Entertainment for younger students. Competitive program for children of primary school age. Letter to the future

  • 13.11.2019

NONSENSE
Two players, secretly from other players, agree on a topic on which they will communicate non-verbally. They start a conversation. Eyewitnesses, having guessed what is at stake, are connected to the conversation. When everyone is involved in the game, they begin to find out the subject of communication from the last person who connected - who understood the topic of the conversation and what information he transmitted himself.

WALKED ON THE STREET
All players are assigned numbers. No. 1 starts: “Walking down the street 4 crocodile”, No. 4 answers: “Why 4?, No. 1: “How much?”, No. 4: “A 8”. ", No. 4: "How much?", No. 8: "A 5!"

GROUPED BANANA
Children sit in a circle. Everyone has something hidden under their shirt. One of the children is trying to guess by touch what is there. The game becomes more interesting if the rule applies: do not immediately name the guessed objects, but feel everything that is hidden and only then name what is hidden from someone.
played out.

BEARD.
Representatives from the teams or their captains are called. The facilitator invites them in turn to start telling the first line of the joke. If one of those present in the hall can continue the joke, a "beard" is attached to the player. Whoever has the fewest wins.

GOOD MOOD.
Starting from the neighbor, on the right, we say a compliment along the chain, always with a smile, and especially cheerful ones can make attractive faces.

GAMES FOR REVEALING THE LEADER.
To do this, the guys are divided into two or three teams equal in number of participants. Each team chooses a name for itself. The leader offers conditions: "Now the commands will be executed after I command" Start! "The team that completes the task faster and more accurately will be considered the winner." In this way, you will create a spirit of competition, which is very important for the guys.
So, the first task. Now each team should say a single word in unison. "Begin!"
In order to complete this task, it is necessary for all team members to agree somehow. It is these functions that a person striving for leadership takes on.
Second task. Here it is necessary that half the team quickly get up without agreeing on anything. "Begin!"
Third task. Now all the teams are flying in a spaceship to Mars, but in order to fly, we need to organize the crews as quickly as possible. The crew includes: captain, navigator, passengers and "hare". So who's faster?!
Usually, the leader again takes on the functions of the organizer, but the distribution of roles often occurs in such a way that the leader chooses the role of a "hare" for himself. This can be explained by his desire to transfer the responsibility of the commander to the shoulders of someone else.
Task four. We flew to Mars and we need to somehow accommodate in a Martian hotel, and there is only a triple room, two double rooms and one single room. You need to distribute as quickly as possible who will live in which room. "Begin!"
After playing this game, you can see the presence and composition of microgroups in your team. Single rooms usually go to either hidden, unidentified leaders or "outcasts".
The proposed number of rooms and rooms in them is made for a team consisting of 8 participants. If there are more or fewer participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single.

CLOWN.
To conduct this game, you need to split into 2-3 teams and prepare 2-3 boxes of matches. More precisely, not the whole box is needed, but only its upper part. The inner, retractable part, together with the matches, can be set aside.
In order to start the game, all teams line up in a column, the first person puts the box on his nose. The essence of the game is to pass this box from nose to nose as quickly as possible to all members of your team, while hands should be behind your back. If someone's boxes fell, the team starts the procedure again.
Accordingly, the winning team is the one that completes the transmission of the box faster.
There will be no lack of laughter in this game!

APPLE.
This game again involves the transfer of an item by two or more teams. This object will be an apple, and you will need to hold it, holding it between your chin and neck. Hands behind your back, so ... Let's start!
If you don't have an apple on hand, you might as well use an orange or a tennis ball.

SANDAL.
For this game, you need to organize at least three teams. Teams line up in columns located on the same line, having previously taken off their shoes. After the teams line up, the counselor collects all the children's shoes, dumps them in a pile and mixes them up. The leaders are given instructions: "This is a small fun relay race. Now, in turn, each of the participants must run up to this pile, put on their shoes and run to their team in shoes, passing the baton to the next one. Those who know how to put on shoes quickly win!"

TOUCAN.
Toucan is a fish that fishermen often dry by stringing on long ropes. Now we, like a toucan, will "string" on a long, about 15 m long rope, at one end of which a pine cone is tied. All members of the team must pass this bump through all the clothes from top to bottom, passing the bump to each other in turn. Naturally, the winning team is the one whose last member is the first of all the teams to pull out a pine cone with fifteen meters of rope tied to it from a trouser leg.

SNOWBALL.
This game is best played on the "light of acquaintance", when the guys are sitting in a large close circle. The leader must start the game by saying his name. The one sitting to his left should call the name of the leader and his own. The next one further clockwise will have to name the two previous names, his own, and so on in a circle. Again, the counselor should finish, calling the whole detachment by name. The task is difficult, but real and feasible. Try it - success is guaranteed.

