Lifestyle games in dow, senior group. If someone gets sick

Didactic games on safety in kindergarten.

Preschool age is the most important period when human personality is formed. It is very difficult to determine whether a person behaves correctly or incorrectly in certain circumstances. Nevertheless, it is necessary to highlight such rules of behavior that children must strictly follow, since their health and safety depend on this. All this should be explained to children in detail, and then their implementation should be monitored. After all, safety and a healthy lifestyle are a lifestyle and adequate behavior in various situations. The main goal of educators is to stimulate the development of independence and responsibility in children, to instill in children the need for healthy image life. Teach children the rules of behavior on the road, on the water, in nature, and in various life situations.

Games allow children to become familiar with sources of danger, precautions when handling potentially dangerous objects, and develop skills and habits of safe behavior.

Game No. 1 " Ambulance»

Target: strengthening children's knowledge and practical skills in first aid.

Material:: pictures depicting medical supplies (thermometer, bandage, brilliant green).

Description: The teacher plays out with the children a situation where a person cuts his arm, leg, breaks his knee, elbow, then gets a fever, a sore throat, a speck of dirt in his eye, and a nose bleed. For each situation, a sequence of actions is worked out.

Game No. 2 “When danger threatens”

Target: consolidating children's knowledge of necessary actions in case of danger.

Material: pictures depicting actions dangerous to a child, telephone.

Description: children receive a picture, name a dangerous situation and dial the required phone number, give their name, address, and say what happened.

Game No. 3 “I shouldn’t”

Target: teaching norms and rules of behavior in relationships with people.

Material: plot pictures associated with acceptable and unacceptable relationships (in adult-child, child-child systems), the “I - should not” template (for example, the image of the “ - “) sign.

Description: Players place pictures next to the template that depict situations that are unacceptable in relationships with people and explain their choice.

Game No. 4 “What would you do?”

Target: consolidating the ability to make the right decisions in various life situations, to control one’s behavior when communicating with people.

Material: story pictures on the problem, prizes.

Description: players consider illustrated typical dangerous situations of possible contacts with strangers on the street:

  • an unfamiliar adult persuades a child to go somewhere with him, promising to show him something interesting, offering a toy;
  • an unfamiliar adult opens the car door and invites you to ride with him;
  • an unfamiliar adult treats you to candy, ice cream, etc.

For each correctly made decision, the player receives a chip.

Game No. 5 “Telephone”

Target: developing knowledge about telephone communications as an essential item in critical situations, introducing the telephone numbers of rescue services.

Material: illustrations depicting a particular dangerous situation, game vehicles of rescue services, cards with telephone numbers.

Description: match the illustration with a specific situation to a telephone number or a vehicle of a specific rescue service.

Game No. 6 “Our helpers plants”

Target: strengthen children's ideas about how to help themselves and others always stay healthy.

Material: subject pictures depicting medicinal plants.

Description: The game is played on the lotto principle. Children have cards with images of medicinal plants. The teacher shows pictures with similar designs. A child who has this plant talks about its use for healing. If he said it correctly, he gets a picture. The one who closes his card first wins.

Game No. 7 “Familiar, friend, stranger”

Target: formation of an accurate concept of who is “friend”, “stranger”, “familiar”.

Material: ball.

Description: Before starting the game, find out from the children who, in their opinion, can be considered “their own”, and who can be considered a “stranger”, who can be called an “acquaintance”, how an acquaintance differs from a close person, than from a stranger, an outsider. Children stand on a short distance from each other, forming a circle. The presenter, in the center, throws the ball to everyone in turn, saying: familiar, friendly, alien, highlighting with intonation and pause the one who needs to be named. The child who catches the ball names the appropriate person and returns the ball to the leader.

Game No. 8 “We are rescuers”

Target: strengthening the understanding of dangerous situations in everyday life, the correct actions in specific situations, and developing a sympathetic attitude towards the victim.

Material: game card with three empty windows (one on top, two on bottom); pictures showing children in specific dangerous situations; a set of cards depicting the actions that need to be performed in a given situation.

Description: The presenter places a picture depicting a dangerous situation on the game card, the players select two correct ones from all the cards depicting actions, and lays them out sequentially.

Game No. 9 “1,2,3, what could be dangerous - find it”

Target: strengthening the idea of ​​sources of danger in the house, developing intelligence and attention.

Material: layout or game corner with household items, prizes

Description: The presenter turns away and counts to 3-5, and during this time the children must take from the model or in the play corner those objects that, in their opinion, may be dangerous, then everyone explains their choice. Answers are rewarded with prizes.

Game No. 10 “Choose edible mushrooms and berries”

Target: consolidation of knowledge about edible and poisonous plants, the ability to distinguish them from each other.

Material: baskets, dummies or cards depicting edible and poisonous mushrooms and berries, chips.

Description: offer to collect edible mushrooms and berries in baskets, and leave the “inedible” ones in the forest. For each correctly chosen plant, a chip. The player who scores wins greatest number chips.

Game No. 11 “Pick up a toy for Tanya”

Target: consolidate the idea of ​​household items that can/cannot be played with;develop attention ; cultivate a sense of mutual assistance.

Material: game card with the image of a girl and “funny men”; pictures of various items.

Description: The teacher offers to help Tanya choose from the objects shown by the “cheerful men” those that can be played with; explain why you can't play with the others.

Game No. 12 “What do we know about things”

Target: expand children’s understanding of the rules of safe behavior at home; develop attention and memory; foster a sense of cooperation.

Material: four game cards depicting a cut, burn, hand bruise and fire; pictures depicting various household items.

Description: 4 children take part in the game, each of them takes game map with the image of "trauma". The teacher (child) is the leader. He picks up a picture of an object one by one. Participants must guess what injury could result from improper handling of this item, match it to their card and take the picture. When selecting, the child must explain why this or that object is dangerous and tell the rules for handling it.

Game No. 13 “I’m not afraid of needles”

Target: strengthen the ability to safely handle a needle; develop fine motor skills; cultivate attention and perseverance.

Material: needles and threads attached to the base of the box; buttons.

Description: invite children to assemble a “pyramid” of buttons by threading them on a needle and thread, or to collect beads by threading a needle and thread into both button holes.

Game No. 14 “Caution”

Target: Introduce children to the proper handling of fire, household appliances and electrical appliances. Develop attention, everyday skills, and the ability to concentrate.

Material: Large game cards, divided into 4 “cautions”, small ones with situations of what to do to avoid unpleasant consequences.

Rule: Choose a suitable picture for each “caution”.

Description:

Large cards are dealt equally to players. The driver shows a small card, names the situation depicted and asks who wants to correct their “caution” with such a card. The player who recognizes his card closes his plot on the game card. Unclaimed cards are put aside. The first one to cover all the plots on the game map wins. This player becomes the driver.

Option 1

The player who recognizes his card describes the possible consequences of the situation depicted in big map and then gets a small one.

