Psychological games for preschoolers. Educational psychological games for preschoolers

Psychological games for children. How to identify a leader?
"Do it once, do it twice." Game for schoolchildren. The presenter says that on his command, all children must simultaneously do some action. On the command “do it once,” they raise the chairs up and hold them until one of them says to lower the chairs. At the leader’s command “do two,” the players begin to run around the chairs. When one of the players gives the command, they must sit down at the same time. Those children who gave commands to lower the chairs and sit down are most likely leaders, especially if it was the same person.

"Counting books." Game for teenagers. The players close their eyes and their task is to count to ten. It is necessary to count at random, i.e. one player cannot say two numbers in a row, you cannot negotiate. If two players speak at the same time, the game starts again. The leader is most likely the player who names the most numbers.

Psychological game for children “If you like it, then do it!”

Children stand in a circle, one of them shows any movement, saying the first words of the song “If you like it, then do it like this...”, the rest of the children repeat the movement, continuing the song: “If you like it, then show it to others, if you like it, then do it this way...” Then the next child shows his movement, and so on until the circle is completed.

Psychological game for children “I throw you a ball.”

To relax and lift your spirits, you can offer a game with a ball. In a circle, everyone will throw the ball to each other, calling the name of the person to whom they are throwing it, and saying the words: “I am throwing you a flower (candy, elephant, etc.).” The one to whom the ball was thrown must respond with dignity.

Psychological game for children “Broken Phone”

Participants take turns passing proverbs to each other, which the presenter calls into the ears of those sitting at both ends. Then each of them reports a proverb that was transmitted to him from the other end.

There is no such person who can live forever without sin

Every untruth is a sin

You can't escape fate

Risk is a noble cause

If you make money, you will live without need

When money talks, truth is silent

And steal wisely - trouble cannot be avoided

Once you steal, you become a thief forever

Who is stronger is right

Whoever you hang out with, that's how you'll gain

A smart lie is better than a stupid truth

If he ran away, he was right, but if he got caught, he was guilty.

Psychological game “Understand me”

At the same time, all participants pronounce their word loudly, and the driver repeats all the words that were heard.

Psychological game for children “Fair of Virtues”

Participants in the game each receive 2 sheets with the names “sell” and “buy.” The presenter suggests that on one sheet, under the inscription “I sell,” write all his shortcomings, which he would like to get rid of, and on the other sheet, under the inscription “buy,” write the advantages, which he lacks in communication. Then the sheets are attached to the chests of the game participants, and they become visitors to the “Fair”, begin to walk around and offer to buy (or sell) what they need. The game continues until everyone has gone through and read all the possible options for buying and selling the qualities required for him.

Psychological game for children “Name the emotion”

Passing the ball around, participants name the emotions that interfere with communication. Then the ball is passed to the other side and emotions are called that help communication. Emotions can be expressed in different ways - through movement, posture, facial expressions, gestures, intonation.

Method “Your name”

Participants stand in a circle, and one, passing the ball to a neighbor, calls his full name. The task of others is to name, passing the ball around the circle, as many variations of his name as possible (for example, Katya, Katyusha, Katerina, Katenka, Katyushka, Ekaterina). The task is repeated for each participant. Then everyone shares how they felt when they heard their name.

Game-exercise “Garbage Bin”

Children write their negative thoughts, unpleasant incidents, stories, situations on sheets of paper, crumple the sheets and throw them into a bucket (forgetting it forever).

Psychological game for children “BURIME”

It’s easy to write poetry, said the poet Tsvetik. The main thing is that there is meaning and rhyme. Everyone takes a sheet of paper and a pen and writes any line that comes to mind, even vaguely reminiscent of a poem in its rhythmic pattern. Next, all the pieces of paper are passed to one person in a circle and another line is written as a continuation of the previous line, preferably in rhyme, and so on. For an element of surprise, it is better to wrap the sheet in a tube, leaving only the last three lines visible. When all the sheets have gone through one, two or three circles, everyone takes the sheet that started and expressively recites it to the laughter of the audience.

Psychological game for children “FLY”

A game for concentration and testing it. Those who show poor attention and concentration are not accepted as astronauts. Everyone sits in a circle or at a table. Leader's instructions. Imagine a tic-tac-toe field, three by three squares. A fly sits in the center. We will move the fly one by one. There are only four moves: up, down, right, left. A mistake would be reversing: up and down, and the fly leaving the field. The task is to all together, in a circle, mentally move the fly, voicing your move and not making mistakes. If someone makes a mistake, reset and again the fly is in the center. You can enter penalty points for mistakes for the competitive element.

Volumetric fly. This is a more complex option, no longer available to everyone, but only to the most attentive. Imagine a three-dimensional field for playing tic-tac-toe - a three-by-three Rubik's cube. We add two more moves - to ourselves and from ourselves. It is important not to lose the fly, carefully monitor its movements and not make mistakes.

Psychological game for children “THREE”

There is one simple game to test your attention and concentration. Instructions. We will rhythmically count the natural numbers in a circle: one-two-three-four-five and so on. The difficulty is that according to the rules of the game, the number “3”, numbers ending in three, for example “13”, and numbers divisible by three, for example “6”, are not spoken, but clapping. An error is considered to be the error itself and the failure of the rhythm. If there is an error, everything is reset and starts over (“One”) from this participant in any direction in a circle.

Despite the apparent simplicity of the game, not all teams manage to reach at least twenty. If you reach thirty, this indicates good concentration. Simplification or complication of the game is possible by slowing down or speeding up the rhythm.

Psychological game for children “ZOO”

Acting skills game. 7-8 people participate, everyone chooses any animal: sheep, horse, pig, cat, dog, crocodile, platypus, jackal in winter, deer during mating season, etc. Further introduction: everyone in a circle expressively demonstrates to the others the characteristic movement of this animal. After this, in turn, you must first show “yourself”, and then any other “animal” present. This “animal” gets a move, shows itself further than another animal. And so on. Then you can declare a “super zoo”. This is when all the animals are demonstrated in the most exaggerated and bright way! You can play right through. If you made a mistake in passing the move, you are out of the game.

Psychological exercise for children “THE PRINCESS AND THE PEA”

Only women participate in the game. You need to place stools (or chairs without upholstery) in a row according to the number of expected participants (preferably 3-4). A certain number of round caramels are placed on each stool (there are such candies, shaped like small koloboks), or buttons on the stem (preferably larger ones). For example, on the first stool - 3 candies, on the second - 2, on the third - 4. The top of the stools is covered with opaque plastic bags. The preparations are complete. Those interested are invited. They are seated on stools. The music turns on. Usually for this competition the song "Move Your Booty" is included. And so, while dancing while sitting on a stool, the participants must determine how many candies are underneath them. The one who does it faster and more correctly will win.

Psychological game for children “NEW YEAR TREE”

For the game you need: 1 stool or chair, 1 girl, a lot of clothespins. Clothespins are attached to the girl's dress, the girl is placed on a stool, 2 young men are selected from among the company (you can generally divide into 2 teams), who remove the clothespins from her blindfolded. The one who removes the last clothespin, or the one who has the most clothespins, takes the girl off the chair and kisses her as many times as there are clothespins. The game can be played in reverse, i.e. a guy stands on a stool.

Psychological game “Cacti grow in the desert”.

Everyone stands in a circle, holds hands, walks and says:

“Cacti grow in the desert, cacti grow in the desert...” The leader stands in the center of the circle, sometimes turning. Suddenly, one of the players jumps out of the circle and shouts: “Oh!” He must do this in such a way that the presenter does not see him at this moment, and the players adjacent to him immediately clasp their hands. If the leader sees someone about to jump out, he touches him on the shoulder, and he remains in the general circle.

The presenter asks: “What’s wrong 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 this, the player returns back to the circle, and others can jump out. The most important condition is not to repeat yourself when answering the presenter’s question.

Those children who most often find themselves outside the circle are the most active and have greater leadership abilities.

Psychological game "Cubs on 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 a party in elementary school.

First, the presenter says: “You are all little bear cubs, you are walking through the meadow and picking sweet strawberries. One of you is the eldest, he watches over everyone else.”

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

At this time, the presenter selects one player and, when the music stops, announces that he is the eldest bear cub. His task (announced in advance) is to check as quickly 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 senior. The game continues until everyone has played this role. The one who completes this task the fastest is declared the fastest and oldest. Naturally, this will only work for those who act calmer and more organized than others. At the end of the game, the host explains why the winner was able to complete the task better than the rest. Allows children to learn to quickly respond to a task and organize their actions correctly. It can be carried out quite often, changing bear cubs to kittens, chickens, elephant calves, etc.

Psychological game “Far, far away, in a dense forest...”

The game is for preschoolers. At this age, leadership qualities manifest themselves quite clearly, usually they are directly related to mental or physical superiority. With age, these qualities may 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?” One of the players answers, for example: “little 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 leader should not interfere and let the children figure it out themselves.

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

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

It usually turns out 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.

Psychological game “Shipwreck”

The game is for children of preschool and school age.

The presenter announces: “We were sailing on a large ship, and it ran aground. Then a strong wind arose, the ship refloated, but the engine broke down. There are enough lifeboats, but the radio is damaged. What to do?"

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

The kids discuss the current situation and consider all possible ways out of it. Some people offer one way out, others another. It is important to pay attention to who takes the most active part in the discussion and defends their opinion.

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

Psychological game "Fire brigade"

At the beginning of the game, a leader is chosen. The remaining players represent the “fire brigade”. The presenter must send them to put out the “fire”. Players must run, fuss and perform some stupid actions. The leader’s task is to be able to “gather” them and force them to “put out the fire.” As a result, each player gives his 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. Next, each player again gives his assessment of the leader’s behavior. The game continues until each player is in the leader's place. The winner will be the one who received the most points.

Psychological game “Photographer”

Game for preschoolers.

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

Each player gives his or her assessment of the “photographer’s” actions on a five-point scale. Then the players change, and another one becomes the “photographer”. The game continues until all the guys have played the role of “photographer”. And to make the game even more interesting, you can take a Polaroid and take snapshots. The best “photographer”, accordingly, will have better quality photographs, which means he is better than others at ensuring that those around him fulfill his requirements, and is a leader.

Psychological game “I’m the best, and you?”

For preschool children.

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

One of the children is hoisted onto a chair amid universal cheers of approval, and for a while the dream of being on stage and receiving enthusiastic applause becomes a reality. The rest surround the chair in a tight ring and clap their hands.

Each of the players should visit this place of honor, and both those for whom applause is heard and those who applaud receive pleasure from the game.

Psychological game “Along the Main Street with an Orchestra”

For preschool children.

The game helps children get rid of negative emotions and also imagine themselves as an important orchestra conductor. This exercise not only invigorates, but also creates a feeling of cohesion. For the game, you will need a cassette with a recording of perky and cheerful music that children would like and evoke positive emotions in them.

All the children must remember the conductor and the movements that he performs in the orchestra pit. Everyone needs to stand together 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...

Psychological game "Gardener"

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

Choose a presenter. It often becomes an adult.

All children take color names for themselves. The presenter begins the game by saying the following text: “I was born 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 the rose.” “Rose” should immediately respond: “Oh!” The presenter or one of the players asks: “What’s wrong with you?” “Rose” answers: “In love.” The same player or presenter asks: “With whom?” “Rose” answers, for example, “Into the violet.” “Violet” should immediately respond: “Oh!” etc. If you did not respond when you named your flower, or you yourself “fell in love” with someone who is not here, then you lose and the game starts over.

Psychological game “Nose, mouth...”

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

Usually the leader is an adult. Sit facing the children, seating them in a semicircle. Start the game by saying: “Nose, nose, nose, nose...”. At the same time, touch your nose with your extended index finger. Children should do the same. Suddenly change the word: “Nose, nose, mouth...”, but you should not touch the mouth, but another part of the head, for example, the forehead or ear. The children's task is to touch the same part of the head as you, and not the one you named. The one who makes more than 3 mistakes leaves the game.

