5 didactic games. Didactic games
Didactic games for children 5-6 years old have their differences associated with the age characteristics of a child of this age.
Children aged five years are characterized by curiosity, observation, and interest in everything new and unusual. Children really enjoy solving riddles themselves and finding the right solution to a problem. The volume of knowledge is expanding, and the nature of mental activity is changing. New forms of thinking emerge, analysis becomes more and more detailed, and synthesis becomes more generalized and precise. Children of the sixth year of life already understand the connection between surrounding objects and phenomena, the causes of phenomena and their features.
When selecting didactic games for children 5-6 years old, you need to pay attention to the degree of difficulty of the game rules and actions, so that when performing them the child shows effort of mind and will.
Competition plays an important role in children's games. Give your child more freedom to choose a game and solve its problems creatively.
The role of an adult in games for children 5-6 years old mainly comes down to explaining the rules of the game. At this age, children can already act independently, without the participation of an adult; this applies mainly to board and printed games.
It is very important to choose the right game, to analyze whether the child has the necessary knowledge and ideas. At the end of the game, it is imperative to praise the children, focus on positive aspects, and encourage success.
Make no mistake!
Didactic task. Exercise children in distinguishing objects by material; consolidate knowledge about such properties of objects as hard, soft, rough, dense, smooth, shiny, matte.
Game rules. Collect objects of the same quality in a basket, talk about the properties of the objects.
Game actions. The search for objects is carried out by the links, they compete: whoever finds the most objects of the same material wins. The search begins and ends at the leader's signal.
Progress of the game. The game begins with a short conversation between an adult and children about the objects that surround them in the room.
During the conversation, the adult clarifies the children’s knowledge that there are many objects in the room and they are all made of some kind of material.
Now look at this toy! (Shows a nesting doll.) What do you think it’s made of? (Children answer.) Yes, it is made of wood. But what is this item made of? (Shows scissors. Children answer.) This object, you correctly said, is made of metal.
Come, Lena, to the table, pick up a matryoshka doll and scissors and tell me which is colder: scissors or a matryoshka doll. Lena was right when she said that scissors are colder. Metal is cold, and wood is warmer.
Now tell me, what is this ball made of? (Shows a plastic ball. Children answer.) Yes, it is made of plastic. Look how he bounces! How can we talk about this property of plastic? (It is elastic. The ball jumps.) But what is this bubble made of? That's right, it's made of glass. What can you say about the properties of glass?
The adult leads the children to the answer: it is fragile and breaks easily. Therefore, you must always be very careful with objects made of glass.
Now, guys, we will play the game “Make no mistake!” We will have four links. Let's choose the link ones with a counting counter. We will give each member of the team a basket: on this basket there is a ball glued. (Shows a basket with a ball.) Here you will need to find and put all the objects made... What are they made of?
Made of plastic, the children answer.
And on this basket there is a picture of scissors. This is where we will collect all the items...
Metal.
And in this basket (with a matryoshka doll pasted on it) we will put objects...
Wooden.
Let's put all the items in this basket...
Glass.
Start the search and end only at the signal: strike the tambourine. Whoever collects the most items wins.
Four members are selected using a counting machine. They take baskets and, together with the members of their team (there should be an equal number of them), after the sound of the tambourine, they go to collect objects. After the second hit of the tambourine, everyone approaches the adult, takes turns laying out the objects, counting them, checking whether a mistake was made, and talking about the properties of the objects.
At the end the winning link is announced. The winners are greeted with applause.
The game can be varied using objects made from other materials: cardboard, fabric, rubber, etc.
Whoever comes up, let him take it!
Didactic task. Teach children to talk about an object, highlighting its most characteristic features: shape, color, quality and its purpose; by description, find an object in a room or on the street, recognize tools, machines, who uses them in work; develop attention, thinking, memory and speech.
Game rules. According to the description of the object, find it in the room or area, name it correctly. Whoever makes a mistake and brings an item that is not the one described, pays a forfeit, which is redeemed at the end of the game.
Game actions. Riddles, guessing, searching for objects.
Progress of the game. The adult reminds the children that they recently had a conversation about how people are helped in their work by various objects, tools, and machines. Speaks:
Today we will play this game: in our room there are many tools, machines (toys). You will choose one of them and tell us so that we know what tool or machine you are talking about. But you cannot name the object. We have to figure it out ourselves. Whoever guesses first will find this item and bring it here to the table.
I wished for an item that the tailor needed. It's metal. You can also make a riddle: “Two ends, two rings, and in the middle there is a stud.”
These are scissors, says one child.
Well done, go get it and put it on the table.
Guess what it is,” the next participant continues the game. - A car, wheels like a tank. He knows how to do everything: he plows, he sows, and he carries loads.
The one who guessed (“This is a tractor!”) comes up first and finds a tractor among the toys and also puts it on the table.
The game continues until many different tools and machines are on the table. The game ends with guessing the forfeits of those who made a mistake and brought the wrong item.
Similar - not similar.
Didactic task. Teach children to compare objects, notice signs of similarity in color, shape, size, material; develop observation, thinking, speech.
Game rules. Find two objects in the environment and be able to prove their similarity. The one to whom the arrow points answers.
Game actions. Search for similar items.
Progress of the game. Various items are prepared in advance and discreetly placed in the room.
The adult reminds the children that they are surrounded by many objects, different and identical, similar and not quite similar.
Today we will find objects that are similar to each other. They can be similar in shape, color, size, material. Listen to the rules of the game. You need to walk around the room, select two similar objects and sit down. The one to whom the arrow points will tell you why he took these two objects and what their similarities are.
Most often, children find similar objects by color and size. It is difficult for them to detect a hidden quality. This game helps the children solve the problem. For example, taking a teaspoon and a dump truck, the child explains his choice by saying that they are similar because they are made of metal. At first, this combination of objects makes children laugh.
How are a spoon and a dump truck similar? - the children are perplexed and laugh. - Of course, they are not alike.
But the child who called them similar proves the correctness of his choice.
While playing, children learn to find signs of similarity between objects, which is much more difficult than noticing signs of their differences.
Do you know?
Didactic task. To consolidate children’s knowledge about sports, to awaken a desire to engage in them; cultivate interest in athletes and pride in their victories.
Game rules. When selecting the items needed for a given sport, name the sport and items correctly.
Game actions. Select pictures with images different types sports
Progress of the game. An adult looks at large pictures with children that depict sports scenes: games of football, hockey, volleyball, rhythmic gymnastics, rowing, etc.; talks with children, clarifying their knowledge. After handing out pictures to the children, the adult invites them to choose the right items for each athlete. He draws the children's attention to objects that lie on the carpet: a hoop, a ribbon, a soccer ball, a stick, a puck, a shuttlecock, a racket, a boat, oars, etc. The children name them.
Now listen to the rules of the game. At the signal (whistle), you will find and put to the picture where one sport is drawn, those items that these athletes need. Be careful!
Gives a signal. After all the objects are placed with the corresponding pictures, the children check to see if there is a mistake.
The game consolidates knowledge about sports, sports equipment, and also cultivates interest in sports. The game can be ended with a conversation about athletes - champions of competitions, looking at paintings and photographs on sports topics.
Then the adult offers the items that were used in the game to take with you for a walk and play sports games on one's own.
Tops and roots.
Didactic task. To consolidate the knowledge that vegetables have edible roots - roots and fruits - tops, some vegetables have both tops and roots edible; practice assembling a whole plant from its parts.
Game rules. You can look for your top or spine only when given a signal. You can’t pair up with the same player all the time; you have to look for another pair.
Game actions. Search for a pair; composition of a whole plant.
Progress of the game. Option 1. After harvesting in his garden, an adult gathers the children, showing them what a good harvest they have grown, praising them for their useful work. Then he clarifies the children’s knowledge that some plants have edible roots - roots, others have fruits - tops, and some plants have both tops and roots edible. An adult explains the rules of the game:
Today we will play a game called “Tops and Roots”. On our table are the tops and roots of plants - vegetables. We will now divide into two groups: one group will be called tops, and the other - roots. (Children are divided into two groups.)
There are vegetables on the table here; The children of the first group take the top in their hands, and the children of the second group take the spine. Have you taken everything? And now, at the signal (clap your hands), you will all scatter around the area and run in all directions. When you hear the signal “One, two, three - find your pair!”, quickly find yourself a pair: the spine is at your top.
The game is repeated, but you have to look for another top (or spine). You can't be paired with the same player all the time.
Option 2. The tops (or roots) stand still.
Only one subgroup of guys is running around the site. An adult gives a signal: “Roots, find your tops!” Children should stand so that the tops and roots form one whole.
The correctness of the task can only be checked by the “magic gate” (an adult and one of the children), through which all couples pass. To ensure that interest in the game does not fade, you can offer to exchange tops and roots.
Guess the tree
Didactic task: Differentiate trees by their main characteristics: trunk, leaves.
Game rules: Act on the teacher's signal. Maintain the order.
Game action: Consider and name the similarities or differences between trees and leaves.
Didactic material: cards with images of trees and leaves.
Progress of the game
The teacher gives the children cards with pictures of maple and birch. The teacher asks the children to name the cards correctly.
Children name and compare trees, identify similarities and differences.
Maple and birch are trees. They have roots, one trunk, many branches and leaves.
The maple has a dark trunk, and the birch has a white trunk. The maple leaf looks like a palm, and the birch leaf has carved edges.
What tree is the leaf from?
Didactic task: Differentiate distinctive features leaves of maple, birch, rowan, etc.
Game rules: Act on the teacher’s signal. Maintain the order. Speak clearly and distinctly. Answer the question with a complete answer.
Game action: Find out and name the leaf corresponding to the Tree.
Didactic material: cards with images of leaves: birch, oak, maple, rowan.
Progress of the game
The teacher gives the children leaves of different shapes, and the children determine which tree they come from.
This leaf is from a birch tree, which is why it is called birch leaf.
This leaf is from an oak tree, which is why it is called oak leaf.
This leaf is from a rowan tree, which is why it is called rowan, etc.
Third wheel
Didactic task
Game rules: Act on the teacher’s signal. Put aside a card with a picture of an animal that is superfluous.
Game action: Find an extra animal on the card and put it aside.
Didactic material: cards with images of domestic and wild animals.
Progress of the game
Children are given cards with pictures of animals. Children must determine which animal is the odd one out.
A lamb and a cow are domestic animals. They live next to humans. The fox is a wild animal, it lives in the forest. The fox is an extra animal. Etc.
Fourth wheel
Didactic task: Differentiate domestic and wild animals according to their main characteristics.
Game rules: Cover with a chip only the animal that is extra on the card.
Game action: Find an extra animal on the card and cover it with a chip.
Didactic material: cards for the game “Fourth Odd” according to the number of children. Chips.
Progress of the game
Children are sitting at the table. In front of them are cards divided into four squares. Three cells depict wild or domestic animals. The fourth cell depicts a fruit or vegetable. Children must find an extra item and cover it with a chip.
Before the game starts, the teacher explains the rules of the game:
There are cards in front of you. What is shown on these cards? (children's answers)
If animals live with humans, what do we call such animals? (domestic)
If animals live in the forest, what do we call such animals? (wild)
Look carefully at the card and cover the extra item with a chip.
From the garden to the dinner table
Didactic task: To consolidate children’s knowledge of general concepts: vegetables, fruits, fruits, seeds.