Option 2

Small cards are placed in front of the players in a pile, pictures down. When making a move, the player takes the top card. If it turns out to be suitable, the player has the right to the next move; if not, the right to move is transferred to another player.

Game No. 15 “Basics of Home Safety”

Target: Introduce children to the correct (safe) and incorrect (dangerous) behavior of a child in the home. Develop perception, attention, memory, thinking of children.

Material: Cards with plots of safe behavior of the game heroes and three empty windows, small plot pictures depicting the dangerous behavior of the heroes.

Description: the presenter distributes large cards children. Shows one small card at a time. Children close the corresponding empty window with the “solved” card. The one who closes their windows first wins.

Option 1

Before closing the window, the child explains what is happening to the characters in the picture and why their behavior can be life-threatening.

Option 2

Large cards are dealt equally to the players. Small cards lie in a stack front side down. By lot, one of the players begins to “walk”, that is, draw one small card from the common pile. Having drawn it, he places it face up, and all players look to see who has an empty cell corresponding to the positive situation shown at the top of his sheet. If the player “recognizes” the situation, he closes the empty window at the bottom of his playing sheet with a small picture. Then the turn passes to the next player. The winner is the one who closes all the empty windows on his playing cards first

Game No. 16 “How to avoid dangers?” (Houses)

Target: Introduce children to dangerous situations that they may encounter at home, and develop the ability to avoid these situations.

Material: story pictures, danger signs X, ! safety rules in verse.

Description: The presenter distributes cards with situations to the players equally and reads out poems. Players must recognize their picture from the content of the poem and explain how to get out of a dangerous situation and not get into it. For the correct answer, the player receives a card with a poem.

Option 1

The presenter shows the picture to the children, and they must explain what situation it depicts and how to avoid it. The one who explains the situation better and more correctly will win.

Option 2

The presenter reads the poem and offers to put a danger sign next to the corresponding picture and explain why there is such a sign.

Game No. 17 “One, Two, Three – find what could be dangerous”

Target: Reinforce ideas about sources of danger in the home; develop intelligence, attention, and cultivate a sense of camaraderie.

Rule: Do not push, do not take objects from each other.

Material: Layout or game corner with household items, prizes (chips or pictures): X signs - you cannot use it yourself

Use carefully.

Description: The presenter turns away and counts to 5-10, and during this time the children must take from the model or in the play corner those objects that, in their opinion, may be dangerous. Then everyone explains their choice. Answers are rewarded with prizes.

Option 1

Carrying out the game in the play corner of the senior group.

Option 2

Each child has two conventional sign X! .While the leader is counting, the children place signs near dangerous items. For each correct answer, the presenter gives a prize.

Game No. 18 “So and not so”

Target: Strengthen the ability to distinguish life-threatening situations from non-threatening ones; develop attention; cultivate a desire to comply with safety rules.

Rules: Under the red card put pictures depicting life-threatening actions of the child, under the green card - non-dangerous ((allowed).

Material: 2 cards – green and red. Pictures depicting dangerous and safe actions of children; signs are symbols.

Description: The teacher shows the picture, the children take turns, explaining their choice, placing the picture under either the red or green card.

Option 1

Instead of pictures, use photographs of children. Children take turns taking a photograph, tell what is shown on it, if the situation is dangerous, select the appropriate sign - symbol, explaining the rules of safe behavior in this situation.

Game No. 19 “Snail House”

Target: Summarize children’s ideas about the rules of safe behavior; develop protective self-awareness; foster a sense of cooperation and strengthen numeracy skills.

Rule: Maintain the order.

Material: A playing field with a picture of a snail, inside a house, with which various household items, chips, and a cube are drawn.

Description: Children take turns throwing the dice and moving their piece by as many spaces as there are dots on the dice. Each player names what is shown in the picture, where his chip is located.

Option 1

The players tell not only what is shown in the picture, but also the rules for handling this item.

Option 2

If the chip lands on a picture that shows an object that children are prohibited from using, the player misses a turn.

Game No. 20 “Safety Clock”

Target: to form in children an idea of ​​objects dangerous to life and health with whom they meet in everyday life.

Material: chips, a round field with an arrow on which objects are depicted.

Description:

1 option

The game involves from 1 to 3 people.

Children take turns turning the hand on the clock. The child, having carefully examined the object, tells what it is intended for, how it can be dangerous and the rules for handling it. For a complete and correct answer, the child receives a chip.

Option 2

The game involves 2 people.

The child turns the arrow. Then he asks his opponent questions about how to use this item so that trouble does not happen. If the child answers correctly, he gets the right to take the next turn. And if it is difficult to answer, then the child who asked the question must answer himself.

Card index didactic games on the basics of life safety

for children of senior preschool age

  1. "Ambulance"
  2. "When danger threatens"
  3. "I shouldn't"
  4. “What would you do?”
  5. "Telephone"
  6. "Our plant helpers"
  7. "Familiar, friend, stranger"
  8. "We are rescuers"
  9. “1, 2, 3, what could be dangerous - find it”
  10. “Choose edible mushrooms and berries”
  11. “Pick up a toy for Tanya”
  12. "What do we know about things"
  13. "I'm not afraid of needles"
  14. "Caution"
  15. "Basics of Home Safety"
  16. “How to avoid dangers?” (Houses)
  17. “One, Two, Three – find what could be dangerous”
  18. “So and not so”
  19. "Snail House"
  20. "Safety Hours"

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Card index of didactic games on life safety for older children

"Dangerous Items"

Sources of danger

Target: consolidate knowledge about objects that may be objects of danger, develop the ability to select pictures of objects according to the described situation, cultivate a sense of camaraderie

Rule:

Material: layout or game corner with household items, prizes (chips or pictures)

Progress of the game: The teacher turns away, and during this time the children must take from the model or in the play corner those objects that, in their opinion, may be dangerous. Then everyone explains their choice. Answers are rewarded with prizes.

"Dangerous Items"

The game is a serious matter

Target: exercise children in choosing safe objects for games based on pictures, consolidate knowledge of what objects can be played with.

Material: pictures depicting various objects (dangerous and non-dangerous), two hoops

Progress of the game: The teacher invites the children to arrange the pictures into two hoops. In one hoop, children select pictures depicting objects that can be played with, in the second, pictures depicting objects that cannot be played with, and explain their choice.

"Dangerous Items"

A hundred troubles

Target:

Material: pictures of children in dangerous situations.

Progress of the game: Several pictures lie face down on the table. The child chooses any one, examines it and tells: what is depicted on it, why this happened to the child, what he did wrong, what should the child do now.

"Dangerous Items"

We are rescuers

Target: consolidate ideas about dangerous situations in everyday life, about the correct actions in specific situations; develop attention; cultivate a sympathetic attitude towards the victim.

Material: pictures depicting children in specific dangerous situations, a set of cards depicting the actions that need to be performed in a given situation.

Progress of the game: The teacher places a picture depicting a dangerous situation on the table, the child examines it and, from all the cards depicting actions, selects the two correct ones and lays them out sequentially.