The winner is the player who remains in the game the longest.

Psychological game “Food Base”

For children of preschool and primary school age.

A presenter is selected. He will be the “director of the product base.” Another one is “store director.” The remaining players are “sellers”. The essence of the game is this: one “salesperson” comes to the “director of the food base” and asks him what products are in stock. The “base director” gives him a specific list, for example: “There is ice cream, Ostankino 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 names of products, you can only remember them. At the same time, the presenters themselves may well write down what they said in order to check the players later.

Psychological game for children “If you like it, then do it!”

Children stand in a circle, one of them shows any movement, saying the first words of the song “If you like it, then do it like this...”, the rest of the children repeat the movement, continuing the song: “If you like it, then show it to others, if you like it, then do it this way...” Then the next child shows his movement, and so on until the circle is completed.

Psychological game for children “I’m throwing a ball at you.”

To relax and lift your spirits, you can offer a game with a ball. In a circle, everyone will throw the ball to each other, calling the name of the person to whom they are throwing it, and saying the words: “I am throwing you a flower (candy, elephant, etc.).” The one to whom the ball was thrown must respond with dignity.

Psychological game for children “Broken phone”

Participants take turns passing proverbs to each other, which the presenter calls into the ears of those sitting at both ends. Then each of them reports a proverb that was transmitted to him from the other end.

There is no such person who can live forever without sin

Every untruth is a sin

You can't escape fate

Risk is a noble cause

If you make money, you will live without need

When money talks, truth is silent

And steal wisely - trouble cannot be avoided

Once you steal, you become a thief forever

Who is stronger is right

Whoever you hang out with, that's how you'll gain

A smart lie is better than a stupid truth

If he ran away, he was right, but if he got caught, he was guilty.

4.Game “Understand Me”

At the same time, all participants pronounce their word loudly, and the driver repeats all the words that were heard.

Psychological game for children “Fair of Virtues”

Participants in the game each receive 2 sheets with the names “sell” and “buy.” The presenter suggests that on one sheet, under the inscription “I sell,” write all his shortcomings that he would like to get rid of, and on the other sheet, under the inscription “buy,” write the advantages, which he lacks in communication. Then the sheets are attached to the chests of the game participants, and they become visitors to the “Fair”, begin to walk around and offer to buy (or sell) what they need. The game continues until everyone has gone through and read all the possible options for buying and selling the qualities required for him.

Psychological game for children “Name the emotion”

Passing the ball around, participants name the emotions that interfere with communication. Then the ball is passed to the other side and emotions are called that help communication. Emotions can be expressed in different ways - through movement, posture, facial expressions, gestures, intonation.

Method “Your name”

Participants stand in a circle, and one, passing the ball to a neighbor, calls his full name. The task of others is to name, passing the ball around the circle, as many variations of his name as possible (for example, Katya, Katyusha, Katerina, Katenka, Katyushka, Ekaterina). The task is repeated for each participant. Then everyone shares how they felt when they heard their name.

Game-exercise “Garbage Bin”

Children write their negative thoughts, unpleasant incidents, stories, situations on sheets of paper, crumple the sheets and throw them into a bucket (forgetting it forever).

Psychological game for children "BURIME"

It’s easy to write poetry, said the poet Tsvetik. The main thing is that there is meaning and rhyme. Everyone takes a sheet of paper and a pen and writes any line that comes to mind, even vaguely reminiscent of a poem in its rhythmic pattern. Next, all the pieces of paper are passed to one person in a circle and another line is written as a continuation of the previous line, preferably in rhyme, and so on. For an element of surprise, it is better to wrap the sheet in a tube, leaving only the last three lines visible. When all the sheets have gone through one, two or three circles, everyone takes the sheet that started and expressively recites it to the laughter of the audience.

Psychological game for children “FLY”

A game for concentration and testing it. Those who show poor attention and concentration are not accepted as astronauts. Everyone sits in a circle or at a table. Leader's instructions. Imagine a tic-tac-toe field, three by three squares. A fly sits in the center. We will move the fly one by one. There are only four moves: up, down, right, left. A mistake would be reversing: up and down, and the fly leaving the field. The task is to all together, in a circle, mentally move the fly, voicing your move and not making mistakes. If someone makes a mistake, reset and again the fly is in the center. You can enter penalty points for mistakes for the competitive element.

Volumetric fly. This is a more complex option, no longer available to everyone, but only to the most attentive. Imagine a three-dimensional field for playing tic-tac-toe - a three-by-three Rubik's cube. We add two more moves - to ourselves and from ourselves. It is important not to lose the fly, carefully monitor its movements and not make mistakes.

Psychological game for children “THREE”

There is one simple game to test your attention and concentration. Instructions. We will rhythmically count the natural numbers in a circle: one-two-three-four-five and so on. The difficulty is that according to the rules of the game, the number “3”, numbers ending in three, for example “13”, and numbers divisible by three, for example “6”, are not spoken, but clapping. An error is considered to be the error itself and the failure of the rhythm. If there is an error, everything is reset and starts over (“One”) from this participant in any direction in a circle.

Despite the apparent simplicity of the game, not all teams manage to reach at least twenty. If you reach thirty, this indicates good concentration. Simplification or complication of the game is possible by slowing down or speeding up the rhythm.

Psychological game for children “ZOO”

Acting skills game. 7-8 people participate, everyone chooses any animal: sheep, horse, pig, cat, dog, crocodile, platypus, jackal in winter, deer during mating season, etc. Further introduction: everyone in a circle expressively demonstrates to the others the characteristic movement of this animal. After this, in turn, you must first show “yourself”, and then any other “animal” present. This “animal” gets a move, shows itself further than another animal. And so on. Then you can declare a “super zoo”. This is when all the animals are demonstrated in the most exaggerated and bright way! You can play right through. If you made a mistake in passing the move, you are out of the game.

Psychological exercise for children “THE PRINCESS AND THE PEA”

Only women participate in the game. You need to place stools (or chairs without upholstery) in a row according to the number of expected participants (preferably 3-4). A certain number of round caramels are placed on each stool (there are such candies, shaped like small koloboks), or buttons on the stem (preferably larger ones). For example, on the first stool - 3 candies, on the second - 2, on the third - 4. The top of the stools is covered with opaque plastic bags. The preparations are complete. Those interested are invited. They are seated on stools. The music turns on. Usually for this competition the song "Move Your Booty" is included. And so, while dancing while sitting on a stool, the participants must determine how many candies are underneath them. The one who does it faster and more correctly will win.

Psychological game for children “NEW YEAR TREE”

For the game you need: 1 stool or chair, 1 girl, a lot of clothespins. Clothespins are attached to the girl's dress, the girl is placed on a stool, 2 young men are selected from among the company (you can generally divide into 2 teams), who remove the clothespins from her blindfolded. The one who removes the last clothespin, or the one who has the most clothespins, takes the girl off the chair and kisses her as many times as there are clothespins. The game can be played in reverse, i.e. a guy stands on a stool.

Psychological games and exercises

For preschool children

Games aimed at increasing self-esteem

“Why Mom Loves Me”
Goal: increasing the importance of the child in the eyes of the children around him.
All children sit in a circle. Each child takes turns telling everyone why his mother loves him.
Then you can ask one of the children (who wishes) to repeat why the mother loves each child present in the group. If he has difficulty, other children can help him.
After this, discuss with the children whether they were pleased to know that everything they said was remembered by the other children. Children usually come to the conclusion that they need to be attentive to others and listen to them.

"I am a lion"
Goal: increasing children's self-confidence.
Presenter’s instructions: “Now let’s play a game called “I am a Lion.” Close your eyes and imagine that each of you has turned into a lion. Leo is the king of animals, strong, powerful, self-confident, calm, wise. He is beautiful and free.
Open your eyes and take turns introducing yourself as the lion, for example: “I am Andrey the lion.” Walk around the circle with a proud, confident gait.”

"Glue Rain"
Goal: bringing children together, reducing anxiety, increasing self-esteem.
“Do you guys like to play in the warm summer rain? While we were talking, a gentle rain began to fall. But the rain turned out to be not simple, but magical - glue. He glued us all into one chain (children line up one after another, holding the shoulders of the one in front) and now invites us to take a walk.”
Children, holding on to each other, move around the room, overcoming various obstacles: going around a “wide lake”, making their way through a “dense forest”, hiding from wild animals, etc. The main condition is that children should not become detached from each other.
“Well, the rain has stopped, and we can move safely again. The gentle sun is shining high in the sky, and we wanted to lie down in the soft grass and sunbathe.”

"I am very good"
Goal: creating a positive emotional background, increasing self-confidence.
Instructions from the presenter: “Guys, sit on the chairs and let everyone say about themselves: “I am very good” or “I am very good.” But before we say, let's practice a little. First, let’s say the word “I” in a whisper, then in a normal voice, and then shout it. Now let's do the same with the words “very” and “good” (or “good”).

And finally, together: “I am very good (good).”
Now everyone, starting with the one sitting to my right, will say whatever they want - in a whisper, in a normal voice, or shout, for example: “I am Katya! I am very good!" or “I am Sasha! I am very good!"
Amazing! Let's stand in a circle, hold hands and say together: “We are very good!” “First in a whisper, then in a normal voice and shout.”

"Palms"
Goal: increasing self-esteem.
Children are provided with paper and a felt-tip pen. You need to place your palm on a sheet of paper, spread your fingers and carefully trace it along the contour. Then the adult asks to write or draw something good about yourself on each finger on paper. After this, the presenter collects the “palms”, reads them or shows them to the group, and the children guess where and whose palm is.

"Compliments"
Goal: to help the child see his positive sides, to make him feel that he is understood and appreciated by other children.
Standing in a circle, everyone joins hands. Looking into the eyes of a neighbor, the child says: “I like it about you...”. The recipient of the compliment nods his head and replies: “Thank you, I’m very pleased!” The exercise continues in a circle.
After the exercise, discuss with the children how they felt, what unexpected things they learned about themselves, and whether they liked giving compliments.

"Bunnies and Elephants"
Goal: to enable children to feel strong and courageous, to help increase self-esteem.
“Guys, I want to offer you a game called “Bunnies and Elephants.” At first, you and I will be little bunnies. Tell me, when a hare feels danger, what does it do? That's right, he's shaking. Show him how he shakes. He purses his ears, shrinks all over, tries to become small and unnoticeable, his tail and paws are shaking,” etc. Children show. “Now show me what bunnies do when they hear a person’s steps”? Children scatter around the group, hide, etc. “What do bunnies do if they see a wolf?” The psychologist plays with the children for several minutes. “And now you and I will be elephants, big, strong, brave. Show how calmly, measuredly, majestically and fearlessly elephants walk. What do elephants do when they see a person? Are they afraid of him? No. They are friends with him and, when they see him, they calmly continue on their way. Show me how?” Children show. “Show me what elephants do when they see a tiger?” Children pretend to be a fearless elephant for a few minutes.
After the exercise, the guys sit in a circle and discuss who they liked to be and why.

"Friendship"

The purpose of this game is to teach the child not to be afraid and to trust his friend and partner. To start this game, you need to put all the children in a ring and ask them to hold hands. After which the leader or teacher invites the children to look into the eyes of their neighbor and sincerely give their smile from the bottom of their hearts.

"Mousetrap"

This game is designed to increase the child’s self-confidence, develop imagination, and also learn to overcome the obstacles that fate presents, because the goal of the game is to find a way out and a way to get out of the “mousetrap.”

The child should be placed in a circle of 5-6 people who press tightly against each other. This circle is a “mousetrap”, and the child in the center must look for a way out of it in every possible way: he can persuade someone to let him through, or he can independently look for the presence of some loophole.