Game rules: Answer questions in order. Listen to your peers' answers and help when necessary.
Game action: The teacher reads the text and along the way lays out a picture of the actions on the magnetic board. As the story progresses, he asks the children questions.
Didactic material: cards for a magnetic board: vegetables, fruits, fruits, etc.
Progress of the game
During the course of his story, the teacher lays out plot pictures and asks the children questions:
Autumn has come. People went out into the fields, into the beds and began to harvest the crops. What can you collect in the garden beds? (children answer, and the teacher lays out: potatoes, tomatoes, cucumbers, zucchini, radishes, etc.)
People went out into the garden and began to harvest from the trees. What can you collect from trees? (apples, cherries, plums, pears, etc.)
People ate part of the harvest. And they decided to save part of the harvest for the long winter. We took vegetables: tomatoes and cucumbers. Wash them with warm water. They put them in glass jars, salted them, poured boiling water over them and closed the lids. What can be said about these vegetables, what was done with them? (canned vegetables, put them in the cellar)
They took the potatoes and poured them into the vegetable store.
We took fruits: apples, pears. Wash them with warm water. Then they cut it into slices and began to dry it. When the apples and pears were completely dry, put them in a bag and put them in a dry place. What do we call such fruits? (dried fruits)
Winter will come. Mom will get pickled cucumbers and tomatoes from the cellar. Get some dry fruit, boil some compote, and everyone will remember summer again. Why?
Who eats what?
Didactic task: To clarify children’s knowledge of the names of animals and what they eat. Develop observation and attention.
Game rules: Start picking up cards at the teacher’s signal. Perform actions without interfering with each other.
Game action: Search for the cards you need.
Didactic material: cards with pictures of animals and what they eat, according to the number of children.
Progress of the game
The children have cards with pictures of animals in front of them. Children select the appropriate picture for the animals on the teacher’s table: for a cat - milk in a bowl, for a dog - a bone, for a pig - porridge, for a goat - grass.
What kind of insect, name it?
Didactic task: To form in children the concept of an insect. Recognize and name representatives of insects: fly, butterfly, dragonfly, etc.
Game rules: Begin your actions at the teacher’s signal. Whoever collects the picture first names it.
Game action: Finding the right parts, putting the whole picture together.
Didactic material: cards with images of insects according to the number of children.
Progress of the game
On the tables in front of the children are cut pictures with the image of insects.
Children must collect cut-out pictures, guess the insect and name it. If children find it difficult to name an insect, the teacher helps by asking riddles:
She's cuter than all the bugs
Her back is red.
And there are circles on it
Black dots (ladybug)
She has four wings
The body is thin, like an arrow,
And big, big eyes.
They call her... (dragonfly)
A helicopter landed on a daisy at the gate -
Golden eyes, who is it? (dragonfly)
Drinks the juice of fragrant flowers.
Gives us both wax and honey.
She's nice to everyone,
And her name is... (bee)
Chok, chok, yuk!
Flew into our garden... (bug)
I don't buzz when I sit
I don't buzz when I walk.
If I'm spinning in the air,
I'll have a blast at this point. (bug)
We'll spread our wings -
The pattern on them is beautiful.
We are spinning, fluttering -
What space all around! (butterfly)
Where is whose tail?
Didactic task: To consolidate children's knowledge about animal body parts.
Game rules: take cards one by one and only those that match the main picture.
Game action: Search for the cards you need.
Didactic material: paired cards with images of animals and the tails of these animals (according to the number of children).
Progress of the game
The teacher gives the children cards with images of animal tails. On the table there are cards with images of animals without tails. Children take turns taking a card from the table and selecting the corresponding animal: wolf, fox, bear, squirrel, hare, etc.
Find the same flower
Didactic task: Exercise children in finding objects similar to those in the picture. Cultivate attentiveness, concentration, and shape children’s speech.
Game rules: Act on the teacher's signal. Maintain the order. Show only the item shown in the picture.
Game action: Take a card with a picture of a flower from the table and find a flower in the flowerbed similar to the picture.
Didactic material: subject pictures depicting flowers. Layout of a flower meadow with flowers.
Progress of the game
The teacher invites the children to the table on which there are object pictures. Children look at the pictures, recognize the flowers, and name them. They choose pictures with the flowers they like and find flowers similar to the picture in the flower meadow and name them.
Help your green friends
Didactic task: Exercise children in finding story cards that logically explain the situation. Cultivate attentiveness, concentration, and shape children’s speech.
Game rules: Act on the teacher’s signal. Maintain the order. Post only those cards that fit the plot.
Game action: Take a story card from the table and lay it out in front of you.
Didactic material: plot pictures depicting situations.
Progress of the game
The teacher distributes story cards. Children should choose only those that suit the situation.
Children dance in circles around Bird Cherry and Forest Lilac.
Children draw bouquets of lilacs and bird cherry trees near flowering trees.
Children water and care for the trees.
Children take pictures near flowers and flowering trees.
Children sing and play near Ivushka. Etc.
Look, guess and name
Didactic task: To form in children ideas about the basic properties of dishes: material of manufacture. Give a general concept - glassware.
Game rules: Act on the teacher’s signal. Take only one item.
Game action: Take an object, name it and say what it is made of.
Didactic material: glassware: cups, spoons, rusk bowl, saucers, etc., Malvina doll.
Progress of the game
Children take turns taking cards (it’s better to use real objects) and call:
This is a clear glass vase.
This is a clear glass glass with flowers.
This is a perfume bottle made of multi-colored glass.
This is a dark glass medicine bottle.
This is a colored glass bottle. Etc.
How can all these objects be called in one word? (these items are glass)
Choose the right clothes
Didactic task: Exercise children in distinguishing between winter and summer clothes. To develop attention, memory and logical thinking.
Game rules: Choose the right clothes for the doll.
Game action: Finding the right clothes for the doll.
Didactic material: silhouettes of dolls and doll clothes according to the number of children. Paintings of winter and summer landscapes.
Progress of the game
On the table in front of the children are silhouettes of dolls and winter and summer clothes. The teacher alternately shows a picture of the summer and winter seasons. Children must choose appropriate clothes for the dolls.
Who are our helpers?
Didactic task: To consolidate children's knowledge about household items that make the work of adults easier. Cultivate an interest in mechanical objects and a desire to work on your own.
Game rules: Place only one card on the magnetic board and explain the purpose of this item.
Game action: Search for the cards you need.
Didactic material: cards with images of household appliances: vacuum cleaner, washing machine, iron, ironing board, etc.
Progress of the game
Children take turns taking a card from the table with a picture of a household item and attaching it to a magnetic board with explanations.
The vacuum cleaner is our assistant. He helps us remove trash from the floor.
The washing machine is our assistant. She helps us wash our clothes.
The iron is our assistant. He helps us iron the clothes.
The ironing board is our assistant. We iron washed clothes on the ironing board. Etc.
Let's assemble a rocket
Didactic task: Exercise children in composing a whole object from individual parts. Develop design abilities. To develop attention, memory and logical thinking.
Game rules: Correctly select and arrange the rocket parts.
Game action: Search for the desired position of individual rocket parts. Perform construction only according to the sample drawing.
Didactic material: sample drawings of the rocket. A constructor for every child.
Progress of the game
Children assemble a rocket using a construction set according to the model.
The teacher tells the children that this is a sample drawing of a rocket.
You and I will be designers. Designers first look at their drawing and then build the rocket.
Guess and name
Didactic task: Exercise children in solving riddles. To develop attention, memory and logical thinking.
Game rules: Choose the right item.
Game action: Search for the desired item. Completing the task only upon a signal from the teacher.
Didactic material: a chest with cards that answer riddles.
Progress of the game
The teacher reads the riddle, and the children must find the answer in the chest.
We cut, we cut, we cut,
We help mom sew. (Scissors)
I'm small in stature
Thin and sharp
I'm looking for a way with my nose,
I'm dragging my tail behind me. (Needle and thread)
All day today
I dressed the whole family.
Wait a little, bear, -
There will be pants for you too.
I sewed a shirt for a bear.
I'll sew some pants for him.
Tell me quickly, who am I?
Well, of course... (seamstress)
You'll find me at a construction site
I am restless and lively.
I nod my head all day,
I hammer nails into boards. (Hammer)
They hit Yermilka on the back of the head,
Well, he doesn't cry,
Only he hides his nose in the board! (Nail)
She got down to business
She squealed and sang.
Ate, ate, oak, oak,
Broke a tooth, tooth. (Saw)
White sawdust is flying,
They fly from under the saw.
Who does this?
Windows and floors?
Ax and hammer
Without a hitch.
For the kids in our garden
He made tables! (Carpenter)
What will we go on?
Didactic task: Exercise children in naming types of air, water and land transport: plane, train, ship.
Game rules: Show the corresponding card only when signaled by the teacher.
Game action: As the teacher lays out the picture on the magnetic board, the children find the cards they need.
Didactic material: cards depicting transport by number of children.
Progress of the game
As the story progresses, the teacher displays a picture on the magnetic board.
Mishutka, Tiger Cub and Frog-Frog decided to come and visit the children. We chose our transport and drove off. But we will guess what kind of transport they chose if we solve the riddles.
Where does the Frog-Frog live? (in the swamp)
The Frog-Frog came out of his swamp and saw a large river in front of her.
A house floats down the river
It even has windows.
People ran into the house -
They took the Frog-Frog with them.
What did the Frog-Frog come to us on? (on the ship. Children show the corresponding card)
Who is the most important person on the ship? Who controls the ship? (captain)
The tiger cub lives very far away: beyond the seas, beyond the mountains. It’s a long drive by car, it’s impossible to get there by boat, but I really want to visit the guys. And he decided to choose this kind of transport:
This is a bird, a fable bird.
There are people sitting inside it,
He says to himself,
And at this time the fable bird
It flies across the sky.
What kind of fable bird is this? (airplane. Children show the corresponding card)
What does an airplane have that a car doesn't? (wings)
Who is the most important person on the plane? Who flies the plane? (pilot)
The Frog-Frog is sailing on a steamboat. Tiger cub flies on an airplane. Where is Mishutka?
Where does Mishutka live? (in the forest)
That's right, guys.
Mishutka came out of the forest and saw:
There is a ladder near the forest,
The house is on the stairs.
The brothers are ready to visit,
They clung to each other,
And they rushed off on a long journey,
They just left some smoke!
One brother took Mishutka and brought him to the children in kindergarten. Mishutka didn’t even understand what he arrived on.
What kind of brothers are these? (trailers)
So what did Mishutka drive to visit the guys? (on the train. Children show the corresponding card)
After the children have guessed the riddles, Mishutka, Tiger Cub and Frog-Frog appear.
Collect a picture
Didactic task: Exercise children in recognizing and naming individual parts of transport. Develop imagination, fine motor skills, memory, patience, hard work.
Game rules: Begin the action at the teacher’s signal, follow the sequence.
Game action: Finding the right part and composing the whole picture.
Didactic material: cut picture with the image of a rocket from 6-8 parts.
Progress of the game
Children collect a picture with the help of a teacher.
Guys, do you want to know what we're going on a trip with today? (the teacher reads the riddle)
Wonder bird, scarlet tail,
Arrived in a flock of stars... (rocket)
— Andryusha will post it first. Carry your part of the picture. Look what's on it? How should we position it?
