Getting to know children through play. Children's games for acquaintance and entertainment. Game "Helpline"

Winner of the all-Russian competition "The most popular article of the month" October 2017

If everyone gathered often sees each other and is even more friendly, then you probably won’t need to play games from this section. However, even long-time acquaintances can be pleased to once again show attention to each other and remember how they are similar and how they differ from each other.

If you invited guys to the holiday who don’t know each other or see each other very rarely, then, most likely, in the first minutes of the celebration there will be some awkwardness and discomfort. In this case, feel free to offer your guests the games described here, since their goal is to relieve tension and tightness, and to arouse children’s trust and interest in other children.

You will feel how after their completion the atmosphere in your home has become warmer, more friendly and relaxed.

"Snowball"

This game is good to play if there are a lot of children gathered and most of them are unfamiliar.

Sit the children in a circle and tell them the name of the game they are about to play. Why is it called that? They will figure it out for themselves now.

Pick up an object, such as a small soft toy or a felt-tip pen. State your name. Now pass the marker to the child sitting to your right. He must repeat your name, then add his own and give the item to the third. The third, having received the object, says the name of the first person, the second, and then adds his own, etc. Thus, the last person, before saying his name, will have to remember in order the names of everyone sitting in the circle. That's why the game got its name: the number of memorized names grows from player to player in a circle, like a snowball.

Note. During the game, the children, if they don’t remember everyone, will at least have the impression that they know this boy or this girl (they have heard his (her) name many times and pronounced it themselves).

"The show begins"

Tell the children right away that the name of this game has nothing to do with a circus or theatrical performance. As they said before: “Let me introduce myself!” - that is, to get to know you by saying your name. But today they will not meet in a very traditional way, so it may well happen that it will begin to resemble a circus performance.

Have the children stand in a circle. One of them says his name and makes some kind of movement. For example, a child says: “I am Katya” and curtsies. All other children must repeat after him: “You are Katya” and curtsy.

Note. Movements do not have to be so beautiful and appropriate to situations. After all, no matter what the child shows, he will receive it in return in “several copies,” which means he has the right to freely choose a gesture after his name, even if it is a fist or a face.

"Merry Greetings"

Ask the children how people usually greet each other. What movements do they make? The spectrum is quite wide: from nods to kisses. Let's focus on the middle option - a handshake. Why do people shake each other's hands? It's just a tradition. Which means everything could have been completely different. For example, Eskimos rub noses instead of kissing. So now we will greet each other in new, unusual ways.

So, as soon as you turn on any dance music, the children should start walking around the room (you can also jump and dance). When the music fades away, you say the words: “One, two, three, find a friend!” At this time, each child urgently needs to find a mate and stand next to her. Then you will command - "Say hello..." - and then name any part of the body. So, during the game, children learn that they can say hello with their ears, little fingers, heels, knees, eyelashes, elbows, etc.

Don’t forget to set an important condition: every time during a musical pause, the child must stand next to the player with whom he has not yet greeted. Thus, the game can be completed when each guest has said hello to everyone present.

Note. If there is an odd number of children, then the one who did not have enough pairs will stand with the adult leading the party and greet him. In this case, you will have the opportunity to clearly show the players that you can say hello, for example, with your heels, if suddenly the children do not immediately figure out how to do this.

"The wind blows on the one who..."

This game will help you activate your children, and help them feel their similarities with each other, get closer and get rid of awkwardness and tightness.

Tell the children that the room has become very hot, it would be nice if there was a breeze. So invite them to play this game. Have everyone stand in a row against one wall of the room. You will say sentences beginning with the words “The wind blows on him who...”. Then add the names of any signs, for example, “who likes apples”, “who washed his face today”, “who is wearing trousers” or “who has pets”. All children to whom the above definition applies must run to the opposite side of the room (preferably there should be a soft, large sofa there), and then calmly return back.

When coming up with characteristics that unite children, you can rely on your knowledge of their tastes and lifestyle. This way, you can vary the number of players running to the other side and ensure that each child gets to participate in the game by finding others like themselves.

Note. To make it more fun, periodically call out ridiculous signs like “Who didn’t clean their ears today” or “Who will wash the dishes after the holiday” - those who are especially playful and inattentive will set off on their way to everyone’s joy.

Hello photos(for children from 3 years old)

Goal: teaching children to recognize each other from photographs, creating a positive attitude

Children sit in a circle. In the center on the table are photographs face down. The child goes to the center of the circle, takes any photo, then finds the person from the photo, approaches him and greets him (shake his hand and say “Hello”) The child who was greeted first responds to the greeting, and then chooses the next photo. The game continues until there are no photos left.

Glomerulus (for children from 4 years old)

Goal: acquaintance, establishing trusting contact with children, uniting the group.

Children sit in a circle. The presenter, holding a ball in his hands, wraps a thread around his finger, asks any question to the participant in the game (For example: “What is your name, do you want to be friends with me, what do you love, what are you afraid of,” etc.). The child catches the ball, wraps the thread around his finger, answers the question, and then asks his own to the next player. Thus, at the end the ball is returned to the leader. Everyone sees the threads that connect the participants in the game into one whole, determines what the figure looks like, learns a lot about each other, and unites.

Note: If the leader is forced to help a child who is having difficulty, then he takes the ball back, gives a hint and throws it to the child again. As a result, you can see children who have difficulty communicating; the leader will have double or triple connections with them.

Ha-ha-ha! Heh-heh-heh!(for children from 4 years old)

Goal: creating positive emotions, relieving tension.

Children stand in a circle, clasp their hands. The presenter shows the following:

  • Touches the left shoulder 3 times, saying “ha - ha - ha”
  • Touches the right shoulder 3 times, saying “ho - ho - ho”
  • Touches the left knee 3 times, saying “hee-hee-hee”
  • Touches the right knee 3 times, saying “he-he-he”

Then all movements are repeated at a faster pace 2 times. Then even faster, 1 time at a time. Then we increase the number of times and reduce the pace. By saying the last “heh,” children are invited to throw out all the fatigue, all the anger, all the resentment that has accumulated in their body.

Roll call - confusion(for children from 4 years old)

Goal: Development of voluntary attention, consolidation of acquaintances

The presenter calls the last names and first names of the children present, confusing first and last names (the first name is called correctly, the last name is not; the last name is correct, the first name is wrong). Children listen carefully and respond only when both their first and last names are correctly named. Whoever makes a mistake is out of the game.

Affectionate name(for children from 4 years old)

Goal: formation of positive self-esteem and self-acceptance, acquaintance.

One of the children - the driver - stands in the center of the circle. Children, passing the ball to each other, call the affectionate form of the driver's name. He is the last to receive the ball and says the affectionate form of his name that he liked. The exercise continues until every child is in the center of the circle.

Option. Children, passing the ball to each other, call the affectionate form of their name. When all the children call affectionate names, the ball will go in the opposite direction. You need to try not to mix it up and throw the ball to the one who threw it to you the first time, and in addition, say his affectionate name.

