Material for the competition “Game Methods”
Board games
Authors: Elena Derunova and Yana Syaina, teachers of the “Pochemuchki” group at GBDOU No. 16, Moskovsky district of St. Petersburg.
The game task determines the game actions and is the task of the child himself. During the game, the child’s attention is drawn to performing game actions.
Goal: development of concentration, logical thinking, attention, ability to analyze a situation, intelligence, fine motor skills.
Objectives: - consolidate ideas about the heroes of the Violet Forest, geometric shapes used in games; teach to distinguish and compare them with each other and name them correctly; — enrich and develop children’s vocabulary; - create a desire to play in a team; - develop attention, visual memory, observation.
Educational objectives in the game: - activation and updating of the vocabulary for the game; - expansion and clarification of the dictionary on the topic of domino game, lotto game - game, rules, order in the game, players, market, game progress, points, color; — improvement of the grammatical structure of speech (prepositional-case constructions, formation and use of adjectives in the comparative degree); — improving the syntactic aspect of speech (composing complex sentences);
Developmental tasks: - development of coherent speech, speech hearing, thinking, visual attention and perception, fine motor skills. Educational objectives: - formation of mutual understanding, goodwill, independence, initiative, responsibility, cooperation skills, the ability to play by the rules, without breaking them, but by agreeing with each other. Educational areas: social-communicative, cognitive, speech, physical education.
Preliminary work: acquaintance with the characters-heroes of the “Fairy Tale Labyrinth Game”; discussion of their image, character, history of their life in the Violet Forest; inventing fairy tales about them; recalling fairy-tale situations from various technology games.
Dominoes "Fairy-Tale Heroes"
Children's age: 3-5 years.
Material: cards with drawings of heroes of the Violet Forest – 200 pieces. cards with drawings of the characters’ halves – 400 pieces. They are dismantled in smaller batches.
Instructions for the game:
1. Domino game in the usual version: cards are distributed to children in 6-10 pieces. Choose a driver in any way. Children follow each other, putting their cards on the field. If necessary, take additional cards in the “bazaar”. The winner is the one who first runs out of cards and there are none in the “bazaar”.
2. Lay out the cards one after another, without repeating the character’s drawing, but placing a different one each time - Geo, Raven, Lopushok, All, Slice, Fifa Caterpillar and so on. Calculate how long the path would be if you do not repeat the drawings of the characters.
3. Build columns of pictures, where in the first column the first picture is Baby Geo. Second column, first picture – Raven Meter. Third column, first picture – Lopushok. And so on. At the same time, place identical heroes in the first row in each column. For example, in the first row everyone has Mishik, in the second row there is the kitten Timoshka, in the third there is Invisible All. Count how many columns there are, how many rows there are in each column.
4. Tasks for the children - to populate a house with 5 floors and 5 entrances so that the inhabitants do not repeat themselves. Baby Geo went to visit his friends - in the first entrance he went 2 floors up - who did he come to visit?, on the 3rd floor he went 2 apartments to the right - who did he come to?, from there he went to ... any direction . The kid came to the middle apartment on the middle floor - who was he visiting? Where can he go now (direction of movement and number of floors or apartments) - the game “Fly”.
5. Build a table of dominoes - 2x2, 3x3, 4x4, 5x5, etc., so that the drawings of the characters do not repeat. We ask the children who stands where, who is friends with whom, who is above whom, below whom, who is the neighbors on the right, on the left, standing between whom. Various options for questions on plane orientation.
Timing game plan
All elements of the educational process in kindergarten must be strictly timed. Only in this case there will be no violations of discipline, and all new information will be perceived as efficiently as possible. The game plan consists of 3 important stages:
Introduction – 1–2 minutes. The teacher explains or reminds the rules of the game and distributes the necessary materials. If they are already prepared on the tables, then the purpose of each is explained. The game itself takes 3–7 minutes. The teacher helps and guides the children’s actions if necessary. Summing up - 1–2 minutes
At this stage, it is important to praise each participant, regardless of the success of the results of his game.
Even the lotto game is played under the supervision of an adult
An example of the timing of the game “Where can I buy this?”
When studying the topic “Shopping,” the teacher explains to the kids in which departments of the store this or that product is sold. The purpose of this game is to consolidate children’s knowledge about various products and departments of stores (grocery, hardware, etc.), develop the ability to navigate the environment, and cultivate a desire to help adults.
- Explanation of the rules: children discuss where mothers buy certain products, then the adult hands out small pictures of the products, and hangs a large poster on the wall depicting various departments of the store (2 minutes).
- Children arrange the pictures into the appropriate sections, explaining their choice (2 minutes).
- Summing up (3 minutes).
Game “Where can I buy this?” develops the preschooler’s ability to navigate the world around him
Example of a summary of the games “What Shape” and “Loto”
Author Makrushina Tatyana, MDOU kindergarten "Fairy Tale", Saratov region, r.p. Dergachi Name Fragments of board and printed games “What kind of shape” and “Loto” Age of children, group 3–4 years old, junior Description of the game “What kind of shape”
Draws children's attention to the sizes of “building materials”. The teacher asks each child to take one geometric shape and name it. Children play independently, constructing any buildings from existing objects...>
Description of the game "Loto"
Then he clarifies where the cherry tree grows. The children answer that they are in the garden. The teacher asks where flowers grow (in the forest, in a flower bed, in a meadow), cucumbers (in a garden bed) and other vegetables. The teacher gives the children to look at cards that depict a vegetable garden, a garden and a flower garden. “Now you will play so that everything that grows in the garden appears in the garden, everything that grows in the flower garden ends up in the flower garden, and everything in the garden ends up in the garden. All objects must fit into their squares on the map.” Whoever closes all the squares first wins. Children exchange cards and the game continues. This game is used when the task is to systematize and consolidate knowledge about other objects, for example, dishes, furniture, clothes, shoes, etc...>
Quote from: https://www.maam.ru/detskijsad/nastolno-pechatnye-igry-chast-3.html
Printed board games in kindergarten are actively used both directly in the classroom and during leisure time. This type of activity helps not only to practice and consolidate acquired knowledge, but also develops cognitive processes, speech, fine motor skills, develops patience and the ability to follow rules. In addition, children enjoy mastering different forms of games: individual, pair and collective, which develops the skills of constructive interaction with peers.