Now Natasha will bring her part of the picture. Etc.
Turn your scooter into a car
Didactic task
Game rules
Game action: Finding the right parts.
Didactic material: split parts for scooters and cars. Crossbar, wheels, steering wheel, body, cabin.
Progress of the game
On the children's tables are cut parts of the scooter, the cabin, and the body. The teacher shows a picture of a scooter. Children push the scooter out on their own. Next, the teacher suggests turning the scooter into a car. Children must install the cabin and body of the scooter themselves.
Put out a traffic light
Didactic task: Practice composing a whole from individual parts. To cultivate attention, memory, friendships, imagination, design abilities.
Game rules: Act only after the teacher’s signal and independently.
Game action: Finding the necessary parts, drawing up a colored circle and sequentially laying out the object - a traffic light.
Didactic material: cut details of colored circles: yellow, green, red.
Progress of the game
Children collect the colored parts of the circles and lay them out in sequence, depicting a traffic light.
Assemble the drawing
Didactic task: Practice composing a whole from individual parts. To cultivate attention, memory, friendships, imagination, design abilities.
Game rules: Act only after the teacher’s signal and independently.
Game action: Search for the required parts of the drawing.
Didactic material: Cutaway parts of a five-piece fire engine blueprint.
Progress of the game
The children all collect cut-out pictures together.
What kind of machine have we assembled? (drawing of a fire truck.
How did you guess that it was a fire truck? (red car, phone number “01”)
Assemble the drawing
Didactic task: Practice composing a whole object from individual parts. To cultivate attention, memory, friendships, imagination, design abilities.
Game rules: Act only after the teacher’s signal and independently.
Game action: Finding the necessary details of the drawing.
Didactic material: cut-out details of a drawing of a lunar rover consisting of five or six parts.
Progress of the game
Children assemble individual parts of the drawing on the table. Then a lunar rover is assembled from a large construction set.
Lay it out correctly
Didactic task: Practice classifying transport by type: air, land, water. To cultivate attention, memory, friendships, imagination, design abilities.
Game rules: Act only after the teacher’s signal and independently.
Game action: Search for the desired circle for transport. All transport is divided into three groups.
Didactic material: cards depicting modes of transport: air, land, water.
Progress of the game
Children follow the teacher’s instructions and differentiate transport according to the place of movement: air, land and water.
Arrange the transport cards into three groups.
Sasha, name the transport of the first group (second, third)
How can you call transport of the first, second, third groups in one word? (air, water, ground)
Which transport do you have more on your table: air, water or land? (more ground transport)
Where does ground transport travel? (ground transport moves on the ground)
What should be on the ground for ground transport to move? (there must be roads on the ground for the movement of ground transport)
"Who needs what for work"
Didactic task: To consolidate children’s knowledge about the professions and tools required for each of them, to develop voluntary memory.
Game rule: Within a certain time, correctly sort pictures or objects into topics.
Game actions: Search, folding pictures or objects by topic.
Progress of the game: A parcel arrived at the kindergarten with pictures or new toys for children to play with. Having opened the parcel, the children determine that these are items necessary for the work of people of different professions. But on the way they all got mixed up and it was necessary to sort the items into the corresponding professions.
The number of professions and tools may vary. (8 – 10).
"Create an image"
Didactic task: Practice memorizing geometric shapes and depicting these shapes using gestures and poses.
Game rule: Portray geometric shapes using only gestures and postures.
Game actions: Memorize geometric shapes, depict them using gestures and poses.
Game material: B assembly hall Pictures are hung or toys depicting wild animals are placed.
Progress of the game: Invite the children to go to the reserve and watch wild animals. You can't talk loudly there, the animals might get scared.
To convey information, children are asked to remember conventional words encrypted in geometric shapes. In the process of memorizing, children must depict each of the objects in a pose or gesture (geometric figures are arranged in a row, from 8 to 10 figures).
Listening to an audio recording with forest voices can be used as an “erasing” factor.
Walking around the reserve, children share their impressions using encrypted words - figures, depicting them with poses and gestures.
"Don't forget the picture"
Didactic task: Practice memorizing geometric shapes located differently in each picture; find a paired picture from memory or assemble a pattern from memory.
Game rules: Find in the environment the “number” (a set of geometric shapes) of the garage, the same as that of the car, and be able to prove their similarity.
Game action: Search for familiar “numbers”.
How to play: Prepare several paired cards (numbers) for cars and garages in advance.
The teacher explains to the children that they will play the outdoor game “Cars”.
But today each car will receive its own number (a card on a string, ours wears). You need to remember it well in order to put the car in your garage with the same number after the game.
Today the weather is rainy and the roads are very dirty. Dirt just flies from under the wheels onto the number plate.
During the game, the numbers are turned over (splashed with mud). Children are invited to find their garage, with the same number as the car.
The room was invisibly “hidden” by dirt. Try to remember your car number and you will find your garage.
Option 2: A strong wind mixed up the numbers (geometric shapes) on the garage number, you need to restore it.
« Code lock»
Didactic task: Practice memorizing the pattern and reproducing it from memory.
Game rule: The front door will open if the lock code is entered correctly.
Game actions: Remember the pattern, reproduce the pattern from memory.
Game flow: Played as part of any story game where a door is necessary in the story.
Eg. V story game“Home”, before the child leaves for a walk (school, store, etc.), the mother introduces him to the new combination lock. He explains that if you forget the code, the door to the house will not open. On the inside of the door hangs a code diagram (a card with a pattern consisting of multi-colored circles), and on the outside there is a magnetic board with a set of multi-colored magnets.
When returning from a walk, the child needs to remember and “dial” the correct lock code.
Cards with a code pattern can be changed, and the number of circles can also be increased.
"Enchanted Bag"
Didactic task: To train children in distinguishing objects by touch by shape and material.
Game rule: Find the required item without looking in the bag.
Game activities: Search in the bag a certain subject.
Game material: A bag with a variety of small toys and plastic fruits (real ones if possible).
Progress of the game: “Santa Claus left (sent) a bag of toys for the kids. These toys should be given to the nursery group when new children arrive. But this will not happen soon.
Baba Yaga decided to play tricks again and put fresh fruits (vegetables) in the bag. Fruits deteriorate from long-term storage, and toys also deteriorate. She also enchanted the bag; if you open it, everything will disappear.”
Children are asked to carefully, without looking into the bag, remove all the fruits (vegetables) by touch.
After all the fruits have been removed and the bag has been disenchanted, ask the children what toys they think are in the bag. After answering, compare them with the contents of the bag.
"Walking around the village"
Didactic task: To consolidate knowledge about the native village, about the location of its main buildings.
Game rule: Within a certain time, correctly sketch or build the main street of the village.
Game actions: Construction of the main street of the village.
Progress of the game: Before the game, a targeted walk around the village is carried out with the children. After the walk, the children, together with the teacher, draw up a plan - a diagram of the village street, marking the main buildings.
The diagram is hung in group room. A few days later, the scheme for playing the game is given to middle group.
Guests come to the group (new toys). They are interested in seeing everything, both the kindergarten and everything that is next to the kindergarten.
It’s already dark outside and you can’t see anything. There is no diagram either. Children are asked to build a street out of building material.
After construction is completed, children and toys “walk” around the village and introduce guests to the buildings that are on the main street.
Option 2: diagram of the kindergarten, diagram of the kindergarten site.
" Shop"
Didactic task: Teach children to describe an object, find its essential features; recognize an item by description.
Game rule: Mom buys a toy if the child has spoken well about it and she recognizes it.
Game actions: Using a counting table, they choose the person who will buy the toy; description of the toy.
Progress of the game: New toys were brought to the store. A mother will be able to buy a toy for children if the child describes it well and in detail (the item itself is not named) and she can recognize it in the store.
"Buttons"
Two people are playing. Each player has a set of buttons in front of them, and the sets are absolutely identical. Not a single button is repeated within the same set. The number of buttons from the set used in the game depends on the level of difficulty of the latter: than more difficult game, the more buttons are used. To begin with, you can take only three buttons, but in front of the players lies the entire set from which these buttons are selected. Each player has a playing field, which is a square divided into cells. The more complex the game, the more cells in the square. To begin with, you can take a playing field of four or six cells. So, the game starts with three buttons on a playing field of 4-6 cells. The player who begins the game places three buttons from his existing set on his field. The second participant in the game must look at the location of the buttons, remember where each is, after which the first one covers his field with a piece of paper, and the second must choose from his set and place the corresponding buttons on his field. Then the task is completed correctly.
The game becomes more difficult due to the appearance more cells on the playing field and more buttons.
As a rule, children cannot cope with the game at first. They are invited to take each button in their hands, examine, feel, describe the appearance out loud, and also explain out loud to themselves where this button lies. If you follow this method of memorization, the result is usually good.
"Chameleon"
An adult tells the children who a chameleon is. He explains that it is a lizard that changes color depending on the place where it is so that it is not noticeable.
Then the presenter begins to ask the children questions, what color will the chameleon become if it sits in green grass, on a brown log, on a black stone, on chessboard etc. The guys must answer quickly, after which correct and incorrect answers are discussed.
The game is played as a competition. At the beginning, the response time is not taken into account, it is only important to answer correctly. But then an additional condition is introduced that the winner will be the one who gives the correct answer the fastest.
Instructions for carrying out. Before playing with children, it is advisable to repeat the colors of the rainbow and other color shades.
Note. This game develops the ability to navigate different colors (this is important because some children do not know the names of colors), listening skills, reaction speed, etc.
"Neighbor, raise your hand"
The players, standing or sitting (depending on the agreement, form a circle. The driver is chosen by lot, who stands in the middle of the circle. He calmly walks in a circle, then stops opposite one of the players and loudly says: “Hands!” The player to whom he addressed the driver continues to stand (sit without changing position. And both of his neighbors must raise one hand up (the neighbor on the right - the left, and the neighbor on the left - the right, i.e. the hand that is closer to the player who is between them. If anyone One of the guys made a mistake, then he changes roles with the leader.
They play at the set time. The child who has never been a leader wins.
Rules of the game. A player is considered a loser even if he only tried to raise the wrong hand. The driver must stop exactly opposite the player he is addressing.
"The Falcon and the Fox"
A falcon and a fox are chosen. The rest of the children are falcons. The falcon teaches his falcons to fly. He easily runs in different directions and at the same time makes flying movements with his hands (up, to the sides, forward) and also comes up with some more complex movements with his hands. A flock of falcon chicks runs after the falcon and watches its movements. They must exactly repeat the movements of the falcon. Suddenly a fox jumps out of the hole. The falcons quickly squat down so that the fox does not notice them.
Rules of the game. The fox appears at the leader's signal and catches those children who have not sat down.
"Remember the order"
Goal: to develop memory and attention.
Children line up in random order. The driver, having looked at them, must turn away and list who is behind whom. Then another child becomes the driver. At the end of the game, those who completed the task without errors are celebrated.
"Who left?"
Purpose: develops memory, attention.
Children line up in random order. The driver, looking at them, turns away. At this time, as directed by the teacher, one of the children leaves the room. The driver must turn around and guess which of the children is missing.
When one of the children leaves, the rest change places to confuse the driver.
"The Magic Number"
Goals: improve memory; consolidate mathematical calculations; develop coordination abilities.