Option. “Call your neighbor a gentle name so that he will be pleased”

Pass the toy around(for children from 4 years old)

Purpose: warm-up, warming up the group, developing attention, reaction speed, ability to act together

Children stand in a circle. Toys are passed around in a circle. Passing the toy, the children say: “Further, further...” At first there are half as many of them as there are children. As the rate of transfer of toys from hand to hand increases, the number of toys increases.

Option. Children sit on the carpet and roll balls to each other without stopping. The number of swords is from 2 to 5.

Option. You can add one more rule. When an adult says: “It’s the other way around,” toys or balls are passed in the opposite direction.

Pass the movement in a circle(for children from 4 years old)

Goal: development of expressiveness of movements, imagination, activation and unity of children

Children pass imaginary objects to each other: a large ball, a heavy weight, a hot pancake, a baby, a spider on a web, a stack of cubes, a burning candle. At the end of the exercise, the children join hands. An adult, saying “Hello,” shakes hands with the neighbor on the right, who then goes next in the circle. “Hello” must go around the circle and return to the adult

Animals(for children from 4 years old)

Goal: activation of the group, development of auditory attention

Children are given cards with images of several (2 - 4) types of animals. Children must, by making the characteristic sounds of one or another animal, find the rest of the members of their subgroup. An energizer in a playful way helps to divide a large group into several subgroups and involves children in active activities.

Nonverbal greeting(for children from 4 years old)

Goal: warming up the group, overcoming communication barriers, reducing emotional stress.

Participants are invited to silently greet each other: a) with their hands eyes closed, b) knees, c) backs, d) little fingers, e) shoulders, f) elbows, etc. The exercise can be carried out when the group is sufficiently warmed up, not at the beginning of the lesson.

Cooks(for children from 4 years old)

Goal: development of attention, group cohesion

Everyone stands in a circle - this is a saucepan. Now we will prepare the soup (compote, vinaigrette, salad). Everyone comes up with what it will be (meat, potatoes, carrots, onions, cabbage, parsley, salt, etc.). You can distribute pictures. The presenter shouts out in turn what he wants to put in the pan. The one who recognizes himself jumps into the circle, the next one, jumping, takes the hands of the previous one. Until all the “components” are in the circle, the game continues. The result is a tasty, beautiful dish.

Compliments(for children from 4 years old)

Goal: increasing self-esteem, creating a positive self-image, developing communication skills

Sitting in a circle, everyone joins hands. Looking into your neighbor's eyes, you need to tell him a few kind words, to praise for something. The receiver nods his head and says: “Thank you, I’m very pleased!” Then he gives a compliment to his neighbor, the exercise is carried out in a circle.

Warning: Some children cannot give a compliment, they need help. Instead of praising, you can simply say “delicious”, “sweet”, “floral”, “milk” word. If a child finds it difficult to give a compliment, do not wait for his neighbor to be sad, give the compliment yourself.

Confusion(for children from 5 years old)

Purpose: warming up, group unity, reducing tension.

“Now one of you, a volunteer, must go out the door. The rest should stand in a circle and hold hands. After a tight ring is formed, you need to “get entangled” without unclenching your hands. When the “tangle” is ready, we will invite a leader who will “unravel” the group.” You can carry out the confusion again by inviting someone from the group to “confuse” everyone else, and another leader to untangle.

"Hello!" one by one(for children from 5 years old)

Goal: warming up the group, reducing tension, reflecting on one’s own emotional state, getting ready for work.

The adult says that now he will say hello, but not to everyone at once, but one by one. Those whom he greets must stand up and say: “Hello.” The game then takes place in two stages. At the first stage, the adult invites children to become aware of their emotional states: “Those who are in a good mood now, hello!”, “Those who didn’t get enough sleep today, hello!”, “Those who are sad, hello!”. At the second stage, we set up children to perform various types activities: “Those who like to draw, hello!”, “Those who want to study, hello!”, “Those who want to become smart (confident), hello!”,

Greeting with a bell(for children from 5 years old)

Purpose: greeting, setting children up in a friendly manner.

Children stand in a circle, an adult approaches one of them, rings the bell and says: “Hello, Vanya, my friend!” Afterwards, Vanya takes the bell and goes to greet another child. A bell should greet every child.

Various greetings(for children from 5 years old)

Goal: relieving emotional stress, developing communication skills

The adult reminds the children that different people we communicate differently “Say hello the way you greet:

  • With a friend in kindergarten
  • With a teacher
  • With a clown at the circus
  • With my beloved grandmother
  • With someone who was offended
  • With someone you're glad to see

Now let’s all say together: “Hello everyone!” and let's applaud each other.

Option. Say hello with different moods: “Very tired, Cheerful, We’re late for kindergarten, In Space (in zero gravity)"

The wind blows on...(for children from 5 years old)

Purpose: acquaintance, warming up, group unity.

With the words “The wind blows on...” the leader begins the game. Questions might be: “The wind blows on the one who has blonde hair“All the fair-haired people gather in one group. “The wind blows on the one who... has a sister”, “who loves animals”, “who cries a lot”, “who has no friends”, etc. The presenter must be changed, giving each participant the opportunity to ask questions.

Swap places(for children from 5 years old)

Goal: warming up the group, reducing tension, activating attention and thought processes.

Participants sit in a circle with a psychologist in the center. The presenter offers to change places (change seats) to all those who have some common characteristic. For example: “Change seats, all those with brown eyes (likes to put toys away, ride down the slide, etc.),” and everyone with brown eyes should change places.” At the same time, the presenter also takes part in the game and must have time to take the vacant seat; the one left without a seat continues the game. At the end of the game, you can ask: “How do you feel?” They then conclude that they all have a lot in common.

Stand up, those who have...(for children from 5 years old)

Purpose: warming up the group, reducing tension, activating attention, observation and thought processes.

Children sit on chairs. The presenter says: “Stand up those who:

Option: “Clap your hands for those who are sad today (likes to watch cartoons, etc.)” They then conclude that they all have a lot in common.

Different but similar (for children from 5 years old)

Goal: warming up and uniting the group, reducing tension, developing self-awareness, activating attention.

Adult says:

Now only girls will raise their hands... And now boys will raise their hands... Those who are wearing trousers will jump... Those who have a sister will hug themselves... Those who have a brother will clap their hands... Those who ate Today they’ll have porridge, pat themselves on the head, etc.

At the end of the exercise, a short conversation is held, during which the children are led to the conclusion that all people are different, but in some ways they are still similar.

Roll(for children from 5 years old)

Goal: activating the group, creating group cohesion.

Children stand in a line, holding hands. The child standing first begins to turn around his axis, dragging those standing behind him. Thus, the children form a kind of “roll”. Children's attention is drawn to the fact that during the exercise it is important not to release their hands. The task can be complicated by asking the children to “unwind the roll.”