MATHS.
Children sit in a circle. The counselor gives the task: "Let's start counting in a circle. The one who has a number that is a multiple of three says his name instead of a number."
This game can be used to develop memory and attention. Play around and you will see that this is true.

ROPE.
To play this game, take a rope and tie its ends so that a ring is formed. (The length of the rope depends on the number of children participating in the game.)
The guys stand in a circle and take the rope with both hands, which is inside the circle. Assignment: "Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle." First, there is a pause and complete inactivity of the guys, then one of the participants offers some kind of solution: for example, to pay off and then build a triangle by serial numbers, and then directs the actions.

CARABAS.
The next similar game will be the game "Karabas". To conduct the game, children are seated in a circle, a counselor sits with them, who offers the conditions for the game: “Guys, you all know the tale of Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word "KA-RA-BAS" and I will show a certain number of fingers on outstretched hands. And you will have to, without agreeing, get up from the chairs, and as many people as I show my fingers. This game develops attention and speed of reaction. "
This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys.
Most often, more sociable, striving for leadership guys get up. Those who get up later, at the end of the game, are less determined. There are those who first get up and then sit down. They make up the "happy" group. The group of the detachment that does not stand up at all is non-initiative.
It is recommended to repeat the game 4-5 times.

The practice of this game shows that usually these functions are taken over by the leaders.
The game can be continued, complicating the task, and invite the guys to build a square, a star, a hexagon.

LARGE FAMILY PHOTO.
This game is best played during the organizational period to identify the leader, as well as in the middle of the shift, and used as visual material in your team.
It is proposed that the guys imagine that they are all a big family and everyone needs to be photographed together for a family album. You must select a "photographer". He should arrange the whole family for photographing. The "grandfather" is chosen first from the family; he can also participate in the arrangement of the members of the "family". No more settings are given for children, they must decide for themselves who to be and where to stand. And you wait and watch this entertaining picture. The role of "photographer" and "grandfather" is usually taken by guys striving for leadership. But, however, elements of leadership and other "family members" are not excluded. It will be very interesting for you to observe the distribution of roles, activity-passivity in choosing a location.
This game, played in the middle of the shift, can open up new leaders for you and reveal the like-dislike system in groups. After the distribution of roles and arrangement of "family members", the "photographer" counts up to three. On the count of "three!" everyone together and very loudly shout "cheese" and make a simultaneous clap of their hands.

RELAY IN THE BUS.
Pass a cardboard with a pencil down each row, and each participant must write a four to five letter word on the cardboard thrown down his row. The calculation takes into account the number of letters and time.

WHAT I SAW.
This game is about attention. In it, the guys must count the number of illogical judgments in the poem that the counselor will read:
I saw a lake on fire
A dog in trousers on a horse
On the house a hat instead of a roof,
Cats that are caught by mice.
I saw a duck and a fox
That a plow plows a meadow in the forest,
Like a teddy bear measured shoes
And like a fool he believed everything.
(S.Ya. Marshak)

Or:
Because of the forest, because of the mountains
Grandpa Yegor was driving.
He is piebald on a cart,
On an oak horse
He is girded with a club,
Leaning on the sash
Boots for stirrup,
Jacket on bare feet.

Or:
The village was passing by a peasant,
And from under the dog the gate barks,
The horse grabbed the whip
Whipping a man
black cow
He leads the girl by the horns.
(K.S. Stanislavsky)

CHRYCHALKA "PETKI - VASKI".
The counselor plays the role of a leader, and the guys are divided into two teams: one - "Petka", the other - "Vaska". Further, all together on the motive of "Smuglyanka":
On a sunny meadow
There is a green house.
And on the porch of the house

A cheerful gnome is sitting.
Further, the counselor shouts: "What is your name, gnome?" and points to one of the teams, which answers with a tongue twister as loudly as possible.
"Pets":
Pe-e-tka! I have a shirt in glue-e-tku!
I came to you, de-e-tki,
To eat candy-e-tku!
"Vaska":
Wow! I have pants in the go-o-shku!
I came from a fairy tale
Because I'm good!
All this is carried out several times, the counselor points to one or the other team, and at the end of the game - to both teams at once, and one of them must shout over the other.

CHRYCHALKA "ABROAD".
These chants have a large number of options. Their peculiarity is that they mean absolutely nothing and thus like children.
"Ricesiki"
It's very simple: the children repeat after the leader who sings:
Ltd!
Calabamba la-oh!
Osiki-risrsiki-risosiki-risbamba!
Oh, I eat bananas!
"Balami"
After each line sung by the counselor, the children shout: "Hey!".
Bala-bala-mi - hey!
Chika-chika-chi - hey!
Chi-hey!
Chi-hey!
Chick-chirp-chick-hey!
Together with the guys, you can come up with your own squad chant, under which, for example, you will get together.