Material: cards with numbers, mat or mat.
The teacher says that if you know the numbers well, you will find yourself in the land of knowledge. For each, he reports its magic number.
Numbers are placed randomly on the mat (according to the number of participants in the game). Players remember their number given by the teacher. At the teacher’s signal, participants run to the mat and look for their number, then run around the mat to the right and return to the starting point.
Children who quickly and correctly completed the task are recognized. If there are many children in the group, you can hold a relay race.
“Describe the object”
Age: from 5 years.
"Remember the pictures"
Age: from 4 years.
For this game you need to prepare pictures in advance. Each picture must show one item. The game can be played as a competition between several children. The players look at the pictures, remove them, and everyone names the pictures they remember. You can name one picture at a time; the winner is the one who is the last to remember a picture that has not yet been named by others.
13. “These are the poses”
Goal: to develop motor and visual memory, voluntary self-control, stability of attention.
Participants in the game take poses corresponding to a specific sport (certain profession, animal movement, etc.). The driver, after looking at them, must remember, reproduce them and comment on them after all the children return to their starting position.
The game can become more complicated: the driver repeats the poses of an increasing number of children.
The best drivers are recognized.
Games for development various types memory
"What's missing"
For the guys preschool age there is a game “What’s missing? "("What's missing"). Several objects and toys are placed on the table. The child looks at them carefully for one to two minutes and then turns away. At this moment, the adult removes one of the objects. The child’s task is to remember which item is missing (for children of older preschool age, a more complex option is offered - with the disappearance of two or more toys). Children's responses may vary. Depending on readiness, the child can find a toy on another table, in a room, at a more distant distance, choose a sign with the name of the toy, etc. This game also has another option. The child needs to remember the location of the toy among others, and after the adult behind the screen breaks this order, return it to its original place. The reverse version is also possible - the game “Who came to us? ”, when the adult does not remove, but adds an object or several objects behind the screen.
There is another memory game - “Box”. Children from 2 to 6 years old can play it. The box is made up of small boxes, which are placed in pairs and glued together. Their number gradually increases (by older preschool age up to 12 pieces). An object is hidden in one of them in front of the child, after which the box is covered with a screen for a while. Then he is asked to find an object. -No
Find it yourself
Children's visual memory is well developed by a game (similar to “The Box”) called “Find It Yourself.” For it you need to glue matchboxes 4 and 3, placing them on top of each other so that you get 2 turrets. At the first stage of the game, a button is placed in one of the boxes, for example, and the box is closed. The child is asked to show where the button was placed, in which of the turrets and in which compartment. At the second, more complex stage, 2 objects are hidden in different compartments of one of the turrets. At the third stage, objects are put away in different towers, and the child needs to remember where everything is. The baby can open the turret compartments immediately after the object has been hidden (this is a development of short-term visual memory) or, for example, after half an hour, and for older preschool age - the next day (development of long-term visual memory).
Find out the subject
An exercise for training tactile memory can be the game “Recognize the object”. A child of senior preschool age is blindfolded, and various objects are placed in his outstretched hand in turn. At the same time, their names are not spoken out loud; the baby himself must guess what this thing is. After a number of objects (3-10) have been examined, he is asked to name all these things, and in the order in which they were placed in his hand. The complexity of the task lies in the fact that the child needs to perform 2 mental operations - recognition and memorization.
Sea knots
In older preschool age, you can develop a child’s tactile memory by teaching him to tie sea knots (especially since this also helps the development of visual spatial imagination).
Wonderful words
The auditory memory of older preschoolers is developed by the game “Wonderful Words”. It is necessary to select 20 words related to each other in meaning: you should get 10 pairs, for example: food-spoon, window-door, face-nose, apple-banana, cat-dog. These words are read to the child 3 times, and the pairs are highlighted intonationally. After some time, only the first words of the pairs are repeated to the baby, and he must remember the second. This is training of short-term auditory memory. To develop long-term memorization, you need to ask your preschooler to remember the second words of the pairs not immediately, but after half an hour.
Draw a figure
The child is shown 4-6 geometric figures, and then asked to draw on paper the ones he remembers. A more difficult option is to ask the young artist to reproduce the figures, taking into account their size and color.
Who knows more
The game "Who Knows More" is also intended for older preschool age. The child is asked to name 5 objects of a given shape or color in one minute. For example, - 5 round objects, or 5 red objects. The one who did not manage to name the objects in the allotted time is eliminated from the game. Repetitions don't count!
2. The game “Describe your neighbor” - development of memory, attention, observation.
In principle, you can describe anything, not just your neighbor. The game is convenient because you can play it with your child anywhere - on a walk, at home. You can arrange something like a competition. Together with your child, you choose an object, a person, that is familiar to both of you... whatever. And you need to remember as many of its distinctive properties and signs as possible. You can name one attribute, one at a time. The loser is the one who cannot remember anything about this item when it is his turn.
3. The game "Puppeteer" - development of motor memory.
Option 1. The teacher-puppeteer blindfolds the child and “leads” him like a doll along a simple route, holding him by the shoulders, in complete silence: 4-5 steps forward, stop, turn right, 2 steps back, turn left, 5-6 steps forward, etc.
Then the child is untied and asked to independently find the starting point of the route and walk it from beginning to end, remembering his movements.
Option 2. Children can do these exercises in pairs: one person is the “puppeteer”, the other is the “doll”.
Option 3. The movements can be gradually made more difficult by increasing the duration of the route and including a number of simple physical exercises: tilt the “doll”, bend your arms, make you sit down, make a full turn over your left shoulder, etc.
4. "Do as I do!" (with matches) - development of memory and attention.
Children play in pairs. Initially, each child has 6 matches. One, the leader, lays out a random composition from 6 matches, then shows it to his partner for one or two seconds.
The partner lays out exactly the same figure from his matches from memory. Then the children change roles. If the condition is successfully met, the number of matches gradually increases to 12-15.
Note: in principle, you can use not only matches, but also counting sticks, buttons, beads, pencils, hands, etc.
5. Game “Telling a Fairy Tale.”
Memory volume.
Age: 5 years and older
Option 1: children sit in a circle, one begins to tell a fairy tale, the other continues. Each person pronounces 1–2 phrases, forcing the course of events in the fairy tale.
Option 2: choose the theme of the fairy tale. The task is not to go beyond the topic. When inventing a fairy tale, children often kill, frighten, or destroy someone in it. In this case, at the end of the game it is discussed who wants to talk about it and why, what feelings they feel.
6. Exercise "10 numbers"
The child is told 10 numbers. The child should try to remember them in the order in which they were called.
For example: 9 3 7 10 4 1 6 8 2 5
Game "Walking through the forest."
Goal: development of visual memory;
Age: from 5 years.
Imagine that we are in the forest! I will name the birds for you. You must remember those I missed. So: magpie, crow, swallow, thrush, robin.
Task No. 1: name all the birds you know
Task No. 2: the picture is removed. The child is asked to remember those birds that were named at the beginning of the game.
Game "Smells and Sounds"
Goal: development of olfactory and tactile memory.
Age: from 5 years.
Imagine it's raining. You stand at the window and look out onto the street. What do you see? Tell. Imagine raindrops hitting the glass. Remember how the rain makes noise. What is the sound of rain? The rain stopped and we went outside. Remember the smell of earth and grass after rain. What do you think the smell of grass washed by rain can be compared to?
Game "Taste and Smell"
Goal: development of olfactory memory.
Age: from 5 years.
Task No. 1: Imagine a lemon.
What does it taste like?
Do you remember what lemon smells like? Tell me about it.
Imagine that you are holding a lemon in your hand. How do you feel?
Task No. 2: draw a lemon.
Task number 3: imagine an orange.
What does it taste like?
Remember what an orange smells like.
What color is the orange?
Imagine that you are holding it in your hand. How do you feel?
Task No. 4: draw an orange
Task No. 5: Tell me the difference between a lemon and an orange. How are they similar?
7. Game "Snowballs"
Goal: development of emotional memory.
Age: from 4 years.
Let's play in the snow in our minds.
Task No. 1: imagine snow. Remember what color it is. Is it always white?
Remember how the sun makes the snow sparkle, which can be compared to snow on a clear winter sunny day.
Task No. 2: Remember how the snow crunches under your feet. What do you think the crunch of snow under a person’s feet can be compared to?
Task No. 3: Imagine that you are holding handfuls of snow in your hands. Why are you making a ball out of snow? How do you feel?
Game "Riddles"
Goal: development of auditory memory
Age: from 5 years.
I’ll tell you a riddle, and I ask you to draw the answer.
Attention! What kind of forest animal
Stood up like a post under a pine tree
And stands among the grass,
Ears larger than head (hare)
Task No. 1: What words can you use to tell about the hare.
Task No. 2: Remember and repeat the riddle?
8. Game "Videoscope".
Goal: development of voluntary visual memory
Age: from 5 years.
Children sit in a circle. 1 – 2 (later more) postcards are passed around one after another in a circle. Approximately every 10 seconds, the teacher gives a signal (clap) and the children pass a postcard to their neighbor on the right and receive another. When the cards have passed around the circle 2-3 times, they are put aside. Ask the children to remember and tell what is shown on the 1st postcard and so on. The rest add something that someone forgot.
9. Game “Describe the object”
Goal: development of voluntary visual memory.
Age: from 5 years.
1. children sit in a circle. The teacher passes the object around in a circle. The children examine it carefully and, upon a signal, pass it on to their neighbor. The object is removed and the children must describe it.
2. The child comes out, 5-6 objects are laid out in front of him. He examines them carefully. Then he turns away and gives a description of the objects (the description is possible according to the scheme: color, shape, material)
10. Game “Which toy is missing? »
Goal: development of visual memory, attention span.
Age: from 3 years
Place 4-5 toys in front of the child for 1 minute, then ask the child to turn away and remove one of the toys. Question to the child: “What toy is missing? " The game can be complicated: do not remove anything, but only swap toys; increase the number of toys. You can play 2-3 times a week.
11. Game “Retelling in a circle”
Goal: development of auditory memorization
Age: from 5 years.
The presenter reads the text, the game participants listen carefully. The retelling begins with any of the players, then clockwise. Everyone speaks one sentence, then everyone listens to the text again and completes the retelling, correcting mistakes made.
12. Word game
Goal: development of auditory memory
Age: from 5 years.
Now I will tell you a few words. Try to remember them. Attention!
Falcon, sieve, pine, old man, barn, Snow Maiden.
Task 1: name the words that you remember.
Task 2: Do you think these words have anything in common?
Task 3: if you know how to spell the letter “s”, then write it.
13. Game “Memorize together.”
Goal: development of auditory memory.
One child names an object. The second one repeats the named word and adds some of his own. The third child repeats the first two words and adds a third, etc.
14. Game “Remember the couple”.
Read the first row of words to your child and ask him to remember them in pairs. Then read only the first word of each pair, and the child must say the second word of the pair.
1st row: doll - play, chicken - egg, knife - cut, horse - sleigh, book - read, butterfly - fly, sun - summer, brush - teeth, mouse - mink, snow - winter, rooster - crow, cow - milk , lamp - evening.
2nd row: beetle - chair, feather - water, glasses - bug, fish - fire, ax - jelly, castle - time, matches - sheep, dove - father, modeling - tram, boots - cauldron, comb - evening, ring - factory , cup - sea.
