Psychocorrectional games and exercises for children of primary school age. Training games for self-realization of younger students

Exercises are carefully prepared psychophysical exercises for the squad. In the process of their implementation, an atmosphere of creative search is created, the possibilities of acceptance are being worked out non-standard solutions, mutual assistance and support in the team are increasing. Using the example of exciting, but rather difficult exercises, the group learns to solve a common problem, develop tactics and a strategy for solving it. By participating in the exercises, the guys begin to overcome barriers in communication, get to know each other better, due to which a natural and quick cohesion of the group occurs. The analysis of each exercise gives the children the opportunity to understand how the task was completed, the decision was made, who took the active position and how this influenced the result. The guys think about what can be done differently and better next time, how to overcome difficulties in life more effective way... Exercises are a peer learning process in which participants learn all of the own experience, according to their actions.

These exercises are carried out during the organizational period to liberate and create an atmosphere of openness and trust.

PSYCHOLOGICAL EXERCISES

Excursion

Inventory: One pair of scarf for blindfolds.

Description of the exercise: All participants are paired. The counselor tells the legend of the game: “You and your friend decided to visit the city you wanted to visit for so long, but suddenly your friend went blind. But you will still do your best so that your friend can see the city through your eyes. You must lead your friend by the hand and tell what is happening around, warn him of obstacles. In a pair, first one becomes blind, choosing a city in which he would like to visit, and the sighted one conducts an excursion for 2-3 minutes. Then the participants change.

Thrush

Description of the exercise: Participants form two circles, one inner and one outer. The players in the inner circle stand with their backs to the center and pairs are formed. Participants repeat the words and movements behind the presenter:

... “I am a blackbird, you are a blackbird,” they point at themselves and their neighbor with an open palm.

... “I have a nose and you have a nose,” they touch with their fingertips to their own nose and to the nose of their neighbor.

... “I have scarlet cheeks and you have scarlet cheeks,” they fondle their cheeks and neighbors.

... “You and I are two friends,” they shake hands.

... “We love each other,” they hug.

Then the outer circle steps to the right, and new pairs are formed, the exercise continues until the pairs return to their original positions.

Washing machine

Description of the exercise: Participants are divided into pairs and stand in a line facing each other - this is the "washing machine" itself. One pair breaks, and one of them stands at the beginning of the line - this is the "thing" that needs to be washed, and the other at the end is the "dryer". The "thing" begins to slowly move inside the line, and everyone strokes it, touches it, speaks affectionate words, etc., that is, "wash" it. The “dryer” takes the washed “thing” into its arms and “dries” it, hugging it tightly. Then "thing" and "dryer" are swapped. The game continues until every participant in the game passes through the "washing machine".

Tumbler

Description of the exercise: Participants are divided into pairs, one behind the other. At the command of the leader, the first falls (do not bend the knees), the second catches the first. Then they change places.

Recommendations: It is important to foresee the location and control the distance between the falling and catching. In addition, it should be noted that the exercise is carried out at the stage of forming trust in the detachment.

Pendulum

Description of the exercise: All participants stand in a circle and one in the center of the circle. It is very important that those who are standing in the circle have one foot slightly forward for stability. The participant standing in the center of the circle (everyone will take turns in this role), the legs should be together, arms crossed on the chest, eyes closed (wish). After the participant standing in the center receives an affirmative answer to the question "Is everyone ready?" The participant standing in the center should not forget that his legs should be together all the time and not bend.

PSYCHOLOGICAL GAMES

Guess who you are

Inventory: Marker, stackers or A4 paper with safety pins.

Game description: A piece of paper with the name of an animal or object is hung on the back of each participant. In order to guess what is written on the piece of paper, the participants move around the site and ask questions with answers only "Yes" or "No" to the rest of the players (for example: "Do I have feathers?", "Am I a predator?" live in water? "). Several players can answer one participant at once. Those who guessed what is written on his back help answer questions.

Game variations:

The participant shows the player with gestures and facial expressions which animal or object is on his back. He, in turn, lists his guesses until he guesses.

Everyone is sitting in a circle, a piece of paper with the name is written by the players and glued to the forehead of the neighbor on the left, then the players take turns asking questions with the answers “Yes” or “No” to the neighbor on the right, trying to guess who he is (“Am I a herbivore?”, “I live in Africa?"). If the neighbor answers “Yes”, then you can ask the next question, if “No”, the move goes to the respondent, and then he asks questions to his neighbor on the right.

Pass the pantomime

Game description: The team stands in a line at the back of each other's head, the leader asks the first player to turn to face him and says the word to him. The player who received the word turns the next one and pantomimes the word. The pantomime moves from player to player, but only the latter has to utter the word (like a broken phone).

Ha ha ha

Game description: All participants lie on the floor (ground), put their head on the stomach of another participant, forming a long chain. The first player says: "Ha", the second: "Ha-ha", etc. The game starts over if anyone laughs.

Breakthrough

Game description: The host asks: Are you able to achieve your goal, regardless of any obstacles? Are you able to defend your positions, to defend yours, despite the powerful onslaught of the enemy? Now we can try our hand in these two directions. Let's split into two parts and form two circles - inner and outer. At my signal, the participants standing in inner circle move clockwise, and those in the outer circle move counterclockwise. At the signal from the leader - clap - stop. Couples formed. The task of the "external partner" by any means available to him (it can be words, physical strength within the limits of decency, cunning, etc.) to break into the center. The task of the "internal partner" is not to let in for anything. He also applies all the methods of obstacle in his arsenal to his opponent.

So, if the task is clear, then we can proceed to the first fight.

The game is repeated several times. At the end, the most persistent players are determined.

Three subjects

Inventory: Three items of different sizes and volumes (for example, tape, ball, marker).

Game description: Participants are in a circle. The counselor throws the first item to the player opposite, calling his name. The player who caught the ball also throws it to the next, calling his name. You can not transfer an object to someone standing next to it. Each player must get an object in his hands, after passing all, return back to the counselor. Each player remembers to whom he transfers the item, i.e. a clear sequence is established. Having memorized the sequence, the game begins with one object. Gradually, the other two objects join the game, and as a result, all three objects simultaneously participate in the game. The task of the group is to return all the items along the chain without dropping any of them. If at least one item is dropped by any of the players, everything starts over.

Recommendations: It is possible to gradually increase the number of subjects in agreement with the group. When the participants cope easily with three subjects, the question may be asked: “Can you handle four? And with five? And with six? " The game mechanism is the same. The main thing that the exercise can show is that there is always something to strive for, even for a super-close team.

Tower of boxes

Inventory: Empty matchboxes according to the number of participants.

Description of the game: At the command of the leader, the participant comes to the table and leaves one box, with another empty box he returns to the team and hands it over to the next participant. He must put the boxes on the previous one, etc. If the tower falls, the exercise is performed from the beginning.

Recommendations: This exercise is best done indoors. For the younger squads, it is better to use full boxes, but make sure that children do not use matches. The exercise can be included as a competition in a camp-wide event.

Oink

Game description: Participants stand or sit in a circle. The task of the group is to take turns to pronounce the word "oink", gradually accelerating, to reach the minimum amount of time for the whole circle.