NAME YOU.
Everyone stands in a circle with their arms outstretched in front of them. The starter of the game throws the ball through the center of the circle to one of the participants and at the same time calls his name. After the throw, he lowers his arms. After the ball goes around everyone, and everyone lowers their hands, the game begins in the second round. Each of the participants throws the ball to the person to whom he threw it for the first time, and again calls his name.
The third round of this game is somewhat modified. Again, everyone stands in a circle with outstretched arms, but now the participant who threw the ball must say his name, the one who caught the ball does the same, etc.
After conducting this game (it takes 10-15 minutes to conduct it), it is quite possible to remember up to 20 names.

COMPETITION OF FANS.
Acting Competition
Picture:
fans of the team that loses the decisive match.

team fans arguing among themselves in the stands.

COMPETITION
From the name VALENTINA, make new names. Time for the contest is 1 minute. Spectators are also divided into two teams, and when the contestants run out of their names, they help with their own.

RIFM COMPETITION.
A word is spoken from the audience, the player must quickly come up with a rhyme.

fans of the winning team.

SAILOR.
The interior of the bus is divided into two teams. "A competition is announced for the best crew of a ship. For this we need to know a lot of songs. Which team will sing them the most, that one will be the winner! But the main thing is that the song should contain words about the sea, sailors, sea ships." This game is very variable and its conditions depend on your imagination. These may be songs about Moscow, there may be songs in which there are numbers: "a million, a million, a million scarlet roses"; "... the girl from apartment 45"; "... once a word, two words ..."
A more difficult version of this game would be a Q&A game, where the team takes turns taking a question from one song and an answer from another.
"What are you standing, swinging? .."
"... Shakes, shakes the wave of the sea."
It is possible that one team asks a question in song form, and the second, again, chooses an answer from the text of a hundred songs.

COMPETITION TRAP.
The competition is held without announcement immediately after the release of the teams. A girl passes in front of the teams and, as if by chance, drops her handkerchief (approximately in the middle between the teams). The team that guesses to pick up the handkerchief and politely returns it to the girl wins. After that, it is announced that this was the first competition.

DRAWING THE ROPE.
Teams pull a rope with a central ribbon. The team wins, pulls the rivals to its own half (to determine the half in the middle of the room, a line is drawn with chalk on the floor).

COMPETITION "CHAIN".
Very quickly name food items that are often used in everyday life along the chain. Other thread topics are possible.

COMPLIMENT CONTEST.
A girl is invited to the middle of the hall. The teams alternately compliment the girl without repeating themselves. The team with the most compliments wins.

PARTS COMPETITION.
In one minute, compose a ditty with your name and sing it.

ARTISTIC.
Stage the fairy tale "Ryaba the Hen" if she:
1) comedy
2) melodrama

TWINS.
Two people per team. Hugging each other by the waist, with your free hands, you must first untie and remove the laces from the shoes, and then, on command, lace them up and tie a bow

"Catch the Sparrow".
Children become in a circle, choose "sparrow", "cat". "Sparrow" in the circle, "cat" - behind the circle. She tries to run into the circle, to catch the "sparrow". Children are not allowed

"TAKE THE HOUSE".
Children are divided into pairs, hold hands - these are houses. A group of children are birds, there are more of them than houses. The birds are flying. "It's raining", the birds occupy the houses. Those who do not have enough houses are eliminated from the game, and then they change with children - "houses".

"SPAROW, CHIP!"

One child sits on a chair, with his back to the children. The presenter chooses a "sparrow", who comes up behind the sitting one, puts his hands on his shoulders. He says: "Sparrow, chirp!" "Sparrow" chirps: "Chick-tweet!" The person sitting guesses who it is.

"Visiting the Queen of the Game"
dance and entertainment program

The game:
Hello friends!
I welcome you as my guest. We will have fun, play, dance.
We just don't care about all the bored people. After all, I am the Queen of the Game!
Because they just won't.
Today we have an unusual and new program.
Have fun, relax and take part in everything that you will see now.

And for that, I need your arms and legs.
Clap, stomp, whistle, dance, squat - in general, express your emotions.

1. Dance - game "Forward 4 steps"
The dance game is simple and unpretentious, its essence is that the melody from the slow speeds up every time. We dance in a circle, holding hands.
Forward 4 steps, back 4 steps (repeat 2 times)
Everyone clapped their hands
Everyone stomped their feet
And they circled.

Guys, can we go a little faster? (And we repeat everything over again)

(Loud sobs and terrifying roars are heard backstage)
Aaa-aa-aa, I don’t want to, I won’t, I’m bored, I’ll leave you, I’ll run away to another kingdom-state.

The game:
What else is this?
(Walks around the hall, looking around, then moves back, not seeing Princess Nesmeyana.)

Nesmeyana (a modernly dressed girl), looking around in fright, also moves with her back to the Game. Collision.

Together:
Who are you?