Fruit salad(for children from 5 years old)

Goal: activating the group, creating group cohesion, increasing concentration.

Participants sit in a circle. The facilitator asks the first 4-5 people to name their favorite fruits one by one (for example, apple, pear, banana, orange). The next people sitting in the circle repeat the names of the fruits that have been heard. Thus, each is "called a fruit." For better memorization, you can give out cards with pictures of fruits. The leader stands in the center of the circle and shouts out the name of the fruit, for example orange, and all the “oranges” must change places with each other. The person in the center also tries to take one of the empty seats, and the other participant is left without a seat. The new presenter again names some fruit and the game continues. The name "fruit salad" means that everyone switches places.

Body touch(for children from 5 years old)

Goal: activation and unity of the group, development of tactile attention

Explain to participants that you will touch someone. Then they must, using only the part of the body that you touched, touch someone else. Continue the game until all participants are involved. This exercise forces you to interact closely with each other.

Face to face(for children from 5 years old)

Goal: creating a positive emotional background and activating children, developing attention.

Everyone finds a mate. The presenter calls actions, for example, “hand to nose,” “back to back,” “head to knee,” etc. Participants must follow the instructions in their pairs. When the leader says “person to person,” everyone must find another pair. The exercise can be used in the middle and at the end of the lesson.

Option: Children pair up only after the leader’s command. For example, after the command “Shoulder to Shoulder,” children must find a partner and touch their body parts

Taxi(for children from 5 years old)

Goal: activating the group, dividing the group into subgroups, consolidating the number

1 - 2 participants are selected who will act as taxi drivers. Their task is to move around the room, stopping at the command of the leader. Invite other participants to imagine that they are getting into a taxi. The taxi can only fit a certain number of participants, such as 2, 3 or 4. When the taxi stops, participants must run to “seat the taxi.”

This useful exercise, if you want to combine participants into groups with a certain number of members in random order.

Hello! How are you doing?(for children from 6 years old)

Goal: bringing participants closer together, establishing friendly relations, developing cooperation, intensifying attention

All the children walk around the room, shake each other’s hands and say: “Hello! How are you doing?" The main rule: when greeting someone, you can release your hand only after you start greeting someone else with the other hand. That is, each participant must be in contact with someone constantly. The game can be used at the end of the lesson, replacing the words: “Thank you. It was interesting with you"

This is who I am today(for children from 6 years old)

Goal: emotional release, development of the ability to understand one’s emotional condition and express it verbally and non-verbally.

Everyone takes turns saying: “Hello. This is how I am today” - and non-verbally shows his condition. The rest of the children say: “Hello, Vanya! Vanya is like this today,” and they copy his gestures, facial expressions, and posture.

Every child must take part in the game. In conclusion, the children hold hands and say in unison: “Hello everyone!”

Children stand in a circle (the birthday boy is in the center), hold hands and move the loaf: they sing and perform simple movements, throughout the song (until the clapping) hands do not let go of each other.
All children in chorus:
Like for a birthday
We baked a loaf:
That's how tall it is (hands up)
Here is such a low place, (sit down, touch the floor/ground with your hands)
This is the width (diverge to the sides)
These are the dinners! (converge to the center)
Loaf, loaf, (clap hands)
Whom you love - choose!

Birthday boy:
I love everyone, of course
But most of all!

The new “birthday boy” stands in a circle and everything repeats all over again.
To avoid childish grievances, it is recommended to select all the guests in turn, and at the end the hero of the occasion stands in the circle once again.

Children stand in a circle.
The presenter begins the game with the words:
“You better hurry up. What is your name, tell me...",
while throwing the ball to one of the players.
He catches the ball, says his name, then he throws the ball to another player, while the words are said again:
“What is your name, tell me...”, etc.

All the children, holding hands, dance in a circle with the words:
"We walk in circles, we walk,
We want to meet you
Only those who are called stand... (for example, Kolya or Nastya)
Well, you and I are sitting.”
After these words, the children whose name was called remain standing, while the rest crouch.
Then the game continues.

All children stand in a circle. The leader stands inside the circle.
Children jump on one leg in a circle in one direction, and the leader inside the circle in the other direction, and at the same time says:
“The sparrow jumps, jumps, beat, beat,
Gathers all his friends, zey-zey,
Many, many different us-us-us,
They will come out... (for example, Lenochka or Vovochka) now is the time."
The named children enter the circle, take the leader's hand, and the game is repeated until the names of all the children are named.

The presenter holds the ball in his hands and says:
"Multi-colored ball
Jumps along the path
Along the path along the path
From birch to aspen
From the aspen tree there is a turn,
Straight to... (Ira) to the garden!
With the last words, the presenter throws the ball up. The children whose name was called must catch the ball. The one who caught the ball makes the next throw.
If the name of a child who is not present is called, the presenter catches the ball and makes the next throw.

“Listen, laugh, do it,
Remember the names"
With these words, the leader gives a task to the children.
For example:
Sasha took Marin by the hands and danced.
The Lenas sang the song “A Christmas tree was born in the forest.”
Lesha took Tanya for left hand and jumped.
Lights are racing to the door, etc.

Equipment: tree with leaves attached: children's names are written on the leaves.
Progress of the game:
Part 1.
The leader tears off the sheet, reads the name written on it, and calls the child with that name.
The called child comes out and picks the next leaf from the tree, etc.
2nd part of the game.
The presenter distributes leaves with the children's names in disarray.
Task: exchange a piece of paper with your name from the players, run up to the tree, attach the sheet, saying your name.
The winner is the one who delivers his leaf to the tree faster than others.

The players stand in a circle.
The presenter, standing in the center, calls two names (one female, the other male).
The players whose names have been called shout: “It’s me” and change places.
The presenter’s task is to take the vacant seat.
The one who did not have time to take an empty seat becomes the leader,
If out of two named names there is only one person with that name, he shouts: “It is I,” and remains in place.

The first player approaches the leader and asks:
“Who lives in the little house?
Who lives in a low place?
I... (Irochka) Who are you?
I... (Sasha).”
The second player approaches them and the dialogue is repeated.

The players stand in a circle, shoulder to shoulder.
The driver walks along outside circle and hits one of the players. The driver and the player who was hit run in different directions along the outside of the circle.
Having met, they shake hands and say “Hello!” and call their names. Then they run further, trying to take an empty place in the circle.
The one who is left without a place becomes the driver.

Players are divided into 2 teams, which are located opposite each other at a short distance.
One of the teams receives the ball.
At the leader’s signal, the first player of the team throws the ball to the player of the 2nd team, calling his name. He catches the ball and returns it to the next player of the 1st team, calling his name.
The player standing last, having received the ball, passes the ball in the opposite direction, but already says his name and the name of the person to whom he throws the ball.
And so on until the ball falls into the hands of the 1st player of the 1st team.