"Shepherd"

The goal of this game is to increase the self-esteem of the child, who is given the opportunity to lead other children, which subsequently leads to increased self-esteem. Therefore, you need to choose a child who is unsure of himself as a “shepherd”. The game is played outdoors or in a large room. The “shepherd” is given a musical instrument, such as a pipe, and all other participants are blindfolded - they play the role of “sheep.” The “sheep” walk in a circle, and the “shepherd” calls them to him with the help of a pipe; if anyone gets lost, the shepherd begins to play louder. When all the “sheep” are collected, you can choose a new “shepherd” and continue the game.

Games aimed at reducing children's aggressiveness

"Angry cat"

Children are invited to form a large circle, in the center of which there is a physical education hoop on the floor - this is a “magic circle” in which transformations will take place.

The child enters the hoop and, at the leader’s signal (for example, clapping his hands, ringing a bell, sounding a whistle), turns into a feisty - despising cat: hisses and scratches. At the same time, you cannot leave the “magic circle”. Children standing around the hoop repeat in chorus after the leader: “Stronger, stronger, stronger...” - and the child portraying a cat makes increasingly “evil” movements.

At the leader’s repeated signal, the “transformation” ends, after which another child enters the hoop and the game is repeated.

When all the children have been in the “magic circle”, the hoop is removed, the children are divided into pairs and again turn into evil ones.oosh at a signal from an adult. A categorical rule: do not touch each other! If it is violated, the game stops immediately, the presenter shows an example of possible actions, and then continues the game.

Upon a second signal, the cats stop and can exchange pairs.

At the final stage, the presenter invites the “evil cats” to become kind and affectionate. At a signal, children turn into kind cats that caress each other. You can't touch each other either.

"Karateka"

The game is aimed at removing physical aggression.

As in the previous game, children stand in a circle with a hoop in the center. Only this time, in the “magic circle,” a transformation into a karateka occurs.

As before, the children shout: ““Harder...””, helping the player to splash out aggressive energy with the most intense actions.

"Boxer"

This is a variant of the game “Karateka”, and it is played in the same way, but actions in the hoop can only be performed with your hands. Fast, strong movements are encouraged

"Crybaby"

The game is aimed at overcoming stubbornness and negativism.

Children standing in a circle take turns showing a capricious child (possibly in a hoop). Everyone helps with the words “stronger, stronger...”, then the children are divided into pairs “parent” and “child”: the child is capricious, the parent persuades and calms him down. Each player must play the role of a capricious child and the role of a persuading parent.

Practice showsthat if you organize a regular course of play activities for children, then each child gradually improves the quality of the exercises. At the same time, his emotional condition in real life he becomes more stable and positive.

"Little Ghost"

Target : teach in an acceptable form to “throw out” the anger accumulated in an aggressive child.

""Guys! Now you and I will play the role of good little ghosts. We wanted to misbehave a little and scare each other a little. When I clap, you will make this movement with your hands (the teacher raises his arms bent at the elbows, fingers spread out) and pronounce the sound “U” in a scary voice, if I clap quietly, you will quietly pronounce “U” if I I will clap loudly, you will scare loudly. But remember that we are kind ghosts and want to joke a little." Then the teacher claps his hands. “Well done! We've joked enough. Let's be kids again."

"Centipede"

Purpose: to teach children interact with peers, contribute to the unity of the children's team.

Several children (5-10) stand one after another, holding the waist of the person in front. At the command of the leader, the Centipede first begins to simply move forward, then crouches, jumps on one leg, crawls between obstacles (these can be chairs, building blocks, etc.) and performs other tasks. The main task of the players is not to break the single “chain” and to keep the Centipede intact.

"Magic Balls"

Target : relieving emotional stress.

Children sit in a circle. The adult asks them to close their eyes and make a “boat” out of their palms. Then he puts a glass ball - "bolik" - into everyone's palms and gives instructions: "Take the ball in your palms, warm it with your breath, give it some of your warmth and affection. Open your eyes. Look at the balls, and now take turns talking about the feelings that arose during the exercise.

"My good parrot"

The game promotes the development of a sense of empathy and the ability to work in a group.

Children stand in a circle. Then the adult says: "Guys! A parrot came to visit us. He wants to meet you and play. What do you think we can do to make him like it with us, so that he wants to fly to us again?" The children suggest: ""Talk to him kindly," ""Teach him to play," etc. an adult carefully hands a plush parrot (bear, bunny) to one of them. The child, having received the toy, must press it to himself, stroke it, say something pleasant, call it by an affectionate name and give (or throw) the parrot to another child. The game is best played at a slow pace.

"Seven-flowered flower"

The game helps children assess their condition and analyze their behavior.

An adult prepares flowers from cardboard in advance. Each of the 7 petals has faces expressing emotions. The child looks at the petals, names the emotion and says when he was in one state or another. You can conduct similar classes many times throughout the year, and at the end of the year discuss with your child whether his views on others and himself have changed. For example, if at the beginning of the year a child said that he is happy when they give him gifts, and after 2-3 months he said that most often he is happy when other children accept him in the game, then you can talk about this and ask why his ideas have changed.

"In the distant kingdom"

The game helps to develop a sense of empathy and establish mutual understanding between an adult and a child.

An adult and a child (mother and child, teacher (teacher) and child, etc.) after reading a fairy tale, draw it on a large sheet of paper depicting heroes and memorable events, then the adult asks the child to mark in the drawing where he ( child) wanted to be. The child accompanies the drawing with a description of his adventures “in a fairy tale,” while the adult, while drawing, asks questions: “What would you answer to the hero of the fairy tale if he asked you? What would you do if you were the hero? How would you feel if the hero of a fairy tale appeared here?"

"Emotions of Heroes"

The game promotes the formation of empathy, the ability to assess the situation and behavior of others.

An adult reads a fairy tale to children. The child is given small cards in advance with images of various emotional states. During the reading process, the child puts several cards on his desk, which, in his opinion, reflect the emotional state of the hero in various situations. At the end of reading, each child explains in what situation and why it seems to him that the hero was cheerful, sad, depressed... it is better to play this game either individually or in a small subgroup. The text of the fairy tale should not be very large; it should correspond to the attention span and memory of children of a certain age group.

"Velcro"

The game helps develop interaction with peers, relieve muscle tension, and unite the children's group.

All children move around the room, preferably to fast music. Two children, holding hands, try to catch their peers. At the same time they say, “I am a sticky stick, I want to catch you.” Each caught "Velcro" child is taken by the hand, joining him to his company. Then they all together catch others in their “nets”. When all the children become Velcro, they dance in a circle to calm music, holding hands. If musical accompaniment is not possible, an adult sets the pace of the game by clapping his hands. In this case, the pace, which is fast at the beginning of the game, slows down as it progresses.

"Kitty"

Goal: relieving emotional and muscle tension, establishing a positive emotional mood in the group.

The children are on the carpet. To the accompaniment of calm music, they come up with a fairy tale about a cat who:

  • Basking in the sun (lying on the carpet);
  • Stretches;
  • Washed;
  • Scratch the rug with its paws and claws, etc.

As musical accompaniment, you can use the recordings of the audio cassette “Magic Voices of Nature”: “Baby in the Forest”, “Baby by the River”, “Baby and the Bird”, etc.

"Silver Hoof"

The game helps both to relieve excessive muscle tension and to build trust in others and bring children together.

Imagine that you are a beautiful, slender, strong, calm, wise deer with your head held high. On your left leg there is a silver hoof. As soon as you hit the ground with your hoof three times, silver coins appear. They are magical, invisible, with each new coin that appears again, you become kinder and more affectionate. And although people do not see these coins, they feel the kindness, warmth and affection emanating from you. They are drawn to you, they love you, they like you more and more.

Note: this game can become a group ritual in a children's group, one of the ways to resolve conflicts in a group.

"Masks"

Goal: to teach in an acceptable form, to throw out the anger that has accumulated in an aggressive child.

You will need paint, paper and adhesive tape. Scary masks are drawn on paper, then each participant tries on any one for himself and remains in it for some time. You can dance “wild” dances, run, chase each other. Then the ritual of removing the masks takes place, everyone joins hands, smiles at each other, and you can dance smoothly.

To secure masks to your face, it is better to use adhesive tape or adhesive tape.

"Snowballs"

The game helps relieve muscle tension and gives you the opportunity to express your anger in an acceptable form.

To play the game, you need to make “snowballs” from cotton wool and paper (4-5 for each participant). In a spacious room (preferably in a gym), all the “snowballs” scatter on the floor. In the “snow battle,” the game participants try to attack and defend. It is necessary to explain that being hit by a “snowball” may hurt a little, but in this way you can become a brave, strong, courageous winner.

"Gnomes"

The game promotes the development of feelings of empathy, sympathy and the desire to help.

To play, you need bells according to the number of participants (5-6 pieces). One bell must be broken (not ring).

An adult invites children to play gnomes. Each gnome has a magic bell, and when it rings, the gnome acquires magical power - he can make any wish that will someday come true. Children receive bells (one of them gets a spoiled one). “Let's hear your bells ring! Each of you will take turns ringing your bells and making your wish, and we will listen.” The children ring their bells in a circle, but suddenly it turns out that one of them is silent. "What to do? Kolya's bell is not ringing! This is such a misfortune for a gnome! Now he won’t be able to make a wish for himself... Maybe we can cheer him up? Or will we give something instead of a bell? Or will we try to fulfill his wish? (Children offer their solutions.) Or maybe someone will give up their bell for a while so that Kolya can ring it and make his wish?”

Usually one of the children offers his bell, for which, naturally, he receives the gratitude of a friend and the approval of an adult.

"Yes and no"

The game is aimed at relieving children of apathy and fatigue and stimulating their vitality. The great thing about this game is that it only uses one voice.

Break into pairs and stand in front of each other. Now you will conduct an imaginary battle with words. Decide which of you will say the word “yes” and which one will say “no”. Your entire argument will consist of just these two words. Then you will change them. You can start them very quietly, gradually increasing their volume until one of you decides that it can't get any louder. When you hear the leader's signal (for example, a bell), stop and take a few deep breaths. Notice how pleasant it is to be in silence after such noise and commotion.

The game can be especially useful for those children who have not yet discovered their own voice as an important way of asserting themselves in life.

“Tukh-tibi – spirit” (K. Faubel)

This game is another recipe for relieving negative moods and restoring strength in the head, body and heart. There is a comical paradox in this ritual. Although children are supposed to say the word "duh-tibi-duh" angrily, after a while they can't help but laugh.

I will give you a special word now. This is a magic spell against bad mood, against resentment and disappointment, against everything that spoils the mood. For this word to really have an effect, you need to do the following. Start walking around the room without talking to anyone.

As soon as you want to talk, stop in front of one of the children and say the magic word: “Tuh-tibi-duh!” After that, continue walking around the room. From time to time, stop in front of someone and again angrily and angrily say this magic word.

For the magic word to really work, you need to speak it not into emptiness, but to a specific person standing in front of you.

Cooperative board games

To work with aggressive children, various board games can be successfully used, which involve playing both individually and together. For example, the game "Constructor". Children, together or three, are invited to assemble a figure from the parts of the “Constructor”. As the game progresses, the adult helps the children resolve conflicts that arise and avoid them. After the game, it is possible to play out conflict situations and find ways out of them.

During joint board games, children master the skills of joint conflict-free communication.

"Storm of the Fortress"

A fortress is built from unbreakable objects that come to hand (slippers, chairs, cubes, clothes, books, etc. - everything is collected in one big pile). The players have a “cannonball” (ball). In turn, everyone throws the ball with all their might at the enemy fortress. The game continues until the entire pile - the “fortress” - shatters into pieces. With each successful hit, the attackers let out loud cries of victory.