The game:
I'm game. Don't you know who was screaming and crying so heart-rendingly here?

Nesmeyana:
It was me crying. And my name is Princess Nesmennaya.

The game:
What kind of princess are you? Ordinary girl. And if you're in a bad mood, then let's play with us. You'll see how fun it will be.

Nesmeyana: (proudly)
I don't like it! And I am a real princess, albeit a modern one!
And here is my first order! (points to the inscriptions hung around the hall)
"Do not shout!
Keep quiet!
Don't stomp!
Don't sing!
Don't dance!

Game: (whispers)
What to do?
Though the princess is harmful, but the girl is real. It's a pity for her. We'll have to amuse her whims. Guys, let's show how we can play.
(loudly) Nesmeyana, but can you play?

Nesmeyana: (thinking favorably)
Play!

2. "Kapitoshka".
We inflate small into which we pour some water. While the music is playing, the guys are thrown with these caps in a circle. Whoever drops the capitol sits inside the circle. At the end of the "punished" perform a phantom of the princess or the leader.

Nesmeyana:
Bad game. Boring. Only small children play such games, and I am already big, (crying again)

Nesmeyana: (to the guys)
Yes, it didn't work the first time. And something I no longer want to indulge her whims and stupid orders.
(Nesmeyane)
Don't dance! Yes, how is it possible!
(approaches and removes the preposition “not” from the inscription)
Here! Another thing! What is written, then do it! Dance!
And if you want, continue to miss.

3. If a friend came to you ...
To the well-known motive "If you like it, then do it ...".
Movements:

shaking hands with each other in a circle,

greet, shaking palm on palm,
greet noses like in Africa
etc. according to your imagination.
Let's sing:
If a friend came to you, then do this (show the movement) - 2p.
If a friend comes to you, it's very good!
If a friend came to you, then do this (show movement)

On a win we say:
After all, when a friend comes to you, it's great! Smile at him - like this (Show) and hug him tightly! (hugs)

Nesmeyana: (sings the finished melody and dances)
Still a bad dance. I won't be friends with you!

The game:
Don't be friends! And we will play, and ... (approaches and removes the pretext "not" from the inscription "do not shout")
Now let's check which of you is louder:

screaming,
whistle,

stomping,
clapping,

laughs.

squeals

At my command, the boys do everything first, then the girls.

4. Who is louder

The game:
And we will make noise too! (removes another pretext from the inscription "Do not make noise")
Now we will line up with a snake: one team of girls, the other team of boys. To the music, making dance moves, we will pass under the bar, which will fall lower and lower. Let's see who is the most flexible and agile.

5. Pass under the bar.

Nesmeyana:
It is not royal business to stand aside. I also know one game. It's called "Pass the Item"

6. Pass the item
While the music is playing, we pass the object, the music stops abruptly and the one whose object sits in the inner circle

The game:
Nesmeyana, what to do with the guys who are standing in a circle?

Nesmeyana:
Like what? Cut off their heads! Yes, I joked. They will now dance the “dance of little ducklings”, but not standing, but sitting. The guys will help them.

7. Dancing little ducklings

Nesmeyana:
I myself did not notice how much fun and funny I felt. And let's dance some more. I think I will succeed, because every modern girl should be able to dance, even if she is a princess!

8. Disco

You can beautifully complete the holiday by launching flying sky lanterns into the sky. You can buy them in our ! Send a real symbol of love, friendship and hope into the sky - a sky lantern!

The scenario of the light "Dating" in the summer camp

Scenario of a spark that takes place during the organizational period in the camp

The purpose of the first light is to get to know each other better. The most important thing here is to create an atmosphere of trust, on the first evening it is good to establish a future tradition: not everyone spends the evening on their own, but all together. The sincere tone of the conversation, songs, and legends will help in this. The first night of camp is easy, because friendships that don't form push kids to pay close attention to everything you say and do. But at the same time, it is difficult, because the children are divided and internally clamped.

Usually, at the first light, the leader talks about the traditions of the camp, about its history, about what awaits the guys in the new shift (the story should be laid-back, informal, personal-colored; it’s good if it contains some memories, jokes, legends) , sings evening songs, offers to play a few games to relieve stress, or asks the guys to talk about their lives, interests and hobbies. The counselor draws attention to the fact that the boys and girls sit alternately, so that the seats are comfortable for everyone and that everyone can be seen by the whole detachment. Leaders should not sit side by side so that the children's attention is not focused on one side of the circle. It is better if they "break" the circle into equal parts. It’s good if the counselor or the guys from the ship’s crew know how to play the guitar or know good songs, the guitar and the right to sing are passed around (it’s good when the song arises by itself, for example, the counselor can sing some songs based on the context of the general conversation). Undoubtedly, it depends on how and what the counselor says whether the first intimate conversation will turn out, whether the guys want to “open up” to people who are still completely strangers to them. The counselor, of course, should have a lot of "blanks" for the evening light. Fully finished script it can’t be here, and the plots of the light vary depending on the general mood and conversation. The most important thing is to "bring" the guys to a casual conversation.