15. Game “Pairs of Pictures”.
Goal: development of semantic memory
Age: from 5 years.
Prepare 7-8 pictures related to each other in meaning. Place them in pairs in front of the child. The picture with the tree is placed next to the image of the forest. Invite your child to carefully look at all the drawings and try to remember. After 1-2 minutes. Remove the pictures from the right row. Ask your child to look at the remaining pictures and name the ones that were removed.
16. Game “Listen and perform”
Goal: development of motor memory.
Age: from 4 years.
The presenter names several movements out loud without showing them. You need to do the movements in the sequence in which they were given.
17. Game “Doll Birthday”.
Goal: development of visual and auditory memory.
The adult reports that it is the doll’s birthday and guests will soon come to congratulate the birthday girl. And what the guests' names are, they will find out later. An adult takes out 4-5 toys and says their names. Then all guests sit down at the table and tea drinking begins. The child should treat everyone to tea, calling them by name. The game can be changed by inviting different guests to the doll and calling them different names. The number of guests is gradually increasing.
18. Game “A couple of words”.
Goal: development of semantic memory
Age: from 5 years.
Invite your child to memorize a few words (you can start with 5-6 words). Presenting each of them paired with another word. For example: cat - milk, boy - car. Ask your child to remember the second words. Then you name the first word, and the child must remember and name the second word. The task can be gradually complicated by increasing the number of pairs of words and selecting words with distant connections into pairs.
19. Exercise “Autumn”.
Goal: development of semantic memorization
Age: from 5 years.
I'll read you a poem. I ask you to draw what is said in this poem.
Summer has passed
Autumn has come
In the fields and groves
Empty and sad
The birds have flown away
The days have become shorter.
The sun is not visible
Dark, dark nights.
After the drawing is completed, the poem is memorized.
20. Game "Shop"
Goal: development of auditory memory
Age: from 4 years.
The presenter can send the child to the “store” and ask him to remember all the items that need to be bought. Start with one or two items, increasing their number to 4-5. In this game it is useful to change roles and the stores themselves can be different: “bakery”, “milk”, “toys”, etc. Supermarket
21. Didactic game “Where is little sister?”
The game is intended for children 5 - 7 years old, but adults can also play it. At least 2 people can play.
Purpose of the game: to develop voluntary attention. Learn to find significant differences between similar objects.
Materials: two, or preferably four sets of nesting dolls (two exactly identical). You can use painted nesting dolls or dolls. For the game, images of dolls can be prepared, differing in clothing details, hairstyles, and patterns on the dress. The more details a child must take into account, the more difficult it is to search.
How to play: Matryoshka dolls are placed in a row or randomly in front of the child. The arrangement of the figures matters: if they are arranged in a row, the search becomes easier, but if they are chaotic, it becomes more complicated and requires more attention from the child. One of the nesting dolls is located to the side. Task: who will help this nesting doll find its sister faster? The child takes the matryoshka doll in his hands and examines it. The presenter, together with the other players, gives the signal: “One, two, three - look!” Then, they clap their hands 3 or 5 times. If during this time the child does not find a similar nesting doll among the others, he sits down and the search continues with another. The signals are the same. The winning child receives a chip. Then the next nesting doll appears, and the search continues. If the child completes the task quickly, the number of claps is reduced, and if it is difficult, the number of claps increases.
You can complicate the game by adding a condition to it, under which the child should not look at the matryoshka doll as a model during the search, but look for similarities only from memory. After the choice, the “two sisters” are compared and the leader determines whether the choice was made correctly or not. If errors are found, another child is included in the search, or the player is allowed to find the “sister” by looking at the sample. The one who finds the most “sisters” without mistakes wins.
22. Game “Cunning Dwarf” The game is intended for children 6 – 8 years old.
Purpose of the game: to develop voluntary attention and short-term memory.
Materials: a flat cardboard house with a cut-out window, a cap for a gnome (not necessary, but it will be more interesting), a set of paired pictures (exactly identical), pictures that differ from the paired ones in 1-3 ways.
Progress of the game: An adult chooses a “cunning gnome” from among the players who will be the leader. Then he tells the following story: a cunning gnome kidnapped and bewitched animals and birds. And we must go in search of them and disenchant them. In the playroom, they find the gnome's house and knock on his door. The gnome puts forward a condition: the children themselves must disenchant the animals and birds, but for this they must be very careful. From the window of the house, the gnome only shows images of enchanted animals for a very short time - after all, he doesn’t want the children to find them! The child must remember what a bird or animal stolen by a gnome looks like, then find it among other similar images that the cunning gnome specially places to confuse the players. If the child makes a mistake, the gnome kidnaps him too, i.e. sits him down next to him. Then he shows another picture in the window, and the search continues.
The game is complicated by the fact that the cunning gnome sometimes offers children images that differ in only one or two details (for example, identical cats, in the same pose, but with different bows). This requires more attention from the game participants.
During the game or at its end, a “ransom” of children kidnapped by the gnome occurs. The gnome asks the children to guess riddles, remember tongue twisters, or complete some task: sing, dance, read poetry, etc. If the gnome likes how his tasks are completed, then he releases the children and the game continues.
Ekaterina Elaeva
Didactic games for children 5–6 years old
CARD INDEX OF GAMES
FOR CHILDREN 5 – 6 YEARS OLD
DIDACTICAL GAMES ON ECOLOGY
1. “WHAT GROWS WHERE?”
2. “WHAT IS EXTRA?”
3. "MY CLOUD".
4. "INSECTS".
5. "THIRD ONE".
6. "YES OR NO".
7. "FLOWERS".
8. "TELL WITHOUT WORDS".
9. “LIKE – NOT LIKE”.
10. "HUNTER".
11. "LIVING AND NON-LIVING NATURE".
12. “GUESS WHAT PLANT”.
13. “WHAT KIND OF BIRD IS THIS?”
14. "FIND OUT WHOSE LEAF".
15. “IT HAPPENS – IT DOESN’T HAPPEN” (with ball).
16. "FIND A PAIR".
17. "FORESTER".
18."NATURE AND MAN" I
19. "NATURE AND MAN" II
20. "IMAGINE YOURSELF".
21. "WHO LIVES WHERE".
22. "BIRDS".
23. "DON'T YAWN!" (wintering and migratory birds).
24. “NAME THREE OBJECTS”
25. "NATURE AND MAN".
26. "FINISH THIS SENTENCE".
27. “WHEN DOES THIS HAPPEN?”
28. “IS THIS TRUE OR NOT?”
29. “WHAT TIME OF YEAR?”
30. "THIRD ONE" (plants)
31. “GUESS WHAT PLANT”.
32."GOOD - BAD".
33. "KIND WORDS".
34. “GUESS WHAT BIRD”.
35. “RIGGLE, WE WILL GUESS”.
36. “WHAT DO THEY PLANT IN THE GARDEN?”
37. "WHAT WILL HAPPEN IF..."
38. “WHAT GROWS IN THE FOREST?”
39. "STORE" "FLOWERS"
40. “WHAT FOR WHAT?”
41. "FEED THE ANIMAL".
42. “GUESS THE INSECT”.
1. “WHAT GROWS WHERE?”
Target. Learn children understand the processes occurring in nature; show the dependence of all life on earth on the state of the vegetation cover.
Move games. The teacher names different plants and shrubs, and the children choose only those that grow in the given area. If they grow up, the children clap their hands or jump in one place (you can choose any movement; if not, the children are silent.
Plants: cherry, apple tree, palm tree, rose hip, currant, apricot, raspberry, orange, lemon, pear, pineapple, etc.
2. “WHAT IS EXTRA?”
Target. To consolidate knowledge of the signs of different seasons, the ability to clearly express one’s thoughts; develop auditory attention.
Move games.The teacher names the time of year: "Autumn". Then he lists the signs of different seasons (birds fly south; snowdrops have bloomed; leaves on the trees turn yellow; fluffy white snow is falling). Children name the extra sign and explain their choice.
3. "MY CLOUD".
Target. Develop imagination and imaginative perception of nature.
Move games. Children sit on blankets or squat, looking at the sky and floating clouds. The teacher invites you to fantasize and tell them what the clouds look like and where they can float.
4. "INSECTS".
Target. Strengthen the ability to classify and name insects.
Move games. Children stand in a circle, the leader names an insect (fly, and passes the ball to a neighbor, he names another insect (mosquito) etc. Those who cannot answer leave the circle. The presenter speaks "Flying insect - butterfly" and passes the ball next one answers: "Mosquito" etc. At the end of the circle, the leader calls "Hopper" and the game continues.
5. "THIRD ONE".
Target. To consolidate knowledge about the diversity of birds.
Move games. The teacher calls the birds mixed up, whoever notices the mistake must clap his hands (sparrow, crow, fly, bullfinch, etc.).
6. "YES OR NO".
Target. Consolidate knowledge children about the signs of autumn.
Move games. The teacher reads a poem, and the children must listen carefully and respond "Yes" or "No".
Do flowers bloom in autumn? Is the entire harvest being harvested?
Do mushrooms grow in autumn? Are flocks of birds flying away?
Are the clouds covering the sun? Does it rain often?
The prickly wind is coming? Do we get boots?
Are the fogs floating in autumn? The sun is shining very hot,
Well, do birds build nests? Can children sunbathe?
Do the bugs fly? Well, what should you do -
Do animals close their holes? Should we wear jackets and hats?
7. "FLOWERS".
Target. Strengthen the skill children classify and name indoor and garden plants.
Move games. Children stand in a circle. A child names a houseplant (violet) and passes the ball to his neighbor, who names another plant (begonia) etc. Those who cannot answer leave the circle. In the second round, the driver names garden plants, and the game continues.
8. "TELL WITHOUT WORDS".
Target. Reinforce ideas about autumn changes in nature; develop creative imagination, observation.
Move games. Children form a circle. The teacher suggests depicting autumn weather with facial expressions, hand gestures, movements: it got cold (children shudder, warm their hands, put on hats and scarves with gestures); it's cold rain (open umbrellas, raise collars).
9. “LIKE – NOT LIKE”.
Target. Learn children compare objects, recognize objects by description.
Move games. One child makes a riddle of animals, and the others must guess them based on their descriptions.
10. "HUNTER".
Target. Practice the ability to classify and name animals.
Move games. Children stand in front of the line, at the end of the area there is a chair. This "forest" ("lake", "pond"). IN "forest" is sent "hunter"- one of the players. Standing still he says these words: “I'm going into the forest to hunt. I will hunt for...". Here the child takes a step forward d and says: "Hare", takes the second step and names another animal, etc. You cannot name the same animal twice. The winner is the one who reaches "forests" ("lakes", "pond") or moved on.
11. "LIVING AND NON-LIVING NATURE".
children about living and inanimate nature.
Move games. "Live" (non-living) nature,” says the teacher and hands one of the players an object (or throws the ball). Children name natural objects (the one indicated by the teacher).
12. “GUESS WHAT PLANT”.
Target. Teach children describe an object and recognize it by description.
Move games. The teacher invites the player to describe the plant or make a riddle about it. The other children must guess what kind of plant it is.
13. “WHAT KIND OF BIRD IS THIS?”
Target. Learn children describe birds by their characteristic features.
Move games.Children are divided into two groups: One group describes the bird (or asks riddles), and the other must guess what kind of bird it is. Then the groups switch places.