Games “Loto – Colorful Gnomes”
Material: cards of a large field, differing in color - gnome heroes: red Kohle, orange Ohle, yellow - Jelly, green - Zele, blue - Gele, blue - Sele, purple - Fi, white - Belyash, gray - Serge, black - Chernysh.
Cut-out pictures - gnomes, geometric shapes, game details - 10 colors.
Option 1: all fields and drawings in the pictures are the same size.
Field of 4 parts. In the center there is a colored gnome, on top there is a circle, a square; below - a triangle, a rectangle - when you put all the figures on a large field - the drawing of a gnome is not visible.
Field of 6 parts. First row – petal, gnome, circle; second row – checkbox, square, circle.
Option 2: Sizes of fields and cards – large, medium, small. Place the cards on the field depending on the size of the picture and the field.
Option 3: the size of all three fields is large. The drawings on them are large, medium, small.
Field of 9 parts. The first column is a petal, a flag, a turtle; second column – Hedgehog One, red gnome Kohle, one from Transparent Number sticks; third column – circle, triangle, square.
Explanations: – the petal is opposite the circle – because their shape is the same – a circle; The flag is opposite the triangle - because the cutout on the flag is triangular; The turtle is opposite the square - because its shape, legs, and head are similar to a square. Hedgehog One and the number 1 together with the red gnome Kohle - because red is the first color in the rainbow. Hare Deuce and number 2 - together with the orange gnome Okhle - because orange is the second color in the rainbow and so on.
Instructions for the game:
1. Fill in all parts of the large field with pictures of the appropriate color and size. Many people can play, maybe 1 child can take the cards themselves and put them in the appropriate places.
2. The presenter fills in large fields with pictures - with errors - the size, color, shape does not match. The child is looking for where the mistake is.
3. Lay out all the cards with pictures on the table (first with one type of lotto, then more pictures). The classification task is to collect and arrange all the gnomes, red, light, bright, dark, one after another on the table; all red (blue, yellow, green) cards; all circles, squares, flags; all are not round, not blue, not big; all the numbers, all the little animals; build a tower of pictures - at the bottom - large pictures, above - medium ones, even higher - small ones.
4. Change of size. Place large pictures on the small gnome, small ones on the middle one, medium ones on the large one.
5. Color change. Place blue cards on the red gnome, gray cards on the black one, and white cards on the yellow one. Collect all the colorful pictures on one field.
6. Change of properties - color, size, shape. Collect on one field all the drawings that are not repeated in color, size, or image.
7. Make a train of trailers - each trailer differs from the previous one in one of the properties (image, color, size).
8. All rearrangements are clearly stated by the child, why you put this particular drawing - a change in properties.
9. Two rows of cells - 6 (or less or more) on each row. On the first row are red, yellow, blue, green, light blue, and gray gnomes. On the second row there are geometric shapes of the same color, but in a different order and one cell is empty. The gnomes were walking and lost their bags, found them and mixed them up. Let's help them take their handbags, their colors. You can only move pieces to an empty cell. The gnomes are waiting for us to help them. First, the figure is placed on an empty square of the desired color, like the top gnome - this is the first pair - how many squares and in which direction did we move it? Then again on an empty cell we place a figure of the corresponding color like the top gnome. Thus, all the gnomes teach their colored bags.
Types of homemade board games
In our unified information space, it makes no difference who is the manufacturer of board games. The same development can be popular both in European countries and in America or Australia. Types of entertainment are varied, many classifications are closely related. For example, economic theory turns out to be not only a logic game, but also an exciting adventure, and popular walkers are nothing more than a carefully thought-out strategy.
Joint activities bring the family together; at this time you can discuss plans and problems along the way. PHOTO: market.yandex.ru
There are several classifications of board games that are suitable for a wide variety of companies and ages:
- for kids, their main task is development and learning, they teach the child to remember the names of geometric shapes, shapes and sizes;
- fillers or card board games are exciting activities with simple rules that are understandable to both adults and children;
- logical board exercises are aimed at developing thinking, building an interconnected chain of varying degrees of complexity;
- walkers are fairy-tale characters moving sequentially. The themes can be different, for example, horror films, colorful adventures;
- fighting games – they feature direct conflict. The game is played on or without a field, cards with different teams are involved;
- tabletop activities for friendly parties are specially designed for several participants;
- large strategic missions are intended for those with a lot of time;
- wargames are military-tactical battles with a huge number of miniatures, fairly complex rules and a mandatory field.
Having chosen the theme, age and number of participants, you can start making it yourself.
Strategic battles for adults can be designed to hold several tournaments over a long period of time. PHOTO: tdko.su
Lotto "Seasons"
“Winter” - blue background; numbers - 12 (December) - Hedgehog One and Bunny Two, 1 (January) - Hedgehog One, 2 (February) - Bunny Two; gnomes Belysh, Gele, Sele, Chernysh, Fi - the colors of winter; in the picture, children are playing in the snow, building a snow fort, dressed in winter clothes.
“Spring” - light green background; numbers – 3 (March) – Bat Three, 4 (April) – Mouse Four, 5 (May) – Dog Five; gnomes - Kohle, Ohle, Jelly, Gele, Zele - the colors of spring; in the picture, children are going to plant a tree, a girl is picking flowers; snowman melts; a stream flows; trees bloom; a bird flies to the birdhouse; children are dressed in spring clothes.
“Summer” - light green background; numbers - 6 (June) - Cat Six, 7 (July) - Crocodile Seven, 8 (August) - Monkey Eight; gnomes - Kohle, Ohle, Zele, Gele, Sele - the colors of summer; children swim in the lake, pick flowers; the boy catches fish, the girl catches butterflies.
“Autumn” - orange background; numbers - 9 (September) - Fox Nine, 10 (October) - Hedgehog One and Magnolik, 11 (November) - Hedgehog One and Hedgehog One; gnomes - Kohle, Okhle, Jelly, Serge, Chernysh - autumn colors; in the picture, children hid under an umbrella from the rain and are walking through puddles, a cloud has covered the sun, a hedgehog is carrying mushrooms, birds are flying away, the trees are yellow, orange, leaves are falling, mushrooms are growing.
The playing fields depict the same landscape of the Violet Forest, at different times of the year and with different heroes. In the cut-out pictures, find drawings suitable for each season.