In order not to reduce the dating evening to “pulling” information from children, you should use the following forms of work.

Starfall

Stars with questions are prepared in advance. The first counselor invites the children to close their eyes and imagine that there is a starfall in the sky, at this time the second counselor lays out one star in front of each child. Children open their eyes, take their stars and take turns answering the questions. If someone wants to answer a question that is not their own, let them express their opinion. Questions might be:

What does the word "friend" mean to you?

Where do you see yourself in twenty years?

What is your main goal in life?

What is your character?

What is your favorite subject at school?

Do you have a lot of friends?

Do you quarrel with your parents and why?

What is your favorite song?

What qualities do you value most in a person?

What do you like to do in free time?

Do you often quarrel?

Can you draw?

What games do you like to play?

What people do you consider your best friends?

What do you love the most?

Who would you like to be like?

What is the scariest thing in your life?

What is perfect rest for you?

Is it easy to piss you off?

Are you a happy person? Why?

Are you confident?

Are you a sociable person?

What can make you happy?

Can you cry easily?

Do you soon forget if you offended someone?

Can you empathize with people?

Do you have restlessness in your heart? Because of which?

Are you afraid of the dark?

What dreams do you have most often?

How do you understand the expression "feel in seventh heaven"?

Do you like performing on stage?

What would you like to learn?

Do you believe in horoscopes?

What is grief for you?

What is your favorite sport?

Would you like to fly like a bird?

Do you like looking at the night sky?

What could you not do without in life?

Do you agree with the expression that everything in life should be tried?

Are you quick to forgive people who hurt you?

Do you believe in love at first sight?

Are you a lucky person?

Do you prefer giving gifts or receiving?

Which is better - being strong or being smart?

What is better to have - a hundred rubles or a hundred friends?

Do you have a favorite holiday?

Do you believe in miracles?

If you had a magic wand, what three wishes would you make?

What do you like more - day or night?

Your cherished dream?

Unfinished offer

This technique is also called "unfinished thesis". To add a thesis means to express a well-defined judgment and indicate one's attitude to the subject of speech. The organization scheme of the conversation is not much different from the previous one. The difference is that instead of answering the question, the child is asked to continue the unfinished sentence. Best Option the methodology being carried out - when the phrase is printed on the card for each participant, and he finishes this phrase on the card. But if it is technically difficult to provide, then the initial words of the thesis are pronounced aloud, and the children immediately rush to write down the end of the thesis.

Example of unfinished sentences:

I always wanted)...

If everyone is against me, then...

The future seems to me...

I know it's stupid, but I'm afraid...

Always in a good team...

I communicate best with...

I would do anything to forget...

I think I'm capable enough to...

Hope for...

I don't like people who...

My biggest mistake was...

The day will come when...

When I start to get unlucky, I...

What I would like most in life...

When I'm old...

When I'm in a bad mood, I...

Having fun means...

It especially annoys me when...

The good life is...

When I see my friend doing a bad deed...

Forms of an unfinished thesis can be very diverse.

Working in children's health camps, you should use the situation of summer holidays. Here is a variant of the contents of the "Unfinished Sentence" methodology, adapted to the conditions of the camp shift.

1. What I dislike most about camp...

2. Compared to others, our squad...

3. Sometimes I'm afraid...

4. Most of all I like ...

5. In my opinion, the best counselor is that ...

6. Many guys from our squad...

7. When someone yells at me...

8. In the future, I want to...

9. There is nothing worse for me...

10. I would be in the place of our counselors ...

11. I really don't like it when girls (guys) ...

12. In my opinion, the worst thing is when the counselor ...

13. I would like to learn ...

14. I appreciate in people such qualities as ...

It's me!

The counselor loudly asks a question, and the child who refers him to himself answers: “It's me!” The counselor asks both serious and funny questions, for example:

Who woke up first in the room today?

Who loves dogs?

Who was born in the year of the dragon?

tell me about yourself

By tradition, everyone talks about himself, about what he likes to do, what kind of people he likes, what he expects from this shift. The sequence of conversation is observed with the help of a symbol - a pen, a coal from a fire from the last shift (or from last summer), etc. The leader starts talking about himself first: talking about himself, he gives a story outline (name, what he does, hobbies, dear people and relationships with people), then the symbol is passed in a circle, and the child continues the story, then the children's stories go in a circle. Approximately every 10-15 minutes, the counselor pauses to evening songs, poems. The light ends with the words of the second counselor, who draws an optimistic perspective for this shift, all together they sing a common song.

Loves, knows, knows, hopes

The guys for 5 minutes talk about themselves on the following points:

I love...;

I can...;

I know...;

I hope...etc.