Homeostat

Game description: Homeostat is a device that psychologists use to study group compatibility. For the same purposes, we will use the exercise instead of the device. Participants are asked to stand in a circle, stretch their hand forward, clenched into a fist, and, at a sign from the leader, throw out an arbitrary number of fingers. Objective: without talking, without winking or using any other means of communication, to ensure that all players throw the same number of fingers. Attempts are repeated an arbitrary number of times.

Recommendations: The exercise allows counselors to identify leaders that most adapt to, loners who do not want to coordinate their actions with other players, or individual groups that have solved the problem within their group, but do not want to adapt to others.

Brownian motion

Inventory: Tennis balls.

Game description: Participants stand in a circle. The leader, one after the other, rolls three tennis balls into the center of the circle. They should not stop or roll out of the circle, the balls can be pushed with your foot or hand. If the participants successfully complete the task, the presenter rolls in an additional number of balls.

Wattle

Game description: The group members, together with the leader, stand in a circle and join hands. Then the presenter gives the command to turn everyone 180 degrees, without disengaging the hands. It is necessary to fix this position. Then, at the command "once", you need to turn around again and stand in the original position, also without disengaging your hands.

Who is in that much

This game is designed for primary school children. She will teach you to take the leadership role seriously and responsibly.

Everyone is invited to order the facilitator to do something. After all the orders are pronounced aloud, the players are told the rules of the game. They consist in the fact that each player himself must fulfill his order. If the child, when coming up with a task, did not care about whether it is easy to complete it, the next time he will be more serious.

"We will go for a walk"

The game, designed for preschoolers and younger students, will teach children to convince others, and not impose their own opinions.

The host says: “We are going for a walk in the forest. Let each one tell his neighbor on the right what he needs to take with him and explain why this particular thing is needed on a forest walk. "

When the players take turns talking with the neighbor, the presenter announces who he will take for a walk and who will not. He does it this way: if the player simply tells his neighbor what to take, but cannot explain in detail the reason, he is not taken for a walk.

If the player tries to convince the neighbor of the need to seize this or that object and comes up with incredible reasons, gives various reasons, he must certainly be taken.

It is better if, while the two are talking, the rest will listen to them and draw conclusions for themselves. Then it is easier for those who were not taken for a walk to correct themselves later.

"Military actions"

The game is designed for children of primary school age.

The guys are divided into two teams. Each should have a "commander", the rest - "warriors". The "commander" develops a "military action" plan, and the rest must obey him. The task of the "commander" is to try to organize his "army" in such a way that all members of the team clearly carry out his orders. He must come up with different ways"Attacks" on the other team are quite interesting, and organizing the game itself is fun and exciting. If the “commander” cannot lead the “warriors”, he is immediately re-elected. The owner of the best leadership qualities at the end of the game is the “commander” whose team won.

"Captain"

The game

At the beginning of the game, the leader is chosen - the "captain". The rest of the players are divided into two teams. The first team is the "sailors" and the second is the "pirates". The "captain" gives various orders, and the "sailors" must carry them out, but only if the orders are clear and clear. When the "sailors" are attacked by "pirates", the "captain" must think over a "battle" plan. At the end of the game, each player gives his own assessment of the actions of the "captain" according to a five-point system.

The game continues, but with a different "captain". When everyone tries himself in the role of "captain", the results are summed up. The winner will be the participant with the most points.

"They carry water to touchy ones"

For children of primary school age.

The players are divided into two teams. The members of the first team will be “touchy”, and the members of the second team, on the contrary, will try to convince the “touchy” ones. The first team speaks first. Its members can act out a scene or tell a story from their own lives - about how someone once seriously offended them. Or you can tell how the player himself, unwittingly or on purpose, offended someone.

The members of the second team should listen carefully to the story or watch a "scene" - a theatrical performance. After that, they should discuss in detail the outlined situation and give their opinion. They can say why it was impossible to be offended in this case. Or, conversely, you can say what measures needed to be taken.

The presenter closely observes the game and the actions of all the guys. Then the most convincing and active players of the second team receive the points earned. Then the teams change roles. The members of the second team become “touchy”, and the first team, on the contrary, tries to convince them. Game continues. At the end, the moderator sums up the results.

Those who receive the most points are considered the winners. It is these guys who can consider themselves the most conscious and restrained in the manifestation of various emotions, including resentment.

Search for "treasure"

For children of primary school age.

The presenter takes some small thing and hides it in the room. All players except one should know where he hid this item. The point of the game is that one of the guys is in the dark about the location of the object. His task is to find this thing.

When he starts searching, the host and the rest of the players begin to tell him with hints and prompts where the object is. In the course of the search, the seeker will certainly show some emotions, for example, impatience, joy, resentment, etc. The task of the leader is to monitor these emotions, and then evaluate them on a point system. The less emotion the player shows, the more points he will receive. And, accordingly, on the contrary, the more emotional the player was, the less points he gets.

In order for the player to have more reasons to show their emotions, you can first send him in a search in one direction with hints, and when the search drags on, let him know that the direction was chosen incorrectly. Accordingly, the player will sooner or later show irritation, anger or resentment towards those who "lead him by the nose" for so long. This will be a kind of test of his ability to restrain his emotions.

Each player must pass this "test". Of course, the item to be found must be hidden in different places each time. The game progresses in exactly the same way: one looks for a hidden object, while the others give him directions. As a result of the game, everyone gains a certain number of points. At the end of the game, the results are summed up. The winner is the one with the most points.

Surprise

For children of primary school age.

It is advisable to prepare for the game in advance: make small surprise gifts, wrap them in a beautiful wrapper. Place, for example, several boxes inside one another, like a nesting doll, and wrap them beautifully.

The presenter calls one of the players and solemnly presents him with a gift. The player begins to unfold this gift, and the presenter interests him, saying: "Your gift is a wonderful thing ... This is a toy made in a distant warm country, it is very popular all over the world ...". In fact, the toy can be a simple whistle or some other little thing. It is important to look at the reaction of the participant in the game while he unfolds the gift.

If the player does not express his emotions, calmly cope with the task and unfolds the toy, his restraint can be noted quite highly.

At all stages, it is important to monitor the emotions of the players, especially after they see the toy. Thus, the "test" of the guys passes. At the end of the game, the results are summed up. The winners are those with more points.

The game can be varied in this way: each player must unwrap his gift slowly, so as not to damage the packaging and wrapping paper. This also shows the ability to restrain your emotions. The impatient player will try to see the surprise as quickly as possible, so he will not be careful and careful.

"Talents and admirers"

For children of primary school age.

Children can have complexes for a variety of reasons. For example, they cannot draw. The task of the game is to help get rid of the complex.

The leader in turn invites the children to draw something. After some time, the drawings are brought up for general discussion. Each depicts what he can do. If the participant in the game knows how to draw well, he can sketch something complex, if not, the drawing may be the simplest.