Playing field “Winter” - a winter forest in snow and snowdrifts, a house, Raven Meter, the wizard Invisible All, little pebble Karchik.
Playing field “Spring” - the picture shows the nature of the spring period, the Christmas tree is green, the snow is melting, streams are running, snowdrops are blooming; figures of Baby Geo, Mishik, girls Dolki, Lucha of the Lord, Karchik sitting on the roof of the house.
The “Summer” playing field is a green summer forest, all the trees are in foliage; Golden fruits hang on two of them; daisies and bells have bloomed, butterflies are flying; figurines of Philemon Cotterfield the Cat, Krabych the Crab, Fifa the Caterpillars, Zhuzhi the Bee, Timosha the Whale, Captain the Goose, and three Little Frogs.
Playing field “Autumn” - autumn yellowed forest; Lopushko, Elephants Lyap-Lyap and Lip-Lip, Okolesik, Krutik Po, Spider Yuk, Raven Meter sits on the roof of the house.
Puzzles
The child’s goal is to assemble the picture correctly.
Objectives: - the purpose of the cut pictures is to teach the child to compose a whole from several parts; correlate the images of parts of the drawings with the holistic image of real characters; — in the process of playing with pictures, the child gets acquainted with the world around him, expands his vocabulary, and his speech becomes more active; - develops logical thinking, attention, visual perception, gross and fine motor skills, coordination of movements, creative imagination, perseverance, concentration; - promote the development of the ability to compare, contrast, analyze, generalize, and draw conclusions; — cultivate patience, the desire to independently assemble the picture to the end.
Instructions: It is proposed to assemble one whole image from a set of pictures. The child must tell who is depicted and what he knows about the drawn characters. Give the children all the pictures from all the puzzles - a task for classification, analysis, generalization - sort into groups.
Colorful gnomes
Digitized animals
Wizards.
Flying
Floating
Residents of the Violet Forest
Tips for choosing
A board game is usually perceived as a pretty good gift, but (like any other product) it can be chosen either well or inappropriately.
Since it is given so that the child receives useful skills of his own free will, and not when he is forced, it is very important that the child likes the game, so that he becomes interested in it and begins to play regularly
There are some simple tips on how to achieve your goal:
For a child, play is a holiday. Even if she makes him think deeply, he himself still gets pleasure not from the process of solving a complex problem, as in chess, but from the surroundings. For this reason, a board game for a small child should be bright and beautiful, and also involve a certain legend, reminiscent of an interesting fairy tale.
"Who lives where?"
Children's age - from 2-3 years - easy tasks with 2-3 conditions, 4-7 years - more complex tasks.
Game objectives:
- development of verbal-logical thinking - abstract thinking, during which the child acts not with things and their images, but with concepts about them, formalized in words or signs, with the help of which the relationship of a certain type of object to another type of object is established; - with the help of verbal-logical thinking, you can develop the ability to reason and draw conclusions from these judgments; — develop the ability to compare several judgments; to form and improve the ability to draw conclusions, plan solutions to problems, analyze the conditions of problems; - develop children's attention, memory, logical thinking, observation, and concentration. Materials and equipment: figurines of heroes of the Violet Forest; details of the games “Lanterns”, “Miracle Cross-1”, “Miracle-Tic-2”, “Miracle-Tic-3”, “Miracle-Honeycomb”.
Preliminary work: children’s games with educational games, drawing up various models, according to a sample, according to a description, according to one’s own plan; discussion of what details each model of an object consists of, what this or that image of an object may be; what different houses can be like, what they can be built from, who can live in it (Blooper Elephant or Fifa Caterpillar) and why.
Game situation:
The inhabitants of the Violet Forest got tired of living in their houses and decided to change houses. So they changed several times and were completely confused about whose house was where. - Guys, let's help our friends return to their home.
Option 1. Take any 2 heroes (for example, Baby Geo and Meter Raven) and any 2 simple geometric shapes from the game “Lanterns” - houses made of a square and a triangle - red and blue. The teacher asks the children: - Baby Geo lives in a blue house. Where does Raven live? (in the red house); - small and large houses. Does the baby live in a big house where Raven lives? (in a small house); - houses built from parts of any game - “miracle puzzles” - houses are the same in shape (square, rectangle, triangle, circle, oval) and size (large or small), but have different roofs and windows. Choice of two options - roof - small or large, semicircular or triangular, windows - two different options from “Miracle Honeycomb”, “Miracle Crosses 1, 2, 3”.
Various options for tasks using geometric shapes of different sizes, colors, finishes (windows, roofs).
Option 2.
Take 3 heroes (Zhuzha the Bee, Mishik, Fifa the Caterpillar) and 3 different houses. For houses, different geometric shapes are chosen, different in shape and size: there should be 2 different shapes and 2 sizes - a large square, a small square, a large triangle.
Condition: Mishik lives in a big house, Zhuzha lives in a triangle. Where does anyone live? Reflections: Mishik lives in a big house - which means it could be either a big square or a big triangle. But, since Zhuzha lives in a triangle, Mishik can only live in a large square. There is a small square left for Fifa.
Conditions may include negation - not square, not big.
The houses are the same. Zhuzha does not live in a square - that is, in a triangle. Fifa does not live in a big house - that is, in a small square. Mishik lives in a large square.
Option 3.
3 houses are taken: 1st and 2nd - identical in shape, 3rd - different in shape; or 2nd and 3rd - identical in decoration (roof, windows, door, chimney on the roof), 1st - different from them in finishing of the house.
Condition. The 1st house is a square with a single window, the 2nd house is a square with a double window, the 3rd is a rectangle with a single window. Mishik lives in a square house; Zhuzha lives in a square house; Zhuzha lives in a house with a double window.
Answer. Mishik is in the 1st house, Zhuzha is in the 2nd, Fifa is in the 3rd house. Drawings – different versions of 3 houses
Option 4.
4 heroes and 4 houses for them are considered. House options are made up of game details.
Handy materials
Can I ask your opinion? Friends, what material do you prefer for crafts?
I will probably express the general point of view that this is the one with which it is easier or more interesting for you to create something at home.
And I will voice one more point. Sometimes I don't take new or valuable material. Even junk is used. Something that is kept by chance, or in anticipation that I can make something useful out of it. For example, corks from plastic bottles or wine, an old chessboard whose pieces are lost, buttons, pebbles, etc.