"Dangerous Items"

Put it back in place

Target: consolidate ideas about the rules of safe behavior, develop knowledge that for safety all objects must be put back in their place; develop observation and attention; foster a desire to maintain cleanliness and order at home, foster a sense of camaraderie

Rule: do not push, do not take objects from each other.

Material: layout or play corner with household items, pictures-objects.

Progress of the game: on the layout, put all the items in their places, first in the “kitchen”, and then throughout the “apartment”, explaining your choice.

"Dangerous Items"

One way or another

Target: to develop children’s ability to distinguish life-threatening situations from non-threatening ones; develop attention; cultivate a desire to comply with safety rules.

Material: 2 cards - with a red and a green circle,

pictures depicting dangerous and safe actions of children;

Rules: Under the red card (circle) put pictures depicting situations that are dangerous to the child’s life, under the green card – non-dangerous (allowed).

Options: individually with the teacher;

several children take turns explaining their choice.

"Dangerous Items"

What do we know about things

Target: expand children’s understanding of the rules of safe behavior at home; develop attention and memory; foster a sense of cooperation

Material: cards depicting a cut, burn, hand bruise and fire, pictures depicting various household items.

Progress of the game: The game takes from 2 to 4 children, each of them takes a picture with the image of an “injury”. The teacher takes turns holding up a picture of an object. Participants must guess what kind of injury could result from improper handling of this item, match it to their card and take the picture. When selecting, the child must explain why this or that object is dangerous and tell the rules for communicating with them.

"Dangers All Around Us"

On a walk

Target: consolidate knowledge about correct behavior and communication with animals, correlate what is shown in the pictures with correct and incorrect

actions when meeting animals.

Material: illustrations, 2 hoops.

Progress of the game: Several pictures lie face down on the table. The child chooses any one, examines it and says: what is depicted on it, and whether the child is doing it right or wrong.

Or put pictures in one hoop depicting the correct actions when meeting animals, and in the other - incorrect actions.

"Dangers All Around Us"

If the baby is injured

Target: introduce children to basic first aid techniques, because this can often save their health and life.

Material: cards with the most common household injuries, cards with methods of assistance

Progress of the game: The teacher invites the children to choose cards for providing first aid for a cut wound and lay them out sequentially (wash the wound, apply a sterile bandage, call a doctor)

"Dangers All Around Us"

What grows where

Target: consolidate knowledge about where medicinal plants grow

Material: ball.

Progress of the game: The teacher throws the ball to each child, asking the question:

Where does plantain grow? (The child answers and throws the ball back)

Where does chamomile grow? etc.

"Dangers All Around Us"

Identify a plant by smell

Target: exercise children in identifying mint leaves, flowers, chamomile, and bird cherry by the smell.

Material: mint leaves, flowers, chamomile, bird cherry.

Progress of the game: The teacher invites the children to smell mint leaves (chamomile flowers, bird cherry flowers)

What helped you smell this?

Where can you smell this smell?

"Dangers All Around Us"

For mushrooms

Target: consolidate knowledge of edible and inedible mushrooms, the ability to distinguish them by appearance in the picture and dummies.

Material: pictures or models of edible and inedible mushrooms

Progress of the game: place pictures or dummies in different places. Children are invited to collect edible mushrooms in a basket.

Game “Invite Bear to Visit”

Target: consolidate knowledge of home address, teach the rules of inviting guests.

Material: houses built by children from building material or designer, toy teddy bear.

Game actions: Each child chooses a home for themselves, politely invites Teddy Bear to visit them, telling him their home address.

"Child on the City Streets"

What does the traffic light say?

Target: consolidate knowledge about the meaning of traffic light colors and rules of behavior on the street.

Material: colored cardboard circles (red, yellow and green), traffic light model.

Progress of the game: The teacher gives the children red, yellow and green mugs. The traffic lights are sequentially “switched”, and the children show the corresponding circles and explain what each signal means. The winner is the one who correctly shows all the circles and talks about the purpose of the colors.

"Doctors are our assistants"

If someone gets sick

Target: consolidate the knowledge that in case of a serious injury it is necessary to call an ambulance doctor by calling the number “03”, practice calling a doctor.

Material: telephone.

Progress of the game: If we ourselves cannot cope with the situation, then we call a doctor or an ambulance.

Children are encouraged to call a doctor at home. First, dial the phone number and call it in order:

last name, first name - address - age - complaints

Games to develop a sense of personal security

Games for the formation of legal culture

Games that promote human adaptation in the social world

"I have the right..."

Target.

Material. A set of subject pictures for the articles of the UN Convention on the Rights of the Child. Pictures depicting situations not covered in the “Convention” (a child riding a bicycle, playing hide and seek, watering flowers, etc.). The “I have the right” template (can be represented, for example, as a “+” sign).

Progress of the game

Children take turns choosing those pictures that correspond to the articles of the Convention and placing them next to the “I have the right” template. Then each child explains the reason for his choice, the rest discuss the correctness of the decision made.

"I shouldn't..."

Target.

  • Learn to distinguish between the concepts “can”, “should”, “want”.
  • Improve children's knowledge about social norms.

Material. A series of plot pictures related to acceptable and unacceptable relationships in systems: adult - child; child - child; child - the world around him. “I shouldn’t” pattern (for example, an image of a “-” sign).

PROGRESS OF THE GAME

Children lay out pictures near the template that depict situations that are unacceptable in relationships between people, between man and nature, man and the objective world. Then they explain their choice.


"Ambulance"

Target.

  • Teach children to call the emergency medical service by calling 03 if necessary.

Material. toy car"First aid." Subject pictures depicting various situations: a man lies in bed with a thermometer under his arm; baby with a bruise; an old man who fell on the street (hand over heart), etc. White doctor's caps and gowns for each participant in the game.

Progress of the game

Scene pictures are laid out on the table. The ambulance crew (5-6 children) repeats their phone number emergency service, goes on “calls” (children move the car from picture to picture) and takes only “seriously ill people” to the hospital (they collect pictures).

The others discuss the actions of the ambulance crew.

"Help! Police!

Target.

  • Form an idea of ​​in what cases it is necessary to seek help from the police.

Material. Cards with an image of a telephone on which the police service number is written - 02. Sets of plot pictures depicting various life situations that require and do not require police intervention.

Progress of the game

Children are divided into teams of three. The teacher gives each team a set of story pictures and cards with a police call number. The players try to lay out the cards as quickly as possible with

a picture of a phone next to pictures with situations that require police interference. After games, children discuss the results of each team's actions.


"If there is a fire"

Target.

  • Introduce children to the rules of safe handling of fire.
  • Reinforce knowledge of the telephone number of the emergency fire service.

Progress of the game

Children stand in a circle. In the center is a teacher with balloon in hand. He pronounces poetic lines and, without finishing the last word, passes the ball to one of the children. The child quickly finishes the line and passes the ball to another, etc. If the child answers incorrectly, he

leaves the game, and the ball goes to the teacher.

Educator.