“We swear with vegetables”

Invite the children to quarrel, but not with bad words, but... with vegetables: “You are a cucumber,” “And you are a radish,” “You are a carrot,” “And that one is a pumpkin,” etc.
Note : Before you scold your child with a bad word, remember this exercise.

"On the bumps"

The pillows are laid out on the floor at a distance that can be overcome in a jump with some effort. The players are “frogs” living in the swamp. Together on one “bump” the capricious “frogs” are cramped. They jump on their neighbors’ pillows and croak: “Kwa-kwa, move over!” If two “frogs” are cramped on one pillow, then one of them jumps further or pushes its neighbor into the “swamp”, and she looks for a new “bump”.
Note : The adult also jumps over the “bumps”. If it comes to a serious conflict between the “frogs,” he jumps up and helps find a way out.

"Knocking out the dust"
Each participant is given a “dust pillow”. He must, diligently beating with his hands, “clean” it thoroughly.

"Children's football"

Instead of a ball there is a pillow. The players are divided into two teams. Number of players: from 2 people. The judge must be an adult. You can play with your hands and feet, the pillow can be kicked, thrown, or taken away. The main goal is to score a goal.
Note: an adult ensures that the rules are followed - you cannot use your arms or legs if there is no pillow. Penalties are removed from the field.

"Zhuzha"
“Zhuzha” sits on a chair with a towel in her hands. Everyone else is running around her, making faces, teasing, touching her, tickling her. “Zhuzha” endures, but when she gets tired of all this, she jumps up and starts chasing the “offenders” around the chair, trying to whip them on the back with a towel.
Note: the adult monitors the form of expression of “teasing”. They should not be offensive or painful.

"Sparrow fights"

Children choose a pair and turn into pugnacious “sparrows” (they squat, clasping their knees with their hands). The “sparrows” jump sideways towards each other and jostle. Whichever child falls or removes his hands from his knees is eliminated from the game (the “wings” and paws are treated by Dr. Aibolit). “Fights” begin and end at a signal from an adult.

"Kicking"

The child lies on his back on the carpet. Legs spread freely. Slowly he begins to kick, touching the floor with his entire leg. The legs alternate and rise high. The strength and speed of kicking gradually increases. For each kick, the child says “No,” increasing the intensity of the kick. So that the baby does not feel embarrassed, it is better to do this exercise with him.

"Hurricane"

Sit on the carpet opposite your child. It should blow very hard on you. You pretend that you cannot cope with the currents of air and fall to the floor. Then, on the contrary, he should draw in air, and you gradually rise. Young children love this game; it makes them happy and helps them feel important. It will be interesting if all family members participate in the game. The more comically you fall and rise, the more fun your baby will have.

Games for the development of the emotional sphere of preschoolers

"Pictograms".

Children are offered a set of cards depicting various emotions.
There are pictograms of various emotions on the table. Each child takes a card for himself without showing it to the others. After this, the children take turns trying to show the emotions drawn on the cards. The audience, they must guess what emotion is being shown to them and explain how they determined what that emotion is. The teacher makes sure that all children participate in the game.
This game will help determine how well children can correctly express their emotions and “see” the emotions of other people.

"Mirror".
The teacher passes the mirror around and invites each child to look at himself, smile and say: “Hello, it’s me!”

After completing the exercise, attention is drawn to the fact that when a person smiles, the corners of his mouth are directed upward, his cheeks can prop up his eyes so much that they turn into small slits.

If a child finds it difficult to turn to himself the first time, there is no need to insist on this. In this case, it is better to immediately pass the mirror to the next group member. Such a child also requires special attention from adults.
This exercise can be varied by asking children to show sadness, surprise, fear, etc. Before performing, you can show children a pictogram depicting a given emotion, paying attention to the position of the eyebrows, eyes, and mouth.

“I am happy when. . ."

Goal: expanding children’s understanding of the emotion “joy”; formation of positive emotions; expanding children's understanding of actions that bring joy.
Equipment: a toy gnome, several soft toys, a cassette with cheerful music, an image of a cheerful girl, a drawing of an “empty” face for each child, a pictogram depicting the emotion “joy,” a mirror, a small ball, drawings of gnomes with eyes, pencils and sheets of paper (for each child).
The teacher names one of the group members, throws him a ball and says: “(Child’s name), please tell us when you are happy?” Petya catches the ball and says: “I am happy when...” Then Petya throws the ball to the next participant and, calling him by name, in turn asks: “(Child’s name), please tell me when you are happy?”
The game continues until all children answer the question.

Dwarf: “You see, guys, how many different situations there are in life when a person is good and smiles.”(All children’s answers are listed), (4 minutes).

"Make Princess Nesmeyana laugh"

Goal: developing the ability to find ways to make a person in a bad mood smile; reduction of psychophysical stress; development of imagination.
Equipment: gnome toy, “sand fairy”, tray with sand, collection of miniature figurines.
The fairy tells a story about a princess who was always sad. No one had ever been able to bring a smile to her face. Children are asked to answer the question: “How can I make the princess laugh?” After a short pause, the guys go to the rack with miniatures and choose figures for their story. Then each of them, with the help of their characters, tells a funny story, playing it out in the sandbox. At the end, the fairy sums up the story, choosing the funniest story. At the same time, she thanks the children for the fact that the princess finally smiled and now, remembering the children’s stories, she will always be in a great mood.
At the end of the game, the children say goodbye to the sand fairy.(20 minutes)

"Kingdom of Emotions"

Goal: to expand children’s understanding of the emotion “envy”, to teach children to understand the reasons that lead to this or that mood.
Equipment: gnome toy, pictograms and drawings of fairy-tale characters with different emotions.
The gnome lays out pictograms of all the emotions known to the children in a circle and says that today they have entered the Kingdom of Emotions. “Guys, what emotions do you think can make friends with each other, and which ones will remain alone forever?” After the answers, each child is invited to make friends with emotions using a story. The one who quickly completed the task begins to tell his tale, the rest listen carefully.
After completing the task, the gnome always praises the children.(20 minutes)

"Birthday"

Goal: to consolidate the ability to express the emotion “joy”, create a friendly atmosphere in the group, develop an active vocabulary of emotional states.
Equipment: gnome toy, “joy” pictogram, several pictures of fairy-tale characters in a joyful mood, paper, colored pencils.
The gnome invites the children to choose a birthday boy. This child sits on a chair. The rest should portray guests who take turns coming to the birthday boy and giving him gifts. The task becomes more difficult for the children: you need to use gestures to show what exactly you gave. The birthday boy's task is to guess this item. If the gift is not guessed, then the birthday person takes the place of the guest, and the guest becomes the birthday person.(7 minutes)

"Bee in the Dark"

Goal: to consolidate the ability to express the emotion “fear”, to develop an active vocabulary of emotional states, to correct the fear of the dark, closed spaces, and heights.
Equipment: gnome toy, fear pictogram; cards depicting fairy-tale characters expressing the emotion “fear”; several chairs for adults; matter that does not transmit light.
The gnome chooses one child to play Bee. He says that Bee loves to collect honey. She flew to a clearing where many, many different flowers grow. Flying from one flower to another, the Bee did not notice how evening had come. And in the evening the flowers close, so the Bee had to sit inside the flower in the dark until the morning.
Then the teacher, on behalf of the gnome, places the chairs so that the Bee child can climb onto the chair and walk on them without fear of falling. This is flowers. After evening has come, the Bee remains on one of the chairs and it is covered with a cloth that does not allow light to pass through. The child sits in the dark for several minutes, then morning comes, and the material is removed, and the Bee flies off to her home. Every child should play the role of Bee.
When performing this re-enactment, it is important to know how afraid each child is of the dark and it is best to have material with different densities in stock. For children who are very afraid of the dark, it is necessary to use almost transparent material.
At the end, the gnome Vasya praises all the children for their courage, regardless of whether they played the role of Bee well or poorly.(15 minutes)

“Guess the mood of fairy-tale characters”

Goal: to consolidate children’s ability to compare emotions in a picture with the corresponding pictogram, to continue to teach children how to adequately compare an action and an emotion.
Equipment: gnome toy, “envy” pictogram, plot pictures depicting people in different poses, sets of pictograms (8 pcs.).
The gnome invites the children to play the following game. Each child has sets of pictograms (8 pcs.) on the table. The adult takes turns showing the children cards with different moods of fairy-tale characters. Children must raise the pictogram with the corresponding emotion. This exercise allows the teacher to most accurately identify children who have not yet fully mastered this skill.(4 minutes)

“In order to be listened to, I must...”

Goal: to teach children the ability to listen to each other and the people around them, to continue to develop the skill of polite treatment.
Equipment: pairs of pictures with different communication situations, a ball.
The teacher invites the children to stand in a circle. An adult throws a ball to each child, and in return they must think and answer the question: “What is needed in order to listen to me carefully?”(5 minutes)

"Without words"

Goal: to develop children's communication skills, to teach children to understand their interlocutor by his facial expression, gestures, and posture.
Equipment: toy gnome.
The driver is selected. He shows an object, an action without words, and tries to say something. The task of the other children is to guess what the driver is doing. The game continues until every child plays the role of driver. The teacher makes sure that all children guess as much as possible. If someone always finds it difficult to do this, they are helped with leading questions.(5 minutes)

"Don't drop the ball"

Goal: to develop children’s communication skills, attention, the ability to work with a partner, promote the unity of the children’s team, teach children the ability to lose, and develop sympathy.
Equipment: gnome toy, Kinder Surprise toys (any quantity, but not less than 30 pieces for each pair), 2 small buckets, ball, tape recorder, recording of fun music, paper, colored pencils.
The gnome invites the children to stand in pairs facing each other and hold one ball with their hands. To the sound of music, children will need to perform the actions that an adult will talk about, and each pair should try not to let go of the ball. Actions: sit down, jump on two legs, on one leg, run, spin.
After completing the task, the children are asked to stand with their backs to each other, hold the ball with their backs and follow the gnome’s commands. Actions: sit down, spin around, walk around the room. At the same time, you must try to prevent the ball from falling.(5 minutes)

“About Resentment and Sadness”

Goal: to continue to develop the ability to communicate with peers, the ability to unite children's teams.
Equipment: gnome toy, a ball of brightly colored woolen thread.
The gnome tells the children that it is not their fault that they sometimes come to kindergarten in a bad mood. It’s just that Resentment or Sadness stuck to them along the way. The main thing is to find it and throw it off yourself. This can be done by the child himself or his friend. After the gnome’s story, you can play out the situation of relieving a bad mood.(5 minutes)

"Music and Emotions."

After listening to a musical excerpt, children describe the mood of the music, what it is like: cheerful - sad, happy, angry, brave - cowardly, festive - everyday, sincere - aloof, kind - tired, warm - cold, clear - gloomy. This exercise not only helps develop understanding of the transmissionemotional state, but also the development of imaginative thinking.

"Ways to improve your mood."

It is suggested that you discuss with your child how you can improve yourmood, try to come up with as many such ways as possible (smile at yourself in the mirror, try to laugh, remember something good, do a good deed for someone else, draw a picture for yourself).

"Magic bag"

Before this game, we discuss with the child what his mood is now, how he feels, maybe he is offended by someone.

Then invite the child to put all negative emotions, anger, resentment, sadness into a magic bag. This bag, with all the bad things in it, is tied tightly. You can use another “magic bag” from which the child can take the positive emotions he wants. The game is aimed at awareness of your emotional state and liberation from negative emotions.

"Loto of Moods" For This game requires sets of pictures that depict animals with different facial expressions (for example, one set: happy fish, sad fish, angry fish, etc.: the next set: happy squirrel, sad squirrel, angry squirrel, etc.) . The number of sets corresponds to the number of children.