Well, when we have gathered everything: an understanding of what we have to construct with the children, for what purpose and for what purposes. We found out what materials we could use. We didn't forget the good mood. Now all that remains is to get down to business.
"Permutations"
Children's age - from 3-4 years - easy tasks on 3-4 cells of the "Carpet Chest", 4-7 years - tasks on 4-10 cells of the "Carpet Chest".
Objectives of the game: - to develop and improve the ability to examine the conditions of problems, the ability to plan solutions to problems, the ability to consciously solve problems to the end; - develop attention, memory, thinking, observation, concentration, visual perception; - develop the ability to navigate on a plane - left, right, up, down, up right - Peacock, down right - Pony, up left - Lion, down left - Doe; - develop counting skills - the number of steps in cells, subtract a smaller number from a larger number.
Materials and equipment: “Carpet Box”, cards of numbers of any variant (animal figures, numbers from the game “Transparent Number”, “Dominoes”, a set of numbers on a carpet).
Progress of the game.
Option 1. For children of senior preschool and primary school age. On the “Carpet Casket” in the first row, in each cell on top there are numbers from 1 to 10 in order. One of the numbers is missing - 1, 2, 3, 4, 5, 6, ..., 8, 9, 10. (no 7).
On the second row, the numbers from 1 to 10 are arranged in random order. No number is the same as in the first row. 2, 5, 6, 1, 3, …., 10, 4, 8,9. (no 7).
Task: rearrange the numbers in the second row so that they are the same as in the first, in ascending order.
Condition: you can only put a number in an empty space.
Game situation: identical numbers (little animals) walked in pairs along the paths of Kovrovaya Polyana, but one of them wanted to have fun and ran away from his friend, and then got lost. Let's guys help him find and catch up with his friend.
Questions for children:
— neighbors of numbers in the first row; who is behind what number; who is in front of some number; who stands between two numbers; who comes after a certain number; who is fifth (any) from the end. - who is in first place in the second row; who is 2nd, 3rd, 4th, etc; who stands before 5, after 4, behind 7, between 4-6, etc. - what is the number to the right above 6 on the second row; bottom left of 5 in the first row; any question on orientation - Lion, Peacock, Pony, Doe; — what number is missing in the first row? – 7; - Which seat is empty in the second row? – 6th cell; — where is the number that needs to be put here? – number 6 is in cell 3; — what number can we put in its place? – 6; - how to do it? – move 6 by 3 cells to the right; - how to check if we did it right? – 6-3=3 steps to the right; — what next number can we put in its place? Which cell is empty? – put the number 3 on the 3rd cell; - Where is the number 3 now? – on cell 5; — how should we move it? - left 2 cells; - how to check? – 5-3=2 steps to the left; - which cell is empty and what number can we put there? – in cell 5 you can put the number 5; — where is 5 now? How can I move it to its place? – the number 5 is in the second cell, move it 3 cells to the right; - how to check? – 5-2=3 steps to the right; - what will we do next? – empty 2nd cell, put the number 2 in it, now it is in 1st cell, move it 1 step to the right, check 2-1 = 1 step to the right; - what do we do next? – empty cell 1, number 1 is in cell 4, it must be moved 3 steps to the left, check 4-1 = 3 steps to the left; - the following actions? – empty cell 4, number 4 is in cell 8, it must be moved 4 steps to the left, check 8-4 = 4 steps to the left; - what's next? – empty cell 8, number 8 is in cell 9, you need to move it 1 step to the left, check 9-8 = 1 step to the left; - further? – empty cell 9, number 9 is in cell 10, you need to move it 1 step to the right, check 10-9 = 1 step to the right; - and what is the last number out of place? – number 10, it is in the seventh cell, you need to move it to the right 3 steps, check 10-7 = 3 steps to the right; - now all the numbers are in their places, are they the same in the first and second rows? - Yes; — what number is missing in both rows? - 7.
Option 2. Starting from 3 years.
On the “Carpet Casket” in three cells on the first row there are any two figures (there can be: images of geometric shapes, objects, letters, numbers, people, heroes of the “Purple Forest”, animals, transport - on any topic currently being studied in group).
In the second row, below them, in three cells, these same two figures are located in a different order (for example, in the 1st row - a square, an empty cell, a circle; in the 2nd row - an empty cell, a circle, a square).
Task: rearrange the figures in the second row so that they are in the same order as in the first row.
Condition: you can only place a piece on an empty space.
Children can rearrange the figures themselves on the “Carpet Casket” one by one; The teacher encourages the children to pronounce the necessary actions: which cell is free, what needs to be placed there, where the desired figure is, how the figure can be placed - how many cells to the right or left it needs to be moved.
For children who successfully complete different versions of tasks and exercises, a larger number of cells are used in the game - 4, 5, 6 and up to 10.
The whole group of children on their “Mini-Larchiks” does the same work as on the “Kovrograph Chest”. You can first ask the children to rearrange the figures on their mats themselves. Then check how it turned out on the Carpet, each time the child must pronounce his actions - which cell is empty, which figure needs to be put there, where this figure is, how to move it to the empty cell.
Options for solving problems may be different for each child, depending on the arrangement of the figures. When children cope with easy tasks on 3 cells, we increase the number of cells from 4 to 10.
Card index of printed board games for children 3-4 years old
NP - No. 1
"GEOMETRIC FORMS"
Target:
introduce basic geometric shapes and bodies; teach to remember names and teach to see geometric shapes in surrounding objects.
Progress of the game:
Option 1:
“The third wheel.”
Select three elements of the game so that two of them form a common pair. Invite the child to combine suitable elements into one card, ask the child to name the characteristic common to the shape of an object and a geometric figure. You need to start with simple shapes, first flat (point, lines, angle, circle), and then volumetric.
Option 2:
“Common Together” (younger, middle age)
Place halves of cards with images of geometric shapes and bodies face up on the table surface. Invite your child to choose those that depict figures that have a common feature. For example, all are flat, or all are three-dimensional, or all are quadrilaterals, and so on.