The players stand in a circle.
The presenter whispers any name to the player standing on the left. Everyone will recognize this name along the chain.
After this, the leader says: “1, 2, 3, run in a circle!”
The players whose name was called must run into the circle; their neighbors try to hold them back.
Those who were able to run to the center of the circle tell a little about themselves, and those who couldn’t, complete tasks given to them by other players.
The game is repeated, but with new names.

Players are divided into 2 teams.
Each player gets a pin.
Teams line up in 2 columns.
At the driver’s signal, the first players run to the first marks and place pins, shouting out their names.
After this they return to their teams. The 2nd player of each team, running past the 1st pin, calls the name of the 1st player, runs to the 2nd mark, puts the pin, shouts out his name and comes back, etc.

The players stand in a circle.
At the driver’s signal, the children rearrange themselves so that the names are arranged:
In alphabet order;
By month of birth;
According to zodiac signs;
Hobbies, etc.

Guess my name
Instead of introducing the player gives clues:
My name starts with the letter "O";
My name ends with the letter "A";
It consists of 6 letters (Oksana).
The one who guessed the name correctly gets a token.

Players are grouped by zodiac sign.
They prepare messages about themselves for other players about the characteristics of their characters.
You can use popular literature.
The main thing is that all performances are original and all team members take part in each.

Each player receives a card with the name of each participant written on it.
At the presenter’s signal, you need to find a partner whose name is written on the card and interview him.
The list of questions is determined by the game organizers.
All information must be written on a piece of paper. All notes are placed in the newspaper “Let's get to know each other!”
Those who complete the task before other players win.

Each participant in the game receives a list of 10 items:
loves to fish...
loves to sing...
loves to read... etc.
The lists of players are different. The organizers will find out the contents of their lists of favorite things to do in advance from the players personally or from questionnaires.
At the driver’s signal, the players begin to fill out the lists, writing the corresponding names of the players next to their favorite things to do.
To do this, everyone begins to learn from each other who likes to do what.
The winners are those who can complete the entire list first.

Each player receives paper and pencil.
At the presenter’s signal, everyone comes up with and draws something that can be an emblem and writes a phrase or word that can serve as his motto (this could be a proverb, a phrase from a song, a catchphrase, a movie title, etc.).
Then we do an exhibition of works, where everyone talks about themselves, about their work.

Children are divided into pairs.
They are given 3 minutes, during which they must learn as much as possible about each other.
Then everyone sits in a circle, and each player talks about his partner.
Presentation style – any.
Originality is encouraged.

Each player is asked to choose 1 of the cards. Each contains 2 tasks - tell and sing or read a poem:
About hobbies, friends, pranks.
Name, age, school, class.
Sing a song (tell a joke, read a poem, etc.)

All participants in the game are divided into pairs.
The task of one of the participants in the couple: to meet the second person, a complete stranger to him, right on the street.
To do this, he uses maximum effort and all his resourcefulness.
You need to find out the name and favorite activity.
The 2nd player tries to get away from the acquaintance without saying a single rude word.
At the end of the game, all participants determine the most successful “seducer” and the most intractable “stranger.”

The participants of the game sit in a circle.
The presenter reports that a sudden accident has frozen the lips of all the players.
And they cannot directly introduce themselves and get to know others.
It is only allowed to make hints that contain 2 association words or historical figures by which your name can be recognized.
For example:
The root of my name is similar to the word for a woman's jewelry;
I am the sister of Olga Larina (Tanya);
I am the namesake of Mayakovsky (Vladimir);
My name means a great feeling (Love), etc.

During a disco, the dancers form a circle.
All Sasha and Lena are called to its center in turn, who dance in the center of the circle, and the rest call their names to the beat of the music.
After some time, the central dancers change.
This continues until all players are in the center of the circle.

The players sit in a circle.
The first says his name, the second says the name of the first and his own, the third says the names of the first and second, then says his own, etc., until the circle is closed.
As a result, the last one in the circle says the names of all the players, and then his own.
It’s easier, of course, to be first, but last is more useful.

One-time game.
Everyone must say their name and some item that they would take with them on a hike (my name is..., I will take with me, I will go on a hike with...).
The host must say whether he is taking this person with him or not.
The idea is that the name of the item begins with the same letter as the child's name.
Ask the guys who guess to remain silent until everyone understands the logic.

The players form two circles.
Those standing in the inner circle turn to face the outer one.
Music sounds, players play in circles and move in opposite directions.
After the music stops, the participants in the game stop in front of each other, introduce themselves, saying their names.
Then the music sounds again, only now, moving in different directions and running past an acquaintance, they wave to him.
The music stops playing, new acquaintances appear.
Game continues.

Each player takes turns singing their name.
Everyone else must repeat the name, that is, sing it in the same way, with the same intonations, etc.

Children join hands and form a circle.
In the center of the circle is the “king” (boy, dad, grandfather), in his hands he holds the “crown”.
Everyone dances in a circle and sings:
The king walked through the forest, through the forest, through the forest,
Found myself a princess, princess, princess.

(“the king” chooses a “princess” and puts a “crown” on her head)
Let's jump, jump, jump,
(everyone jumps)
We kick our legs, we kick, we kick,
(kicking legs)
Let's clap our hands, clap our hands, clap our hands,
(clap hands)
Let's stomp our feet, stomp our feet, stomp our feet,
(stomping feet)
Let's shake our heads,
(shakes heads)
Let's start first!
(the girl returns to her place).
The king walked through the forest...
(“the king” chooses a new “princess”, etc.)

The players are divided into two teams.
The first one must disenchant the “castle”, and the second one must prevent her from doing this.
The “castle” can be a tree or a wall.
Near the “castle” there is a “main gate” - two guys from the second team are blindfolded.
In general, all players on this team must be blindfolded.
They are located arbitrarily, the way they want, on the playground.
The players who must disenchant the “castle”, at the command of the leader, begin to silently move towards the main gate. Their task is to quietly reach the gate, go through it and touch the “lock”.
In this case, the game is considered over.
But the task of the second team is to blindfold those who are moving towards the “castle”.
Those who are insulted are eliminated from the game.
At the end of the game, the teams change roles.
Before the start of the game, one condition must be specified: will the guys from the second team stand still or can they move around the court.

The participants of the game stand in pairs facing each other, raising their clasped hands up. These are “houses”, or “hare’s lair”.
Two drivers are selected - “hare” and “hunter”.
The “hare” must run away from the “hunter”, while he can hide in the house, that is, stand between the players.
The one to whom his back is turned becomes a “hare” and runs away from the “hunter”.
If the “hunter” makes fun of the “hare”, then they change roles.