This ball is in your hands for a reason.

If there was a fire before,

The signal ball soared high -

Called firefighters to fight the fire.

Where people are careless with fire,

Where the ball soars into the sky,

There will always be a threat to us

Evil, ruthless...

(hands the child a balloon)

Child. Fire. (Transfers the ball to another.)

Educator.

One, two, three, four -

who has a fire...?

Child. In the apartment. (Hands over the ball.)

Educator.

Smoke suddenly rose in a column.

Who hasn't turned off...?

Child. Iron (Hands over the ball.)

Educator.

A red glow runs through

Who's with the matches...?

Child. Playing. (Hands over the ball.)

Educator.

The table and cabinet burned down at once.

Who dried clothes over...?

Child. Gas. (Hands over the ball.)

Educator.

The flame jumped into the grass.

Who was burning at the house...?

Child. Foliage. (Hands over the ball.)

Educator.

I saw smoke - don’t yawn and firefighters...

Child. Call. (Pass the ball)

Educator. Every citizen remember this number -...!

Child. Zero one.

"If a stranger knocks on the door"

Game training

Target.

  • Teach children to open the door when they are alone at home, only to people living in the same apartment with them.

Progress of the training

The teacher and children play out situations in which a child, being alone in the apartment, should not allow strangers into the house. One of the children stands outside the door, the rest persuade him to open the door, using attractive promises, affectionate words and intonations

Example situations:

The postman brought an urgent telegram;

A mechanic came to repair the faucet;

A policeman came to check the alarm;

The nurse brought medicine for grandma;

Mom's friend came to visit;

Neighbors ask for greenery for an injured child;

Strangers ask you to leave things for neighbors;

The woman needs to call an ambulance.

The training is repeated several times with different participants.

“Where to run if you are being chased”

Target.

  • Teach children different ways to respond to a threatening situation.

Material. Pictures depicting a park, a deserted road, a stop with people waiting for a bus, a traffic police post.

Progress of the lesson

Children look at the pictures, express and justify their opinion about where to run from their pursuers.

"Swimming in the sea"

Target.

  • Prevent children from accidents while swimming in the sea or river.

Material. Toys (laid out on the floor) - for each pair of children.

Musical arrangement. Audio recording “The Sound of the Sea”.

Progress of the lesson

Before “entering the water,” children perform several gymnastic exercises.

“Having entered the water,” they are divided into pairs (one plays the role of an adult, the other - a child) and join hands. The “child” closes his mouth, eyes, and lowers his face into imaginary water. After a pause, he raises his face. The teacher reminds you that you can only lower your face into the water by closing your mouth.

Then the “child” performs the following exercises: squats (“goes headlong under water”), counts to himself to 5, stands up; takes out a toy from the “bottom”; blows on the “water”; makes a quick exhalation under the “water”.

Children in pairs change roles.

“Put the edible fungus in the box”

Target.

  • To consolidate children's knowledge about edible and inedible mushrooms.

Material. A set of pictures depicting edible and inedible mushrooms (or dummies). Trees (or toys) cut out of cardboard. Basket.

Progress of the game

Pictures with mushrooms (dummies) are laid out under the “trees”.

Children collect only “edible mushrooms” in the basket.

At the end of the game, the teacher takes out all the mushrooms from the basket one by one, and the children name them.

"The Snow Queen"

Target.

  • Help your child see positive character traits in every person.

Progress of the game

The teacher asks you to remember the fairy tale by G.-H. Andersen's "The Snow Queen".

Children say that in this fairy tale there was a mirror, reflected in which everything good and beautiful turned into bad and ugly. How much trouble the fragments of this mirror caused when they got into people’s eyes!

The teacher says that this fairy tale has a continuation: when Kai and Gerda grew up, they made magic glasses through which, unlike a mirror, you can see the good that is in every person. He suggests “trying on these glasses”: imagine that they are on, look carefully at your comrades, try to see as much good as possible in everyone and talk about it. The teacher is the first to “put on glasses” and give a sample description of two or three children.

After the game, the children try to tell what difficulties they experienced in the role of observers, what they felt.

The game can be played several times, noting during subsequent discussions that each time we managed to see more good things.

Option. You can invite the whole group to “put on glasses” and take turns looking at each participant in the game.

"Guess who it is"

Target.

  • Learn to mentally reproduce images of your friends and describe their individual characteristics.
  • Progress of the game

The teacher chooses one child - the narrator. The rest sit on chairs forming a circle. The narrator describes one of the children: appearance, clothing, character, inclination towards certain activities, etc. Children guess who we are talking about. The one who guessed first brings the “guessing” child into the circle, and they, together with the storyteller, holding hands, walk to the song sung by all the children:

Stand up, children,

Stand in a circle

Stand in a circle

Stand in a circle.

I'm your friend

And you are my friend

Good, good friend!

La-la-la, la-la-la.

To the words “la-la-la,” everyone claps their hands, and three children dance inside the circle.

The narrator and the “guesser” take places on chairs, and the one who guessed becomes the narrator.

"Kolobok"

Target.

  • Develop communication skills and imagination.
  • Work on expressive speech.

Progress of the game

Children stand in a circle and roll the “Kolobok” ball to each other. The one who receives “Kolobok” must ask him some question or say a few words. For example: “What is your name?”, “Kolobok, I know what fairy tale you are from”, “Kolobok, let’s be friends with you”, “Come and visit me, Kolobok!”

After the said phrase, the child passes the “Kolobok” to another player.

Option. You can offer each child the role of an animal, on behalf of which he should address the “Kolobok”.

"Guide"

Target.

  • Develop a sense of responsibility for another person.
  • Cultivate trust in each other.

Material. Blindfold - according to the number of pairs of children. “Obstacle” objects: chairs, cubes, hoops, etc.

Progress of the game

“Obstacles” are laid out and placed in the room. The children are distributed in pairs: leader - follower. The follower puts on a blindfold, the leader guides him, telling him how to move, for example: “Step over the cube,” “There is a chair here.” Let's go around it."

Then the children change roles.

“Hands get to know each other, hands quarrel, hands make peace”

Exercise game

Target.

  • Show children different models of interaction with each other.

Progress of the game

Each exercise is performed for 2-3 minutes. Children in pairs sit opposite each other at arm's length.

Educator.

  • Close your eyes, reach out towards each other

hands with each other, “get to know each other” with just your hands. Try to get to know your neighbor better. Put your hands down.

  • Stretch your hands forward, find your neighbor’s hands - “your hands are quarreling.” Put your hands down.
  • Your hands are looking for each other - “they want to make peace.” Your hands make peace, they ask for forgiveness, you part as friends.

After the game, the children discuss which form of behavior the partner liked best, what feelings arose during the exercise.

“Help yourself”

Exercise game

Target.

  • Teach children techniques to help relieve emotional stress.