Option 3:
Game “We play ourselves”
(2 or more participants). All halves of cards with images of geometric shapes are shuffled and placed face down in the center of the playing table. Elements with images of objects and rocks are equally divided among themselves. The right to make the first move is determined by lot or counting. The player who received the move takes one of the elements from the table, names the geometric figure depicted on it, and keeps it if he has the second element of the card. The test is a lock, which is different for each pair of elements. If there is no suitable half. The element is again mixed with those remaining on the table, and the next player gets the right to move. The first person to find matching halves for all of their cards wins.
NP No. 2
"COZY HOUSE"
Target:
introduce children to various objects that surround them in everyday life at home, teach them to classify them according to general characteristics;
Included in the game
includes 30 cards. 25 of them depict various objects. 5 cards are general, each of them defines its own group of items: clothes, shoes, dishes, furniture, toys.
Progress of the game:
Option 1.
Invite the children to arrange the cards into groups.
Option 2.
Suggest connecting the cards into chains, with the generalizing card becoming a train in such a chain. The cards are connected to each other using puzzle locks. Each group has its own castle. And if the cards are chosen incorrectly, the chain will not be built. This allows the child to control the correctness of the task.
Option 3.
Invite the child to arrange the cards according to the color of the pictures. In this game, the cards are not connected to each other.
Option 4.
Cards can be used in the game “Find the extra object”.
Option 5.
"Lotto".
Several players are needed. A presenter is selected. The rest of the children choose a card that shows a picture of shoes, clothes, etc. The remaining cards are turned over with the picture down and shuffled or put into a Wonderful bag.
The presenter takes out one card at a time and shows it to the players. The player who is the first to collect all the cards in the set and build his own chain wins.
NP No. 3
"COLORS"
Target:
teach your child to distinguish primary colors and shades, to find certain colors and their combinations in drawings.
The game consists
from 20 cardboard cards, cut into 2 elements according to technology (puzzle). Some halves depict objects (plants, animals, toys) painted in three different colors. On the other halves there are three pencils of corresponding colors. There are 40 elements in total.
Progress of the game:
Option 1. "General Color"
Place the card halves with pictures of pencils (or, conversely, halves with pictures) face up on the table. Ask your child to choose all the images that have, for example, the color red. Then blue, yellow, etc. You can complicate the task by asking the child to choose an image that first has two and then three given colors.
Option 2.
“The third wheel”
Select three elements of the game so that two of them form a pair. Invite your child to combine elements that match the colors. The check will be the lock (the junction of the elements) that combines the elements of each card.
Complication
: compare first elements without common colors, then with one. And finally, with two common colors.
Option 3.
“We play by ourselves” (2 or more participants)
The teacher shuffles the cards and places them face down in the center of the playing table. Elements with images of multi-colored pencils are distributed equally to the players. The right to make the first move is determined by lot or counting. The player who received the move takes one of the game elements from the table and keeps it if he has a second element of the card. The lock serves as a check. If there is no suitable half, the element is again mixed with those remaining on the table, and the next player gets the right to move. The first person to find matching halves for all of their cards wins.
Complication:
Another version of the game is also possible, when players divide halves with pictures between themselves, and leave images of colored pencils on the table.
NP No. 4
"WHAT IS WHAT?"
Target:
promote the development of visual memory, attention, speech, logical thinking, develop the ability to distinguish and group objects according to certain characteristics; develop attention, thinking, memory, speech;
The game consists of:
from cards consisting of two elements with a puzzle lock - 18 pcs.;
Progress of the game:
Option 1: “The third wheel”
- find and pair elements that are suitable in meaning.
Option 2:
“Building a row”
- find the elements suggested by the leader, arrange them in a row according to a common characteristic.
Option 3:
“What’s in common?”
— find suitable halves for all of your elements with a given characteristic.
Option 4:
“What’s extra?”
- guess by what criterion the elements are collected and identify the extra one.
Option 5:
“Play hide and seek”
- find suitable halves for all your elements.
NP No. 5
"WHOSE'S HOUSE?"
Target:
Deepen and expand knowledge about various types of animals (insects, birds, animals) and their homes. The ability to correlate the image of a living creature with its habitat, naming it correctly. Develop imagination, cognitive interest, memory, logical thinking, fine motor skills of the hands.
Progress of the game:
Option 1: “The third wheel”
- find and pair elements that are suitable in meaning.
Option 2: “What’s in common?”
— find suitable halves for all of your elements with a given characteristic.
Option 3: “Let’s play hide and seek”
- find suitable halves for all your elements.
Option 4: “Remember and find out”
- make the largest number of cards without making mistakes.
NP No. 6
"TELL ME A STORY"
Target:
develop the ability to retell a familiar fairy tale consistently and expressively; develop the ability to arrange pictures in the correct sequence, develop attention, perseverance, thinking, memory, fine motor skills; develop the ability to navigate in space; cultivate a love for fairy tales.
The game consists of:
The set includes 6 large cards with a picture representing the fairy tale and 48 small cards. Each tale is illustrated with 8 small cards.
Progress of the game:
Game options:
Option 1:
Children tell a fairy tale using play pictures;
Option 2:
Children arrange the fairy tale characters in the correct sequence;
Option 3:
Lay out the cards, deliberately mixing up their sequence, and the child must restore the correct course of the plot.
Option 4:
Lay out the cards, skipping one or more, asking the child to say what is missing.
Option 5:
Games for spatial orientation: “Name who is to the right or left of the character,” “Far and close.”
Option 6: “Loto”
Played by 2 to 6 people. The players take large cards for themselves, and the leader shows small cards. The one to whom this card suits says: “I need this card because I am collecting the fairy tale “Kolobok.” The winner is the one who fills out the big card first and correctly.
Option 7: “The fourth wheel.”
The teacher lays out 2 cards from one fairy tale and one from another. Let the child say which one is extra and name the fairy tales.
NP No. 7 “TRAIN FOR ANIMALS”
Target:
Promote the development of thinking, perception of attention; introduce animals, their habitats, and way of life; learn to reason independently, analyze, compare.
The game consists
of 25 cards depicting various animals and birds. All animals can be divided into 5 groups depending on their habitat: - village: cow, rooster, ram, goat, dog - forest: hare, fox, wolf, elk, eagle owl - jungle: parrot, hippopotamus, crocodile, tiger, elephant - desert: camel, snake, turtle, lizard, ostrich - north: polar bear, walrus, reindeer, penguin (although, in our opinion, penguins live in the Southern Hemisphere), dead end (for those who don’t know, let’s explain this bird) Each group has its own summary card.
