frozen, the bridges are motionless. Repairs are underway, and in warm weather, ships can pass along the Neva, but only from 2 am to 5 am, at this time the bridges are raised.

4 slide. - And now I invite you to our summer garden. I suggest you sit down on the benches to admire the sculptures, bedek (Slide of the park).

5 slide. - This is a monument to Ivan Krylov. Do you know who Ivan Krylov was? (Answers of children). It is true that he wrote fables, in his hand he has a pen and a notebook. Do you know his fables? (Answers of children). Look closely at the sculpture's pedestal depicting the animals he wrote about. There is also a monkey and a lion...

6 slide. - St. Petersburg is also known for its fountains. Peter 1 was very fond of the sea and fountains, as a symbol of victory over the sea element. Before Peter 1, people did not know what fountains were. Peter 1 called the fountains "water games". The fountain season opens in the month of April. Admire the beauty of singing, colored fountains.

7 slide. - And now we will walk along Nevsky Prospekt - this is the main street of St. Petersburg. There are 240 buildings on Nevsky Prospekt.

8 slide. - Now we have come to the mint. Coins and medals are minted here. We have 2 mints in our country: Moscow and St. Petersburg, in order to find out which mint the coin was made in, you need to look at the stamp under the eagle's right paw. If the first letters are SP - this coin was made in St. Petersburg mint, and if the first letter is M, then the Moscow Mint.

9 slide. - There are a lot of lions in St. Petersburg. They guard the city - standing, sitting, resting. Sculptures of lions are symbols of power, military prowess, belonging to the royal family. Peter 1, when he was building the city, really wanted St. Petersburg to be a strong, glorious city, so he indicated that as many lion sculptures as possible be installed in the city. They were made of stone, copper, cast iron, concrete... Lions are still installed and no one has been able to count them accurately. See what a unique fence, which is a sculpture of 29 identical lions holding heavy cast-iron chains in their teeth. In the courtyard of the Children's Academy of Arts there are amazing lions - colorful and funny! Children decorated them.

10 slide. - Walking along Nevsky Prospekt, we saw many amazing places. Do you have a sweet tooth among you? Now we will go to the chocolate museum. This is where the sweet tooth really expanse! After all, this is not only a museum where you can admire the exhibits, but also a shop where you can buy and even try the exhibit you like. Look at the shelves are luxurious sweets in the form of animals, toys, chess pieces, dolls. Here you can choose a gift for both adults and children. I suggest you choose and buy yourself a souvenir to remember. (Children buy a souvenir-chocolate).

Dear tourists, our walk has come to an end. But you still have free time before the train, you can go shopping and buy souvenirs, or visit the "Beauty Salon" and get your hair done by the capital's stylists, or have a bite to eat in a cafe. Please don't miss the train. It leaves at 18:00. (Children disperse into zones, continue the game on their own, united in microgroups of 2-3 children. The teacher watches the game).