Progress of the game

The teacher suggests:

  • slowly, deeply inhale and exhale calmly;
  • “get busy” with your feet: toss a ball or dance;
  • “get busy” with your whole body: run, jump, bend over, squat, etc. (that is, perform exercises that require large amounts of energy);
  • “find something to do” for your voice: talk, shout, sing.


"Draw a pattern"

Target.

Material. A paper mitten template for each child. A set of pencils for each pair.

Progress of the game

Children are divided into pairs. The teacher hands out colored pencils and paper templates of mittens and asks them to decorate them so that each pair has the same pattern.

After the game, a competition is held, which takes into account the identity of the patterns of paired mittens and the complexity of the ornament.

"Golovoball"

Target.

  • Develop collaboration skills.

Progress of the game

Children, divided into pairs, lie on their stomachs opposite each other. A ball is placed between their heads. Touching the ball with only their head, they try to stand up and pick the ball up off the floor.

When children learn to cope with this task, the game can be complicated: increase the number of people lifting one ball to

Three, four, five people.

"Seven-flowered flower"

Target.

  • Encourage children to discuss their desires and choose one that is more meaningful.
  • Encourage a desire to care for others.

Material. A seven-flowered flower made of colored paper with removable petals.

Progress of the game

Children are divided into pairs. Each couple in turn, holding hands, “plucks” one petal and says:

Fly, fly, petal,

Through west to east,

Through the north, through the south,

Come back after making a circle.

As soon as you touch the ground,

To be in my opinion led.

Having thought about and agreed on a common desire with each other, they announce it to the others.

The teacher encourages those desires that are associated with caring for comrades, old people, those who are weaker, and assures the children that their desires will definitely come true.

"Pleasant Memories"

Target.

  • Develop the ability to listen carefully to peers, do not rush to talk about yourself and your experiences if the interlocutor has not yet spoken.

Progress of the game

The teacher invites the children to take turns talking about what they got for their birthday or about how they spent their summer. Warns that only those who know how to listen themselves will be listened to carefully. Children usually willingly talk about themselves, talking to each other.

After everyone has spoken, the teacher asks: “Who remembers what they gave to Sasha?” (“Where did Seryozha go on vacation in the summer?”) The correct answer is encouraged.

Card index

life safety games

I am a man

“I can - I can’t”

Goals: focus children's attention on their skills and physical capabilities of their body; develop self-esteem.

The presenter throws the ball and says: “I can” or “I can’t.” The child, having caught the ball, continues the phrase, explaining why he can’t or can. For example: “I can run because I have legs. I can't fly because I don't have wings."

"Guess who called?"

Goals: train the hearing organs and activate the attention and auditory memory of children.

The presenter, standing with his back to the children, must determine by his voice who called him. If the answer is correct, the child whose vote was determined takes the place of the leader.


"Find a Pair"

Target: match a pair to an object by tactile sensation while blindfolded.

Equipment: buttons, cubes, apple, pencils, small objects.

Having chosen an object, the child must, blindfolded, choose exactly the same one from a pile. At the end of the game, the presenter asks to explain what helped the child to correctly identify different materials by touch.

"Guess Who It Is"

Target: teach children the ability to mentally reproduce an image through their vision of a person.

The teacher chooses one of the children as the leader. The rest sit in a circle on chairs. The presenter must, without naming the name, tell about which of the children: what he (she) is like, what he can do, what color his hair is, his eyes, what his face is like, what he is wearing, what his character is. After listening to the story, the children guess who they were talking about. The one who guesses first takes the place of the leader.

"What does a toy have"

Target:to foster in the child self-determination, awareness of his body and its specific characteristics.

Equipment: toys of animals, birds, little people, pictures of different people.

The teacher invites the child to compare himself with one or another toy: a duck, a bear, a clown, a soldier, a doll.

Sample answers from children: the duck has a beak, and I have a nose; the bear is shaggy, but my skin is smooth; The dog has four legs, and I have two arms and two legs. The soldier and I are brave, I am alive, and the doll, although it moves, is still not alive.

"My portrait"

Target: teach children to distinguish individual characteristics of their appearance: face, height, age.

Equipment: album sheets, colored pencils; exhibition stand; pictures depicting children (different in age, height, appearance). The teacher offers to look at pictures with children of different ages V game situations. Asks how children see themselves: big, small or not so small. The children answer, show on their fingers how old they are, and say what they want to grow up to be. The teacher invites the children to draw themselves, what they want to be.

Based on the children's drawings displayed on the flannelograph, they try to guess who is depicted on them. The teacher asks whether what kind of person is good or bad depends on height.

If you are small yourself,

But with a high soul,

This means your real height

Above the farthest stars.


"Who am I?"

Target: expand the child’s knowledge about himself, his name, his surname, age.

Equipment: mirror; subject pictures depicting animals and birds.

Tell us what you know about yourself (name, age, height, hair color and length, eye color, date of birth, girl or boy).

Tell me who you are like: mom or dad.

Do you have signs that are present in any animal or bird?

"Gardener"

Goals: deepen the child’s self-image; teach you to see the individual characteristics of other people.

Equipment: ball.

Children stand in a circle. The presenter, the Gardener, throws the ball and says: “I was born a gardener, I was seriously angry, I was tired of all the flowers, except for Dasha.” Next, the Gardener draws a verbal portrait (name, age, eye color), Dasha becomes the Gardener.

"Who was born?"

Target: consolidate children's understanding of how living beings are born.

Equipment: three large pictures depicting an egg, caviar, a bottle of milk and a pacifier; small pictures depicting people, animals, birds, amphibians, insects.

In front of the children are pictures with animals, insects, amphibians, and people turned upside down. Children choose any picture and tell how this creature was born. Then combine the small picture with

large - with the image of an egg, eggs, bottle with a nipple (for mammals).


Hygiene and ethics

"Hygiene rules"

With the help of a counting rhyme, the driver is selected and leaves the group. The teacher and the children agree on who will portray what and what. Then the driver is invited, the children take turns demonstrating hygiene skills using gestures and facial expressions. The presenter must guess what the children are showing: washing, brushing teeth, combing their hair, bathing, wiping.


"Relay"

Target: form ideas about personal hygiene items.

Equipment: various toys, musical instruments, clothing, hygiene items.

There are various objects on the tables. Children are divided into two teams. Each participant runs up to the table, selects an item needed for washing, puts it on a tray, returns to his team and passes the baton to the next player.

"In an even circle"

Goals: clarify children's knowledge about personal hygiene items; develop creativity and imagination.

Equipment: hats - masks with the image of soap, toothbrush, shampoo, washcloth, towel, mirror, comb.

Children, holding hands, stand in a circle. In the middle of the circle there is a child playing the role of soap (he has a cap - a mask with a picture of soap), the children move in a round dance around him and sing.

We'll walk merrily in an even circle, one after another,

What will soap show us here?

That's what we will do.

Soap shows how to soap your hands. Children repeat the movements. Then the corresponding movement is shown by a towel, comb, washcloth, shampoo.


" Vacuum cleaner"

Target: develop dexterity, speed of reaction, coordination of movements.