14. "FIND OUT WHOSE LEAF".
Target. Learn children recognize and name a plant by its leaf, find it in nature.
Move games. Collecting leaves that have fallen from trees and bushes. The teacher suggests finding out which tree or shrub the leaf comes from and finding evidence (similarity) with unfallen leaves of various shapes.
15. “IT HAPPENS – IT DOESN’T HAPPEN” (with ball).
Target. Develop memory, thinking, reaction speed.
Move games. The teacher says a phrase and throws the ball, and the child Nok must answer quickly: frost in summer (doesn't happen); snow in winter (It happens); frost in summer (doesn't happen); drops in summer (doesn't happen).
16. "FIND A PAIR".
Target. Develop children thinking, intelligence.
Move games. The teacher distributes t children one sheet at a time and says: “The wind blew. All the leaves scattered". Hearing these words, the guys spin around with leaves in their hands. Teacher give t team: “One, two, three - find a pair!” Everyone should stand next to the tree whose leaf they are holding in their hands.
17. "FORESTER".
Target. Consolidate knowledge children O appearance some trees and shrubs (trunk, leaves, fruits and seeds).
Move games. Selected "forester", the rest of the children are his assistants. They came to help him collect seeds for new plantings. "Forester"speaks: “There are a lot of birches (poplars, maples) growing on my site, let’s get some seeds.” "Forester" can only describe the tree without naming it. Children look for seeds, collect them and show them "forester". The one wins who collected more seeds and was not mistaken.
18. "NATURE AND MAN" I
children about that
Move games. “What is made by man?”- the teacher asks and throws the ball to the child. He answers: "Car". After several replies children teacher asks t new question: “What is created by nature?” Children name natural objects.
19. "NATURE AND MAN" II
Target. Consolidate and systematize knowledge children about that what is made by man, and what nature gives to man.
Move games. The teacher stands in a circle, holding a ball in his hands. He makes arrangements with the children in advance.: the teacher names objects, and the children answer in one word: "Human!" or "Nature!" For example, the teacher throws a ball to the child nku and says: "Car!", child nok answers: "Human!" The one who makes a mistake leaves the circle on one end.
20. "IMAGINE YOURSELF" (option 1)
Target. Learn children make sentences with a given number of words.
Move games.Offer children support words: autumn, leaf fall, snow, snowflakes. Ask children come up with sentences of 4, 5 words. The first child to make a sentence gets a chip.
(option 2)
Move games. The teacher appoints a leader and asks t topic: "Seasons", "Cloth", "Flowers", "Forest". The child makes up words and says them to everyone else, For example: "Flowers, insects, opened". Children must come up with as many sentences as possible so that these words sound in them.
21. "WHO LIVES WHERE".
Target. Develop the ability to group plants according to their structure (trees, shrubs).
Move games. The children will "squirrels" And "bunnies", and one child – "fox". "Squirrels" And "bunnies" running around the clearing. On signal: “Danger is a fox!” - "squirrels" running to the tree "Hares"- to the bushes. "Fox" catches those who perform the task incorrectly.
22. "BIRDS".
Target. Strengthen the ability to classify and name animals, birds, fish.
Move games. Children stand in a circle. The presenter names a bird (fish, animal, tree, for example, "sparrow" and passes the ball to his neighbor, who calls "crow" etc. Whoever cannot answer leaves the circle.
23. "DON'T YAWN!" (wintering and migratory birds).
Target. Develop auditory attention and reaction speed.
Move games. Dayo teacher Give all children the names of birds and ask them to watch carefully: As soon as their name is called, they must stand up and clap their hands; whoever misses his name leaves games.
24. “NAME THREE OBJECTS” (option 1).
Target. Practice classifying objects.
Move games. Children must name objects that correspond to this concept. The teacher says: "Flowers!" and throws the ball to the child. He answers: "Chamomile, cornflower, poppy".
(option 2)
The teacher divides children into two teams. The first child names the flower and passes the ball to the other team. She must name three names of flowers and pass the ball to the first team, which, in turn, also names three flowers. The team that named the flowers last wins.
25. "NATURE AND MAN".
Target. Consolidate and systematize knowledge children about that What is made by human hands and what is made by nature.
Move games. “What is made by man? – the teacher asks and throws the ball to the player. After several replies children he asks t new question: “What is created by nature?” The children answer.
26. "FINISH THIS SENTENCE".
Target. Learn to understand the causal relationships between phenomena; practice in making the right choice words
Move games. Educator (or child)starts a sentence: “I put on a warm fur coat because...”. The child who completes this sentence makes the beginning of a new one.
27. “WHEN DOES THIS HAPPEN?”
Target. Clarify and deepen knowledge children about the seasons.
Move games. The teacher names the time of year and gives the chip to the child. The child names what happens at this time of year and passes the chip to the next player. He adds a new definition and passes the chip, etc.
28. “IS THIS TRUE OR NOT?”
Target. Learn children find inaccuracies in the text.
Move games.The teacher says: “Listen carefully to the poem. Who will notice more fables, things that don’t happen in reality?”
It's warm spring now. Loves to sit in the river.
The grapes are ripe here. And in winter among the branches
Horned horse in the meadow “Ga0ga-ga,” the nightingale sang.
In summer he jumps in the snow. Quickly give me the answer -
Late autumn bear Is it true or not?
Children find inaccuracies and replace words and sentences to get it right.
29. “WHAT TIME OF YEAR?”
Target. Learn to perceive poetic text; cultivate aesthetic emotions and experiences; consolidate knowledge about the months of each season and the main signs of the seasons.
Move games. Writers and poets in poems glorify the beauty of nature at different times of the year. The teacher reads a poem, and the children must highlight the signs of the season.
30. "THIRD ONE" (plants)
Target. To consolidate knowledge about the diversity of plants.
Move games.The teacher tells the children: “You already know that plants can be cultivated or wild. I will now name the plants mixed: wild and cultivated. Anyone who hears a mistake must clap their hands. For example: birch, poplar, apple tree; apple tree, plum tree, oak tree, etc.
31. “GUESS WHAT PLANT”.
Target. Learn to describe an object and recognize it by description; develop the ability to choose the most striking feature of a plant.
Move games. The teacher asks the child to name one of the most characteristic features of the plant; the rest of the children must guess the plant itself. For example, a white trunk (birch); red hat with white dots (fly agaric) etc.
32. "GOOD - BAD".
Target. To consolidate knowledge about the rules of behavior in nature.
Move games. The teacher shows the children schematic rules of behavior in nature. Children should talk as much as possible about what is shown in the pictures, what they can and cannot do, and why.
33. "KIND WORDS".
Target. Cultivate a love for nature and a desire to take care of it.
Move games.The teacher says: “There are many different kind words, they need to be said to everyone more often. Kind words always help in life, but evil words always harm. Remember kind words when and how they are said. Come up with different kind words that you can use to address... a cat, a flower, a doll. comrade, etc.
34. “GUESS WHAT BIRD”.
Target. Learn to describe a bird and recognize it by description.
Move games. The teacher invites one child to describe the bird or make a riddle about it. The other children must guess what kind of bird it is.
35. “RIGGLE, WE WILL GUESS”.
Target. Systematize knowledge children about garden and vegetable garden plants.
Move games.The driver describes any plant in the following order: shape, color, use. Children should recognize the plant from the description.
36. “WHAT DO THEY PLANT IN THE GARDEN?”
Target. Learn to classify objects according to certain criteria (by place of growth, by method of their use); develop quick thinking, auditory attention, and speech skills.
Move games. The teacher asks about what is being planted in the garden and asks children answer"Yes", if what he names grows in the garden and "No", if it doesn’t grow in the garden. Whoever makes a mistake will lose.
37. "WHAT WILL HAPPEN IF..."
Target. Learn to notice the consequences of your actions in relation to nature.
Move games. The teacher sets a situation for discussion with the children, as a result of which the children come to the conclusion about the need to observe moderation and protect nature. For example: “What happens if you pick all the flowers? destroy the butterflies?
38. “WHAT GROWS IN THE FOREST?”
Target. Strengthen knowledge about forestry (garden) plants.
Move games. The teacher chooses three children and asks them to name that grows in the forest. The teacher says: "Mushrooms!" Children must name the types of mushrooms one by one. The teacher tells the other children: "Trees!" Children name trees. The child who names the most plants wins.
39. "STORE" "FLOWERS"
Target. Learn children group plants by place of growth; describe their appearance.
Move games. Children play the roles of sellers and buyers. To make a purchase, you need to describe the plant you have chosen, but not name it, just say where it grows. The seller must guess what kind of flower it is, name it, then issue the purchase.
40. “WHAT FOR WHAT?”
Target. Learn to name the seasons and corresponding months.
Move games. The teacher names the season and gives the chip to the child, who must name the first month of this season and give the chip to another child, who names the next month, etc. Then the teacher names the month, and the children name the season.
41. "FEED THE ANIMAL".
Target. Learn to divide words into parts, pronounce each part of the word separately.
Move games. Children are divided into two teams. The first team names the animal, and the second lists what it eats, trying to highlight two-syllable words, and then three-syllable ones.
42. “GUESS THE INSECT”.
Target. Consolidate knowledge children about insects.
Move games. The teacher thinks of a word, but says only the first syllable. For example: the beginning of the word ko... Children select words (mosquito). Whoever guessed first gets a chip. The child wins, who has collected more chips.
Game "Stringing".
Target: develop fine motor skills.
pasta of various shapes, painted by children, fishing line, berries, buttons, paper rings.
Description: The teacher invites the child to take part in the fair. To do this, you need to make beads, bracelets, and photo frames using gaming material.
Game "Color it right."
Goals: develop fine motor skills; learn to hatch objects with an inclination to the right, left, straight, with lines parallel to each other.
: pencils, outline images of various objects.
Description: children are invited to take part in a competition for the best hatcher. The teacher distributes contour images of objects, explaining the principle of shading (lines parallel to each other, slanted to the right (left, straight).
Game "Paper Crafts".
Goals: develop fine motor skills, develop the ability to fold a sheet of paper in different directions.
Game material and visual aids: paper.
Description: suggest the game “Paper Toy Store”. Then show examples of paper figures that children can make (cap, jackdaw, boat, dove).
Game "Shadow Theater".
Target: develop fine motor skills.
Game material and visual aids: screen (light wall), desk lamp, flashlight.
Description: before the game, it is necessary to darken the room, the light source should illuminate the screen at a distance of 4-5 m. Hand movements are made between the screen and the light source, from which a shadow falls on the illuminated screen. The placement of hands between the wall and the light source depends on the strength of the latter, on average it is 1-2 m from the screen. Children are invited to use their hands to create shadow figures (bird, dog, lion, eagle, fish, snake, goose, hare, cat). “Actors” of the shadow theater can accompany their actions with short dialogues, acting out scenes.
Game “Why not Cinderella?”
Target: develop fine motor skills.
Game material and visual aids: cereals (rice, buckwheat).
Description: The teacher complains to the child that a little trouble happened to him, two types of cereals (rice and buckwheat) were mixed, and there is not enough time to sort through them. Therefore, we need his help: divide the cereal into different jars.
Game "The letter grows."
Target: develop fine motor skills.
Game material and visual aids: sheet of paper, pencil.