The facilitator begins to discuss the drawings. A special condition is that you cannot say that the drawing is bad, you just need to emphasize its merits. All the guys support the discussion of each drawing, expressing their opinion. It can be noted that the colors are very talented, that the idea itself is very interesting, etc. There are no winners or losers in the game, everyone has the right to express their opinion about the drawings, as well as to present their work for everyone to see. The author of the most talented drawing can be rewarded with a prize, and the most active participant in the conversation - with a prize or certificate.

"Talented interlocutor"

For children of primary and secondary school age.

Children often experience communication complexes. This game will help you to gradually get rid of excessive shyness.

The participants in the game are divided into pairs. One of the couple starts a conversation, and the other's task is to keep the conversation going. The facilitator offers each couple their own topic of conversation. Topics can be very different, for example, about the weather, nature, school affairs, a discussion of a movie, a book, and so on. You can discuss any problem, including the choice of clothes for a disco or for a birthday.

The game takes place as follows: first, each couple, as it were, rehearses their dialogue. And then she must show her dialogue to everyone present. That is, the players calmly talk with each other, while the rest listen attentively. Thus, each couple demonstrates their communication skills to the others. The presenter, in agreement with all those present, assigns a certain number of points to each pair. Then the players change. There are no winners or losers in the game, but players who have collected maximum amount points can be rewarded with some kind of prize.

Who is in that much

This game is designed to teach you to take your leadership role seriously and responsibly.

Everyone is invited to order the facilitator to do something. After all the orders are pronounced aloud, the players are told the rules of the game. They consist in the fact that each player himself must fulfill his order. If the child, when coming up with a task, did not care about whether it is easy to complete it, the next time he will be more serious.

"We will go for a walk"

The game, designed for preschoolers and younger students, will teach children to convince others, and not impose their own opinions.

The host says: “We are going for a walk in the forest. Let each one tell his neighbor on the right what he needs to take with him and explain why this particular thing is needed on a forest walk. "

When the players take turns talking with the neighbor, the presenter announces who he will take for a walk and who will not. He does it this way: if the player simply tells his neighbor what to take, but cannot explain in detail the reason, he is not taken for a walk.

If the player tries to convince the neighbor of the need to seize this or that object and comes up with incredible reasons, gives various reasons, he must certainly be taken.

It is better if, while the two are talking, the rest will listen to them and draw conclusions for themselves. Then it is easier for those who were not taken for a walk to correct themselves later.

"Military actions"

The game is designed for children of primary school age.

The guys are divided into two teams. Each should have a "commander", the rest - "warriors". The "commander" develops a "military action" plan, and the rest must obey him. The task of the "commander" is to try to organize his "army" in such a way that all members of the team clearly carry out his orders. He has to come up with different ways of "attacking" the other team, interesting enough, and the game itself is fun and exciting to organize. If the “commander” cannot lead the “warriors”, he is immediately re-elected. The owner of the best leadership qualities at the end of the game is the “commander” whose team won.

"Captain"

Game for primary school children.

At the beginning of the game, the leader is chosen - the "captain". The rest of the players are divided into two teams. The first team is the "sailors" and the second is the "pirates". The "captain" gives various orders, and the "sailors" must carry them out, but only if the orders are clear and clear. When the "sailors" are attacked by "pirates", the "captain" must think over a "battle" plan. At the end of the game, each player gives his own assessment of the actions of the "captain" according to a five-point system.

The game continues, but with a different "captain". When everyone tries himself in the role of "captain", the results are summed up. The winner will be the participant with the most points.

"They carry water to touchy ones"

For children of primary school age.

The players are divided into two teams. The members of the first team will be “touchy”, and the members of the second team, on the contrary, will try to convince the “touchy” ones. The first team speaks first. Its members can act out a scene or tell a story from their own lives - about how someone once seriously offended them. Or you can tell how the player himself, unwittingly or on purpose, offended someone.

The members of the second team should listen carefully to the story or watch a "scene" - a theatrical performance. After that, they should discuss in detail the outlined situation and give their opinion. They can say why it was impossible to be offended in this case. Or, conversely, you can say what measures needed to be taken.

The presenter closely observes the game and the actions of all the guys. Then the most convincing and active players of the second team receive the points earned. Then the teams change roles. The members of the second team become “touchy”, and the first team, on the contrary, tries to convince them. Game continues. At the end, the moderator sums up the results.

Those who receive the most points are considered the winners. It is these guys who can consider themselves the most conscious and restrained in the manifestation of various emotions, including resentment.

Search for "treasure"

For children of primary school age.

The presenter takes some small thing and hides it in the room. All players except one should know where he hid this item. The point of the game is that one of the guys is in the dark about the location of the object. His task is to find this thing.

When he starts searching, the host and the rest of the players begin to tell him with hints and prompts where the object is. In the course of the search, the seeker will certainly show some emotions, for example, impatience, joy, resentment, etc. The task of the leader is to monitor these emotions, and then evaluate them on a point system. The less emotion the player shows, the more points he will receive. And, accordingly, on the contrary, the more emotional the player was, the less points he gets.

In order for the player to have more reasons to show their emotions, you can first send him in a search in one direction with hints, and when the search drags on, let him know that the direction was chosen incorrectly. Accordingly, the player will sooner or later show irritation, anger or resentment towards those who "lead him by the nose" for so long. This will be a kind of test of his ability to restrain his emotions.

Each player must pass this "test". Of course, the item to be found must be hidden in different places each time. The game progresses in exactly the same way: one looks for a hidden object, while the others give him directions. As a result of the game, everyone gains a certain number of points. At the end of the game, the results are summed up. The winner is the one with the most points.

Surprise

For children of primary school age.

It is advisable to prepare for the game in advance: make small surprise gifts, wrap them in a beautiful wrapper. Place, for example, several boxes inside one another, like a nesting doll, and wrap them beautifully.

The presenter calls one of the players and solemnly presents him with a gift. The player begins to unfold this gift, and the presenter interests him, saying: "Your gift is a wonderful thing ... This is a toy made in a distant warm country, it is very popular all over the world ...". In fact, the toy can be a simple whistle or some other little thing. It is important to look at the reaction of the participant in the game while he unfolds the gift.

If the player does not express his emotions, calmly cope with the task and unfolds the toy, his restraint can be noted quite highly.

At all stages, it is important to monitor the emotions of the players, especially after they see the toy. Thus, the "test" of the guys passes. At the end of the game, the results are summed up. The winners are those with more points.

The game can be varied in this way: each player must unwrap his gift slowly, so as not to damage the packaging and wrapping paper. This also shows the ability to restrain your emotions. The impatient player will try to see the surprise as quickly as possible, so he will not be careful and careful.

"Talents and admirers"

For children of primary school age.

Children can have complexes for a variety of reasons. For example, they cannot draw. The task of the game is to help get rid of the complex.

The leader in turn invites the children to draw something. After some time, the drawings are brought up for general discussion. Each depicts what he can do. If the participant in the game knows how to draw well, he can sketch something complex, if not, the drawing may be the simplest.