The counselor ends the conversation, saying that he hopes that the shift will go well, that the guys will still learn a lot of interesting things about each other, that everyone will make new friends, etc.

Chronicle of the detachment

Children, together with the counselors, become an eagle circle. One of the counselors greets the children, tells about the camp, about its laws, about the camp legend. After that, the second leader lights a large candle and explains that this is the symbol of the detachment, and now this candle will be lit on each light. The counselor begins to talk about himself (name, age, hobby ...), thereby setting the algorithm by which the children will continue to talk about themselves. After the story, the counselor writes his name on a wooden candle stand and passes it on. Children do the same, as if inscribing themselves in the squad. At the end, the candle goes to the second counselor, who, having told about himself, invites each child to make his own candle like a common one, only smaller. Children make candles and write their names on them.

You can decorate candles with improvised materials. These candles will be kept by the children until the end of the shift. Subsequently, it will be possible to do the following on each light: the first leader lights his candle from the detachment candle, the next child lights his candle from the candle of this leader, so the fire is transmitted in a circle.

You can finish the light with a quiet speech - a poem that you will say every evening at the collection of the ship. For example, like this:

The day has died down, and embraced by the night

The camp is calling us to sleep.

Good night to you girls.

(Boys speak.)

Good night to you guys.

(Girls speak.)

Good night to you, our counselors,

(Only children speak.)

Tomorrow we are on the road again.

We are guys nothing, we are guys - "Vo!",

May we be lucky tomorrow, no matter what!

Goodnight!

And after that, you can safely leave the spark and already in the building to conduct a daily reflection.

All participants sit in a circle. They are given the ball. The first player comes up with a word and throws the ball to one of the participants. The one who catches the ball must come up with his own association with the given word and throw the ball to the next player. The main thing is to come up with associations quickly. Anyone who can't come up with it quickly is out of the game.

Guess by clothes

The leader comes with a big bag. In the bag - clothing attributes famous people, literary heroes, cartoon characters. Then the host pulls out one thing from the bag, and the rest must guess who owns it. this thing. If he guesses right, he takes this thing for himself forever.

Difficult football

This competition resembles the usual game of football, but somewhat complicated. Two players are tied so that the right leg of the first player is connected to the left leg of the second. This is how the contestants must score balls into the opponent's goal. Two for one.

sack battle

Two players are given bags stuffed with soft material. Players enter a circle that serves as a ring. At the leader's signal, they start the fight. Each player must force the other player out of the circle. For each fighter, you can attach your intermediary, who will tell him what to do.

Ice cream

Two chairs are placed in the center of the hall. There is a plate of ice cream on the first chair, a guy sits on the second chair. Each guy is “attached” to his own girlfriend, who will feed him ice cream. The girl should go to the chair with ice cream, scoop ice cream into a spoon, hold the spoon with her lips and feed the guy in this way.
The pair that runs out of ice cream the fastest wins.

milksuckers

Participants are divided into pairs. Each couple is given a bottle of milk with a teat on the end. One representative of the couple should feed the other from this bottle. The pair that empties the bottle the fastest wins. The prize for this competition is a bottle of milk.

Battle in a circle

A circle is drawn on the floor in which the participants will stand. However, they will stand on specially laid out cards. All players extend their arms forward, palms down. The task of each participant is to hit the other on the palms so that he falls out of the circle or at least touches the floor with his hands.
Whoever manages to push the opponent out of the circle wins.

Marksman Accuracy

This competition is best held outside in winter, when there are snowdrifts. Each player is given a stick, preferably with a pointed end. The player throws a stick into a small snowdrift so that it comes out from the other end of the snowdrift.
Whoever gets the most hits wins.

Catch the fox

For the game you will need three people, two of which are catchers, and one is a fox. The catchers are given a long scarf, which is tied into a large loop. The catchers must catch the fox with this scarf, and the task of the fox is to slip through the loop before the catchers tighten it.

Boxers

Two guys and two assistants are invited for the competition. Guys enter the ring. Ropes are tied to their belts, for which assistants will hold on. The assistants' job is to guide their boxer. The boxer who first delivers three light punches wins.

Several boy-girl pairs are invited to participate in the competition. The girl is given clothes with a large number of buttons, and the guy is given mittens. The task of the guys is that they must fasten as many buttons as possible on the partner's clothes.
Whoever fastens the fastest is declared the winner.

cucumber

The players line up. The first player holds a cucumber behind his back. His task is to quietly pass the cucumber to a neighbor, the neighbor passes it to his neighbor, and so on. The host must guess who has the cucumber.
The complexity of the competition is that you need to have time to bite off the cucumber. If the leader guesses who has the cucumber, he takes the place of the player, and the player becomes the leader. The game ends when the cucumber is eaten.