Equipment: 4 dustpans, 20 small balls, 4 trash baskets.

The leader scatters small balls on the floor, and four children collect them with a scoop without using their hands. The caught balls are placed in baskets.


"How to care

behind you"

Target:

Equipment: top, chips, cards with questions.

The presenter spins the top, which determines the card with the question. For the correct answer, the child receives a chip. The one with the most chips wins.

Questions

"For healthy skin"

Target: develop skills in monitoring compliance with personal hygiene rules.

Equipment: pictures marked with a red rim showing incorrect actions of children.

Children look at the pictures and find what is wrong. For the correct answer, the child receives a chip. The one with the most chips wins.

Pictures

The child licks abrasions and cuts.

Boy in dirty underwear.

The girl puts on someone else's shoes.

"Braggart"

Target: develop skills in monitoring compliance with personal hygiene rules.

Tell us about your skin. Point to your face, your arms, legs and continue: “My skin is clean, soft, elastic, it helps me...”


"Definitions"

Target: teach your child to give definitions.

What items are we talking about? Continue with definitions.

Hair wash is...

A homogeneous mass for cleaning teeth is...

A piece of cloth for wiping the face and body is...

Hand and body washes are...

Answers: shampoo, toothpaste, towel, soap.

"How to take care of your teeth"

Target: tell what is good and what is bad for teeth.

Equipment: two flat teeth – healthy and diseased; subject pictures with food products.

The playing field contains pictures of foods that are healthy and harmful for teeth. Children take turns placing a picture of a diseased or healthy tooth next to a picture of food and explain their choice.

Me and dangerous objects


"Find dangerous objects"

Goals: help children remember objects that are dangerous to life and health; help you draw your own conclusions about the consequences of careless handling.

Equipment: knife, scissors, needle, iron.

Andryusha and Natasha remain in the apartment. Their parents went to work. Let's tell the kids what objects they can't use so that trouble doesn't happen. Children repeat safety rules:

- all sharp, piercing, cutting objects must be put in place;

- do not turn on electrical appliances, they can cause electric shock or cause a fire;

- under no circumstances should you try medications - they are poison;

- do not touch washing powders, dishwashing detergent, soda, bleach;

- It’s dangerous to go out onto the balcony alone.

"Guess the riddle from the picture"

Goals: Help children remember the main group of dangerous objects and develop attention.

Equipment : pictures depicting dangerous objects.

An adult asks a riddle, and children guess and find the corresponding picture. An adult asks you to think and say why these objects are dangerous? Children tell what danger each object poses.

Riddles

    On the table, in a cap, and in a glass bottle, a friend settled

Cheerful light.

(Desk lamp)

2.From a hot well
Water flows through the nose.
(Kettle)
3.Strokes everything it touches
And if you touch it, it bites.
(Iron)
4. Cuts bread
Apply oil. But remember:
It's dangerous to eat from it!
(Knife)
5.Two ends, two rings,
In the middle is a carnation.
(Scissors)
6. She covers everyone in the world,
Whatever he sews, he doesn’t put on.
(Needle)

Me and the street


"Draw a road sign"

Target: secure road signs.

Children are given paper and pencils. In two minutes, children must draw road signs.

"Traffic Lights"

Target: develop attention.

The presenter shows the traffic lights randomly, when the light is green the children stomp their feet, when the light is yellow they clap their hands, when the light is red they do nothing.

"We are drivers"

Goal: develop attention.

The teacher gives the task to change direction at a signal: left, right, straight, brake...


I am learning to protect my life and health

"Dangerous - not dangerous"

Goals: teach children to distinguish dangerous life situations from non-dangerous ones; be able to foresee the outcome of a possible development of the situation; consolidate knowledge of the rules of safe behavior; cultivate a sense of mutual assistance.

Equipment: a set of didactic pictures depicting situations that are dangerous and non-hazardous to life and health; cards of different colors (red, white and yellow) depending on the game options. Contents of the pictures: a child climbs stairs, reads a book, jumps from a height, is dressed inappropriately

weather, coughing on others, etc.

Children are asked to determine the degree of threat of the proposed (visual or verbal) situation to life and health, pick up a certain card, depending on the danger, and correctly arrange didactic pictures.

After carefully listening to the teacher’s story, the children raise a red card if there is danger, a yellow one if danger may arise from certain behavior, and a white card if there is no danger. Children should not interfere with each other, if necessary, supplement the answers of their comrades, not give hints or use hints.

" Ambulance"

Target: strengthen children's knowledge and practical skills in first aid.

Equipment : pictures depicting medical supplies (thermometer, bandage, brilliant green).

The teacher plays out with the children a situation where a person cuts his arm, leg, breaks his knee, elbow, then gets a fever, a sore throat, a speck of dirt in his eye, and a nose bleed. For each situation, a sequence of actions is worked out.

"Our plant helpers"

Target: strengthen children's ideas about how to help themselves and others always stay healthy.

Equipment: subject pictures depicting medicinal plants.

The game is played on the lotto principle. Children have cards with images of medicinal plants. The teacher shows pictures with similar designs. A child who has this plant talks about its use for healing. If he said it correctly, he gets a picture. The one who closes his card first wins.

GAMES according to traffic rules


"Sparrows and the cat"

Children pretend to be sparrows. One is a “cat”, he sits on a chair. “Cat” names the colors of the traffic lights one by one. On green - the “sparrows” scatter through the trees (scatter in different sides), on yellow - they jump in place, on red - they freeze in place. Those who are inattentive and do not obey the traffic lights become prey for the cat - they are eliminated from the game.

"The fastest"

Everyone draws a circle for themselves (with green, yellow, red crayons) and stands in it. The presenter stands in the middle of the platform. At his command: “One, two, three – run!” children run away. The presenter says, “One, two, three – run through the traffic lights!”, and he himself tries to occupy some circle. Those who do not have time to occupy the circle become the leader.

"To your flags"

The players are divided into three groups. Each group forms its own circle, in the center of which there is a player with a colored (red, yellow, green) flag. At the first signal from the leader (clap your hands), everyone except the players with flags scatter around the court. At the second signal, the children stop, squat down and close their eyes, and the players with flags move to other places. At the leader's command:

“To your flags!” children open their eyes and run to the flags of their color, trying to be the first to stand in the circle. Those who are the first to stand in an even circle, holding hands, win.

"Running traffic light."

Children follow the leader. From time to time the presenter raises the flag, then turns around. If the green flag is raised, the children continue to move behind the leader; if the flag is yellow, they jump in place; if the flag is red, everyone must “freeze in place” and not move for 15–20 seconds. Whoever makes a mistake leaves the game. The most attentive one wins.

"Skillful pedestrian."

Option 1. 5 m of cord are placed parallel to each other at a distance of 60 cm. You have to walk blindfolded along the path between them.

Option 2. Two circles are made from two cords - outer and inner. The distance between them is 1 m. You need to walk in a circle between the cords blindfolded.

"Ball in the basket."