The facilitator begins to discuss the drawings. A special condition is that you cannot say that the drawing is bad, you just need to emphasize its merits. All the guys support the discussion of each drawing, expressing their opinion. It can be noted that the colors are very talented, that the idea itself is very interesting, etc. There are no winners or losers in the game, everyone has the right to express their opinion about the drawings, as well as to present their work for everyone to see. The author of the most talented drawing can be rewarded with a prize, and the most active participant in the conversation - with a prize or certificate.

"Talented interlocutor"

For children of primary and secondary school age.

Children often experience communication complexes. This game will help you to gradually get rid of excessive shyness.

The participants in the game are divided into pairs. One of the couple starts a conversation, and the other's task is to keep the conversation going. The facilitator offers each couple their own topic of conversation. Topics can be very different, for example, about the weather, nature, school affairs, a discussion of a movie, a book, and so on. You can discuss any problem, including the choice of clothes for a disco or for a birthday.

The game takes place as follows: first, each couple, as it were, rehearses their dialogue. And then she must show her dialogue to everyone present. That is, the players calmly talk with each other, while the rest listen attentively. Thus, each couple demonstrates their communication skills to the others. The presenter, in agreement with all those present, assigns a certain number of points to each pair. Then the players change. There are no winners or losers in the game, but the players with the maximum number of points can be rewarded with some kind of prize.

"Cacti grow in the desert"

The game is intended

Everyone stands in a circle, join hands, walk and say:

"Cacti grow in the desert, cacti grow in the desert ..." The presenter stands in the center of the circle, sometimes turns. Suddenly, one of the players jumps out of the circle and shouts: "Oops!" He must do this so that the leader does not see him at that moment, and the players next to him immediately clasp their hands. If the leader sees someone about to jump out, he touches his shoulder, and he remains in the general circle.

The host asks: "What's the matter with you?"

The player comes up with any answer related to the cactus (for example: "I ate a cactus, but it is bitter" or "I stepped on a cactus").

After that, the player goes back to the circle, and others can jump out. The most important condition is not to repeat yourself when answering the host's question.

Those children who are most often outside the circle are the most active and have great leadership abilities.

"Cubs for a walk"

It is useful to involve children of preschool and primary school age in such a game. It can be played in kindergarten or at an elementary school party.

First, the presenter says: “You are all little bears, you are walking in the meadow and picking sweet strawberries. One of you is the oldest, he watches over all the others. "

Cheerful music sounds, children walk around the room and pretend to be bear cubs - waddle, pretend to pick berries, sing songs.

At this time, the presenter chooses one player and, when the music stops, announces that he is the eldest bear cub. His task (announced in advance) is to check as soon as possible whether all the cubs are in place, that is, to touch the shoulder of each player.

After he makes sure that no one is lost, the game resumes, and after a few minutes the leader appoints another leader. The game goes on until everyone has been in this role. The one who completes this task the fastest is declared the fastest and oldest. Naturally, this will only work for someone who will act calmer and more organized than others. At the end of the game, the facilitator explains why the winner was able to complete the task better than the others.

The Walking Bears game allows children to learn how to react quickly to a task and organize their actions correctly. It can be done quite often, changing cubs to kittens, chickens, elephants, etc.

"Far, far away, in a dense forest ..."

The game is for preschoolers. At this age, leadership qualities are manifested quite clearly, usually they are directly related to mental or physical superiority. With age, these qualities can disappear if they are not developed.

The players sit on chairs, close their eyes, and the presenter explains the rules: the phrase “far, far away, in a dense forest ... who?” Is pronounced. One of the players answers, for example: "foxes". If several answers are pronounced at the same time, the presenter does not accept them and repeats the phrase again. Sometimes it is difficult for the players to decide who should answer, but the presenter should not interfere and let the guys figure it out for themselves.

When the only answer is received, the presenter says the following phrase: "Far, far away, in a dense forest, foxes ... what are they doing?" Answers are accepted according to the same rules.

You can play this game for a long time until you get bored. Or - when the first phrase is long enough, you can start over. The only condition: all phrases should begin the same: "Far, far away, in a dense forest ..."

It usually happens that one or more players answer the most. It is worth paying attention to them - they are the ones who have the most developed leadership abilities.

"Shipwreck"

The game is for preschool and school children.

The host announces: “We were sailing in a big ship, and it ran aground. Then a strong wind rose, the ship ran aground, but the engine broke down. There are enough boats, but the radio has deteriorated. What to do?"

The situation may be different, the main thing is that there are several ways out of it.

The children discuss the current situation and consider all possible ways out of it. Someone offers one way out, someone else. It is important to pay attention to the one who is most actively involved in the discussion, defends his opinion.

As a result of the discussion, the players tell the presenter their way out of the situation, and he tells them what came of it. Naturally, the result must be successful. The presenter must not allow a “split” among the players, that is, that one half of the children will choose one option, and the other half will choose the other.

"Fire brigade"

For kids preschool age.

At the beginning of the game, a leader is selected. The rest of the players are the "fire brigade". The presenter must send them out to extinguish the "fire". Players have to run, fuss and do some kind of goofy action. The task of the presenter is to be able to “collect” them and force them to “put out the fire”. As a result, each player gives his own assessment of the leader's behavior on a five-point scale.

Then the players change places - someone else becomes the leader. The game repeats itself. Then each of the players again gives his own assessment of the leader's behavior. The game continues until each of the players is in the leader's place. The winner will be the one with the most points.

"Photographer"

A game for preschoolers.

At the beginning of the game, a presenter is selected - the "photographer". The presenter must take interesting "photographs", which means he needs to seat the rest of the guys at his discretion. The “photographer” will have to act quickly and clearly. To some of the participants in the game, he can offer the role of a teacher - therefore, he must take the appropriate posture. Someone can become a "policeman", someone an "actress", someone a "magician".

Each of the players gives his own assessment of the actions of the "photographer" on a five-point scale. Then the players change, another becomes the "photographer". The game continues until all the guys are in the role of the "photographer". And to make the game even more interesting, you can take a Polaroid and take snapshots. The best "photographer", accordingly, will get better pictures, which means that he is better than others able to achieve that others fulfill his requirements, and is a leader.

"I am the best, and you?"

For preschool children.

All children should feel cohesion and receive a portion of encouragement and approval, and in an atmosphere of mutual understanding and Have a good mood children will forget about their fears and doubts at least for a while. The game is designed for the participation of not too many children (from 3 to 5).

One of the children, amid universal shouts of approval, is perched on a chair, and for a while the dream of being on stage and earning enthusiastic applause becomes a reality. The others circle the chair in a tight ring and clap their hands.

Each of the players should visit this place of honor, and those who receive applause and those who applaud also enjoy the game.

"By main street with orchestra "

For preschool children.

The game helps children to get rid of negative emotions, as well as to present themselves as an important conductor of the orchestra. This exercise not only invigorates, but also creates a sense of cohesion. For the game, a cassette with a recording of perky and cheerful music is useful, which would be liked by children and evoke positive emotions in them.

All children should remember the conductor and the movements that he performs in the orchestra pit. All together need to stand in a common circle, imagine themselves as conductors and "conduct" an imaginary orchestra. All parts of the body should be involved: arms, legs, shoulders, palms ...