Progress of the game:
Option 1:
“Name the Animal” is suitable for little ones. The child is asked to find a card with a certain animal among several cards.
Option 2:
“Who lives where”
Children are invited to leave logical trains, where generalization cards will be the trains, and cards with images of animals will be the carriages. All cards have puzzle locks for connection. Moreover, the locks are made in such a way that only cards from the same group can be connected to each other. If the cards are grouped incorrectly, the chain will not be formed.
Option 3: “Types of animals.”
Teach your child to classify animals according to other characteristics.
Wild and domestic, herbivores and predators, birds, reptiles (senior preschool age).
In this game, generalization cards are not used and the cards are not fastened together. The child will be able to check the correctness of his reasoning by the background color of the cards.
NP No. 8 “WHO IS BIGGER, WHO IS LESS?”
Target:
teach the child to classify objects, combine them into groups, build decreasing or increasing chains according to various criteria; form spatial concepts, develop logical thinking, attention, memory, speech.
Progress of the game:
Option 1:
“Merge into groups.”
Purpose of the game: collect all cards belonging to one group (all large and all small);
Option 2: “Who is bigger?”
The teacher invites the children to assemble a logical chain of cards belonging to one group in ascending order (small-medium-large object);
Option 3: “Who is smaller?”
The teacher invites the children to assemble a logical chain of cards belonging to one group in descending order (small-medium-large object);
NP No. 9
“
BIG AND SMALL”
(we study domestic animals)
Target:
introduce the child to common domestic animals: horse, dog, cat, cow, goat, sheep; expand your vocabulary, develop coherent speech, attention, memory, perseverance
Progress of the game:
Option 1:
The teacher examines round cards with the children.
Names the cubs depicted on them. How do they talk? Tell them that they also have moms and dads. Option 2: “Mom is lost”
Select a picture of a baby and find its parents, name them. The kitten's mother is a cat.
Option 3:
“Who lives where, who eats what.”
Option 4: “Loto” (for children 5-7 years old)
2-3 players and a leader. One of the players must collect the cubs, another - mothers, the third - fathers, the fourth - food, the fifth - ways to organize into groups. The presenter shuffles all the cards and shows one at a time. The one who needs this card explains his choice and takes the card for himself. The winner is the one who collects all 6 cards correctly the fastest.
Option 5:
“Make a story” for children 5-7 years old)
Children who already speak well can be given the task of composing a fairy tale about animals.
You can only talk about animals of one species, or you can use any cards. If there are several children, you can organize a fairy tale competition.
Option 6: “The fourth wheel”:
The teacher lays out four cards, one of which is somehow different from the other three. The child must say which one and explain his choice. For example, three cards with cows and one with a horse, or three cards with dads and one with mom. You can give more complex tasks that have two answers: a herd of cows, a bull, a cow, a horse - an extra horse or an extra herd, since the other cards have one animal each.
Option 7: “What has changed”
The teacher lays out several cards, ask the child to memorize them for 10-15 seconds, then mix and invite the child to lay out the same cards in the same order.
Option 8:
“Who is missing?”
The driver lays out several cards, the child remembers, then closes his eyes, and in the meantime the teacher changes the cards, remove or add a card, or replace one. The child must determine what has changed. You can make tasks more difficult by increasing the number of cards or the number of changes.
NP No. 10 “SEASONS”
Target:
introduce the child to the changes that occur in nature and in people’s lives at different times of the year.
The game consists
of 4 large generalizing cards: Winter, Spring, Summer and Autumn and 48 small cards. There are 12 small cards for each season. These 12 cards, in turn, are divided into 3 groups: plants, animals, human behavior at the appropriate time of year. Each large card contains 3 images corresponding to a given time of year: a plant, an animal and a person. Under each of these images you can collect a chain of 4 small cards belonging to this group. The cards are connected to each other like a puzzle, with each group having its own lock, so that the child himself can check the correctness of his reasoning.
Progress of the game:
Option 1:
“Assembling a chain” (3-5 years old)
The child is asked to collect one chain from cards prepared in advance by an adult.
Option 2:
“All year round.”
It is proposed to collect all the chains by correctly connecting small cards to large ones
Option 3:
“Let’s change!”
This game only uses small cards. During the game you need to collect sets of cards from the same series
Option 4:
“What’s in the picture.”
The child is asked to describe the picture. This game is aimed at developing a child’s speech and activating his vocabulary.
NP No. 12
"LOGICAL PAIRS"
Target:
develop logical thinking, imagination, and intelligence in children.
The game consists
of 16 sheets with color pictures.
Each sheet has 6 drawings. Progress of the game:
Invite children to find a logical pair based on any attribute (color, shape, both objects are edible, etc.) and explain why this particular card is a pair of the previous one.
NP No. 13
“FOLD A PATTERN”
Goal: to develop spatial and logical thinking, imagination, ingenuity; consolidate counting and classification skills;
promote the development of color perception, the ability to analyze, synthesize and combine; cultivate attention, accuracy, perseverance, determination.
The game consists
from 16 identical wooden cubes. The edge of the cube is 3 cm. All faces of the cube are colored differently. The four faces are single-colored: white, red, blue, yellow. Two are two-color: white with red and blue with yellow.
Progress of the game:
It is proposed to make multi-colored patterns of varying complexity from cubes. Pattern options are given in the booklet - description. There are about 70 patterns in total. So that a small child can play the game, it is advisable to transfer the pattern onto a large sheet on a scale of 1:1. In this case, the child can make a pattern by placing cubes on the image. Older children learn to make patterns using a small pattern. It should be noted that the pictures in the assignments do not show the division of patterns into squares. Those. The child himself must analyze the drawing and decide which cubes should be used to make the pattern. And finally, the cubes provide the child with a huge field for imagination, because the number of patterns that you can come up with yourself is unlimited.
NP No. 14
“FIGURES”
Purpose:
introduce children to basic geometric shapes, teach them to determine the shape of objects, develop imagination, mathematical abilities and fine motor skills.
Progress of the game:
Option 1:
“Find a similar figure”
Goal:
find objects of the same shape as the sample.
The teacher lays out 2 groups of cards on the table depicting geometric shapes and objects and invites the children to place the objects in houses. Repeat the name of the geometric shapes. Invite the children to collect all the objects that look like a circle - they will live in the same house. If the choice is made correctly, the “locks” of the cards will easily connect. Then he invites the child to put together all the triangular, square, and rectangular objects.