Three baskets are placed 2-3 steps from the players: red, yellow, green. At the leader’s signal, you need to throw the red ball into the red basket, the yellow one into the yellow basket, and the green ball into the green basket. The presenter can name the same color several times in a row or name green after red, etc.

Game “LISTEN TO THE SIGNAL

Target: develop dexterity, stimulate attention.

Equipment: two arches, two benches, two fences, a ladder.

Game actions: at the leader’s signal, the first player from one team puts on a helmet, goes through the obstacle course, returns, and passes the helmet to the next player. The team that completes the task faster wins.

Game "FIRE HOSE".

Target: stimulate reaction speed and dexterity.

Equipment: two fire hoses.

Game actions: children are divided into two teams and, at a signal, first unroll the hoses, then roll them back to their original state. The team that completed the task faster wins.

"CALL RESCUE SERVICES"

Word game

Target: stimulate the development of coherent speech.

Game rules: compose a short story according to a plan (sample): correctly and clearly state your name, surname, location, briefly describe the problem.

Game actions: compose a short story as the slides appear on behalf of one of the heroes of the situation or an outside observer.

Frames change on the PC screen, children talk into a toy phone about the situation.

"SAVE THE TOY"

Didactic game

Target: develop the ability to recognize familiar objects through glasses; stimulate the development of visual perception; develop the ability to correlate a schematic image with an object.

Game rules: find, remember and select the ones you need from a set of pictures.

Game actions: look at images of familiar objects through the “smoke” (curtain), remember them, then select the ones you need from a set of pictures.

Next task: sometimes rescuers have to work in special equipment - for example, safety glasses. Wear special glasses. Everyone will receive a card with a schematic image of a toy, according to which they need to find and save the toy in a “smoky room.”

"RESCUERS"

Didactic game

Target: develop the ability to correlate a schematic image with a natural object; stimulate the development of visual perception.

Game rules: find an object by its schematic image.

Game actions: look at the diagram and find the corresponding toy in the play area.

"FIND AN OBJECT"

Didactic game

Target: develop the ability to recognize familiar objects from images; stimulate the development of visual perception and memory.

Game actions: examine images of familiar objects through a “noisy” file, recognize and name objects.

Game rules: name the object recognized in the picture, explain how you recognized it.

Q. Imagine that we are on a fire tower. Using binoculars, try to identify objects below that are in the smoke and fire.

Well done guys, and well done Carlson! Next training task: I will name the words, and you listen carefully. If you hear the name of an item that could cause a fire, say “oops.”

"FIRE HAZARDOUS

OBJECTS"

Didactic game

Target: stimulate the development of reaction speed and attention.

Game actions: name objects in order, clap your hands.

Game rules: recognize words denoting fire hazardous objects.

Set of words for the game: iron, magazine, TV, pen, toaster, chewing gum, cracker, diaper, pacifier, cutlet, compote, fireman, cake, cuts, fire extinguisher, package, brush, helmet, sleeve, sheet music, paint, matches, bandage, drill, mask and etc.

"FLASHLIGHT BEAM"

Didactic game

Target: develop the ability to recognize images by their parts, details.

Game actions: examine the details of the image, recognize and name the object.

Game rules: quickly recognize an object by the details of the image.

"FIRE ALARM"

Relay game

Target: develop coordination, reaction speed, and the ability to quickly navigate in space.

Game rules: complete the task one by one, taking only one piece of fabric (fire).

Game actions: players are divided into two teams and line up in columns; Using “stilts”, children take turns collecting pieces of red fabric scattered around the hall, symbolizing fire, putting them in a bucket (located on the opposite side of the hall from the teams).

"PUT OUT THE FIRE"

Relay game

Target: develop speed and agility; develop the ability to work in a team.

Game rules: try not to spill the water, act on the signal.

Game actions: the teams stand in a line facing each other, with 4-5 plastic buckets of water standing near the last participants; at the signal, the last player passes the buckets one by one to the children (one after the other) standing to his right (left); the first player pours buckets into a large bucket “with fire” (with collected pieces of fabric) - “put out the fire.”

"RESCUING A TOY"

Relay game

Target: improve the skills of basic types of movements (walking on an inclined board, climbing a gymnastic wall) in a competitive form; develop speed-strength abilities, agility; cultivate courage and the desire to come to the aid of the “victim.”

Game rules: complete the task one by one, without dropping the toy.

Game actions: using a rope, climb the inclined board to the upper slats of the gymnastic wall; take the toy located on the top crossbar; with an additional step, move to the adjacent span of the gymnastic wall; go down the gymnastics board (“roll down the slide”); move the toy to a safe place.

“ASSEMBLE YOUR BACKPACK FOR THE RESCUE"

Relay game

Target: develop coordination abilities, dexterity; build confidence in your actions; stimulate intelligence, speed of reaction, consolidate knowledge about the purpose of the presented objects.

Game rules: ride the exercise bikes strictly in a straight line, select only the necessary items.

Game actions: players are divided into two teams; ride the exercise bike one by one to the opposite side; select items laid out on the bench that may be useful to rescuers; go back, put the item in the backpack.

"RISK TERRITORY"

(gym)

Medley relay

Target: develop strength, agility, coordination of movements.

Game rules: overcome obstacles one by one.

Game actions: climb the stairs of the sports complex; Grasping the crossbar of the sports complex with your hands, without touching the floor with your feet, move to the opposite edge; climb down the pole onto the bench; walk along it, stepping over objects; overcome the tunnel and dry pool. The phone rings(alert).

B. Assistant teacher at younger group I discovered many items that were dangerous for children. Need help! Children come to the group.

Q. Our task?

Children. Find and neutralize.

B. In order to find objects, everyone receives a diagram card that shows where to look for the object (on, under, behind, in). Found items are placed into boxes according to the type of danger (stabbing, cutting, flammable, etc.).

"FINDAND DETERMINE»

Didactic game

Target: develop the ability to navigate in space; exercise children in correlating the image of the location of an object with a symbol; develop the ability to classify objects into different types danger.

Game actions: searching for objects in different places, putting them in appropriate boxes.

Game rules: find the toy according to the symbol.

Q. Where could they have come from? Maybe strangers came to our garden? What should we do now with these items? (Let's take it fromfight to give)

« STRANGER"

Training game

Target: to practice the ability to behave correctly in situations with a stranger, to form a model of behavior in such situations.

Game actions: the children teach Carlson how to behave in a situation with a stranger.

Stranger. Hello guys. How wonderful you are! Help yourself to some sweets.

Carlsontreats himself first. Childrentake (not take) a treat. Ifsomeone will take the candy (mandaRina), the teacher askschildren, whether they did the right thing.

Stranger. I still have a lot of tasty things in my car! There is also a cat and interesting toys... Come with me!

Carlsongoing to go with Neacquaintance.

IN. Is Carlson doing the right thing? (Addressing a strangerke.) Who are you? Who have you come to?

Stranger(does not answer, wowmeltsCarlsonby the hand and pullsyourself to the exit). I see you are good! Don't listen to them! I'll take you to your mom, she asked me to pick you up!