"Gardener"

For children of preschool and primary school age; it is desirable that the number of participants is at least 10.

Choose a host. An adult often becomes them.

All children take their own color names. The presenter begins the game, saying the following text: “I was born as a gardener, I got really angry, I’m tired of all the flowers, except ...” and names one of the flowers chosen by the children. For example, “… except for a rose.” “Rose” should immediately respond: “Ouch!” “Rose” answers: “In love.” The same player or presenter asks: “With whom?” “Rose” answers, for example, “Into the violet.” Immediately, “Violet” should respond: “Oops!” etc. If you did not respond when you named your flower, or if you yourself "fell in love" with someone who is not here, then you have lost. The game starts over.

Nose, mouth ...

For preschool children. She teaches the ability to quickly respond to a situation, develops their attention and the ability to quickly switch it from one subject to another.

Usually an adult becomes the leader. Sit facing the children in a semicircle. Start the game by saying: "Nose, nose, nose, nose ...". With this extended forefinger, touch your nose. Children should do the same. Suddenly change the word: "Nose, nose, mouth ...", but you should not touch your mouth, but another part of your head, for example, your forehead or ear. The task of the children is to touch the same part of the head as you, not the one you named. Anyone who makes a mistake more than 3 times is out of the game.

The player with the longest remaining in the game is considered the winner.

"Product base"

For preschool and primary school children.

The leader is selected. He will be the "director of the product base". Another is the "store director". The rest of the players are “sellers”. The essence of the game is as follows - one “salesperson” comes to the “director of the product base” and asks him what products are in stock. The “base director” gives him a specific list, for example: “There is ice cream, Ostankinskaya sausage, Salami sausage, smoked sausages, Dutch cheese, Indian tea, milk, butter, margarine.”

The “seller” must remember everything and pass it on to the “store director”. The difficulty is that you cannot write down the name of the products, you can only memorize it. At the same time, the presenters themselves may well write down what they said in order to check the players later. For each correctly named product, the player receives a point. The winners are those who get the most of them.

K. Fopel

Game 1(from 8 years old)

Weather forecast

Goals: There are days when children (and teachers) feel “out of shape”. Maybe they are overwhelmed by depression, resentment, or anger, and they want to be left alone. Having received the right to be alone for some time, children more easily come to a normal state, cope with their feelings and quickly become involved in the life of the class. With this exercise, the teacher lets the child know that he recognizes his right to be uncommunicative for a while. At this time, other children learn to respect such a state of mind in every person.

Materials (edit): Paper and wax crayons.

Instructions: Sometimes each of us needs to be alone with ourselves. Maybe you got up too early and you don't get enough sleep, maybe something ruined your mood. And then it is quite normal for others to leave you alone for a while so that you can restore your inner balance.

If this happens to you, you can let us know that you want to be alone so that no one will approach you. You can do it like this: you can show your classmates your "weather forecast". Then everyone will understand that you need to be left alone for a while.

Take a piece of paper and wax crayons and draw a drawing that will suit your mood in such cases. Or just write the words "Storm Warning" in large, colored letters. In this way, you can show others that you have "bad weather" now, and it is better not to touch you. If you feel that you want peace, you can put such a sheet in front of you on the desk so that everyone knows about it. When you feel better, you can hang up. To do this, draw a small picture in which, due to rain and clouds, the sun begins to peep through, or show with your drawing that the sun is already shining for you with might and main.

Please encourage children to use "weather forecasts", it will be great if they become familiar with it. This will make the atmosphere in the classroom more harmonious and teach the children to reckon with each other's mood. It is best if you present your own personal “weather forecast” to the children from time to time, which will allow them to take into account the mood and state of mind of the adult.

Game 2(from 9 years old)

Love and rage

Goals A: When we experience love or anger, it gives us completely different bodily sensations. In this game, children learn to pay attention to their bodily sensations in relation to their strong feelings. At the same time, they learn to consciously evoke these feelings as needed. Thus, they prove to themselves that to a certain extent they can control their own emotions.

Instructions: Break into pairs. Stand opposite each other and choose which of you will do this exercise first, and who will be the observer.

Close your eyes and imagine someone you really love. Concentrate fully on the feeling of love, let it intensify. Where is this feeling located in your body? What temperature is it? What color is it? How does it feel? Concentrate fully on the feeling of love, which intensifies more and more. Direct all your thoughts and sensations to him ... (1 minute.)

Now open your eyes and listen to your partner's story of what he was watching. Questions to the observer: What did you see? Can you guess who your partner remembered with such love and what he thought at the same time? Talk to each other about what you discovered while doing this. Questions to the person doing the exercise: Where did you feel love in your body? Can you describe this feeling somehow? (2 minutes.)

Now close your eyes again and imagine a person who pisses you off. Concentrate fully on feeling angry. Let this rage grow. Where is this feeling located in your body? What temperature is it? What color is it? What is the surface of this feeling to the touch? Concentrate all your feelings and thoughts on this. (1 minute.)

Now open your eyes. Let your partner tell you everything he observed. What did he see this time? Where did you feel hatred in your body? How can you describe this feeling? (2 minutes.)

Then have the children switch roles in pairs, the instruction is repeated.

Exercise analysis:

  • Which feeling did you feel more strongly - love or anger?
  • Is there someone you love and hate?
  • Why do we love other people?
  • Why do we sometimes get so angry with other people?
  • What happens when we feel anger more often than love?
  • Do you know how you can stop feeling angry?

Game 3(from 10 years old)

Piggy bank of good deeds

Goals: Children (as well as adults) often do not value their successes and achievements. Instead, they prefer to remember their mistakes and shortcomings, believing that it is they who give impetus for solving new tasks that life puts before them. Therefore, we bring to your attention a very important event that will help children end the school week with pleasant experiences. Begin this exercise 5-10 minutes before the end of the last lesson of the week.

Materials (edit): Every child needs paper and pencil.

Instructions: We all want to achieve success in life. Maybe you want to be as successful in your business as your parents, or maybe even more than they. Most people believe that they will do better if they constantly push themselves, demanding themselves to be better, faster, smarter. And many of them forget to take the very first and most important step, which is the basis of any successful outcome. We can consider ourselves to have achieved success only when we know exactly where we achieved it and how we did it. We usually take some time to notice and remember our accomplishments. Take a piece of paper and write down three good things you have done during this school week. Mentally remember all the good things that you have done. For example, they completed a difficult and unpleasant homework assignment, prepared for a difficult lesson, memorized a long, long poem. Choose from all of this three things that you are especially proud of, and write them down on a piece of paper. Make sure you select exactly three items. After you write them down, praise yourself with one calm sentence for all three events. For example: "Inna, you actually did it great." Then write down this phrase on your sheet.

You have five minutes for all this.

From now on, we will carry out such recognition of our achievements every week. And those of you who want to become even more successful in life can do the following. Every night before going to bed, you can sit down at your desk for five minutes and write down three worthy things you have done that day. Then you will feel satisfied, convinced of your diligence and realize that you deserve a good restful sleep.

Of course, you are always happy when others recognize your achievements. But they may not notice all of your successes. Therefore, it is important to be able to independently notice all the good things that you have done and deservedly praise yourself. This will be the key to your new victories.