Fisherman and fish A large circle is drawn on the floor or on the site. One of the players - the fisherman - is in the center of the circle, he squats down. The rest of the players - fish, surrounded the circle, say in chorus: "Fisherman, fisherman, catch us on a hook." At the last word, the fisherman jumps up, runs out of the circle and starts chasing the fish, which scatter all over the site. The one who is caught becomes a fisherman and goes to the center of the circle. Owl Guys stand in a circle. One of the players goes into the middle of the circle, he will portray an owl, and all the rest - Bugs, butterflies, birds. At the command of the host: "The day is coming - everything comes to life!" The kids run around in circles. The owl is “sleeping” at this time, that is, it stands in the middle of the circle, closing its eyes, bending one leg under itself. When the host commands: “Night is coming, everything freezes!”, The players stop and stand motionless, hiding, and at that moment the owl runs out to hunt. She looks out for those who move or laugh, and leads the guilty to her circle. They become owls, and when the game is repeated, they all “fly out” to hunt together. Hunters Playing scatter around the site. Three hunters stand in different places, each with a small ball. At the leader's signal: "Stop!" - all the players stop, and the hunters from the spot aim the ball at one of them. "Killed" replace hunters. The players have the right to dodge the ball, but must not move. If the player after the command "Stop!" left the place, he replaces the hunter. Seine All players are fish, except for two fishermen. The fishermen, holding hands, run after the fish. They try to surround her, closing their arms around the fish. Gradually, a whole chain is made up of the caught fish - a “net”. Now the fish are caught with a "net". The last two players not caught are the winners, when the game is repeated they are the fishermen. Gingerbread Man Children, squatting down, are placed in a circle. In the center of the circle is the leader - the "fox". The players roll the ball - "kolobok" to each other so that it leaves the "fox". The driver is replaced by the player who rolls the bun so that the "fox" can catch it. Beware, Pinocchio! One of the players has a cap on his head. He is Pinocchio. The driver tries to catch up and tarnish the one who runs with a cap. However, this is not so easy to do: the players on the run pass the cap to each other. When the driver stains Pinocchio, they. change roles. Jumping sparrows On the floor or playground, a circle is drawn of such a size that all the players can freely fit around its circumference. One of the players - "cat", he is placed in the center of the circle, the rest of the players - "sparrows" - stand outside the circle at the very line. At the signal of the leader, the “sparrows” begin to jump inside the circle and jump out of it, and the “cat” tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a "cat", and the "cat" becomes a "sparrow". The game is repeated again. Burners The participants of the game become pairs in the back of each other's head. The driver stands in front of all the couples, he says loudly: Burn, burn clearly, So that it does not go out. Look at the sky, the birds are flying, the bells are ringing. One, two, three, last pair, run! After the last word “run”, the players of the last pair run forward (each on their own) to a conditional place, and the driver tries to hold one of the runners with a touch of his hand until the players meet. The one who was detained stands next to the driver in front of the first pair, and the second becomes the driver. The game continues. Cockerels Playing (one from each team) enter a circle with a diameter of 3 meters and take the initial position for the fight, crouching on two legs or standing on one (the right hand holds the left leg, and the left hand is bent in front and pressed to the body or vice versa). Task: push the enemy out of the circle. The smartest one is you! Draw two circles on the ground with a diameter of up to a meter. The circles are side by side. In the center of the circle, put the puck, cube, ball, town. Two or two teams of three or four people can play. At the signal of the leader, the children should use a toy sword, saber, gymnastic stick to knock out this object (objects) from the “enemy:” circle, protecting their own. The guys seem to fight with swords and sabers. The winner is the one or those who, having knocked out the object “to the opponents, did not allow it to their own. Throw in the ring In a room or in the school yard, hang the ring at a height of about 1.5 meters. And in the hands of each participant they give a stick up to 50 centimeters long. It is necessary to run to the ring from a distance of 10-15 steps, throw the stick so that it slips through it, and catch it again. If the player completes the task, he wins two points; if he does not have time to catch the wand and it falls to the floor - one point, but if he throws it so that he misses, the throw simply does not count. The game lasts five minutes. Who scored more points, he won. Do not fall for the bait To play, you need a rope 2-3 meters long with a weight tied at the end - a bag of sand. The players form a circle, in the center of which stands the leader with a rope in his hands. He begins to spin it so that it rotates above the ground itself. The guys jump over the rope. The driver gradually raises the plane of rotation of the rope higher and higher until one of the participants “falls into the bait”, i.e., is able to jump over the rotating rope. The caught one drives. The game continues.

Program content:

  • Teach children to distribute roles and act according to the role they have assumed.
  • To form a skill, they will be divided into subgroups in accordance with the game plot, and at the end of a given game action, unite into a single team.
  • To learn how to create the necessary buildings, use substitute objects, understand an imaginary situation and act in accordance with it.
  • Build positive relationships with children.

Preliminary work: Reading the book by N. Nosov "The Adventure of Dunno and his friends." Air transport talk. Making attributes for the game "Catch a fish".

Equipment: The group is decorated with flowers, blue balloons, a curtain with clouds, chairs for the number of children, stuffed balls (substitute toys), a rubber balloon, a pump, a compass, a map, hats for sellers. The store sells - fishing rods, a compass, a map, a set of dishes, a set of products. Set "Catch a fish".

Scenery: Christmas trees, stumps, firewood, photographs with views of the Left Bank, recording.

Game progress

Organizing time. (music from the cartoon sounds).