The presenter shows the children a schematic representation of a particular emotion. The children’s task is to find an animal in their set with the same emotion.

“Name something similar.”

The presenter names the main emotion (or shows a schematic representation of it), and the children remember the words that denote this emotion.

This game activates your vocabulary with words for different emotions.

"My mood".

Children are invited to talk about their mood: it can be compared with some color, animal, condition, weather, etc.

"Broken phone".All participants in the game, except two, are “sleeping.” The presenter silently shows the first participant some emotion using facial expressions or pantomimes. The first participant, having “awakened” the second player, conveys the emotion he saw, as he understood it, also without words. Next, the second participant “wakes up” the third and conveys to him his version of what he saw. And so on until the last participant in the game.

After this, the presenter asks all the participants in the game, from the last to the first, about what emotion, in their opinion, was shown to them. This way you can find the link where the distortion occurred, or make sure that the “telephone” was completely working.

“What would happen if...”
An adult shows the children a plot picture in which the hero(s) does not have a face(s). Children are asked to name which emotion they consider appropriate for this case and why. After this, the adult invites the children to change the expression on the hero’s face. What would happen if he became cheerful (sad, angry, etc.)?

Psycho-gymnastic exercises (studies), the main goal of which is to master the skills of managing one’s emotional sphere: developing in children the ability to understand, be aware of their own and other people’s emotions, express them correctly, and fully experience them.

1. New doll (study for the expression of joy)

The girl was given a new doll. She is happy, jumps merrily, spins, plays with her doll.

2. Baba Yaga (study for the expression of anger)
Baba Yaga caught Alyonushka, told her to light the stove so that she could eat the girl, and she fell asleep. I woke up, but Alyonushka was not there - she ran away. Baba Yaga was angry that she was left without dinner. He runs around the hut, stomping his feet, waving his fists.

3.Focus (study on the expression of surprise)
The boy was very surprised: he saw how the magician put a cat in an empty suitcase and closed it, and when he opened the suitcase, the cat was not there. A dog jumped out of the suitcase.

4. The fox eavesdrops (study on expressing interest)
The fox stands at the window of the hut in which the cat and the cockerel live, and overhears what they are talking about.

5.Salty tea (study on the expression of disgust)
The boy watched TV while eating. He poured tea into a cup and, without looking, mistakenly poured two tablespoons of salt instead of sugar. He stirred and took the first sip. What a disgusting taste!

6.New girl (study on expression of contempt)
A new girl has joined the group. She was wearing an elegant dress, holding a beautiful doll in her hands, and had a large bow tied on her head. She considered herself the most beautiful, and the rest of the children unworthy of her attention. She looked down on everyone, pursing her lips contemptuously.

7.About Tanya (sorrow - joy)
Our Tanya cries loudly:
Dropped a ball into the river (grief).
“Hush, Tanechka, don’t cry -
The ball won’t drown in the river!”

8.Cinderella (study on the expression of sadness)

Cinderella returns from the ball very sad: she will no longer see the prince, and besides, she has lost her slipper...

9. Home alone (study on the expression of fear)

The mother raccoon left to get food, the baby raccoon was left alone in the hole. It’s dark all around, and various rustling noises can be heard. The little raccoon is scared - what if someone attacks him and his mother doesn’t have time to come to the rescue?

Games and exercises to relieve psycho-emotional stress. To form a child’s emotional stability, it is important to teach him how to control his body. The ability to relax allows you to eliminate anxiety, excitement, stiffness, restore strength, and increase your energy supply.

1. “Tender palms”

Children sit in a circle, one after another. With their palms they stroke the child sitting in front of him on the head, back, arms, lightly touching.

2. “Secrets”

Sew small bags of the same color. Pour various cereals into them, do not stuff them tightly. Invite children experiencing emotional discomfort to guess what is in the bags? Children crumple the bags in their hands and switch to another activity, thus escaping the negative state.

3 . Game "In the clearing"
Teacher: “Let’s sit on the carpet, close our eyes and imagine that we are in a clearing in the forest. The sun is shining tenderly, the birds are singing, the trees are gently rustling. Our bodies are relaxed. We are warm and cozy. Look at the flowers around you. What flower makes you feel happy? What colour is he?".
After a short pause, the teacher invites the children to open their eyes and tell whether they were able to imagine the clearing, the sun, the singing of birds, how they felt during this exercise. Did they see the flower? What was he like? Children are asked to draw what they saw.

4.Exercise “Wonderful kitten sleep”

Children lie in a circle on their backs, arms and legs freely extended, slightly apart, eyes closed.

Quiet, calm music is turned on, against the background of which the presenter slowly says: “The little kitten is very tired, he ran around, played enough and lay down to rest, curled up in a ball. He has a magical dream: blue sky, bright sun, clear water, silvery fish, family, friends, familiar animals, mother says kind words, a miracle happens. A wonderful dream, but it's timewake up. The kitten opens its eyes, stretches, smiles.” The presenter asks the children about their dreams, what they saw, heard, felt, did a miracle happen?

Games and exercises for development

children's communication skills

ability to hear and perceive information

"Echo"

First option.

The teacher reads any poem to the children, and they repeat the last word of each line.

Second option.

The teacher divides the children into two teams. One of the teams is “inventors”, the other is “echo”.

The team of “inventors” consults and decides who will name what word on a certain topic. Then the players of this team take turns pronouncing the planned words and asking the “echo” team: “What word did Vitya (Kolya, etc.) say? The “echo” team must unanimously answer the questions of the opposing team.

Then the teams change places and the game resumes.

"Mutual citation"

The players sit on chairs or on the floor, forming a circle.

The teacher says:

Let's play this game. I tap my knees with my palms twice and say my name “Lena - Lena” twice, and then clap my hands above my head, calling someone else, for example: “Vanya-Vanya.” Vanya, hearing his name, first knocks on his knees twice, calling himself “Vanya - Vanya” and then claps his hands and calls someone else, for example: “Katya-Katya.” Now Katya takes over and so on. Try not to look at the participant you are calling. Say his name, for example, while looking up somewhere.

"Mail"

The host of the game is a teacher. The following dialogue takes place between him and the game participants:

Presenter: Ding - ding - ding.

Children: Who's there?

Host: Mail.

Children: Where from?

Presenter: From Ryazan.

Children: What are they doing there?

Presenter: Dance (sing, laugh, swim, fly, etc.)

"Who are you?"

Each participant comes up with some funny nickname for himself (for example, a broom, a bottle, a comb, a pen, a toy, etc.) Then, using a counting rhyme, a driver is selected. He starts asking questions to the players. When answering them, the player must use only the word he has come up with, while maintaining a serious expression on his face.

For example, the driver approaches someone who called himself a “broom” and sternly warns:

Who makes mistakes

He gets caught!

Whoever laughs will have a bad time!

Who are you?

Broom.

What did you eat this morning?

Broom.

What did you drive to kindergarten?

When the questions end or the player makes a mistake (laughs), the driver changes.

"What's in the chest?"

Equipment: chest, various items.

The teacher places a chest on the table, inside of which there is an object.

Using a counting rhyme, the driver is selected. He looks into the chest. The remaining participants ask questions to the driver about the color, shape, and purpose of the item lying in the chest. The driver needs to answer all questions with the words “yes” or “no”.

The child who is the first to name what is in the chest becomes the driver. The teacher puts another object in the chest, the game resumes.

"Art Gallery"

Equipment: paintings whose names are known to children.

The teacher shows them the pictures. Each participant makes a guess about one of them that they liked best. Then the driver is selected. He says

All the pictures are good

But one is better!

The rest of the participants, using questions, try to guess which picture the driver liked.

The child who is the first to name the hidden picture becomes the driver, and the game resumes.

"ABC whychek."

Equipment: alphabet.

The players sit on the floor or chairs, forming a circle. The teacher says:

You need to ask the question so that the first word of your question begins with one of the letters of the alphabet. We will ask questions one by one. A participant who gets confused or forgets the sequence of letters in the alphabet is eliminated from the game. For example:

A: Is apricot a fruit or a vegetable?

B: banana, what color? Etc.

"Interview"

Equipment: microphones (according to the number of pairs of participants)

The teacher divides the children into two teams. One team is “experts”, the other is “journalists”

The teacher says:

Each “journalist” needs to choose an “expert” and interview him on a topic familiar to us, for example: The city in which I live.”

Please play your roles so that your behavior and speech are like those of real journalists and experts. Who will start first?

The teacher acts as an observer.

The pair that, in the opinion of most children, played their roles most successfully wins.

The degree of attention to the partner, the culture of communication, and artistry are assessed.

"Pum-pum-pum"

The players sit on the floor or on chairs, forming a circle.

The teacher says:

Now we will play the game “Pum - Pum - Pum”. “Pum - pum - pum” - this is how we will call any mysterious object.

Then a driver is selected who makes a wish for an object. The rest of the participants ask him questions.

For example:

Why did you say this “Pum-pum-pum”?

Why is “Pum-pum-pum” needed?

Is this “pum-pum-pum” big or small?

The driver must answer the players' questions in full sentences.

The child who first names the mysterious object becomes the driver, and the game resumes.

"Say it differently"

Equipment: chips.

The players sit on the floor or on chairs, forming a circle.

The teacher says:

I will pronounce sentences, in each of which I will highlight a word with my voice. Your task is to replace this word with another word that has the same meaning.

Be careful - the meaning of the sentence should not change.

Example sentences:

Girl rushing to school:

Mom looks out the window:

Yesterday Tolya was sad;

Today Tolya laughs merrily. And so on.

The child who gives the correct answer first gets a chip. The one who collects the most chips at the end of the game wins.

"Listen and repeat"

Using a counting rhyme, the driver is selected. The teacher says some phrase, after which the driver needs to convey what he heard to the rest of the participants, but in other words.

For example, the teacher says:

I will read you a wonderful story about an ant traveler.

The driver can rephrase this sentence as follows:

The teacher (name and patronymic) will read to us an interesting story about the travels of an ant.

ϖ The exercise can be complicated by using

Short poems, stories, fairy tales.

"Secret Meaning"

Equipment: magnetic board, magnets.

Illustrations for proverbs:

“you can’t pull a fish out of a pond without difficulty”;

“Eggs don’t teach a chicken”;

“every sandpiper praises its swamp”;

“If you chase two hares, you won’t catch either”;

“a coward is afraid of his shadow”;

One of the children is the driver, the rest are “observers” and “advisers.” The teacher attaches an illustration of the proverb to the board. The driver is asked to listen to several proverbs, choose a suitable “caption” for the picture and justify his choice.

“Observers” and “advisers” listen to the driver’s answer and express their opinions.

Then the driver changes and the exercise resumes.

"An investigation is underway"

Equipment : magnetic board, magnets;

Subject pictures: “New Year’s round dance”, “Hockey”, “Fireworks”.

Using a counting rhyme, two drivers are selected - “detectives”

The remaining participants in the game are “witnesses”. The teacher attaches a story picture to the board so that only “witnesses” can see it. Then "witnesses begin to testify" about what is shown in the picture. Their task is to describe the plot not directly, but indirectly, using additional information so that the “detectives” do not immediately understand what exactly is happening. For example, if the picture “New Year's round dance” is used, children can describe it like this:

I see smiles on faces.

I hear laughter and stomping feet.

Everyone hold hands.

I hear cheerful music.

I see gifts.

I smell the Christmas tree.

If the "detectives" think they have solved the plot, they say: "We have the answer." Versions of answers can be put forward three times.

Then the drivers change, the game resumes.

"Bad mood"

The teacher explains to the children that anyone can be in a bad mood, and that those around them need to try to understand the reason for it and learn how to react correctly to a person’s bad behavior and statements.

Then the teacher says:

One boy came to kindergarten in a bad mood and angrily told his friend: “I won’t play with you.”