The players stand in a circle.
The driver moves away from the circle a short distance for a few seconds.
During this time, the players choose who will be the “shower”.
This player will have to show different movements (clapping hands, patting the head, tapping the foot, etc.).
All other players must immediately repeat his movements.
After the person showing is chosen, the driver is invited to the center of the circle. His task is to determine who is showing everyone the moves.
The movements begin with ordinary claps.
At the same time, throughout the game, the guys say the words in unison: “Santiki-santiki-lim-po-po.”
At a moment unnoticed by the driver, the demonstrator demonstrates a new movement.
Everyone should immediately adopt it, so as not to give the driver the opportunity to guess who is leading them.
The driver may have several attempts to guess.
If one of the attempts is successful, then the person showing becomes the driver.

The driver steps aside while the players agree on who will vote.
Then the driver stands in a circle and closes his eyes.
The players walk in a circle saying:
“We gathered together in a circle and suddenly turned around at once, and when we say “skok, skok, skok” (these words are pronounced by one person), guess whose voice it is.”
The driver opens his eyes and guesses which of the guys said “skok, skok, skok.”
If he succeeds, he changes places with the speaker.
You can give the driver three attempts. If he still doesn't guess, the game starts over.

At a distance of 1–1.5 meters, draw two parallel lines.
Measure 4–5 meters from them and draw two more lines.
The first two lines are the starting lines, the second are the “houses”.
Teams line up with their backs to each other near the first lines, that is, at a distance of 1–1.5 meters.
There are two teams, one of them is called “sparrows”, and the second is called “crows”.
The presenter stands between the teams and names the words: sparrows or crows.
If the leader said “crows,” then the crows catch up with the sparrows, which are trying to run behind the second line, that is, hide in the “house.”
All caught sparrows become crows.
If the leader says “sparrows,” then the sparrows run and catch the crows. The game ends when there is not a single player left on the team.
Another variant:
the game is repeated a certain number of times, and then the team with the most players left wins.

All the guys stand up holding hands, three at a time, forming a “squirrel’s nest.”
They agree among themselves who will be the “squirrel”, who will be the “nut”, and who will be the “bump”.
The driver is alone, he does not have a nest.
There is also a presenter in this game who pronounces the words; “squirrels”, “cones”, “nuts”.
If he said “squirrels,” then all the squirrels leave their nests and run to others.
At this time, the driver takes a free place in any nest, becoming a squirrel.
The one who does not have enough space in the nests becomes the leader.
If the leader says: “nuts,” then the nuts change places and the leader, who took a place in the nest, becomes a nut.
The roles of driver and presenter can be performed by one person at the same time.
The presenter can be given the command: “Squirrels, cones, nuts,” and then everything changes places at once.

The guys line up in a column, each holding the person in front by the belt.
They depict a "dragon".
The first in the column is the “head” of the dragon, the last is the “tail”.
At the command of the leader, the “dragon” begins to move.
The task of the “head” is to catch the “tail”.
And the task of the “tail,” in turn, is to escape from the “head.”
The dragon's body should not be torn, that is, players do not have the right to detach their hands.
After catching the “tail”, you can choose a new “head” and a new “tail”.

At a distance of 10 meters, two lines are drawn: behind one is a cat’s house, behind the other is a mouse’s house.
The leading “cat” sleeps in his house, and the “mice” go to him with the words:
One day the mice came out
See what time it is.
One two three four,
The mice pulled the weights...
(At this moment, the “mice” approach the “cat” and can even touch it.)
Suddenly a terrible ringing sound was heard.
Let the mice run out!
After the word “out” the cat wakes up and runs to catch up with the mice. The mice must hide in their house.
Those who are caught by the cat drop out of the game or change roles with the cat.

One child is blindfolded and turned with his back to the others.
Someone lightly touches him with their hand, you have to guess who it is?
If he guessed correctly, the person who touched him is blindfolded and becomes a “guesser.”

All players stand in pairs in a circle, one player behind the other. Everyone's hands are down.
The driver also stands on the line of the circle. He doesn't have a partner behind him.
He must look into the eyes of one of the first line players and wink.
The one who was winked runs from his place and stands behind the driver.
But he may not succeed, because the second line player closely monitors the driver and, if he sees that his partner has been winked, can hold him back.
If he manages to do this, everyone remains in their place.
If the player in the second line does not react in time and does not have time to grab the first player, then he, left without a pair, stands in the first line and becomes the driver himself.
The game can go on for a long time until it gets boring.

This game is similar to the previous one, only in it the players are called animals.
The chairs are placed in a circle, with the seats facing inward.
Half of the children sit on chairs - these are “mice”, the rest stand behind them - these are “cats”.
One “cat” “mouse” should not be enough, that is, it is standing behind an empty chair.
This “cat” winks at some “mouse”.
The task of the “mouse” is to run across to the empty chair to the one who winked.
The task of the “cat” standing behind you is to hold it with your hands. If she doesn’t hold back, she winks at the next “mouse.”
After some time, the “mice” and “cats” change roles.
Depending on the theme of the holiday, players can change their roles from “cats” and “mouses” to some other heroes.

A chamomile is made from paper in advance - as many petals as there will be children.
Funny tasks are written on the back of each petal.
Children tear off the petals and begin to complete tasks:
they walk in single file, crow, jump on one leg, sing a song, repeat a tongue twister...

Big cardboard box different objects are put together: cubes, pencils, small cars, mosaics...
The top of the box is closed with a scarf.
The child touches the object and tries to guess what it is.

There are chairs along the opposite walls of the hall.
Children sit on chairs near one wall.
Read the poem:
It's boring, it's boring to sit like this,
Everyone looks at each other.
Isn't it time to go for a run?
And change places?
As soon as the poem is read, all the children run to the opposite wall and try to occupy the free chairs, which are one less than the number of participants in the game.
The one who remains without a chair is eliminated.
Then two chairs are removed.
Everything is repeated until the winner takes the last remaining chair.

Children stand in a circle.
Two of them, standing opposite, are given toys: one - a fox, the other - a hare.
At a signal, children begin to pass these toys around in a circle.
The hare “runs away”, and the fox “catches up” with him.

Cones are scattered on the floor.
Two players are asked to collect them with the paws of large toy bears.
The one who collects the most wins.

Parallel to the wall, 5 steps from it, draw a line on the floor.
Having retreated a few steps further from the wall, they place two hoops, at a distance of several steps from one another.
Opposite the hoops, 2 identical chairs are placed close to the wall.
A string of such length is tied to each chair that if it is pulled, the other end will be in the center of the hoop. A piece of fabric rolled into a rope is attached to the free end of the twine.
The participants of the game enter into the competition in pairs.
Each of them stands in a hoop, is tightly belted with a tourniquet, like a sash, and moves his arms to the sides.
After the signal, the player begins to turn in place without leaving the hoop.
The twine wraps around the waist, the chair gradually approaches the line.
At the moment when all four legs of the chair are beyond the line, the player runs out of the circle and sits on the chair.
The first child to occupy his chair wins.