Educator: Guys, we recently read N. Nosov's book "The Adventure of Dunno and His Friends." Did you like the characters in this story?

Children: Yes!

Educator: What were the names of Dunno's friends?

Children: Znayka, Dr. Pilyulkin, Cog, Shpuntik, Syrup, Tube, Guslya, Grumpy, Donut, Confusion, Button, Flower.

Educator: Why were they called that?

Children: Znayka was the smartest and most important shorty. Dr. Pilyulkin treated for all diseases. Vintik and Shpuntik were mechanics. Syropchik liked sparkling water. The tube was an artist, and Guslya was a musician.

Educator: Who remembers how they prepared for a balloon trip?

Children: At first, Znayka suggested building a balloon. To do this, it was necessary to collect rubber juice from ficuses. Then Shpuntik brought a pump from the car to inflate the balloon with air. And the shorty's basket was built from birch bark. It was also necessary to stock up on sandbags, so that if during the trip the air in the balloon starts to cool, then you will need to throw the sandbags out of the basket, and the balloon will rise up again.

Educator: Guys, let's go on a trip too. You can make a balloon.

Children: Yes!

Educator: Let's build it from chairs, and go on a trip. To make the journey interesting, we need to choose a commander. The commander will supervise the construction of the balloon, show the way. To do this, he needs a compass and a map. Guys, do you know what a compass looks like? It's a small box with a magnetic needle. If you follow the arrow, you can never get lost, and you can always find your way back. And we also need a map by which you can always determine the place where we are. Travelers need a map. Who will be our leader?

Children choose a leader.

Educator: Gives the commander a compass and a map. Some people get sick while traveling. Who will be the doctor? The doctor must have everything necessary for treatment. (The child puts on a bathrobe, a hat, takes a chest with medicines). We need cooks to prepare food on the trip. They should not forget to pack food and utensils for the journey. (bucket, pan, plates, spoons). We also need a pilot to fly the balloon. And the navigator who will follow the direction of the flight. He needs a spyglass. Let's start preparing for the flight. Commander, how do you place the chairs so that there is a circle inside?

Commander: Everyone will take his own chair.

Educator: Does the circle look like the bottom of a basket? What can be put on?

Children: Newspaper! (the commander orders how to properly arrange the chairs. Do not forget the door.)

Educator: Commander, do we need sandbags? (Yes) Where can I find them? While our strong boys bring sandbags (we use substitute items, stuffed balls) and put them in a basket, the girls will sew a patchwork net for the ball to make it beautiful. Take glue, string, we will sew the flags to the string. We work together. You must do this very carefully, after the end we tie the flags to the basket. The basket is ready But we need to buy the necessary things in the store for the trip. Do not forget to buy warm clothes, high above the ground it is cold even in summer, and now it is autumn. The shop assistants will be (sellers are appointed).

The girls take their places behind the counter. Children are shopping. They buy fruits, vegetables, bread for the journey.

Commander(takes the speaker and announces): “Attention. Today at 12 o'clock on solar time departure of the balloon will take place. There are 5 minutes left before departure. Everyone take a place in the basket.

Educator: We all go through the door. Commander, then pilot, navigator and all the rest. Everyone is ready. Put on parachutes for everyone. (children imitate dressing movements) The teacher inflates the balloon with a pump and ties it to a rope. Commander announce start.

Commander: Gives a count of 10,9,8, etc. We flew. (music sounds, curtain falls with clouds).

Educator: Pilot, you don't have a rudder. How will you control the balloon? Imagine that you are holding on to the rope with both hands, In which direction you are told to turn, pull the rope down from that side. Navigator, follow the direction of the flight. Where to turn? (The navigator gives commands looking at the map - to the left, to the right) Commander, look through the telescope, if there is any danger.

Commander: We fly over the city.

Educator: Navigator, look at the map. Guys, whoever took the camera? Take pictures. Look at the amazing photos we got. (polyclinic, monument, kindergarten, playground, park, institute, school, railway platform, bridge) Did you find out which place we were flying over? This is our Left Bank. Commander, check your compass.

Educator: And how did you know that.

Commander: I took the compass and put it in my palm - the red arrow points to the north, and the ball flies along the arrow.