His friend thought for a moment and asked: “Do you mean that you want to play with other children?”

The boy's mood improved because his friend did not argue with him, swear, did not take offense, but simply tried to understand him.

After this, a driver is selected who will portray the child in a bad mood. The rest of the children try to respond correctly, starting any statement with the words: “Do you mean that...”

Games and exercises

to develop the ability to process information

"Through the Glass"

Participants are divided into pairs. The teacher says:

Imagine that one of you is on a train, and the other is standing on the platform, that is, you are separated from each other by glass through which sounds do not penetrate. But you can see each other.

Participants are invited to convey to each other the content of a message using gestures.

Example messages:

I'll call you when I arrive;

Write me a letter. And etc.

Then everyone discusses how accurately the participants were able to convey the content of the messages and whether it was easy for them to understand each other.

"A toy shop"

The teacher divides the children into two teams. The first team is “buyers”, the second is “toys”

Each member of the second team guesses what kind of toy he will be, and then takes a “frozen” pose, depicting the goods placed in the store.

The “buyer” approaches some “toy” and asks: “Who are you?”

After this question, the member of the second team begins to imitate the actions characteristic of the toy he has envisioned. The “buyer” needs to guess and name the toy that is shown to him.

" Understand me"

The teacher whispers the task (for example: go to the door) to the child sitting next to him. He, using gestures, must convey this message to the next participant so that he can understand and complete the task.

The child who has completed the task gives instructions to the next participant, and the game resumes.

Examples of tasks:

Open the door;

Come and look out the window;

Place two chairs side by side. And etc.

"Pinocchio's Travels"

Equipment: Pinocchio doll, chips.

Participants sit on the floor or on chairs, forming a circle.

The teacher shows the children a toy and says:

Guys, Buratino came to visit us. He visited many kindergartens. Listen to Pinocchio and try to guess which rooms of the kindergarten he visited and when (winter, summer, morning, or evening) it was.

Examples:

Pinocchio went into the room where the children were:

  • roll up their sleeves, soap their hands, dry themselves;
  • unfasten buttons, take off and fold clothes,

stretch, calm down, rest, sleep;

They dance, sing, listen, stamp their feet, spin, bow;

  • marching, squatting, climbing, jumping.

There was Pinocchio in kindergarten when the children:

come, say hello, change shoes, enter the group;

dress, say goodbye, leave;

swim, sunbathe, walk barefoot;

making snowmen, sledding, skiing;

The child who guessed first and gave the correct answer gets a chip. The one who has collected the most chips at the end of the game wins.

"Guess and Draw"

Equipment : simple pencils and sheets of paper. (By number of participants)

Description exercises: Children sit at the table. The teacher asks riddles. Children must guess them. Then, without naming the answers, draw them.

Examples of riddles:

Under the pine tree by the path There are needles on the back

What is standing among the grass? Long and prickly

There is a leg, but no boots, and he curls up into a ball -

There is a hat, but there is no head. There is no head or legs.

(Mushroom) (hedgehog)

Once the drawing is complete, a discussion begins.

Children explain how they managed or why they failed to solve this or that riddle.

"Mysterious Action"

Using a counting rhyme, the driver is selected. He leaves the room, and the rest of the participants discuss and guess what action he will have to perform. For example: brush your teeth, sweep the floor, look in the mirror, etc.

After the discussion, they call the driver and offer him a hint,

for example: “This is what you do every morning.” He tries to understand and depict the intended action.

"What does it look like"

The teacher agrees with the children that they will make riddles,

using only comparisons to describe the intended object or creature (an object can be compared with something similar in appearance, actions, etc.)

With the help of a rhyme, a driver is selected who will solve the riddles. He leaves the room and does not return until the other participants agree on a word. The driver must guess what word the children have in mind.

Then the driver changes, the game repeats.

"I'm throwing you the ball"

Equipment: ball.

Children stand in a circle and throw the ball to each other, calling the name of the participant to whom they want to throw it. At the same time, the child throwing the ball says: “I’m throwing you a candy (flower, apple, etc.)

The child who received the ball must respond by making some conclusion, for example: “Thank you, you know, I love sweets.”

"Backwards"

Equipment : magnetic board, magnets;

Pairs of pictures:

“Girl with a Balloon” and “Girl Without a Balloon”;

"Man with an Open Umbrella" and "Man with a Closed Umbrella."

The teacher attaches a couple of pictures to the board (for example: a girl with a balloon - a girl without a balloon) and tells a story:

The girl was given a balloon. She ran out into the street. But then the wind blew and tore the ball out of the girl’s hands. The ball went on a journey, and the girl waved her hand to him: “Goodbye, ball.” When you get tired of flying, come back!”

Children are asked to tell another story based on the same pictures, but “backwards”, that is, starting from the last picture.

“It happens - it doesn’t happen”

Equipment : any subject pictures, for example: crocodile, cloud, chicken, moon, etc.

Using a counting rhyme, a pair of children is selected. One of the pair takes a picture and comes up with some kind of fable to go with it. The second participant must prove that this does not happen. The first child contradicts, proving that this can happen.

Children's dialogue options:

The crocodile flies.

The crocodile does not fly, it has no wings.

No, he flies, he is carried on an airplane.

The cloud fell to the ground.

A cloud floats across the sky, it cannot fall.

No, the cloud fell like rain.

"Can not be…"

Equipment: chips

Using a counting rhyme, the driver is selected. He makes some statement that, from his point of view, is implausible. For example:

Children teach adults.

Quiet hour has been cancelled. And so on.

The remaining participants must come up with conditions under which this statement will become possible. For a correct answer, the child receives a chip.

The one who collects the most chips at the end of the game wins.

“But I...”

Equipment: ball.

Description of the game.

Participants stand in a circle and throw the ball to each other.

The child who threw the ball says a phrase about himself, which begins with the words: “I don’t...”.

The child who received the ball must answer, starting with the words: “But I...”.

For example:

I don't forget to brush my teeth in the evening.

But I wash my hands before eating.

"What would happen if I..."

Participants sit on the floor or on chairs, forming a circle.

The teacher says:

Guys, imagine that you met a Fairy and she told you that she can turn you into whoever you want, but only if you explain your choice.

Children's answer options:

An artist, he would play a role...

An artist, I would draw...

If I were a teacher, then...

A flower would make me happy...

Games and exercises

to develop speaking skills

"Word Artist"

Participants sit on chairs or on the floor, forming a circle.

A driver is selected who draws a verbal portrait of someone from the group, without naming the name of this child. The rest of the participants must guess who we're talking about.

Then the driver changes and the exercise resumes.

  • taking into account the level of development of children’s verbal imagination,

You can give them an associative perception exercise using questions such as:

What animal does it look like?

Which plant? etc.

"Shop"

Equipment : various items, toys, products.

With the help of a counting rhyme, the driver is selected as the “seller”, the rest of the children are “buyers”.

Various “products” are laid out on the “store counter”. One of the “buyers,” without naming the item, describes it and tells what he needs it for, what can be prepared from it, etc.

The “seller” must guess what kind of “product” the “buyer” needs.

Then the driver changes, the game repeats.

"Describe a friend"

Using a counting rhyme, a pair of children is selected. They stand with their backs to each other and take turns describing their partner’s hairstyle, clothes and face.

The description is then compared to the original and a conclusion is drawn about how accurate each player was.

Then another pair is chosen and the game resumes.

"Library"

Equipment : books well known to children.

Using a counting rhyme, the driver is selected. - “Librarian”, the rest of the children are “readers”.

One of the “readers” describes the contents of the desired book without naming it. According to his description, the “librarian” must guess what book he is talking about and “give it to the reader”

"The Snow Queen"

Participants sit on the floor or on chairs, forming a circle.

The teacher asks the children to remember the fairy tale “The Snow Queen”.

Children remember that in this fairy tale there was a mirror, reflected in which, everything

the good and beautiful turned into bad and ugly. How many

Be sure to create fragments of this mirror, getting into people's eyes!

The teacher says:

U This tale has a continuation: when Kai and Gerda grew up, they

They made magic glasses through which, unlike a mirror,

one could see the good that is in every person.

Children are invited to imagine that they are wearing magic glasses, see more good things, and then talk about it.

The teacher is the first to “put on glasses” and give a sample description of the children.

At the end of the game, the children try to tell what difficulties they experienced,

what they felt while being in the role of observers.

" Acquaintance"

Equipment : pictures depicting fairy-tale characters.

Using a counting rhyme, a driver is selected who examines the picture without showing it to the children. After this, the driver must describe the image, starting with the words “I want to introduce you to my best friend...”

The child who first guessed which fairy-tale character is depicted in the picture becomes the driver, and the game resumes.

"Guess who"

Everyone stands in a circle. With the help of a counting rhyme, a leader - “storyteller” - is selected. He goes to the center of the circle and begins to describe one of the children: appearance, clothes, character, inclination to certain activities, etc. The rest of the participants must guess who they are talking about.

The child who was the first to give the correct answer brings the mystery participant into the circle, and they, together with the “storyteller,” holding hands, walk to the song sung by the other children:

Stand up, children,

Stand in a circle

Stand in a circle

Stand in a circle.

I am your friend and you are my friend

Good, good friend!

Then the one who guessed becomes the “storyteller”, the game resumes.

"Let's build a city"

Equipment: designer.

With the help of a rhyme, two children are selected - “architect” and “construction manager”. The task of the “architect” is to tell the “construction manager” what kind of city needs to be built. For example:

Seven construction projects are planned in this city. There should be a two-story hospital in the city center. To the right of the hospital is a street at the beginning of which there are three five-story buildings. On the left is a one-story store. Behind the hospital is a three-story school. There is a library in front of the hospital.

The “construction manager,” taking into account the personal characteristics of the children, distributes roles and explains to each participant what and why he will build. For example:Kolya and Alyosha will build a house because they are good at it. Tanya, Lena and Lyuda will build a library because they love to read books...

When the construction is completed, the “construction manager” thanks everyone for their work, and the “architect” evaluates the correctness of the given construction.

"TV"

Equipment : “TV” (screen window or chair with backrest)

Using a counting rhyme, a “TV show host” is selected. The remaining participants - “TV viewers” ​​- are divided into two teams and leave the room.

The teacher invites the child to play the role of the host of the “News” program (“In the world of animals”, “Music on TV”, etc.) When the child is ready, one of the teams of “TV viewers” ​​is invited into the room

The “host” comments on the events that are typical for this TV show.

“TV viewers” ​​must guess the name of the TV program and agree on how they will talk about this program to another group of participants.

A second group of children is invited, and the “TV viewers” ​​pass on information about the program they saw.

This group of children explains to the “presenter” what program the “TV viewers” ​​watched

Then the children change roles and the game resumes.

"Dialogues"

Participants are divided into pairs.

The teacher invites each couple to talk on the topic “My favorite time of year” (“Best day”, “Birthday”, etc.) and remember what the partner said.

Participants communicate for 3-5 minutes.

Then, at a prearranged signal, the conversations stop and the children change pairs. They are given the second task - to tell each other what they heard from previous interlocutors.

Games aimed at development

collaboration skills

"On the Bridge"

Goal: development of communication skills, motor dexterity.

Age: 5-6 years.

Number of players: 2 teams.

Description of the game: an adult invites children to cross the bridge over the abyss. To do this, a bridge is drawn on the floor or on the ground - a strip 30-40 cm wide. According to the condition, two people must walk along the “bridge” at the same time from both sides towards each other, otherwise it will turn over. It is also important not to cross the line, otherwise the player is considered to have fallen into the abyss and is eliminated from the game. The second player is eliminated along with him (because when he was left alone, the bridge turned over). While two children are walking along the “bridge”, the rest are actively “cheering” for them.