To bake new bread,
Lush and tall
We need to save it in the field
Every spikelet!
Blindfolded participants in the game must collect as many “spikelets” as possible within a certain time (one minute).
Skittles are used as “spikelets” and collected in a small plastic bucket.

The squad is divided into 2 teams.
Between teams, assistants hold a screen (for example, a blanket).
One person per team approaches the screen and crouches; they should not see each other.
At the command of the leader, the screen is lowered and the players sitting near it must say each other’s names.
The one who calls faster wins.
The loser moves to the opposing team, etc.

Everyone sits in a circle and puts their hands on their knees.
The first player says something he has never done in his life. For example, he says: “I have never flown on an airplane.”
If one of the players was flying, then he bends one finger on his hand.
Then the next player speaks, and so on in a circle.
The winner is the one who bends all his fingers the fastest.

Everyone sits in a circle on chairs and settles for first or third.
The first numbers will be, for example, apples, the second – bananas, the third – oranges.
In the center is the driver, who begins a story about himself and as soon as he mentions one of the named fruits in his story, these players must quickly change places.
If the driver says: “Tutti-frutti,” then all the players change places.

The players sit in a circle.
The presenter says: “My name is..., I love...” (you can love anything and anyone) and rolls the apple to someone in the circle.
He picks up the apple and also says: “My name is..., I love...”.
And the apple rolls to the next one.
The game continues until all players have introduced themselves.

Participants form two circles - one inside the other, with an equal number of people.
The circles rotate in different directions, facing each other, to the words:
"My shaggy gray dog
Sits by the window.
My shaggy gray dog
He looks at me.
B-I-N-G-O, B-I-N-G-O,
Yes, his name is Bingo.”

The words “B-I-N-G-O” are pronounced separately by letter, and for each letter those standing in the outer circle clap the hands of those standing in the inner circle.
For each letter - the palms of a new person.
The last letter “O” is said drawlingly (surprisedly - joyfully) and the last words (“Yes, call him Bingo”) are pronounced by the couple together, holding hands.
After which the participants introduce themselves to each other by name.
This continues until everyone gets to know each other.

Boys sit on one bench, and girls on another. Boys call any girls' names.
If these names are girls, then they stand up and tell a little about themselves.
Then the girls call any names of the boys.
This continues until all children have been named.

We place the chairs in a circle close to each other. The players stand on them.
At the leader’s signal, all players must change places so that all names are arranged in alphabetical order.
Players move on chairs without touching the floor.

At the leader’s signal, all players begin, shouting their names, to look for their namesakes in order to assemble into a team faster than others.
The noisiest and fastest win.

Each player receives a card with his name.
Players are divided into 2 or 3 teams.
1 group enters the game. All players in this group introduce themselves, giving their first and last names, and tell a little about themselves.
After this, all cards with the names of players from team 1 are given to the opposing players.
After consulting, they must correctly distribute cards to the players of team 1 and remember everyone’s last name.
For each correct answer the team receives a point.
Then team 2 introduces itself.

Each player receives a piece of paper and a pencil.
5 minutes after the presenter’s signal, the players must get to know each other, finding out the name and who they want to become.
The received data is recorded.
The one who manages to learn and write down the most wins.

The participants of the game sit in a circle and throw the ball to each other.
At the same time, the thrower loudly says the first syllable of his name; the one who caught the ball must quickly pronounce the second syllable.
If the name is correct, then the thrower says the name in full.
If the name is called incorrectly, then he says “No”; and waits for someone to say his name correctly, etc.

Before the competition, players are divided into 2 teams.
Each player takes a step forward and clearly pronounces his first and last name.
Stage 1:
The team players take turns running up to their piece of whatman paper and writing their last name, returning back and shouting their name.
Do this until all players have signed up.
Stage 2:
teams must exchange sheets of whatman paper. Running up to a piece of whatman paper, you need to write his name next to the corresponding surname of the enemy.
The team that made the fewest mistakes wins.

Boys sit opposite girls in pairs.
The girls whisper their name to the boy from their pair.
After this, the boy sitting in the 1st row tells his neighbor the name of his partner.
He speaks quietly so that the other boys don't hear.
The second boy tells the third the name of the first girl and the one sitting opposite him.
So until they reach the last boy: he calls the names of all the girls in turn.
If the name is named correctly, the girl stands up; if not, she remains sitting.
Then the girls learn the boys' names, etc.
The team that was more accurate wins.

Each player receives a heart-shaped token on which he writes his name.
The presenter walks in a circle with his hat.
Players say their names out loud and put a heart in their hat.
The players' task is to pull a heart out of the hat, read the name and give it to the owner.

Children stand in a line, holding hands.
A leading plumber is selected. He stands with his back to the players and says: “The water has started to flow.”
After this, the children take turns saying their names.
When they reach the last one, players continue calling names backwards (2-3 times).
After this, the presenter says “The tap is turned off,” turns to face the players and calls their names.
Each correct answer is a point.
After this, a new leader is chosen, and the game resumes.

Children are divided into teams with the same names (Sasha with Sasha, Lena with Lena, etc.).
Tasks:
Presentation: “Your name is your talisman.”
A song in which your name sounds (who is better).
Ikebana of flowers and plants starting with the same letter as your name.
The emblem of your name (who is more original).

Children are divided into 2 teams.
The first players each run up to their chair, on which there are small envelopes (according to the number of participants).
On back side the name of the recipient from another team is written.
Having read the addressee’s name, the “postman” shouts it out loud, and the addressee raises his hand and shouts: “It’s ME!”
Then he goes for the next letter.
The fastest team wins.
Organizers can write the meanings of the names on the back of the cards. These cards can be announced and given away at the end of the game.

Children sit in a circle.
The presenter gives the task: “Let's start counting in a circle. The one who has a number that is a multiple of three pronounces his name instead of the number.”
This game can be used to develop memory and attention.
Play and you will see that this is indeed the case.

Six players stand in pairs, holding both hands and raising them up.
These are traps, they are located at a small distance from each other.
All other players join hands, forming a chain. They must move through traps.
When the leader claps, the traps “slam shut,” that is, the guys portraying the traps lower their hands.
Those players who are caught in a trap form pairs and also become traps.
In this game, it turns out that the most dexterous and fastest of the guys is the one who managed not to fall into a single trap until the end of the game.

This game requires attention from the guys.
Two lines are drawn on the ground at a distance of about one meter. Between these lines there is a “river”, and along the edges there are “banks”.
All the guys are standing on the “banks”.
The presenter gives the command: “River”, and all the guys jump into the “river”.
At the command “Shore” everyone jumps onto the “shore”.
The presenter gives commands quickly and randomly to confuse the players. For example: “Bank, river, river, bank, river, river, river...”.
If, on the command “Bank”, someone ends up in the “river”, then he leaves the game.
Those inattentive players who ended up on the “bank” during the command “River” also leave the game.
The game continues until the most attentive participant is determined.
You can congratulate him and start the game again.