Tic-Tac-Toe Championship

Previously, every second schoolboy knew this game, but for some reason modern students prefer computer strategies or shooters more and more. Therefore, it will be useful to stretch your mind with an interesting and entertaining game of tic-tac-toe. Everything is very simple: 2 opponents, a board and a piece of chalk, a simple lattice is drawn, if desired, 2 by 2, 3 by 3, and so on. The task of each of the participants is to put their cross or zero in one line faster than the opponent and cross it out. The winner is entitled to a prize. At the end, you can have a battle of the strongest and find out which of the guys is the coolest in this business.

Mark on history

The facilitator takes out sheets of paper and distributes them to the participants. Each participant must leave his mark in history in half a minute. How he will do it is a matter of his imagination. You can literally leave your mark, you can leave a lip print, you can sign and so on.
After that, the host calls two volunteers who will pull out a piece of paper and guess who exactly left this or that mark in history. At the same time, volunteers must explain their choice.

Horses

Participants are divided into pairs. Girls take the guys by the collars, playing the role of riders. Guys are horses. The girls try to push the guys in such a way as to knock them down. The girl who first managed to knock her boyfriend down wins a prize.

Take a gift

A circle is drawn in the center of the hall. Several people enter the circle. In the center of the circle is a gift. The host gives various commands to his players. For example, "sit down", "stand up" and so on. Then he says sharply "take it!". The one who managed to take the gift the fastest wins.

jumpers

Two players become in a circle, but become one foot. The second leg should be bent at the knee and held by the hand. Players start jumping on one leg. The task of each of them is to try to push their opponent out of the circle. Whoever succeeds is declared the winner.

hit the target

Players are divided into two teams and receive the ball from the leader. The task of the players of the first team is to knock out as many members of the other team as possible by hitting them with the ball. The second team has the same goal.
However, if a player catches the ball in his hands, this does not mean that he was knocked out, on the contrary, he receives the privilege of throwing the ball. The team with the most players left at the end of the time wins.

Football

The players are divided into two teams. Each team is given a balloon. Gates are installed in the hall. The players start playing football. One is not one ball, but two: each with his own. Whoever scores more goals into the opponent's goal wins.

Chain

A group of players stand in a line, holding hands tightly. On the contrary, the same chain is formed. The player of the first team calls the name of the player from the second team. The one whose name is called accelerates and runs straight at the opponent's chain, trying to break it. If it does not work out for him, then the opposing team takes this player for themselves. If the chain is still broken, that player chooses for his team any player from the opposing team.

Summary of the lesson "Good Road"

Suvorova Elena Alexandrovna

MAOU secondary school № 2

Day care teacher.

The theme is "THE ROAD OF GOOD".

(entertainment game)

The game-entertainment "The road of goodness" is dedicated to the holiday of March 8. These are contests and games for children 7-8 years old in honor of the March 8th holiday. The material is aimed at educating students with respect for mothers.

Target: instilling in children a sense of love and respect for their mother.

Tasks:

    to expand the idea of ​​schoolchildren about the holidays.

    the formation of the ability to select a rhyme.

    the formation of moral and aesthetic values, respect for mothers.

    development of children's creative abilities.

    development of thinking, imagination, speech.

    develop interpersonal skills.

    development of speed of reaction.

Equipment: on the board - the names of stations and leaflets with tasks; Balloons- 3 pcs, toys, composition "Dance of little ducklings" (folk music, lyrics by Y. Entin), sheets of paper, flower templates, colored pencils.

Interdisciplinary connections: literary reading, drawing, music.

STUDY PROCEDURE.

Sounds like "Good Road" music Minkov M. (music), Entin Y. (words).

Educator.

There is a day like this in March

With a number like a pretzel

Who of you. Guys, do you know?

The children will say in unison:

- It's our mothers day!

A message came from one of the railway stations: “The train is bringing gifts to mothers by March 8. He is late. In order to be in time, the driver chose a short road. It has the fewest stops. But the fact is that this road is special. It is called THE ROAD OF GOOD. Only after completing all the tasks - good deeds invented by the head of the station, the train driver receives permission to move to another station, where new good deeds await him. There are only 5 stations. But the driver is not sure that he alone can cope with all the tasks quickly, so he asks for help.”

Do you guys want your moms to get their gifts on time? Let's help the driver!

Warm up.

    Mother's mother. (Grandmother)

    Mom in childhood (Girl)

    What is the name of my father's mother and mother's mother? (Grandmother)

    A flower whose name mentions a native and step-mother. (Coltsfoot)

    A mother from which fairy tale her six children were swallowed by a predator. ("The wolf and the seven Young goats")

    Which mother from the animal world carries a cub in a bag. (Kangaroo).

    The teddy bear that lost its mother. (Umka)

    What is the name of the work in which everyone called the mother's son uncle? ("Uncle Fyodor, a dog and a cat").