Option 2:
“Remembering objects”
The teacher shows the card as a sample. Children are asked to remember as many objects of the same shape as possible. Participants take turns naming one option. The winner is the one whose answer is the last.
NP No. 15
“FIND YOUR MATTER”
Goal:
promote the development of visual perception, fine motor skills and coordination of movements;
teach children to put two parts together into a whole image, to introduce them to the objects of the surrounding world that are found in the surrounding reality;
Progress of the game:
Option 1:
Offer the child a half picture and ask what is drawn on it. If the game is being played for the first time, the teacher shows how to add the missing half to make a whole image. Then you can invite the child to independently put together a whole image from two halves.
Option 2: “Who is more”
Invite 2-3 players to compete to see who can collect the most half-pictures.
NP No. 16
“SMART MACHINES”
Goal:
promote the development of thinking, perception, attention; introduce different types of transport; consolidate the idea of primary colors; learn to reason independently, compare, contrast, analyze. Develop fine motor skills;
The game consists of:
Set of cards with image:
AIR TRANSPORT: rocket, airplane, helicopter, balloon, fighter;
WATER TRANSPORT: steamship, submarine, sailboat, cutter, boat;
PASSENGER TRANS! YURT: bus, trolleybus, tram, train, taxi;
CONSTRUCTION MACHINERY: excavator, crane, tractor, roller, concrete mixer;
SPECIAL PURPOSE VEHICLES: fire, police, ambulance, emergency vehicle, truck;
Progress of the game:
Option 1:
“Name the car”
The game involves 1-4 people.
The teacher lays out cards with 3-4 pictures in front of the child. Ask to find a card, for example, with a bus. if he did it. Help if you have any difficulties.
Ask why this type of transport is needed, what color is it? What does the bus have?
Option 2:
“Types of cars”
The teacher lays out the cards in front of the child, face up. Separately, put five cards with plot drawings. Invite your child to find an image of some type of transport, for example, a boat. Where can you see her? Which of the five summary cards can it be attached to? The child can check the correctness of his choice by the background color. If the choice is made correctly, the locks will match and all the cards will form a single chain.
Complication:
collect the following chains: water transport, air transport, passenger transport, construction and special vehicles.
What are the names of the cars that fly in the sky? What types of ground transport does he know (special, passenger, freight, etc.)? What can you call a tram, trolleybus and bus (city passenger transport)?
Option 3:
“Car color”.
Invite your child to put together all the cars of the same color and put them in a chain (no need to pay attention to the locks).
Didactic games on traffic rules
Goal: — consolidation of children’s knowledge about various types of transport (passenger, cargo, passenger); traffic signs;
Objectives: Educational: 1. To form children’s ideas about various types of transport. 2. Consolidate knowledge about sensory standards of color. 3. Practice distinguishing objects by shape and size. 4. Familiarize children with a graphic representation of the letters of the alphabet. 5. Expansion of vocabulary. 6. Preparing the child for reading; learn letters, learn to read syllables; remember the sequence of letters of the alphabet; 7. Remember the emblems and names of cars. 8. Consolidate knowledge about traffic signs.
Developmental: 1. Develop concentration. 2. Develop visual and figurative thinking. 3. Develop the ability to combine objects based on certain characteristics (classification).
Educational: 1. Stimulate children’s ability to negotiate with each other about upcoming joint activities 2. Cultivate interest in the rules of behavior on the road.
“Find your car your garage”
Material: 14 garages - 7 primary colors, each color has its own car brand; Silhouettes of cars of different colors and the emblem of the car brand.
Methodical manual:
Game task: Find each vehicle its own garage.
Rules of the game: The child takes the car, you need to name the make of the car and determine its color, and then choose the appropriate garage.
Progress of the game:
Educator: Option one Look what happened, all the cars got lost. Help the cars quickly and take them to the right garage. Educator: Option two These are not simple garages, but colorful ones. Take the car of the desired color and take it to the desired garage. (children select a car according to the color of the garage) Educator: Option three And so, look carefully. How are the garages different here? Large and small garage The answer, of course, is yours. Choose the right size car, and take it to the right garage. (children select a car according to the size of the garage) Educator: Option four Kid, now look at the garages here are so different. Each one has its own car, look at the picture and boldly move forward! (children select the car according to its shape). It should be noted that the bright silhouettes of cars attract the attention of children. They happily send the cars to the garage, naming them, identifying the car make and color. Both the playing cards and the silhouettes of the cars are quite practical and durable, which allows the teacher not to worry about the safety of the kids and the breakdown of the game. The game can be used for group activities with children. But the game is especially good for individual lessons with children.
Interesting for everyone
What you should pay attention to:
- age of the baby;
- interests;
- possibilities.
Why is it important? Because for some these will be exciting and developing projects, while for others they will be primitive, like completed material, which no one will like and which should not be allowed. Guys, do you know what is interesting to your little one personally? It would be good to take into account children's needs
Some people are crazy about trains, others need bunnies and monkeys. And others need to be taught how to count in a game or checked by traffic rules to see how much they know the rules, so that we remain calm when they go somewhere on their own
Guys, do you know what is interesting to your little one personally? It would be good to take children's needs into account as well. Some people are crazy about trains, others need bunnies and monkeys. And others need to be taught how to count in a game or checked by traffic rules to see how much they know the rules, so that we remain calm when they go somewhere on their own.
We are proud of our children! Their abilities are a reason for our little boast. And homemade strategy board games are a way to unlock a child’s potential and develop it.
"Automotive ABC"
The alphabet will quietly and naturally enter the life of every child who begins to get acquainted with written language. Interest is the main principle underlying this board game. After all, nowadays it’s very difficult to surprise children with anything! With the help of games, you can help your child prepare for school or make his first steps at school easy, consolidating the acquired knowledge at home, in play, and develop imagination and resourcefulness. “From recognition to action” - this is how one can designate the entire spectrum of a child’s actions with gaming material. To avoid many school difficulties, it is necessary to teach the child to hear, recognize and distinguish the sounds of his native language as early as possible.
Material: - 4 playing tracks with letters; - cardboard cards of letters and car emblems. - chips and dice.