Description: the child receives a sheet of paper with letters drawn at opposite ends - one very small, the other very large. Invite the child to depict the process of increasing or decreasing letters, that is, next to the small one, draw a larger letter, the next one even larger, etc. Draw the child’s attention to the fact that the letter should grow little by little, thus bringing the letter to the size indicated on the opposite end of the sheet .
Games aimed at developing fine motor skills in older preschoolers
Game "Travel around the city."
Target: develop attention, observation.
Game material and visual aids: pictures with images of city residents (mothers with children, schoolchildren, grandmother with a basket, students), people of different professions (drivers, postmen, builders, painters), modes of transport (bus, trolleybus, tram, bicycle), buildings, city decorations ( post office, shop (dishware, bookstore), fountain, square, sculpture).
Description: pictures are laid out in different places in the room. Using a counting rhyme, children are divided into 4 groups of 2-3 people. These are the "travelers". Each group is given a task: one - to see who lives in the city, collect pictures of people; the other is what people drive, collect pictures depicting vehicles; the third - pictures in which the various work of people is reproduced; fourth - consider and select pictures with drawings of beautiful buildings of the city, its decorations. At the driver’s signal, the “travelers” walk around the room and select the pictures they need, the rest wait for their return, watching them. Having returned to their seats, the “travelers” place pictures on stands. Participants in each group tell why they took these particular pictures. The group whose players made no mistakes and placed their pictures correctly wins.
Game “What has changed?”
Target: develop attention.
Game material and visual aids: from 3 to 7 toys.
Description: The teacher places toys in front of the children, gives a signal for them to close their eyes, and removes one toy. Having opened their eyes, children must guess which toy is hidden.
Game "Be careful!"
Target: develop active attention.
Description: children walk in a circle. Then the presenter says a word, and the children must begin to perform a certain action: on the word “bunny” - jump, on the word “horses” - hit the floor with a “hoof” (foot), “crayfish” - back away, “birds” - run with your arms outstretched, “stork” - stand on one leg.
Game “Listen to the clap!”
Target: develop active attention.
Description: Children walk in a circle. For one clap of their hands they must stop and take the “stork” pose (stand on one leg, the other tucked in, arms to the sides), for two claps - the “frog” pose (squat down), for three claps - resume walking.
Game "Four Elements".
Target: develop attention associated with the coordination of auditory and motor analyzers.
Description: The players sit in a circle. If the leader says the word “earth”, everyone should lower their hands down, if the word “water” - stretch their arms forward, the word “air” - raise their hands up, the word “fire” - rotate their hands in the wrist and radial joints. Whoever makes a mistake is considered a loser.
Game "Draw a figure".
Target: develop memory.
Game material and visual aids: paper, colored pencils, 5-6 geometric shapes.
Description: children are shown 5-6 geometric shapes, then asked to draw on paper the ones they remember. A more difficult option is to ask them to draw shapes, taking into account their size and color. The winner is the one who reproduces all the figures faster and more accurately.
Game "Forest, sea".
Target: develop attention.
Game material and visual aids: ball.
Description: throw the ball to the child, naming any area where animals live (forest, desert, sea, etc.). When returning the ball, the child must name the animal of the given area.
Game "Color it right."
Target: develop attention.
Game material and visual aids: paper, red, blue and green pencils.
Description: write letters and numbers in large print, alternating them with each other. Invite your child to circle all the letters with a red pencil and all the numbers with a blue pencil. To complicate the task, suggest circling all vowels with a red pencil, all consonants with blue, and numbers with green.
Game “I’ll show you, and you guess.”
Target: develop attention.
Game material and visual aids: toys.
Description: Invite the child to alternately depict any actions by which one of these toys can be recognized. For example, they wished for a bear cub. You need to walk around the room, imitating the clubfoot gait of a bear, showing how the animal sleeps and “sucks” its paw.
Games aimed at developing logic in senior preschoolers
Game "Find options".
Target: develop logical thinking and intelligence.
Game material and visual aids: cards with the image of 6 circles.
Description: Give the child a card with a picture of 6 circles, ask them to paint them in such a way that there are equal numbers of filled and unshaded figures. Then view and calculate all painting options. You can also hold a competition: who will find greatest number decisions.
Game "Wizards".
Target: develop thinking, imagination. Game material and visual aids: sheets depicting geometric shapes.
Description: Children are given sheets of geometric shapes. Based on them, it is necessary to create a more complex drawing. For example: rectangle - window, aquarium, house; circle - ball, snowman, wheel, apple. The game can be played in the form of a competition: who can come up with and draw the most pictures using one geometric figure. The winner is awarded a symbolic prize.
Game "Collect a flower".
Target: develop thinking, ability to analyze, synthesize.
Game material and visual aids: cards depicting objects related to the same concept (clothing, animals, insects, etc.).
Description: each child is given a round card - the middle of the future flower (one - a dress, the second - an elephant, the third - a bee, etc.). Then the game is played in the same way as in lotto: the presenter distributes cards with images of various objects. Each participant must assemble a flower from cards, the petals of which depict objects related to the same concept (clothing, insect, etc.).
Game "Logical endings".
Target: develop logical thinking, imagination, ability to analyze.
Description: Children are asked to complete the sentences:
Lemon is sour, and sugar... (sweet).
You walk with your feet, but throw... (with your hands).
If the table is higher than the chair, then the chair... (below the table).
If two are more than one, then one... (less than two).
If Sasha left the house before Seryozha, then Seryozha... (left later than Sasha).
If a river is deeper than a stream, then a stream... (smaller than a river).
If the sister is older than the brother, then the brother... (younger than the sister).
If the right hand is on the right, then the left... (on the left).
Boys grow up and become men, and girls... (women).
Game "Ornament".
Target: develop logical thinking and analytical ability.
Game material and visual aids: 4-5 groups of geometric shapes (triangles, squares, rectangles, etc.), cut out of colored cardboard (figures from one group are divided into subgroups differing in color and size).
Description: invite the child to consider how you can create ornaments from geometric shapes on the playing field (sheet of cardboard). Then lay out the ornament (according to a model, according to your own plan, under dictation), using such concepts as “right”, “left”, “above”, “below”.
Game "Helpful - Harmful."
Target: develop thinking, imagination, ability to analyze.
Description: consider an object or phenomenon, noting its positive and negative aspects, for example: if it rains, it is good, because the plants drink water and grow better, but if it rains for too long, it is bad, because the roots of the plants may rot from excess moisture.
Game “What did I wish for?”
Target: develop thinking.
Game material and visual aids: 10 circles of different colors and sizes.
Description: lay out 10 circles of different colors and sizes in front of the child, invite the child to show the circle that the teacher made. Explain the rules of the game: when guessing, you can ask questions, only with the words more or less. For example:
Is this circle bigger than red? (Yes.)
Is it more blue? (Yes.)
More yellow? (No.)
Is this a green circle? (Yes.)
Game "Plant Flowers".
Target: develop thinking.
Game material and visual aids: 40 cards with images of flowers with different petal shapes, sizes, and core colors.
Description: Invite the child to “plant flowers in the flowerbeds”: in a round flowerbed all flowers with round petals, in a square flowerbed - flowers with a yellow core, in a rectangular flowerbed - all large flowers.
Questions: what flowers were left without a flowerbed? Which ones can grow in two or three flower beds?
Game "Group by characteristics."
Target: consolidate the ability to use generalizing concepts, expressing them in words.
Game material and visual aids: cards with images of objects (orange, carrot, tomato, apple, chicken, sun).
Description: Place cards in front of the child with images of different objects that can be combined into several groups according to some characteristic. For example: orange, carrot, tomato, apple - food; orange, apple - fruits; carrots, tomatoes - vegetables; orange, tomato, apple, ball, sun - round; orange, carrots - orange; sun, chicken - yellow.
Game "Remember faster."
Target
Description: invite the child to quickly remember and name three round objects, three wooden objects, four pets, etc.
Game "Everything that flies."
Target: develop logical thinking.
Game material and visual aids: several pictures from various items.
Description: Invite the child to select the proposed pictures based on the named characteristic. For example: everything is round, or everything is warm, or everything is animate that can fly, etc.
Game “What is it made of?”
Goals: develop logical thinking; consolidate the ability to determine what material an object is made of.
Description: the teacher names some material, and the child must list everything that can be made from it. For example: tree. (You can use it to make paper, boards, furniture, toys, dishes, pencils.)
Game "What happens...".
Target: develop logical thinking.
Description: Invite the child to take turns asking each other questions in the following order:
What's big? (House, car, joy, fear, etc.)
What is narrow? (Path, mite, face, street, etc.)
What is low (high)?
What is red (white, yellow)?
What is long (short)?
Games aimed at developing speech in senior preschoolers
Game "Finish the sentence."
Target: develop the ability to use complex sentences in speech.
Description: Ask children to complete the sentences:
Mom put the bread... where? (Into the bread bin.)
Brother poured sugar... where? (Into the sugar bowl.)
Grandma made a delicious salad and put it... where? (Into the salad bowl.)
Dad brought candy and put it... where? (Into the candy bowl.)
Marina didn’t go to school today because... (fell ill).
We turned on the heaters because... (it got cold).
I don't want to sleep because... (it's still early).
We will go to the forest tomorrow if... (the weather is good).
Mom went to the market to... (buy groceries).
The cat climbed the tree to... (to escape from the dog).
Game "Daily Mode".
Goals: activate children's speech; enrich your vocabulary.
Game material and visual aids: 8-10 plot (schematic) pictures depicting regime moments.
Description: offer to look at the pictures, and then arrange them in a certain sequence and explain.
Game "Who's for a treat?"
Target: develop the ability to use difficult forms of nouns in speech.
Game material and visual aids: pictures depicting a bear, birds, horse, fox, lynx, giraffe, elephant.
Description: The teacher says that there are gifts for animals in the basket, but he is afraid to confuse who gets what. Asks for help. Offer pictures depicting a bear, birds (geese, chickens, swans), horses, wolves, foxes, lynxes, monkeys, kangaroos, giraffes, elephants.
Questions: Who needs honey? Who needs grain? Who wants meat? Who wants fruit?
Game "Say three words."
Target: activate the dictionary.
Description: the children stand in a line. Each participant in turn is asked a question. It is necessary, taking three steps forward, to give three answer words with each step, without slowing down the pace of walking.
What can you buy? (Dress, suit, trousers.)
Game "Who wants to become who?"
Target: develop the ability to use difficult verb forms in speech.
Game material and visual aids: plot pictures depicting labor actions.
Description: Children are offered story pictures depicting labor actions. What are the boys doing? (The boys want to make a model of an airplane.) What do they want to become? (They want to become pilots.) Children are asked to come up with a sentence with the word “want” or “want.”
Game "Zoo".
Target: develop coherent speech.
Game material and visual aids: pictures with animals, game clocks.
Description: Children sit in a circle, receiving a picture each, without showing them to each other. Everyone must describe their animal, without naming it, according to this plan:
1. Appearance.
2. What does it eat?
The game uses a "game clock". First, turn the arrow. Whoever she points to starts the story. Then, by rotating the arrows, they determine who should guess the animal being described.
Game "Compare objects".
Goals: develop observation skills; expand the vocabulary due to the names of parts and parts of objects, their qualities.