Pilot. Our balloon has started to lose altitude!

Commander: We need to drop the sandbags. We drop only one. Now we can continue flying.

Educator: Guys, we're crashing. Our ball is falling. Let's try to gain altitude. Balloon continues to descend to prepare parachutes. Let's jump. (Children jump out - the commander is the last to leave the basket). Everyone landed. Commander, take a map and determine where we are. (The commander on the map determines the place where we are). We fell into a forest clearing. Radio operator check if the radio is working? Tell the headquarters where we are and ask them to send help. We need to set up camp. (Children lay out the things they have collected on the road). Doctor, check if anyone got hurt. (the doctor equips the first-aid post).

Educator: Boys, you need to collect firewood, build a fire and catch fish for dinner. And the cooks will cook the fish soup.

Children play on their own: they go to the doctor, catch fish by putting it in a bucket, light a fire.

Educator: Guys, remember how to make a fire in the forest? Correct matches should be in adults. Because careless handling of fire can start a fire in the forest. And after dinner, the fire must be extinguished with water. Let me help you light the fire. And in case of rain, you can hide in a cave. (there are arcs)

Cooks distribute plates, cups and feed everyone around the fire. Children sit on log stumps, squatting.

Educator: How long will we be here? Yes, it's very good here. But we have to go home. I'll look at the map now. I see a familiar path here, along which we can return back to our kindergarten. We break camp.

Children put away toys. And along the path they go home to the song "A grasshopper was sitting in the grass."

Educator: So we came back to our kindergarten. Did you enjoy the trip? What roles did you enjoy the most? What new did you learn during the trip? Where will we go next time?

Educator: Guys, while we were traveling, the shorties from the Flower City sent us a package in the mail. Let's see what's in there. (Treat from Dunno and his friends).

The synopsis was prepared by the teacher Sirik Lyudmila Anatolyevna.

GOAL:

Arouse the desire in children to play the role-playing game "Journey by Sea".

TASKS:

Clarify and expand children's ideas about professions on the ship.

Clarify and expand children's ideas about the structure and functioning of the ship.

To ensure the development of children's ability to use auxiliary material to create attributes in the game.

To ensure the development of the ability of children to play in large groups, consult and help each other.

To improve the ability of children to be attentive to each other.

Systematize children's ideas about some rules of behavior in various situations.

Ensure the development of initiative, organizational and creativity children.

Convince children that in the game it is necessary to follow the rules and norms of behavior in the game.

Contribute to the formation of the ability of children to rejoice themselves when they make others feel good.

Arouse the desire to understand that one needs to think through one's actions, to achieve the goal set together.

EQUIPMENT: a toy car steering wheel, building material, binoculars, a set of "doctor", "products from the store", dishes, sheets of paper, felt-tip pens, sailor collars, peaked caps, a cap of a medical worker, a chef's hat, headphones, a map - a diagram, a screen, "things of passengers ”, various clothes, toilet items, a letter from little men, a “walkie-talkie”.

PRELIMINARY WORK: Examination of illustrations of ships, acquaintance with the structure of the ship, examination of marine attributes, acquaintance with the professions of people on the ship, reading L. Tolstoy's story "Jump", "Shark", acquaintance with physical card of the world, solving problem situations "A second before ...", "What would happen if ..", viewing illustrations on this topic.

1. GAME MOMENT:

Guys, we received a telegram from our friends - little men. Listen to what they write to us: (read)

Hello dear friends! We're in trouble! Come quickly and save us. We are looking forward to seeing you. Your friends are human.

2. SELECTION OF TRANSPORT.

I wonder how we can go there?

CHILDREN: by plane, by bus, by train, etc., etc.

I quietly take out a card.

Look, they sent us another map. Perhaps this is our path.

The CHILDREN look at the map.

So what is the best way for us to travel?

CHILDREN: We will go on a ship to save our friends - little men.

3. CONSTRUCTION OF THE SHIP.

Then get down to business. Let's build the ship faster. What can we make it out of?

CHILDREN: we will build from chairs.

The ship has a ship's bow, steering wheel, anchor, sides.

What is the steering wheel, who knows.

CHILDREN: This is the steering wheel of the ship.

How can I do that.

CHILDREN: Tie a toy car steering wheel to a high chair.