Goals of the game: - To familiarize children with the graphic representation of the letters of the alphabet. — Expansion of vocabulary. — Preparing a child for reading. - Learn letters, learn to read syllables; — Remember the sequence of letters of the alphabet; — Remember the emblems and names of cars. — Development of coherent speech, memory and attention, imagination and resourcefulness.
Rules of the game:
First option: We study the letters and emblems of cars. Before starting, children, together with the teacher (parents), get acquainted with the basic rules, examine the playing paths and study them. Then, next to the field, you should lay out the playing cards with the pictures facing up (the letter and emblem of the car brand). From the proposed cards, select a card with a letter and place it on the playing track, corresponding to the letter (or emblem).
Second option: The participant rolls the dice, counting down the required move, places his chip (or car) on the selected letter, then selects a suitable card with the emblem of the car brand or letter. If the child answers incorrectly, he misses his turn. The first one to complete the entire route wins. Having placed the cars at the start, the opponents alternately roll two dice (one regular, the other in the color of the traffic light), and, depending on the traffic light readings, move along the road. A green light, according to tradition, allows movement, a yellow light instructs to re-roll the die, and a red light means skipping a move.
Third option: Find a couple. From the cards offered, you need to choose a pair. To help children, cards with the letter and car emblem are the same. For example: N – Nissan, O – Opel, A – Audi.
Fourth option: Make up a word. You can make words in different ways: • From letters alone; — (DREAM) • From car emblems alone; - (Suzuki, Opel, Nissan) • Mixed - (at the top of the letter, at the bottom of the car brand)
DIY toys for primary school children
Children of this age also need educational toys. Various board games are very suitable here. Again, there are a lot of them sold in stores, but there is one caveat. Firstly, they are expensive and there is a possibility that if you buy a toy. The child will use it only a couple of times and then abandon it. Therefore, it is better to make it yourself, especially since you can come up with the idea yourself.
One of the fairly simple and standard options is “tic-tac-toe”. Of course, the paper version with a pen and piece of paper does not require any costs at all. But, you must admit that such a toy made with your own hands can even become a gift. And to make it you will need a sheet of plywood or cardboard, which we paint and divide into squares and round chips, also cardboard. On some we draw a cross, on others a zero.
Both corks and flat buttons can be used for these purposes. The toy will turn out to be interesting, you can even take it with you to the dacha or on a trip.
As an option, instead of tiles with crosses and toes, you can make, for example, bees and ladybugs.
To spend useful time with children on trips, in addition to playing tic-tac-toe, you can make portable checkers. To do this, take an empty DVD box. Inside we attach a sheet of cardboard or any other material under the chessboard. Next, take flat buttons of the same size in two colors. You can choose any color, not necessarily black and white.
It turned out tasteful and original. With such a game, there is no shame in having a few “parties” with strangers.
If you want to play checkers like this at home, but want to have a larger field, well, take a large sheet of cardboard, paint it black and white checkered, take caps from plastic bottles in two colors and play.
The next type of creative game is extremely simple in its implementation. We will need a board, even a kitchen board, pins and colored rubber bands. Place pins on the board in the correct order. As a result, we get the so-called geoboard. Using rubber bands, you can build various geometric shapes on such a board.
If you show your imagination, you can not only make squares and triangles, but even “draw” something. It turns out quite interesting, and most importantly, entertaining.
Back in the 20th century, pinball was a popular game. The field was marked with cells with numbers. The ball was shot onto the field using a spring and occupied a certain cell. Whoever scores more points wins. You can make this pinball yourself using cardboard and plastic bottle caps.
We have already talked about board games like football and hockey, but here I would like to present another interesting version of magnetic football. We take a lid from a shoe box and cut out gate holes on the sides of the opposite ends. In the corners we make legs from plastic tubes or all from the same cardboard. Then we cut out two small circles and glue a round magnet to them. We cut off two long narrow strips, to which we also glue a magnet. We are drawing out the football field. The game is ready.
When you bring cardboard strips with magnets under the same magnetic circles and move the strips, the circles on the field will also move. Now we place the ball on the field and push it into the enemy’s goal.
"Road Alphabet"
Instructions: - cover all fields of the large map with the corresponding pictures with traffic signs; - name the letter of the large field and what the corresponding traffic sign means; - a game for orientation on a plane: which letter (sign) is on the 1st row in the 3rd cell, on the 5th row in the 5th cell, under the letter B, above the letter O, to the right of the letter L, between P and S, and so on; - game “Fly” - the car was driving through the city - from the gas station it went to residential buildings - how? 2 cells to the right and 1 cell down; Then she drove along the Circular Traffic to the parking lot - how? 1 cell down and 1 cell to the left, down 1 cell; - what signs are drawn in red - why? – prohibiting. What signs are drawn in blue - why? – informational. Find round, triangular, rectangular, square signs and tell where they are located; — which letters are drawn in red, which ones in blue, which ones in green? Where are they located; — a walking game: start on the letter A, roll the dice one by one, walk around and name the letter and the sign on which the chip (small car) lands. Agree in which direction we will walk in the lower rows (like a snake - in a zigzag or always starting from the first cell on the left). If you hit a red letter, you must skip a move. Whoever does not know the name of the sign or the letter either misses a move or returns back to the previous cell.
"Car ABC" and "Learning the Alphabet"
Instructions: - lay out all the cards with pictures of cars on a large playing field, naming the letters and make of the car; - what color are the letters, what color are the cars; where are they located? — find similar cars by shape; - in the "Automotive ABC" - orientation on the plane - where they are located - under..., above..., between..., left-right,; game "Fly" - moving down-up-right-left by a certain number of cells; - in “Learning the alphabet” - orientation on the plane - where they are located in relation to other pictures;
"Emblems and car brands"
Material: a large field on which emblems and names of cars are depicted in English and Russian.
Instructions: - place small cards with car emblems on a large field in the appropriate place; Name the make of the car, if possible - describe what it looks like (circle, oval, with letters, with arrows, etc.); - walking game: throw the dice and walk from a certain cell by agreement from row to row, name the make of the car; — tasks for orientation on a plane: where they are located, below-upper-right-left, under, above, between, left, right of a specific model; - describe what color the emblem is and what is depicted on it; - find from memory car models from the games “Car ABC” and “Learn the Alphabet” and combine them with emblems.