Human life and activity are unique processes with many features. A person is born already having certain predispositions, inclinations, and abilities. But in order for his interaction with the outside world and society to be more effective and productive, a person needs to “improve”, “pump up” himself and his personality. And the process of this improvement begins from a very young age, but it never ends, one might say, because, as they say, there is no limit to perfection. In order to form, consolidate and improve personality qualities, a huge number of different methods and practices are used today. But we will talk about perhaps the most popular and effective of them – socio-psychological games.

On this page we will understand what psychological games are in general, what their features are and what they are needed for. We have all heard more than once that there are games for children, for teenagers, for schoolchildren, for students, small, large, role-playing, business. They can be aimed at developing any qualities, at developing communication skills, at unity, etc. Games are held in kindergartens, schools, holiday camps - these are children's games. Games are also held in higher educational institutions, enterprises and large firms, but these are games for adults, which are often included in the program of some trainings and seminars. There are even computer psychological games - they are very popular nowadays, when almost every person has a home computer or laptop. So what is the reason that games have become an integral part of human life and are present in almost every area of ​​it? And what games can and should be used for yourself? We present the answers to these and many other questions to your precious attention.

What is a game?

A game is a type of activity, the motive of which is not the result, but the process itself, where the recreation and assimilation of some experience occurs. Also, play is the main activity of children, through which mental properties, intellectual operations and attitudes towards the surrounding reality are formed, changed and consolidated. The term “game” is also used to refer to programs or sets of items for performing gaming activities.

The study of human psychology and the psychological realities of his life becomes more interesting and effective when carried out through activities of interest to the researcher himself. And such an activity, of course, is play. Experience has shown more than once that socio-psychological games help people to perceive the reality of the psychological aspect of their lives very seriously and deeply.

The functions of gaming activities are as follows:

  • Entertaining - entertains, lifts the mood;
  • Communicative – promotes communication;
  • Self-realization – allows a person to express himself;
  • Game therapy – helps to overcome various difficulties that arise in life;
  • Diagnostic – allows you to identify deviations in development and behavior;
  • Corrective – allows you to make changes to the personality structure;
  • Socialization – makes it possible to include a person in the system of social relations and contributes to his assimilation of social norms.

Main types of psychological games and their features

Games can be business, positional, innovative, organizational-training, training, organizational-thinking, organizational-activity and others. But still, there are several main types of psychological games.

Game shells. In this type of game, the game plot itself is the general background against which developmental, correctional and psychological problems are solved. Such activities contribute to the development of basic mental properties and personality processes, as well as the development of reflection and self-reflection.

Living games. In living games, there is an individual and joint exploration of the gaming space with a group of people, the building of interpersonal relationships within it and the comprehension of personal values. This type of games develops the motivational aspect of a person’s personality, his system of life values, and personal criticality; allows you to independently build your activities and relationships with others; expands ideas about human feelings and experiences.

Drama games. Drama games contribute to the self-determination of their participants in certain situations and the improvement of value and semantic choice. The motivational sphere, the system of life values, readiness to make choices, the ability to set goals, and planning skills develop. Features of reflection and self-reflection are formed.

Project games. Project games influence a person’s mastery and comprehension of instrumental tasks that are associated with the construction of activities, the achievement of specific results and the systematization of the system of business relationships with others. The skills of goal setting, planning and the ability to adapt actions to specific conditions are developed. Self-regulation skills are formed, personal criticism and the ability to relate one’s actions to the actions of other people develop.

The types of psychological games presented above can be used both independently and used in conjunction with others. The descriptions we give are the most general and give only a superficial idea of ​​psychological games.

Now we move on to the most interesting block – the games themselves. Next, we will consider some of the most popular and effective games, and their benefits in human development and life.

The most popular and effective games and their benefits

Karpman-Bern triangle

The Karpman-Byrne triangle is, to be precise, not even really a game. More precisely a game, but an unconscious one. A game that people play without having the slightest idea that they are participating in it. But, due to the fact that this phenomenon exists, it needs to be mentioned.

This triangle is a simplified model of psychological manipulation that occurs in almost all areas of a person’s life: family, friendship, love, work, business, etc. This interconnection of roles that arise in the process of human relationships was described by the American psychotherapist Stephen Karpman, who continues the ideas of his teacher, the American psychologist Eric Berne. This relationship, provided that it develops according to the “pattern” of a given triangle, is in itself destructive and affects the people participating in this triangle exclusively negatively.

Because This is a triangle, it has three sides: the person acting as the victim (“Victim”), the person applying pressure (“Aggressor”) and the person intervening in the situation and wanting to help (“Savior”).

Usually it turns out like this: a problem or a difficult life situation arises between two people. Thus, “Aggressor” and “Victim” appear. The “victim”, looking for a solution to the problem, turns to a third party - a person who becomes the “Savior”. The “Savior”, due to his kindness, knowledge or some other reasons, decides to help and advises something. The “Victim” follows the advice and behaves according to the advice of the “Savior”. As a result, the advice only leads to a worsening of the situation and the “Savior” turns out to be the last one - he becomes the “Victim”, the “Victim” - the “Aggressor”, etc. From time to time, each of us plays the role of one of the sides of the Karpman-Byrne triangle. The triangle itself often becomes the cause of big quarrels, troubles, misfortunes, etc.

So that you can get acquainted with the Karpman-Bern triangle in detail, find out its features and see visual examples that are relevant to our everyday life, you can visit Wikipedia.

Now we move directly to games that have a very serious psychological aspect. These games are deliberately organized by people both with the goal of winning/winning, and with the goal of having a certain impact on a person’s personality. Organization and participation in these games give a person the opportunity to delve deeper into the essence of his relationships with himself and the people around him. The first game that we should consider as psychological is the game "Mafia"

"Mafia"

"Mafia" is a verbal role-playing game created in 1986 by Moscow State University student Dmitry Davydov. It is recommended for people over 13 years of age to play it. Optimal number of players: from 8 to 16. The process simulates the struggle of a smaller organized group with a larger unorganized one. According to the plot, city residents, tired of the activities of the mafia, decide to put all representatives of the criminal world in prison. In response to this, the bandits declare war on the townspeople.

At the beginning, the presenter distributes to the participants one card each, which determines their affiliation with the mafia or townspeople. The game takes place “day” and “night”. The mafia is active at night, the townspeople are active during the day. In the process of alternating the time of day, the mafiosi and city residents each conduct their own activities, during which there are fewer and fewer players on each team. Information about events guides all further actions of participants. The game is considered over when one of the teams wins completely, i.e. when either all the townspeople are “killed” or all the bandits are “imprisoned”. If there are very few players, then the game turns out to be too short, but if there are more players than necessary, turmoil and confusion arises, and the game loses its meaning.

The Mafia game is, first of all, based on communication: discussions, disputes, establishing contacts, etc., which brings it as close as possible to real life. After all, in the game all the traits and properties of the human personality are used and manifested. The psychological aspect of the game is such that in order to successfully interact with others, a person must try to use and develop his acting abilities, the gift of persuasion, leadership, and deduction. “Mafia” perfectly develops analytical thinking, intuition, logic, memory, intelligence, theatricality, social influence, team interaction and many other important qualities in life. The main psychology of this game is which team will win. After all, one team is mafiosi who know each other, but are in no way inclined to play at a loss and, moreover, have the opportunity to eliminate the townspeople. And the second team is civilians, unfamiliar with each other, who can act most effectively only by interacting with the mafia. "Mafia" contains enormous potential and brings great pleasure intellectually and aesthetically.

Details of the game “Mafia”, its rules, strategic and tactical features and many other detailed and interesting information related to it can be found on Wikipedia.

"Poker"

Poker is a world famous card game. Its goal is to win bets by collecting the most profitable combination of four or five cards or by making all participants stop participating. All cards in the game are either completely or partially covered. The specifics of the rules may vary depending on the type of poker. But all types have in common the presence of trading and gaming combinations.

To play poker, decks of 32, 36 or 54 cards are used. Optimal number of players: from 2 to 10 at one table. The highest card is the Ace, then the King, Queen, etc. Sometimes the low card may be an ace, depending on the card combination. Different types of poker consist of different numbers of streets - betting rounds. Each street begins with a new distribution. Once the cards are dealt, any player can place a bet or leave the game. The winner is the one whose combination of five cards turns out to be the best, or the one who can displace other players and remain alone until the cards are revealed.

The psychological aspect of poker is very important because... plays a serious role in the tactics and strategy of the game. The moves players make are based largely on their skills, habits and perceptions. Thus, player styles are based on a certain psychological basis and are a reflection of the desires and fears of people, the understanding of which gives some players an advantage over others. Also, a player's style is an excellent reflection of his character traits. After all, any personal characteristic, as is known, influences a person’s behavior and, consequently, his behavior in the game and the decisions he makes in certain game conditions. Of course, poker is a game of chance played for money. And without gaming skills, a person risks finding himself in an unenviable situation. But if you play poker without bets for the sake of training, for example, with friends, then it will be an excellent way to develop and hone such qualities as intuition, logical thinking, the ability to “read” people and mask your intentions, psychological stability, endurance, cunning, attentiveness , memory and many others. It should be noted that playing poker, among other things, develops self-control, tactical and strategic thinking, as well as the ability to understand the motives of other people. And we so often need these qualities in our everyday life.

Details of the game of Poker, rules, strategies and other interesting details can be found on Wikipedia.

"Dixit"

Dixit is an association board game. Consists of 84 illustrated cards. It can be played by 3 to 6 people. At the beginning, each player receives 6 cards. Everyone takes turns. One of the game participants is declared the Storyteller. He takes one card and places it in front of him so that the picture is not visible. Then he must describe it with a word, phrase, sound, facial expression or gesture that he associates with the picture. Others do not see the card, but among their cards they look for the one that most matches the Storyteller’s description, and also lay it out on the table face down. After that, all these cards are shuffled and laid out in a row, and the players, using tokens with numbers, must guess the card that the Storyteller originally described. Next, the players reveal all the cards and count the points. The player who guessed the card moves his chip forward. When all the cards are gone, the game is over. The one with the most points wins.

The game “Dixit” has a number of features, one of which is that the associations should not be very simple, not very complex, because then the card will be very easy or very difficult to guess. The game itself is an excellent means for developing analytical and associative thinking, intuition, imagination, intelligence and other qualities. During the game, participants learn to feel other people, understand them without words and explain them in the same way. We can say that, among other things, effective nonverbal communication skills are also formed. The game is very interesting and always takes place in a positive, friendly atmosphere.

You can find out more about the game “Dixit” and some of its features on Wikipedia.

"Imaginarium"

"Imaginarium" is an analogue of the game "Dixit". It also requires selecting associations for pictures with different meanings. The rules of the game are the same as in “Dixit”: one player (Storyteller) chooses a card and describes it using associations. The remaining players choose one of the most suitable cards from among their own and place them face down on the table. Afterwards, all the cards are shuffled and the player begins to guess them.

The game “Imaginarium” is in no way inferior to its prototype and has an extremely beneficial effect on the development of many qualities of the human personality, namely: it develops intelligence, analytical thinking, intuition, imagination, and fantasy. The game activates creativity, the ability to intuitively understand others, and in every possible way helps to improve communication abilities and increase the effectiveness of communication.

You can get acquainted with a more detailed description of the game “Imaginarium” on the Mosigra website.

"Activity"

"Activity" is a collective associative game in which you need to explain the words written on the cards. There are a total of 440 cards in the game with six tasks on each. The standard set is designed for people over 12 years old. But there are options “For children” and “For kids”. The minimum number of players is two. The maximum is practically unlimited. You can explain words using facial expressions, drawings or synonymous words. To explain what is hidden, you have only one minute. There are individual tasks, and there are general ones. Players must move pieces around the game map. The team that reaches the finish line first wins. You can also choose more complex or simpler tasks during the process. More points are awarded for a more difficult task.