Game material and visual aids: things (toys) that are the same in name, but differ in some characteristics or details, for example: two buckets, two aprons, two shirts, two spoons, etc.
Description: The teacher reports that a package was brought to the kindergarten: “What is this?” He takes out his things: “Now we will look at them carefully. I will talk about one thing, and some of you will talk about another. We’ll tell you one by one.”
For example:
I have a smart apron.
I have a work apron.
It is white with red polka dots.
Mine is dark blue.
Mine is decorated with lace frills.
And mine is with a red ribbon.
This apron has two pockets on the sides.
And this one has one big one on his chest.
These pockets have a flower pattern on them.
And this one has tools drawn on it.
This apron is used to set the table.
And this one is worn for work in the workshop.
Game "Who was who or what was what."
Goals: activate the dictionary; expand knowledge about the world around us.
Description: Who or what was the chicken before? (Egg.) And a horse (foal), frog (tadpole), butterfly (caterpillar), boots (leather), shirt (cloth), fish (egg), wardrobe (board), bread (flour), bicycle (iron), sweater (wool), etc.?
Game “Name as many objects as possible.”
Goals: activate the dictionary; develop attention.
Description: children stand in a row and are asked to take turns naming the objects that surround them. The one who named the word takes a step forward. The winner is the one who pronounced the words correctly and clearly and named the most objects without repeating himself.
Game "Pick a Rhyme".
Target: develop phonemic awareness.
Description: The teacher explains that all words sound different, but there are some that sound similar. Offers to help you choose a word.
There was a bug walking along the road,
He sang a song in the grass... (cricket).
You can use any verses or individual rhymes.
Game “Name the parts of an object.”
Goals: enrich your vocabulary; develop the ability to relate an object and its parts.
Game material and visual aids: pictures of a house, truck, tree, bird.
Description: The teacher shows pictures:
1st option: children take turns naming parts of objects.
2nd option: each child receives a drawing and names all the parts himself.
Games for teaching literacy to senior preschoolers
Game “Find out who makes what sounds?”
Target: develop auditory perception.
Game material and visual aids: a set of subject pictures (beetle, snake, saw, pump, wind, mosquito, dog, locomotive).
Description: The teacher shows the picture, the children name the object depicted on it. To the question “How does a saw ring, a beetle buzz, etc.” the child answers, and all children reproduce this sound.
Target: develop auditory perception.
Description: The driver turns his back to the children, and they all read a poem in chorus, the last line of which is pronounced by one of the children at the direction of the teacher. If the driver guesses it, the specified child becomes the driver.
Sample material:
We'll play a little while you listen and find out.
Try to guess who called you, find out. (Name of the driver.)
A cuckoo flew into our garden and was singing.
And you, (driver’s name), don’t yawn, guess who’s crowing!
The rooster sat on the fence and crowed throughout the yard.
Listen, (driver’s name), don’t yawn, find out who our rooster is!
Ku-ka-riku!
Game "Guess the sound."
Target: practice clarity of articulation.
Description: The presenter pronounces the sound to himself, clearly articulating. Children guess the sound by the movement of the presenter's lips and pronounce it out loud. The first one to guess becomes the leader.
Game “Who has good hearing?”
Target: develop phonemic awareness, the ability to hear sounds in words.
Game material and visual aids: a set of subject pictures.
Description: The teacher shows a picture and names it. Children clap their hands if they hear the sound they are studying in the name. For more later stages The teacher can silently show the picture, and the child pronounces the name of the picture to himself and reacts in the same way. The teacher marks those who correctly identified the sound and those who could not find it and complete the task.
Game “Who Lives in the House?”
Target: develop the ability to determine the presence of sound in a word.
Game material and visual aids: a house with windows and a pocket for putting pictures, a set of subject pictures.
Description: The teacher explains that only animals (birds, pets) live in the house, the names of which contain, for example, the sound [l]. We need to put these animals in a house. Children name all the animals depicted in the pictures and choose among them those whose names contain the sound [l] or [l"]. Each correctly chosen picture is scored with a game chip.
Sample material: hedgehog, wolf, bear, fox, hare, elk, elephant, rhinoceros, zebra, camel, lynx.
Game "Who is bigger?"
Target: develop the ability to hear the sound in a word and relate it to the letter.
Game material and visual aids: a set of letters already known to children, object pictures.
Description: Each child is given a card with one of the letters known to the children. The teacher shows the picture, the children name the depicted object. The chips are received by the one who hears the sound corresponding to his letter. The one with the most chips wins.
Game "Helicopter".
Target: develop the ability to select words starting with a given sound.
Game material and visual aids: two plywood disks superimposed on each other (the lower disk is fixed, letters are written on it; the upper disk rotates, a narrow sector, the width of a letter, is cut out of it); chips.
Description: Children take turns spinning the disk. The child must name the word starting with the letter where the slot sector stops. The one who completes the task correctly receives a chip. At the end of the game, the number of chips is counted and the winner is determined.
Game "Logo".
Target: develop the ability to isolate the first sound in a syllable and correlate it with a letter.
Game material and visual aids: a large lotto card, divided into four squares (three of them contain images of objects, one square is empty) and cover cards with learned letters for each child; for the presenter a set of separate small cards with images of the same objects.
Description: The presenter takes the top picture from the set and asks who has this item. The child, who has this picture on the lotto card, names the object and the first sound in the word, and then covers the picture with the card of the corresponding letter. The first one to cover all the pictures on the lotto card wins.
Sample material: stork, duck, donkey, tail, catfish. rose, lamp, etc.
Game "Chain".
Target: develop the ability to identify the first and last sound in a word.
Description: one of the children names a word, the person sitting next to him selects a new word, where the initial sound will be the last sound of the previous word. The next child of the row continues, etc. The task of the row is not to break the chain. The game can be played as a competition. The winner will be the row that “pulled” the chain the longest.
Game “Where is the sound hidden?”
Target: develop the ability to establish the place of sound in a word.
Game material and visual aids: the teacher has a set of subject pictures; Each child has a card divided into three squares and a colored chip (red with a vowel, blue with a consonant).
Description: The teacher shows a picture and names the object depicted on it. Children repeat the word and indicate the location of the sound being studied in the word, covering one of the three squares on the card with a chip, depending on where the sound is located: at the beginning, middle or end of the word. Those who correctly place the chip on the card win.
Game "Where is our home?"
Target: develop the ability to determine the number of sounds in a word.
Game material and visual aids: a set of subject pictures, three houses with pockets and a number on each (3, 4, or 5).
Description: Children are divided into two teams. The child takes a picture, names the object depicted on it, counts the number of sounds in the spoken word and inserts the picture into a pocket with a number corresponding to the number of sounds in the word. Representatives of each team come out in turn. If they make a mistake, they are corrected by the children of the other team. For each correct answer, a point is counted, and the row whose players score the most points is considered the winner. The same game can be played individually.
Sample material: com, ball, catfish, duck, fly, crane, doll, mouse, bag.
Game "Wonderful bag".
Target
Game material and visual aids: a bag made of colorful fabric with various objects, the names of which have two or three syllables.
Description: Children come up to the table in order, take an object out of the bag, and name it. The word is repeated syllable by syllable. The child names the number of syllables in a word.
Game "Telegraph".
Target: develop the ability to divide words into syllables.
Description: The teacher says: “Guys, now we’re going to play telegraph. I will name the words, and you will transmit them one by one by telegraph to another city.” The teacher pronounces the first word syllable by syllable and accompanies each syllable with clapping. Then he names the word, and the called child independently pronounces it syllable by syllable, accompanied by clapping. If a child completes the task incorrectly, the telegraph breaks down: all the children begin to slowly clap their hands; a damaged telegraph can be repaired, that is, pronounce the word correctly, syllable by syllable, and clap.
Math games for older children
Game "Be careful".
Target: consolidate the ability to distinguish objects by color.
Game material and visual aids: flat images of objects of different colors: red tomato, orange carrot, green Christmas tree, blue ball, purple dress.
Description: Children stand in a semicircle in front of a board on which flat objects are placed. The teacher, naming the object and its color, raises his hands up. Children do the same. If the teacher names the color incorrectly, children should not raise their hands up. The one who raised his hands loses the forfeit. When playing forfeits, children can be given tasks: name a few red objects, say what color the objects are on the top shelf of the closet, etc.
Game "Compare and fill".
Goals: develop the ability to carry out visual-mental analysis; consolidate ideas about geometric shapes.
Game material and visual aids: set of geometric shapes.
Description: two people play. Each player must carefully examine his or her board with images of geometric shapes, find a pattern in their arrangement, and then fill in the empty cells with a question mark, placing the desired shape in them. The one who completes the task correctly and quickly wins. The game can be repeated by arranging the figures and question marks differently.
Game "Fill the Empty Cells".
Goals: consolidate the idea of geometric shapes; develop the ability to compare and contrast two groups of figures, find distinctive features.
Game material and visual aids: geometric shapes (circles, squares, triangles) of three colors.
Description: two people play. Each player must study the arrangement of the figures in the table, paying attention not only to their shape, but also to the color, find a pattern in their arrangement and fill in the empty cells with question marks. The one who completes the task correctly and quickly wins. Players can then exchange signs. You can repeat the game by arranging the figures and question marks in the table differently.
Game "Wonderful Cup".
Target: learn to determine the place of a given object in a number series.
Game material and visual aids: 10 yogurt cups, a small toy that fits in the cup.
Description: stick a number on each glass, choose the driver, he must turn away. During this time, hide a toy under one of the glasses. The driver turns and guesses which glass the toy is hidden under. He asks: “Under the first glass? Under the sixth? Etc. until he guesses right. You can answer with prompts: “No, more,” “No, less.”
Game "Holiday at the Zoo".
Target: learn to compare numbers and quantities of objects.
Game material and visual aids: soft toys, counting sticks (buttons).
Description: Place animal toys in front of the child. Offer to “feed” them. The teacher names the number, and the child places the required number of sticks (buttons) in front of each toy.
Game "Long-length".
Target: consolidate the concepts of “length”, “width”, “height”.
Game material and visual aids: strips of paper.
Description: the teacher thinks of some object (for example, a closet) and makes a narrow paper strip equal to its width. To find the answer, the child will need to compare the width of different objects in the room with the length of the strip. Then you can guess another object by measuring its height, and the next one by measuring its length.
Game "Pass through the gate."
Game material and visual aids: cards, “gates” with numbers.
Description: Children are given cards with different numbers of circles. To go through the “gate”, everyone needs to find a pair, that is, a child, whose number of circles, added to the circles on their own card, will give the number shown on the “gate”.
Game "Numbers Talk".
Target: consolidate direct and reverse counting.
Game material and visual aids: cards with numbers.
Description: “number” children receive cards and stand one after another in order. “Number 4” says to “number 5”: “I am one less than you.” What did “number 5” answer to “number 4”? What did “number 6” say?
Game "Don't Yawn!"
Goals: consolidate knowledge of counting from 1 to 10, the ability to read and write numbers.
Game material and visual aids: number cards, forfeits.
Description: children are given cards with numbers from 0 to 10. The teacher tells a fairy tale in which different numbers appear. When a number is mentioned that matches the number on the card, the child must pick it up. Whoever did not have time to quickly perform this action loses (he must give forfeit). At the end of the game, a “redemption” of forfeits is carried out (solve a problem, a joke problem, guess a riddle, etc.).