Game 4(from 9 years old)

No false modesty

Goals: In this game, children can develop the ability to have a positive inner conversation about themselves. During the game, they can understand what qualities and abilities they would like to have.

Materials (edit): Large sheet of paper (A3 or larger) and wax crayons.

Instructions: Usually all people like to be praised. Whose praise do you like best? Are you saying something good about yourself? For example?

When we say good about ourselves, it helps us to achieve success in life, to experience difficult situations and follow through on difficult cases.

I would like you to think about three things now that you wanted to learn or that you would like to do better than you do now. After choosing these three things, imagine that you already know how to do them. State it in the affirmative. For example: “I run a hundred meters well”, “I write interesting compositions"," I swim very well "...

Now take a piece of paper and write these three phrases in big, big letters. Take wax crayons and decorate the letters with which these sentences are written. You can frame each phrase if you like.

Walk down the rows as the children draw. Tell them something about the importance of being kind about yourself. How such words can help them become more diligent and achieve greater success. Help the children who have not written anything, because they have some kind of complexes related to this topic. Correct if someone wrote something negative about themselves. Also talk about how people often adhere to the no-value attitude that forces them to be humble. Emphasize that we are preparing our future success by using positive words about ourselves and that these phrases can help us do difficult things.

After completing the activity, have each child show their small poster to the class and read out loud what is written on it. It is very useful to organize this process so that the child walks through the classroom, addressing specific children, and each new phrase he says to a new student.

At the end of the lesson, have the children take their posters home and hang them on the wall at home. The more often they look at them, the easier it will be for them to make these words become true.

Game 5(from 8 years old)

Who am I?

Goals: This game provides an opportunity for every child to express themselves by drawing their self-portrait and telling about themselves. For children, as well as for adults, there is nothing more interesting than their own person, therefore this game is of great interest, moreover, it allows children to show their creativity and imagination. There can be no right or wrong answers in it, because every person is the best expert of himself, he knows himself better than anyone else. Both older and younger children will benefit from this exercise, but it is especially useful for children with underdeveloped reflection.

Materials (edit): Every child needs paper, pencil and crayons.

Instructions: Imagine that you have a friend who lives in another country and with whom you correspond. He really wants to know more about you, he is interested in what you are, how you look, what you are interested in ... To get him to know you better, you decided to send him your self-portrait. Draw a picture that will show either only your head, or you as a whole, from head to toe. Write your name in large letters somewhere on the sheet. For example: "My name is Valera." (10 minutes.)

Now write your friend a very simple poem. Let each of its lines begin with the words "I", "mine", "I have", etc. The poem should not rhyme and may not have the correct poetic meter. You decide how long it will be. Maybe it will look something like this:

I'm Valera.
I like to fool around sometimes.
I am the oldest child in the family.
My height is one meter and thirty-five centimeters.
I have red hair.
I love ice cream.

(5-10 minutes. When finished, have the children show their portraits and read the "poems".)

Exercise analysis:

  • Would you like to correspond with someone from a distant country?
  • Do you think your pen friend would be happy with such a letter?
  • How much did you like this game?
  • Whose self-portrait did you like the most?
  • Whose poem did you particularly like?

Game 6(from 8 years old)

Love yourself

Goals: In this guided fantasy, we teach children to be attentive to themselves, respect and accept themselves.

Materials (edit): One sheet of wrapping paper and wax crayons for each child.

Instructions: Sit comfortably and close your eyes. Take three deep breaths in and out ...

Imagine a mirror. A huge, huge mirror in a light red frame. Take a handkerchief and wipe the mirror as clean as possible, so that everything shines and shines ... Imagine that you are standing in front of this mirror. Can you see yourself? If so, give me a sign with your hand. (Wait for most of the children to give you a sign.)

Look at your lips and the color of your eyes ... Look at how you look when you shake your head a little ... Look at your shoulders and chest. See how you raise and lower your shoulders ...

Can you see your legs? Look how high you can jump ... You are good at it! Now imagine that your reflection smiles and looks at you tenderly ...

Look at your hair! What color are they? Take a comb and comb your hair while looking in the mirror in front of you. Brush your hair as usual ...

Look into the smiling eyes of your reflection. Let your eyes sparkle and shine with joy as you examine them in the mirror. Take a little air into your lungs and blow some small sparks of light into your eyes ... (As you breathe in deeply and exhale loudly and distinctly. Repeat your request for the children to add sparkle to their eyes.) Try to see the golden glow around your eyes. Let your eyes look completely happy ...

Now look at your face in the mirror. Tell yourself, “My face is smiling. I like to smile. This makes me feel better. " If your face is still serious, then turn the serious face into one huge and contented smile. Show your teeth to the mirror ... You did it great!

Now look at your entire body in the mirror and enlarge it. Let your shoulders become completely even and straight. Try to feel how nice it is to stand so proudly and please yourself. And, looking at yourself from head to toe, repeat after me: “I love myself! I love me! I love me!" (Say these words with great enthusiasm and very emotional.) Do you feel how nice it is? You can repeat these words to yourself whenever you want to feel happy and content. Try to feel with all your body how you say: "I love myself!" In which part of your body do you feel it? Show your hand to this place where you feel your "I love myself!" Remember well how your “I love myself!” Is reflected in your body. We will discuss this now.

Now you can come back to our class again. Stretch, tense a little and relax your whole body and open your eyes ...

After completing this fantasy, ask all the children in unison to say the confirmation phrase “I love myself!”. Ask the children where in their body they feel this love.

Then children can paint their own image. They can work in pairs, with each child drawing the outline of their partner on a large sheet of wrapping paper. Then this outline is painted and turns into a smiling and happy portrait. Children can characterize certain parts of the body with positive adjectives. For example: "my beautiful brown eyes", "my golden skillful hands", etc.

Exercise analysis:

  • Why do some people love themselves?
  • Why do some people dislike themselves?
  • Why do some people rarely have pleasant thoughts about themselves?
  • What can you do to make yourself feel good about yourself more often?
  • What makes you happy?

Game 7(from 8 years old)

Invisible helpers

Goals: Very young children, as a rule, still retain the ability to concentrate their attention on very simple things and enjoy them to the fullest. They look at the glare of the sun on the glass and jump in delight as they watch the sunbeams move mysteriously. Hearing the voices of birds, they are able to fully concentrate on these sounds and enjoy these brief moments. Small children are born optimists, only over the years they gradually adopt skepticism and pessimism from adults. To achieve great success in life and develop a high level of self-esteem, we need an optimistic outlook on life. It will be easier to do this if you learn to focus on the pleasant moments of life, noting and remembering them. Every day we are faced with pleasant events much more often than unpleasant ones. It is easy to notice if you carefully analyze the day you have lived, but the pessimist concentrates on his troubles and failures and, accordingly, sees the whole world in gray tones.

In this game, we invite children to concentrate on the things that make their life great.

Materials (edit): Bell.