Carlsoncries and walks obedientlyfor the Stranger.

Q. Guys, what should you do if a stranger drags you along? (Break out,loudscream, call for help.) Woman, leave Carlson alone! (Pushes the Stranger away,takes your handCarlson.) We have a manager, go see her.

Children see off the Strangerand give away boxes withdangerous objects. Sounds outphone ringingCarlson.

Carlson. Baby is calling me! Hello! Where are you? Guys, he's lost! Baby, tell me where are you?

Baby(on speaker phonebackground). I'm lost. Playing with friends...

Carlson. Where can I find you?

Baby. My photos will help you. I will transmit them over the Internet.

IN. We haven't received an email?

IN. Yes, I just arrived. Receive your message.

IN. Guys, we received photographs that will help us find the Kid. The Kid took photographs of objects encountered on his way, places where he played: a sandbox, a tree, a flower bed, a broom, a first aid station, etc. Using these landmarks, the children find the Kid, explain to him in which places he should not play, and invite him to the service "Young Rescuer"

"HOW TO AVOID TROUBLE?

Didactic game

Target: develop the ability to classify and explain dangerous and safe situations depicted in the pictures.

Game actions: Briefly explain the plot of the picture and its consequences.

Game rules: Briefly and clearly describe the plot picture in accordance with its image.

"DANGER - NOT DANGEROUS"

Target: teach children to distinguish dangerous life situations from non-dangerous ones; be able to foresee the result of a possible development of the situation; consolidate knowledge of the rules of safe behavior; cultivate a sense of mutual assistance.

Equipment: a set of didactic pictures depicting situations that are dangerous and non-hazardous to life and health; cards of different colors (red, white and yellow) depending on the game options. Contents of the pictures: a child climbs stairs, reads a book, jumps from a height, is dressed inappropriately for the weather, coughs on others, etc.

Children are asked to determine the degree of threat of the proposed (visual or verbal) situation to life and health, pick up a certain card, depending on the danger, and correctly arrange didactic pictures.

After carefully listening to the teacher’s story, the children raise a red card if there is danger, yellow if danger may arise from certain behavior, and white if there is no danger. Children should not interfere with each other, if necessary, supplement the answers of their comrades, not give hints or use hints.

"IF I DO THIS"

Target: draw children's attention to the fact that in every situation there can be two ways out: one is dangerous to health, the other is not threatening; cultivate a caring attitude towards yourself and other people, protect others, and not cause pain; develop thinking and intelligence.

Equipment: a set of incentive items: chips, stars.

Children are given the task to find two ways out of the proposed situation (threatening and non-threatening to life and health) or to offer two options for the development of this situation. After listening to the teacher’s story, the children continue it after the words: “Danger arises if I do...”, or “There will be no danger if I do...” Children raise a red card if there is danger, yellow - if danger may arise from certain behavior, white - if there is no danger. Children need to listen

comrade's answers, do not interrupt each other, express the desire to answer by raising your hand. Complete answers and significant additions are rewarded with a chip or an asterisk.

"AMBULANCE"

Target: strengthen children's knowledge and practical skills in first aid.

Equipment: pictures depicting medical supplies (thermometer, bandage, brilliant green).

The teacher plays out with the children a situation when a person I cut my arm and leg, broke my knee and elbow, then developed a fever when my throat hurt, a speck got into my eye, and my nose began to bleed. For each situation, a sequence of actions is worked out.

OUR ASSISTANTS - PLANTS

Target:

Equipment: subject pictures depicting medicinal plants.

The game is played on the lotto principle. Children have cards with images of medicinal plants. The teacher shows pictures with similar designs. A child who has this plant talks about its use for healing. If he said it correctly, he gets a picture. The one who closes his card first wins.

"JOURNEY TO THE COUNTRY OF HEALTH"

Target: to strengthen children's ideas about how to help themselves and others always stay healthy.

Equipment: playing field with pasted illustrations; cube, colored chips or buttons.

The players take turns throwing a die with 1 to 3 circles on its sides and moving their chip forward as many moves as the number of circles on the die. If the chip is on the red circle, then the child, before making the next move, must answer how to behave with a runny nose, cough, high temperature, or toothache. If the answer is incorrect, the child skips a move, but if the answer is correct, he makes the next move. When the chip ends up on the green circle, the player tells how movement, daily routine, vitamins, and water procedures are beneficial for a person. If the answer is incorrect, the child skips a move; if the answer is correct, the child moves the chip forward three moves. The first one to reach the land of health wins.

My choice

Children are offered story pictures and corresponding texts for them. The teacher reads out the text, and the children prove the correctness or inadmissibility of this action and explain what rules were violated. If the child explains the action correctly, he receives a red chip; if not, he receives a blue chip.

OUR STREET OR TRAFFIC LIGHT

Goals: consolidate children's knowledge about traffic lights, concepts: street, road, sidewalk, trees, houses; remember the traffic rules.

Children are taught not to rush when crossing the road, to be attentive, to know and find the place of a pedestrian crossing, to understand traffic lights and road signs.

"BUS"

Target: consolidate knowledge of traffic rules; practice proper communication skills, speech, social behavior.

Equipment: small chairs; steering wheel.

Using a counting rhyme, a driver is selected. Modeling situations: a woman with a child, a grandmother, a blind man.

Reinforcement of traffic regulations. There are stripes on the floor marking the crossing, and the traffic light is red. Children are standing at the crossing. The traffic light is yellow. When the signal turns green, children walk along the crossing, first looking left, then right.

"TRAFFIC LIGHT"

Didactic game

Target: acquaint children with traffic signals, consolidate knowledge of the rules of movement according to traffic signals.

Children and an adult examine the traffic light, fix the meaning of the colors. Then the adult invites one of the children to take on the role of a traffic light and put on a “traffic light” badge. The rest of the Children represent cars and pedestrians who must move according to traffic lights.

"ROAD SIGNS"

Didactic game

Target: introduce children to prohibiting, prescriptive and some warning signs.

Game options

"Different among the common" Children are asked to sort the signs into groups and tell what they mean.

"We play ourselves" Children are offered cards with different traffic situations. The guys must choose the right road signs for the pictures, then justify their choice.

"City Street" Children are invited to act as traffic police inspectors in a new city, where they need to place road signs to avoid traffic accidents.

“SO THAT NO TROUBLES HAPPEN”

Didactic game

Target: introduce children to the rules of behavior on the street and on the road; consolidate knowledge about road signs.

Children are offered a model of a street with various types signs and traffic lights, toys for role-playing situations (crossing the street, driving a car, walking around the city, cycling).

"CROSSROADS"

Didactic game

Target: introduce children to such a place on the street as an intersection, with the rules of crossing at an intersection (regulated and unregulated); consolidate knowledge of road signs.

Children are presented with a mock-up of an intersection with various signs and a traffic light. An adult explains how to cross the street at a controlled and unregulated intersection.

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