How to make an anchor.

CHILDREN: Tie a wooden brick to a rope.

What else do you need to take on your trip?

(Please note that we take only the most necessary things, without which it is hard to do.)

CHILDREN: binoculars, map, medicine, food, change of clothes.

Everything is fine, but what have we forgotten.

CHILDREN: Come up with a name for the ship. And what shall we call it.

CHILDREN: "Quick", "Rescuer", "Breeze", "Friendship".

Which name is more suitable.

CHILDREN: choose.

And now we will distribute who will do what.

(Selecting a group of children)

CHILDREN: agree among themselves who does what.

Who will make the steering wheel.

CHILDREN: Choose 2-3 children.

Anchor who will make.

But who will write the name of the ship.

CHILDREN: appoint.

Girls, you will distribute among yourselves who will collect medicines, food, things, etc.

We need to hurry to save our friends - little men. So how are we going to work.

CHILDREN: Friendly, calm, yield to each other and help each other.

CHILDREN BUILD A SHIP out of chairs, tie an anchor, attach a steering wheel, attach a name, place household items.

Let's see if our ship is ready. Nothing is forgotten.

Report on the completion of your work.

CHILDREN REPORT IN GROUPS,

BUILDING TEAM:

We tried very hard to complete the work in a short time. The case is strong and reliable. The ship is clean and tidy. We guarantee the reliability of the ship.

GIRLS:

Products delivered on board best quality. Clothing is prepared for all occasions. Medicines, bandages, brilliant green were prepared in the right amount.

The name of the ship is written and attached to the side and bow of the ship.

The anchor is securely tied and will not let you down.

The steering wheel of the ship is made using the most advanced technology. He is in safe hands.

The binoculars and the map have been delivered on board the ship and are in the captain's cabin.

I really enjoyed your progress reports. Getting ready to sail.

4. TEAM SELECTION.

And what else do we need to do to sail to our friends - little men.

CHILDREN: choose the crew of the ship.

Who is on the team.

CHILDREN: captain, sailors, doctor, nurse, cook, radio operator, navigator, etc.

(selection of the ship's crew and distribution of roles).

Tell us what qualities physicians should have and what they should do.

CHILDREN: the doctor examines the patient and prescribes treatment, and the nurse gives a pill, injects, bandages. Doctors should be kind, clean, accurate and quickly help a person in trouble.

And who would be the best fit for the position?

CHILDREN: choose, decide.

Who knows what the name of the cook on the ship is.

CHILDREN: cook.

What should a cook be able to do in the first place.

CHILDREN: delicious to cook

Who is suitable for this role. A cook must have assistants.

CHILDREN:

Why do we need sailors?

CHILDREN: They keep the ship clean. Everyone helps. They work in the engine room.

And who will be our sailors.

CHILDREN:

Why did you choose them.

CHILDREN: Because in the group they come to the aid of everyone and know how to do everything.

Who we haven't chosen yet.

CHILDREN: captain and navigator.

What should be the captain.

CHILDREN: brave, courageous, fair, kind, cheerful, resourceful, etc.

And who will be our captain?

CHILDREN are discussing the candidacy for the role of captain.

Who is a navigator.

CHILDREN: A person who helps the captain navigate the ship on the sea.

Children choose a navigator.

The rest will be passengers of the ship.

(Children put on attributes - collars and hats).

Who gets on the ship first.

CHILDREN: the crew of the ship.

5. READINESS OF CHILDREN TO PLAY.

Captain command.

CAPTAIN: Team, line up!

KIDS ARE BUILDING.

CAPTAIN: Are the crew of the Druzhba ship ready to sail?

(There is a roll call. Each child takes a step forward, calls his role and name. Then they take their places on the ship.)

Now who can board the ship.

CHILDREN: passengers.

(They line up one after another and board the ship. Sailors help everyone get settled).

Navigator: Sailor Sasha, help the woman with the child.

Sailor Sasha: Yes! Let me carry your suitcase to your cabin.

Woman: Thank you. You are very kind.

Navigator: Sailor... take the old man to the cabin.

Sailor: Yes! Please follow me. Watch out for the stairs here.

(etc.).

Captain: Everyone took their seats.