Instructions: Imagine that you have an invisible assistant who does not lag behind you even a step. Whenever you feel something pleasant, he gently touches your shoulder and quietly says to you: "How wonderful!" Of course, you don't need such an invisible assistant to notice the pleasant moments of your life that are already striking. For example, you yourself can enjoy canceling school without assistance. And when you eat a portion of your favorite ice cream on a hot day, you do not need outside help to enjoy it to your heart's content. But you will need the help of your invisible assistant to enjoy those important, but elusive things that happen to us every hour and constantly and make life wonderful and wonderful. You can, for example, enjoy the warm rays of the sun, get relief after a deep and strong sigh, hear the kind word of a classmate, see a friend's smile, and so on. An invisible helper can draw your attention to all these little joys in life so that you can enjoy them. The more you enjoy every moment of your life, the happier you will become.

Let's check how you understood my words. It's so simple, and yet all these grumblers and pessimists, by their pitiful example, show us all how necessary in life such an invisible helper, again and again whispering in our ear: "How wonderful!"

Please stand up and start slowly wandering around the classroom ...

Imagine that an invisible helper is walking next to you and every time he puts his hand on your shoulder, as soon as you notice something beautiful and pleasant. When you feel a hand on your shoulder, don't say anything out loud, just walk over to my desk and ring the bell. And again, wander around the classroom, waiting for the moment when something else pleasant will catch your attention. (5-10 minutes.)

Then ask the children to share anything that made them happy.

And may your invisible assistant invisibly follow you all today. Try to notice all these little joys that the invisible assistant will point out to you. Tomorrow I will ask you about everything that you will be glad about today.

Exercise analysis:

  • What wonderful sounds have you heard?
  • What beautiful images could you see?
  • Did you manage to get any good taste?
  • Have you smelled wonderful smells?
  • Have you touched something pleasant to the touch?
  • Have you made such movements that would be pleasing to your body?
  • Have you heard pleasant words?

Game 8(from 8 years old)

Flower

Goals: Every child has a need to feel valuable to someone. On this short journey into the fantasy world, we can give children a symbol of inner peace and trust in themselves.

Instructions: With what feelings did you start today? What did you want from him? Do you have days that don't start out so well? What are you missing on days like these? I want to invite you on a journey to the land of fantasy, during which I will show you how you can create pleasant sensations in yourself.

Sit back and close your eyes. Take three deep breaths in and out ...

Now imagine a flower, bush or tree with beautiful buds. Choose any plant, the flowers of which you like ... Carefully examine it, its leaves, flowers and still unblown buds ...

Imagine now that you are one of these unblown buds. Look at the dense shell around you, try to feel how you want this shell to open and you would stretch towards the warm sunlight ...

And now you can imagine how your bud is gradually opening. Try to smell the scent of this flower ... Consider the color of its petals ... See how brightly they shine ... If you want, you can watch how children and adults pass by and admire such a beautiful flower. Do you hear, they say: “What beautiful flower! I like him so much! " Admire this flower too, repeating to yourself: “I want to remember it very well. I want my life to be just as beautiful and bright. " Do you feel how pleasant it is to look at this flower? Take this pleasant feeling and place it in some part of your body. For example, you can breathe this feeling in and place it in the solar plexus area ...

Now stretch, relax, open your eyes and come back to our class vigorous and rested.

If you want, you can put a piece of Whatman paper in the center of the class and tell the group: "Now let's quickly draw a magic tree on which all those different and beautiful flowers that you were will grow on." Draw a magic tree yourself, and have each child draw their own flower to one of its branches.

Exercise analysis:

  • What plant do you imagine?
  • Can you tell about yourself as this plant, in the first person?
  • Can you describe your scent?
  • Does anyone ever admire you?
  • Are there people in the world from whom you really expect admiration for you? Who is this?
  • Can we say that “every person is a miracle”?
  • Whose flower did you like?

Game 9(from 9 years old)

Love and anger

Goals: During this game, children can pay attention to the fact that in relation to the same people, they simultaneously experience both positive and negative feelings. In addition, they can learn not to give in to these feelings entirely, but to feel both love and anger, while maintaining deep contact with the other person.

Instructions: Please sit in one common circle and close your eyes.

Imagine that you are now talking to someone you are angry with. Tell that person why you are angry with him. Maybe he didn't keep his promise or didn't do what you expected of him. Talk to this person to yourself, so that no one can hear you. Say very clearly and precisely what exactly you are angry with. If, for example, you are angry with your little brother Fedka, you can tell him: “Fedya, it makes me mad when you draw all sorts of scribbles in my notebook”. If you are angry with your sister Sonya, you can tell her, for example: "I am trembling all over with anger when you walk through my room and throw all my things and toys along the way." If you are angry with your parents, tell them, too, as accurately as possible, than they made you angry: “Mom, it really hurts me that you force me to take out the trash can again, while Masha and Ira may not help you at all”. (1-2 minutes.)

Now tell the person you spoke to what you like about him. Be specific about this as well. For example: "Fedya, I really like that when I come home from school, you rush to meet me and joyfully hug me" or: "Mom, I really like it when you read me fairy tales before going to bed." (1-2 minutes.)

Now think a little about who in class sometimes makes you angry. Imagine that you approach this person and clearly and specifically tell him what exactly he pissed you off with ... (1 minute.)

Now mentally go to this child again and tell him what you like about him. (1 minute.)

Now you can open your eyes again and look around the circle. Take a good look at the other children. And now we can discuss what each of you experienced in your imagination.

If you notice that one of the children makes offensive remarks about someone present or absent from the class, immediately demand that he say something positive about the same person. Also, be careful that children express their anger or resentment without generalizations and assessments, that is, so that no one says anything like: "You are a fool!". It is only permissible to express your feelings in relation to another child in the form of a description of facts and feelings, for example: "I take offense when you draw with your felt-tip pen on my desk." In this way, children can feel their negative emotions and the energy hidden behind them. Thanks to the meaningful and accurate naming of the reasons for their anger or resentment, children can notice that they do not reject the whole person, but only a certain way of his behavior. When the anger is precisely focused, the child is not affected as much.

Psychological class hour in grade 3

Trust Games

Tasks

1. To develop the ability to understand the state of another person, to express this or that emotion, to develop observation, attention, trust and intuition.

2. Create an adequate emotional background for communication, teach goodwill in relationships.

3. Promote team building.

Equipment: cards for the game "Empathy"; sheets of paper for the game "Forecast"; paper, pencils, markers for the game "Group drawing"; paper, ink and brushes for the game "Blots"; felt-tip pen or pencil, blank sheet of paper for the game "Psychological portrait"; colored cards for the game "Your Favorite Color".

Class hour

Teacher. Do you guys like to play? What are your favorite games? (Children answer.)

You know, there are games that help you get to know yourself and your classmates better. Such games can be played by people between whom a trusting and friendly relationship has been established.

"Empathy"

(Empathy is a person's ability to empathize, the ability to understand the state of another.)

Of all the students in the class, the most "empathic" is chosen. He walks out the door. The rest of the children receive cards on which various states of the person are written. In a minute, children need to get used to this state so that the driver can guess what is written on the card.