So the train is already approaching the stationHARDWORKING.

Mom is the soul and warmth of the whole house,

She won't teach you anything bad.

Mom teaches us be good,

Mom teaches us to be friends and love.

Kind, gentle, smart to be!

Understand everything and respect people!

clean the house, cook dinner

And sew a shirt for my son.

Mom can do everything!

Understand and regret.

Guys, how many things does mom have! And how she does it all. Yes, sometimes she has to do several things at the same time. What task did the head of this station come up with? What good deed shall we do now?

Exercise. It is necessary to collect all the toys scattered on the floor and at the same time keep the balloon in the air. (Three people participate).

caregiver . In my opinion, you and I cleaned up all the toys well and quickly. And then the stationmaster gives a signal that the train can move on. Hooray! This is our first win! First good deed! What is the name of the next station?

And here she is. Station -GENTLE . We listen to the task invented by the boss.

Exercise. Come up with as many affectionate, kind words for mom as possible.

Example. Mom (what?) Kind, affectionate, sweet, gentle, beautiful, beloved, good, charming, modest, hardworking, generous ...

Educator. - Guys, we did everything right. Another good deed. And on the road again! Next station -WRITERS . Probably, the local boss dreamed of becoming a poet or a storyteller as a child, but he has problems with rhyme. Look what he came up with.

Exercise. Come up with a rhyme.

Lu-lu-lu, I really love my mother ... (I love).

Ryu-ryu-ryu, I will give her flowers ... (I will give).

Ayu-ayu-ayu, happiness to her ... (I wish).

Willow-willow-willow, always be ... (beautiful).

Yes, yes, yes, don’t get sick ... (never).

Oh-oh-oh, mom, I'm proud of ... (you).

Educator. The attendant gives a signal, and the train moves on. We are more and more convinced that the ROAD OF GOOD is the most interesting and entertaining. A little more effort and we will do a good deed: we will help the machinist deliver gifts to mothers on time. So, the next station appeared -DANCE.

At the station, not everything is as simple as it seems. To perform a dance, you need to guess what song will sound.

Exercise. Determine which song sounds, according to 1-2 words from the text. But first you need to know these words. And for this you have to answer questions - riddles.

    The storyteller Andersen wrote a sad tale about him with a happy ending.

    When it is small, it is yellow and fluffy.

    He loves to swim and dive in the water.

Answer: duckling - composition "Dance of little ducklings." (folk music, lyrics by Y. Entin).

Musical physical education "Dance of little ducklings".

Guys, we are great! Another good deed! So, the last station appeared - the stationARTISTS.

Exercise. Complete a flower drawing for mom by March 8 and decorate it.

caregiver . THE ROAD OF GOOD IS PASSED! I think all mothers will receive gifts for the holiday on time! In addition, one gift - a handmade flower, is already ready.

And now I will ask you to continue the phrase: “If I were a magician, I would prepare such a gift for my mother ...

Bibliography.

    Holidays at school. Scenarios, contests, quizzes, games. 1-4 class / Comp. Zimina N.V. - M .: Publishing house Tsentropoligraf, 2011.

    Romashkova E.I. Cheerful birthday for children. – M.: AST-PRESS SKD, 2006.

    Mishchenkova L.V. 25 educational activities with first graders.

    http://pozdravok.ru/scenarii/prazdniki/den-materi/stsenariy-ko-dnyu-materi-moya-mama/

Outdoor games for children - for schoolchildren.

Game for children "Hands up!"

8 or more people take part in the game. You must have 1 coin. Everyone is divided into 2 teams and sit opposite each other at the table. One team receives a coin, and the participants pass it to each other under the table. The commander of the opposite team slowly (possibly to himself) counts to ten, and then says: “Hands up!”. The players of the team that passed the coin should immediately raise their hands up, with their hands clenched into fists. The commander then says, "Hands down!" – and the players must place their hands palm down on the table. The one who has the coin tries to cover it with his palm. Now the players of the opposite team confer, decide who has the coin. If they guessed correctly, the coin goes to them, if not, it remains with the same team.

Game for schoolchildren "Pioneer"

First, the participants are invited to "discover" a new planet - inflate balloons as quickly as possible, and then "Populate" this planet with inhabitants - quickly draw figures of little men on the ball with felt-tip pens. Whoever has more “inhabitants” on the planet is the winner.

Song

The host invites everyone to sing together, in chorus. For starters, a song that everyone probably knows: “Moscow Nights” or “Blue Wagon”. At the first clap of the leader, everyone begins to sing loudly, at the second clap - the singing continues, but only mentally, to oneself, at the third clap - they sing out loud again. And so several times, until someone goes astray, The one who is mistaken comes forward and invites everyone to sing some other well-known song. This is repeated several times. The facilitator can help everyone else by conducting the combined choir, especially during those moments when the participants sing mentally.

Pass the orange