A corridor (“ditch”) up to one meter wide is drawn on the site.
The ditch can be drawn in a zigzag shape, narrower in places and wider in others.
The drivers – “wolves” – are located in the ditch. There are not many of them - only two or three.
All the other players - the “hares” - try to jump over the ditch and not get greasy.
If the “hare” is touched, he leaves the game or becomes a “wolf”.
“Wolves” can kill “hares” only while in a ditch. “Hares” do not run across the ditch, but jump over it.
If the “hare’s” foot touches the territory of the ditch, this means that he has fallen into the ditch, and in this case he is also eliminated from the game.

All players are “squirrels”; they must stand on a tree, that is, stumps or fallen trees, and also hold on to a tree.
A “dog” – the driver – is running between the trees.
The “squirrels” jump, run from tree to tree, and the “dog” must catch (pick) the running “squirrels”.
If she succeeds, “dog” and “squirrel” change places.
There is a condition in the game: the “dog” should not touch the “squirrels” that are on the tree.
This game is best played in a sparse grove, where there are many trees, but there is enough free space between them.

All players stand in a circle, shoulder to shoulder, facing the center.
They are calculated in order, and everyone remembers their number.
The driver stands in the center of the circle, he does not have his own place, but he has a number - for example, zero. He calls several numbers.
The players whose numbers have been named also go to the center of the circle.
Then, at a signal, they must again take one of the empty seats.
The driver strives to do the same.
If he succeeds, he takes the number of the player who stood here before him.
The one who does not have enough space becomes the driver, and his serial number is zero.

All players move randomly around the playing area, at this moment they are all “atoms”.
As you know, atoms can combine into molecules - more complex formations consisting of several atoms.
A molecule can have two, three, or five atoms.
Players playing at the leader’s command must create a “molecule,” that is, several players will need to grab each other.
If the leader says: “The reaction proceeds in threes!”, this means that three “atom” players merge into one “molecule”.
If the leader says: “The reaction goes in fives,” then five players should grab each other.
Extra “atoms” that fail to unite into “molecules” are temporarily eliminated from the game.
The signal for the molecules to break up again into individual atoms is the leader’s command: “The reaction is over.”
If the guys don’t yet know what an “atom,” “molecule,” or “reaction” is, try to explain it to them popularly.
The signal for temporarily withdrawn players to return to the game is the command: “The reaction goes one at a time.”

Participants sit in a circle. Children are offered tasks, games, and tests that help them better recognize each other and create a favorable psychological climate.

Leading. The theme of our creative work is:

"Let's get to know each other better."

They say that you recognize a person only when you eat a pound of salt with him, that is, if you have known him for a long time and closely. The impression of a person is formed by his thoughts, words, and actions. Sometimes it seems that you know someone well, but suddenly His Majesty Chance completely changes your idea of ​​him. Maybe today as a result joint activities you will learn something new and look differently at someone you know.

So, I offer you the first task. Take a piece of paper, a felt-tip pen and draw your portrait. (Children draw.)

Now demonstrate each of your drawings, commenting on it with three definitions of the best qualities, in your opinion. For example: “This is a portrait of a serious, kind and honest person” or “This portrait shows a cheerful, inquisitive and sociable girl.”

Now let's play. In front of you is a basket (box, vase) containing cards with unfinished phrases. I will pass this basket around and ask everyone to take out a card and continue the phrase as applied to themselves.

Phrases

♦ My favorite activity...

♦ I love...

♦ I appreciate in people...

♦ I would never be friends with a person who...

♦ I undoubtedly have shortcomings, for example...

♦ There is a person whom I respect very much...

♦ When I feel sad...

♦ What time of year do I like?..

♦ If I had the opportunity, the first thing I would do is help...

♦ My attitude towards girls (boys)...

♦ What would I like to change at school?..

♦ My attitude towards animals?..

♦ If I were offered to live in another country...

♦ What food can I prepare myself?..

♦ If I were on a desert island...

♦ What does a book mean in my life?..

Leading. Now I will bring to your attention the “Who are you?” test. (author - I. Panarin). Look at these shapes and choose the one you like best. (See Appendix No. 1.) Now I will ask those who chose the square to stand. Listen to what the test says about the square. “Squares are characterized by hard work, diligence, the need to complete the work started, and perseverance, which makes it possible to achieve the completion of the work. Endurance and patience usually make a square a highly qualified specialist in his field. Square loves established order once and for all: everything should be in its place and happen in its own time. The ideal of a square is a planned, predictable life; he does not like “surprises” and changes in the usual course of events.”

Do you agree with the test results? (Children's statements.)

Now let's ask those who chose the rectangle to stand.

“These are people who are not satisfied with the lifestyle they lead now, and therefore are busy looking for a better position. That's why best qualities rectangles - curiosity, inquisitiveness, keen interest in everything that happens and courage. They are open to new ideas, values ​​and learn new things easily.”

What do rectangles think about this? (Children's statements.)

Now I will ask those who chose the triangle to stand.

“This figure symbolizes leadership. Triangles are energetic, unstoppable, strong individuals who set clear goals and, as a rule, achieve them. The strong need to be first and to control the state of affairs makes the triangle a person who is constantly competing and competing with others.”

Is this true, triangles? (Children's statements.)

Please stand up, those who chose the circle.

“The circle is the most benevolent of the five figures. He has high sensitivity, the ability to empathize, sympathize, and respond emotionally to the experiences of another person. The circle feels other people's joy and feels other people's pain as its own. He is happy when everyone gets along with each other. Therefore, when a circle has a conflict with someone, it is most likely that the circle will be the first to give in.”

Do the circles agree with this? (Children's statements.)

Let's look at those for whom the zigzag turned out to be closest to all the figures. Please stand up, zigzags!

“This is a figure that symbolizes creativity. Creating something new and original is what zigzags like. He is the most enthusiastic, the most excitable of all five figures. When he has a new and interesting idea, he is ready to tell it to the whole world! Zigzags are tireless preachers of their ideas and are able to captivate many with them.”

What will the zigzags say in response to this? (Children's statements.)

Leading. Well, well, the test divided everyone present into five groups. I propose, adhering to this division, to prepare one amateur performance number for each group, and we will have an impromptu concert in which everyone will be able to show their creative abilities. (5 minutes are allotted for preparation.)

Showing amateur performances (poems, songs, staged jokes, ditties, pantomime, physical education, parody, etc.)

Leading. Thank you all for your participation. Summarize. Please speak out about what you saw and heard during your creative work.

It's no secret that the first stage of creating a team is getting to know each other. The faster the guys get to know each other, the easier it will be for you to work with them. One of the simplest forms of dating is a game.

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Dating games

In the first days, it is important to interest and captivate children with interesting activities. For this purpose, it is advisable to direct all efforts to get to know and unite children with each other. Teacher, try to be joyful, cheerful, a little “reckless”, try to “unwind” to the fullest extent of your capabilities, then the children will begin to imitate and copy you in everything, and isn’t this what you need for further participation in the program. It's no secret that the first stage of creating a team is getting to know each other. The faster the guys get to know each other, the easier it will be for you to work with them. One of the simplest forms of dating is a game.