The game "Activity" is perfect for relaxing and having fun and is a great way to lift your spirits. "Activity" develops strategic thinking, intelligence, imagination, teamwork, intuition, and analytical skills. The game helps to unlock potential and gives each person the opportunity to express themselves from completely different sides. And many tactical options and behavioral options contribute to this even more. Both children and adults will get a lot of pleasure and positive emotions from this game.

"Monopoly"

Monopoly is one of the most famous educational board games in the world. Game genre: economic strategy. Minimum number of players: two. The essence of the game is to achieve economic stability for yourself and bankruptcy for other players using starting capital. The starting amount is the same for each player. Players take turns making moves around the playing field by rolling the dice. The one who earns the most money wins. The game ends when someone goes completely broke or when the ATM stops dispensing cash notes and luck cards.

The game "Monopoly" has remained popular among a huge number of people for many years. Firstly, it perfectly lifts your spirits and gives you a lot of positive emotions. Secondly, the game forms a culture of communication, thanks to the close interaction of participants with each other. Thirdly, during the game the inclinations of entrepreneurship and financial literacy are developed, mathematical knowledge, logical and strategic thinking, and a sense of tactics are improved. It is also important that the game “Monopoly” trains memory, develops attention, and also reveals leadership abilities, independence, responsibility and a person’s desire to be the master of his own life. In addition to this, qualities such as the ability to wait, patience, perseverance, and calm are developed.

You can find out more information about the game Monopoly on Wikipedia.

Other games

The games we briefly mentioned are by no means the only ones of their kind, but they can safely be called worthy examples of some of the best psychological games. The direction and form of psychological games can be completely different. The main thing is to find the most interesting game for yourself and just start playing it. Better yet, try all the games. This, at the same time, will have a positive impact on many of your personal characteristics, and will help you decide which type of games is most suitable for you personally.

As an addition, there are a few more games that you can master. This is a wonderful game “Telepathy”, the main focus of which is self-knowledge, self-awareness and the development of one’s hidden abilities. There is a wonderful game for developing listening skills and attentiveness called “The Lost Storyteller.” By the way, it also affects interpersonal relationships. A good game for trust and mutual understanding is “Coin”. It also involves close interaction between the participants, which allows them to deeply explore each other’s psychological characteristics. The category of similar games can also include the games “Homeostat”, “Docking”, “Rank”, “Choice” and others. You can easily find information about these and many other interesting psychological games on the Internet. By the way, about the Internet: today a large number of very interesting computer and online games have been developed that have a pronounced psychological orientation. You can find such games in computer stores or download them from the Internet. Good games installed on your home computer will always contribute to a more relaxed and friendly atmosphere in your home. You can always take a break from your daily routine by playing, for example, online Monopoly. And your children will find it interesting and fun to watch you play and participate in the process themselves. Naturally, there are educational online games for children, which are a pleasure to play. Search the Internet for something suitable, and you will definitely find a worthwhile option for yourself and your loved ones.

Games as a way of effective psychological influence, as mentioned earlier, have found application in a variety of areas of human activity. A person begins to play from a very young age - at home with his parents, in kindergarten with other children. Then we encounter different games in junior and senior school, college, and university. In adult life, we are also surrounded by games, but these are already games for adults. With the help of such games, people striving for success and self-improvement develop their strong qualities and work on their weak ones. And this actually makes them stronger and more developed individuals, increases their efficiency and effectiveness, makes interaction with the outside world and themselves deeper and more harmonious.

You shouldn’t neglect this method of self-development either. Play games, change them, invent your own. Take games into your “arms” and make them a part of your life. This way you can always be in the process of development. And the process of personal growth itself will never bore you and will continue to remain interesting and exciting.

We wish you success on the path of self-improvement and studying human psychology!

Psychological games for preschool children

How to identify a leader?


"Do it once, do it twice."

The presenter says that on his command, all children must simultaneously do some action. On the command “do it once,” they raise their hands up and hold them until one of them says to lower their hands. At the leader’s command “do two,” the players begin to run around the chairs. When one of the players gives the command, they must sit down at the same time. Those children who gave commands to lower the chairs and sit down are most likely leaders, especially if it was the same person.

Who cares

This game is intended for children of primary school age.She will teach you to take the role of a leader seriously and responsibly.

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

"We are going to walk"

A game intended for preschoolers and primary schoolchildren, will teach children to convince others, and not to impose their own opinion.

The presenter says: “We are going for a walk in the forest. Let everyone tell their neighbor on the right what they need to take with them, and explain why this particular thing will be needed on a forest walk.”

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

If the player tries to convince his neighbor of the need to take this or that object and comes up with incredible reasons and gives various arguments, he must definitely take it.

It is better if, while two people are talking, others 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.

Search for "treasure"

The presenter takes some small thing and hides it in the room. All players except one must 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 leader and other players begin to tell him where the object is with hints and tips. During the search, the seeker will definitely show some emotions, for example, impatience, joy, resentment, etc. The task of the presenter is to monitor these emotions and then evaluate them using a point system. The less emotion the player showed, the more points he will receive. And, accordingly, on the contrary, the more emotional the player was, the fewer points he receives.

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

Every player must pass this “test”. Of course, the object to be found must be hidden in different places each time. The game progresses in exactly the same way: one searches for a hidden object, and 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.

“If you like it, then do it!”

Children stand in a circle, one of them shows any movement, saying the first words of the song “If you like it, then do it like this...”, the rest of the children repeat the movement, continuing the song: “If you like it, then show it to others, if you like it, then do it this way...” Then the next child shows his movement, and so on until the circle is completed.

"I'm throwing you the ball."

To relax and lift your spirits, you can offer a game with a ball. In a circle, everyone will throw the ball to each other, calling the name of the person to whom they are throwing it, and saying the words: “I am throwing you a flower (candy, elephant, etc.).” The one to whom the ball was thrown must respond with dignity.

"Broken phone"

Participants take turns passing proverbs to each other, which the presenter calls into the ears of those sitting at both ends. Then each of them reports a proverb that was transmitted to him from the other end.

There is no such person who can live forever without sin

Every untruth is a sin

You can't escape fate

Risk is a noble cause

If you make money, you will live without need

When money talks, truth is silent

And steal wisely - trouble cannot be avoided

Once you steal, you become a thief forever

Who is stronger is right

Whoever you hang out with, that's how you'll gain

A smart lie is better than a stupid truth

If he ran away, he was right, but if he got caught, he was guilty.

Game "Understand Me"

At the same time, all participants pronounce their word loudly, and the driver repeats all the words that were heard.

Method “Your name”

Participants stand in a circle, and one, passing the ball to a neighbor, says his full name. The task of others is to name, passing the ball around the circle, as many variations of his name as possible (for example, Katya, Katyusha, Katerina, Katenka, Katyushka, Ekaterina). The task is repeated for each participant. Then everyone shares how they felt when they heard their name.

Game "Freeze"

At the leader’s signal, all children should freeze in the position they were in at the moment of the signal. The one who moves loses: he is taken by the dragon or he is eliminated from the game.

Game "Repeat after me"

For any counting rhyme, the presenter rhythmically performs simple movements, for example, clapping his hands, knees, stomping his feet, nodding his head. The children repeat his movements. Unexpectedly for them, the leader changes the movement, and the one who did not notice this in time and did not change the movement is eliminated from the game.

Memory development in children


" Funny drawings."

The game is intended for preschool children and trains memory for the names of objects. On five sheets of paper you need to draw funny non-existent objects - fruits, vegetables, animals, etc. Each item has an unusual name. Then the children are shown the drawings and told the names of each of them, having previously been warned that they need to be remembered. Then the drawings are removed, and after a few seconds they are shown again, and the children guess their names. If you play with one child, then he will simply have to guess as many objects as possible. If there are several, arrange a competition, awarding one point for each item guessed or giving a reward. If the players are very small, you need to come up with a simpler name and make fewer cards with pictures.

Game “Describe from memory”

The presenter shows the doll to the children for a short time, and then they must answer questions from memory: what kind of hair the doll has, what kind of dress, what kind of eyes, whether there were bows, shoes, socks, whether she is standing or sitting, etc.

A game. "Find the picture"

The presenter shows the children a picture for a short time (counting to five), and then asks them to choose the one they were shown from a set of similar pictures.

Game "What has changed?"

The presenter places three to seven toys in front of the children and lets them look at them for a few seconds. Then he asks the children to turn away and swaps several toys. Turning and looking at the toys, the children must say what has changed.

Development of thinking in children

Game "Fourth wheel"

Each child is given 4 cards. It is necessary to cover with a white card the image that does not fit with the others.

Game "Collect a flower"

Each child is given a round card - the middle of the future flower (one - a dress, the second - an elephant, the third - a bee, etc.) - Then the game is played in the same way as in lotto: the leader hands out cards with images of various objects. Each participant must collect a flower from cards, the petals of which depict objects related to the same concept (clothing, animals, insects, etc.).

Game "Sequential Pictures"

Stories in pictures are cut into separate cards and mixed. Children must arrange them in the correct sequence to make a meaningful story.

Development of creative abilities

Game "Magnetic Mosaic"

The game consists of various geometric shapes on a magnetic base. Children compete to see who can put together the most different items from their set. These could be houses, cars, trains, tables, chairs, etc.

Game “What in the World Doesn’t Happen”

Children must invent and draw something that does not exist in the world. After the children tell about what they have drawn, they discuss whether it really does not occur in life.

Game "Wonderful Forest"

Several trees are drawn on a large sheet of paper and, in several other places, small vague figures and lines. Now you can start creating the forest. It is necessary to complete all unfinished images (each child completes his own figurine), turning them into anything: butterflies, birds, flowers, trees, people - and even into something that does not exist in reality: unprecedented plants, animals, aliens.

After finishing drawing, the children try to unravel each other's drawings and together make up a story about one of the inhabitants of the wonderful forest. You can also draw “Wonderful Sea*, “Wonderful Meadow”, “Wonderful Park”, etc. It is only important that the drawings include pre-prepared figures.

Communication games

Game "Newspaper"

A sheet of newspaper is placed on the floor. Four children must stand on it. Next, the newspaper is folded in half, and the children should again fit on it. The newspaper folds and shrinks until it can fit four children. (To do this, you need to hug, thus reducing the physical distance.)

Exercise "Current"

Children stand in a circle, holding hands, and pass the “current” around the circle (in a chain, one after another shaking the hand of the person standing on the right).

Game "Wish"

Children sit in a circle and, throwing a ball to each other, say good wishes.

Exercise “Tension-relaxation”

Children sit on the floor, bend their knees, chin to knees, hands hugging knees - tension. Relaxation is a free pose.

After the exercises have been completed, the children discuss what they felt and what their sensations were. For example, with tension: “I realized that if I clench, I feel unpleasant, I feel small, insignificant, prickly, I want to hit someone,” etc. With relaxation: “I realized that if I relax, I feel pleasant, warm, I’m in a good mood, I’m kind, I don’t want to offend anyone,” etc.

Children sit in a circle. Everyone covers their eyes with blindfolds. The presenter transfers several people. Then the one whom the leader touches with his hand says the words: “I am here.” Everyone must guess whose voice it is.

"Evaluate the action"

The leader informs the children of the conflict situation. The situation is staged by the children, after which they, with the help of the facilitator, determine which norm of behavior was violated. Next, the sketch, which reflects one or another negative character trait of a particular child, should be repeated so that it shows a model of desirable behavior in the same situation. (In classes with children who are characterized by excessive shyness, selfishness, stubbornness, greed, pretense, cowardice, a tendency to sneak, etc., who know moral precepts, but do not follow them, the emphasis is on the children’s emotional awareness of the negative traits of their character).


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