Navigator: Passengers have been taken on board. All are arranged in their cabins. Waiting for the ship to sail.

Captain: Give mooring lines.

The sailor raises the anchor.

Captain: Set sail.

Sailors: Yes! Raise your hands up and wave.

(turn on the music sound of the sea).

6. PROBLEM SITUATION.

The captain takes the binoculars and looks.

Navigator: Something got colder and the sky was covered with clouds.

Captain: A storm is coming. We urgently need to repulse the telegram, maybe the nearest bay will receive us. ... compose a message and take it to the radio operator.

Guys, help the navigator compose a message. We talk and he writes.

CHILDREN: There is a strong storm at sea. We ask the nearest bays to accept our ship. Let me know who has space on the pier.

The navigator writes down and takes the telegram to the radio operator.

Radio operator: puts on headphones and taps with his fingers on a walkie-talkie made of a designer. (the navigator is standing nearby).

Radio operator: I sent the telegram. Waiting for an answer.

(he adjusts his headphones and speaks).

Bay "Shelter" is ready to receive us.

The navigator writes down a message on a piece of paper and goes to the captain.

Navigator: Oh, what a heavy rain! And terribly cold.

(depicts that it is cold, damp).

Passengers imitate rain and wind; clap their hands and hum.

The navigator gives the sheet to the captain.

The captain reads and gives the command.

Captain: Sailor... rudder right.

Captain: Sailor... check the passengers and report back.

Sailor: Yes!

Sailor…: Captain, the passengers are all right.

Sailor…: There were no incidents on the ship.

Captain: Thank you, everyone is free.

Navigator: Captain, we are mooring.

The captain commands:

Passengers come ashore.

(Children get up and leave).

Doctor, check everyone.

(looks at everyone).

Cook to feed everyone.

(claps hand to hand).

Captain: Team ashore.

(their owner meets them on the shore).

You have arrived at Shelter Bay. We are very glad to see you. How can we help you?

Captain: Thank you very much for giving us a rest. Everything is in order, there are no victims and no destruction. We'll ride out the storm and move on.

Captain: Sailors, inspect the ship. Troubleshoot and report back.

Cook: Everyone was given dry rations.

Doctor: Everyone is fine. There are no wounded.

The sailors straighten the chairs, put things in order.

« The owner "plays a game with passengers" If you like it, then do it ... "

The navigator reports to the captain: The rain has passed, the sea has calmed down. The ship is ready to sail.

Captain: Where is my map? I have to check our route.

Everyone take their seats.

7. JOURNEY CONTINUES

- Give mooring lines.

Sailor: There is and raises the anchor.

(music sounds the sound of the sea).

The captain looks through binoculars.

So we sailed, our friends, little men, are waiting for us on the shore.

Steward: But what is it?

Sailors in chorus: Shark!

Navigator: Whistle everyone upstairs.

Captain: This is what happened to our friends - little men

Doctor: A shark has settled near the coast of their country. And they cannot rest, swim and sunbathe.

Cock: So what do we do now?

Captain: We'll drive her out now!

Shark game

All players swim in the sea (run or flounder in an imaginary sea). At the “shark” signal, the children are united in groups of 2-3 people. "Shark" eats only singles. "Shark" - the driver takes such a player to land, and the game continues. At the end of the game, the children make a big circle, the "shark" runs while the gates are open. On a signal, the gates are closed, the "shark" is in a circle.

- after the game, the captain gives the command

Navigator, bring the ship to port.

Steward: Listen! Permission to perform!

Captain: Do it!

And the sailors and I will swim to the shore. (Everyone pretends to be swimmers.)

On the shore, a screen with dolls, 2 children are hidden behind the screen.

1st: You are strong and brave guys. And most importantly - friendly!

2nd: You saved our country from a shark. Thank you very much!

(Everyone sings the song "True Friend")

8. Bottom line

Captain: Take your seats! Getting ready to sail home! (children take their places)

Dolls (children): Ask to close everyone's eyes on the ship. They say words - spells so that the ship "Friendship" is quickly at home.

Navigator: Here we are at home!

Captain: Passengers leave the ship!

(passengers get off and say thanks)

The captain thanks the crew for their excellent service.

Related publications