Very important for the selected games is:

  1. criterion “number of participants”, because some games require a number of participants of at least 20 people, while others are not recommended to be played in groups of more than 14 participants;
  2. criterion “game time”, because There are games that can take a long time (15-20 minutes). In this case, the group begins to lose momentum, and additional efforts will be required to correct the situation;
  3. criterion "success". The group must successfully complete the game, because... For a newly created team, it is important to quickly obtain positive results, and the reverse process can lead participants to the idea of ​​joint failure and attempts to find someone to blame for common failures.

Getting to know each other games are games that you can use to get to know kids and introduce them to each other. Conventionally, they can be divided into two groups.

The first are those that make it possible to learn and remember names.

The second are games that help us get to know each other better. During them, we learn the interests, hobbies, abilities and some character traits of the participants.

  1. Let's get acquainted.

The group sits in a circle. Participants pass the ball around the circle, say their name and quality starting with the first letter of their name.

  1. Let's say hello.

Participants greet each other with palms, cheeks, noses, elbows, etc.

  1. Throwing a ball

All participants stand in a circle. One loudly calls the name of one of the participants and throws the ball to him. He catches the ball, calls the name of the other participant and throws the ball to him. After a while you need to increase the speed of the game.

  1. Snowball.

All participants in the game sit down or stand in a circle, so that all players can see each other. Participants take turns saying their name. Each subsequent player names the names of all previous players, adding his own to them. For example: the first participant says his name, the second - the name of the first and his, the third - the name of the first, the name of the second and his, and so on until the last player, who must name the names of everyone in the circle.

Tips for organizers: When conducting all variations of the “Snowball”, be sure to change or rearrange the players each time, this helps to remember more

  1. Search for common

The group is divided into twos, and two people find a certain number of common features, then the twos are united into fours for the same purpose.

The presenter, at his discretion, can stop the process at fours, eights, etc.

  1. "Applause in a circle."

Psychologist: Imagine how the artist feels after the concert, listening to thunderous applause. Perhaps he perceives them with all his soul and experiences a very pleasant excitement.

We have a great group and everyone deserves applause. I want to propose a game in which the applause starts out quietly and then gets louder and louder. You become part of a common circle. I come up to one of you, call his (her) name, greet with applause, then he chooses one of his classmates, and the two of us say the name and greet with applause. These three choose the next candidate for applause.

Each time, the one who was applauded has the right to choose the next one. So the game continues and the applause gets louder and louder. Tension also increases among those who have not yet been applauded, so the last player should be addressed with the following words: “And the most stormy applause goes to...”

  1. Who - change

All players sit in a circle on chairs (there are no free chairs). The leader stands in the center of the circle, he pronounces a certain characteristic, the players who attribute it to themselves must change places. If the leader is the first to occupy an empty chair, then the player left without a chair becomes the leader. Example characteristics: who loves to dance; who plays the guitar; who loves ice cream; who can swim, etc.

  1. Rain

Extend your palm to the beginning summer rain. 1 drop falls (the leader hits the outstretched palm with one finger).

2 drops fall (2 fingers).

3 drops fall (3 fingers).

It's starting to rain! (He hits palm against palm.)

Heavy rain! Shower! (The sound increases.)

Thunder! Hail! (The clatter of feet is added to the noise of palms.)

The rain is subsiding.

4 drops, 3, 2, 1.

Silence...

The sun has appeared again!

Host: Guys, do you want to listen to the sound of rain? We do everything like I do. (The presenter speaks and shows, and everyone repeats the movements after him)

And suddenly one drop fell from the sky (we hit the palm of our left hand with the finger of our right hand)

Then 2 drops fell from the sky (2 times)

Then 5 drops fell from the sky (we hit it with our finger, imitating a downpour)

And he went strong, strong, as if out of a bucket.

It pours for a day, it pours for two...

And then... the rain begins to subside.

4 drops began to fall from the sky

Then 3 drops fell from the sky

2 drops

Then one drop began to fall from the sky

But one drop stubbornly falls. Do you hear?

The rain has stopped. The sun has come out, a rainbow is smiling at everyone and good mood. The hall became quiet.

  1. Fruits

Description. The whole group sits in a circle. The counselor asks everyone to pay for “apples,” “bananas,” “tangerines,” and “oranges.”

After this is done, the counselor says “swap places for all the bananas” - and all the bananas must get up and find a new place.

While everyone is changing places, the counselor can take someone’s place, and this person becomes the new driver who asks all the “apples”, “tangerines”, etc. to change places.

If the presenter says “fruit salad,” then everyone changes places.

  1. Shoe pile

A good opportunity to meet new people in the group. To play, each player takes off one shoe and throws it into one large pile. After that, each player takes any shoe from the pile and finds the one who owns the shoe. A very good game for a large group.

10. Volume control

A very simple way to quickly calm the audience and establish silence when everyone is talking to each other and no longer responds to ordinary requests. You stand on stage facing the audience and announce that your outstretched arms are a kind of volume control in the hall. Horizontal position (arms to the sides) - silence, vertical (one up, the other down - maximum). For half a minute, twist your hands, raising and lowering the volume of the hall, making sure to give you the opportunity to scream a lot “with the permission” of the counselor. Then you suddenly put your hands in a horizontal position, and as a result there is complete silence in the hall.

  1. Who was born in May...

A fun game that helps you get to know each other better. The group sits in a circle. The presenter calls personal quality or describes a situation and asks the participants to whom the statement is true to perform a certain action. They get up from the chair, perform the action and sit back down. The pace of the game must increase. Select statements so that they apply to many participants. When proposing questions and naming actions, it is necessary to take into account the age and temperament of the participants. Possible statements:

  1. who Blue eyes– wink three times;
  2. the one who ate a delicious breakfast in the morning should pat himself on the stomach;
  3. whoever loves dogs should bark three times;
  4. who loves ice cream will look under his chair;
  5. those who love summer, let them jump.
  1. Eaglet circle

The whole group, together with the counselors, stands in a circle, intertwining their hands

The palm you place on the shoulder of the person on your right means that you have a friend to lean on. The palm in which you hug the person on the left by the waist means that you are ready to support your friend. In general, the Eagle Circle symbolizes friendship. For example, it looks like this:

  1. Hold hands. Feel their warmth. Do you feel how good it is when you have a friend’s hand in your hand?
  2. Grab your elbows. The feeling of an elbow, the feeling that you can feel a friend’s elbow next to you.
  3. And now right hand put a friend on your shoulder - it means you have someone to lean on, and with your left hand hug your neighbor's belt - it means you are ready to support him...

After this, the presenter invites everyone to sit down, then raise their legs, and then... your imagination.