(Cards: anger, joy, thoughtfulness, irony, fright, sadness, fear, surprise, boredom, admiration, suspicion.)

"Forecast"

The class is divided into two teams. Each receives 4 sheets of paper with the words: quarrel, sadness, friendship, happiness. On the back of each of them, players must draw a small drawing depicting this word. Members of the other team, seeing only the word, but not the pictures, must guess (make a prediction) what is depicted.

"Group drawing"

Children sit in a circle. One begins to draw something important for himself. Then he passes the drawing to the neighbor on the right. At the same time, he receives another drawing from the neighbor to his left. Children paint until the drawing returns to their owner. Then you can organize an exhibition of group drawings.

"Blindfolded" ("Interesting Experiment")

Each participant in the game is put on a blindfold. At first, everyone moves randomly around the room, trying not to push each other. Then the boys are invited to organize their circle in one part of the room, and the girls in another. This will require intuition, flair, since it is forbidden to talk and generally make any sounds. The presenter strictly monitors compliance with this rule. True, you can touch each other.

"In crowded but not mad"

The class is divided into two equal teams with approximately the same number of boys and girls in each. You can take into account mutual interests and sympathies. The facilitator draws a square in front of each team, divided into eight cells. Each team is encouraged to occupy as few cells as possible.

"Hand to hand"

Taking part in the game odd amount players. The driver says a phrase, for example: “Hand to hand! Everyone changes places, "and all the participants in the game, including the driver, must find a pair and touch their partner's hands. Anyone who did not have time to find a mate becomes a driver. The new driver says, for example: “Back to back! Everyone changes places. " All players again try to find a partner as quickly as possible and stand with him back to back. You can continue the game with a wide variety of commands: "nose to nose", "shoulder to shoulder", etc.

"As in the mirror"

The players are divided into pairs, preferably of the opposite sex. The partners in a pair stand facing each other at arm's length. In each pair, one participant will act as a mirror. He needs to copy all the partner's movements as accurately as possible. The one who supposedly stands in front of the mirror will, as it were, look at his face in this mirror, while changing his expression: frown or smile, show surprise, wink, etc. The partner must accurately and dispassionately depict everything. And if the players laugh, then they get a penalty point. Then the partners change places.

"Blots"

Players take small pieces of paper. With the help of brushes, a small drop of ink is applied to them, then the sheet is folded in half and passed over it by hand. After that, an amazing pattern appears on the sheet. Blotted leaves are put in a circle. The task of each player is to carefully study all the blots and write under them or on the back of the piece of paper what they most remind him of what associations they cause. Answers will appear on each sheet of paper, reflecting the associations of the clear majority. Those of the participants who ended up in this group are among the people who are most sensitive to the needs and requirements of society, they adapt well to environment, they are realists. Those who became the author of the most unusual, non-standard, unique answers are to some extent brilliant and talented.

"Mascot"

A talisman is considered an object that brings good luck and happiness. Therefore, they always try to carry it with them. Any object can be a talisman - it is only important that it gets to you under happy circumstances and from good hands... Perhaps the talisman carries some kind of positive, kind energy. Let everyone think and find some item that would accompany him on happy days. It can be a simple fountain pen, hairbrush, badge, etc. Then choose the person you like in some way. Exchange talismans with him, accompanying it with good wishes and parting words. Think about what you will say to your partner when presenting the talisman: from what the talisman will keep its new owner, what luck to bring, what to symbolize.

"Gait"

The way a person walks is one of the most constant and expressive characteristics of an individual. A gait can tell a lot about a person's state of mind, character, temperament, and lifestyle.

We suggest playing a game that will help you learn how to analyze each other's gait, as well as find out what your gait is saying to others. Whoever wants to perform first goes to the middle of the circle. He needs to walk in front of his classmates several times, while trying to keep himself free - for example, to imagine that he goes to work, to school, to the store in the morning and thinks about something of his own on the way. The rest of the participants in the game must come up with a name, a capacious description of this gait. For example: "A boat without oars", "Storming the Winter Palace", etc. The most important thing is that the names are accurate, but in no way offensive.

"Psychological picture"

Prepare markers or pencils and blank sheets of paper. The players must replace the words that need to be given an associative interpretation with a picture. Words can be anything: home, retribution, work, friendship, love, horror, gibberish, family. Each drawing takes 1 minute. Children need to try to express the meaning in the drawing that is contained in each of the words.

After that, you can invite the children to draw up a psychological portrait of their neighbor based on his drawings. Of course, it is difficult to give them an unambiguous interpretation, but life experience, intuition and common sense will help.

If the drawings are large, concrete and clear in meaning, then the person who painted them has a practical, reliable, solid nature, but without imagination, without originality. Drawings in the form of symbols, allegories belong to a person with good logic and a clear mind. He is the master of his emotions, but maybe a little dry and pedantic. If there is a lot of imagination and originality in the drawings, then this speaks of creativity, but also of the difficulties that the author encounters in everyday life.

You can take other words, for example: study, entertainment, crime, creativity, God, rest, dream.

"Fast rhyme"

Each participant needs to write 7-8 short fragmentary phrases on a piece of paper. The topics of the phrases are not limited by anything, but they must be short, for example: "I went to the cinema", "I want a delicious orange." In a word, any phrases that do not necessarily have a deep meaning. Then the participants in the game must disperse around the room and slowly, chaotically move around it, bumping into other players. Every time a participant stumbles upon another partner, he reads one of the phrases to him, and the first must

immediately respond with some kind of rhyme, trying, if possible, to complete the topic started. Then he reads his phrase, and his partner is tormented over the rhyme. Having exchanged rhymes in this way, they disperse and continue to move around the room until they bump into another participant, with whom they repeat the same procedure. At the end, all the players exchange their impressions, read out the rhymes they like most, name their authors.

"The most of the most"

Each person is a unique personality, in some ways he is completely inimitable. However, precisely because not everyone notices this, a person becomes dissatisfied with the attitude of others to his person. Try to fix this.

The class is divided into several teams. Inside each of them, all the players talk about their merits. And then the teams talk about their most, most fun, resourceful, intelligent comrades.

On the basis of this game, you can conduct contests to identify the "best".

"Your Favorite Color"

Each person has his own taste in everything. The commonality of tastes often unites people - the unity of the attitude towards life is manifested. Psychologists can draw up a very accurate portrait of a person based solely on knowledge of her color preferences. Give the participants a choice of colors: orange, dark blue, blue-green, and light yellow (for example, colored cards). What color would a person prefer?

Usually amateurs orange- people are active, with a lively, joyful, active and enthusiastic self-awareness. Lovers of dark blue are calm people, satisfied with their own situation. Lovers of blue and green are usually persistent, strict and serious people. Lovers of light yellow are usually cheerful and sociable people. It can be assumed that the person behaves in a difficult, unpleasant, or stressful situation... If, in such a situation, you are offered to choose a color, then a person who prefers orange may become overexcited and even lose his temper. People choosing blue color will feel bored and alienated in the face of difficulties. Those who prefer blue-green will feel embarrassment when problems arise, while those who prefer yellow will be confused and anxious, as with a great loss.

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