Cool role-playing games. Role-playing games. A long and even grunting laugh sounds

Svetlana Andreeva
"Games with fairy tales". Joint leisure for parents and children of the preparatory group

Target: Involve parents and children in joint activities. Create an atmosphere of common interests, emotional support children and parents. Attract parents to cooperate with the kindergarten.

materials: paper, felt-tip pens, balls (2, bag, cards with the names of animals and heroes fairy tales, task cards, masks (turnip, bug, cat, mouse, cap, scarf, bow, audio recording of musical accompaniment.

Event progress

caregiver (IN): Good evening dear parents. The guys were looking forward to our meeting. Today we offer you a pleasant and fun time with children and us. We invite you to play and remember all the friends fairy tales. To do this, we will now divide you into 2 teams so that in one and the other team there are both children and parents. We invite teams to take their places at the tables.

1. Game "Guess the name fairy tales» .

IN: I will throw the ball to one or the other team and name the first word or syllable fairy tales. The one who caught the ball guesses and pronounces the full name fairy tales. If the participant cannot guess, then the team helps.

Sivka… Skate…

Geese... Ugly...

Frost… Silver…

Red… Princess…

Scarlet... Doctor...

Bremen... Golden...

Boy... Flower...

Zayushkina... Winnie...

Duy ... Masha ...

IN: Well done! All of you successfully coped with the task, and now I offer you the second task.

2. Game "Name fabulous a hero with an unusual appearance ".

IN: You need to name fairy tale characters who have unusual body parts and explain why you named them. For example, Serpent Gorynych (fire-breathing head). Think all together for a few minutes and write down as many of these characters as possible on a piece of paper. Then we will call them in turn.

Cheburashka (large flattened ears, Little Mermaid (tail instead of legs, Pinocchio (long pointed nose), Chippolino (onion-shaped head, Old Man Hottabych (beard with magic hairs, Horse - Humpbacked (small torso with humps), Baba - Yaga (bone leg, Thumbelina and Boy-with-a-finger (small stature, Malvina (blue hair) and etc.

IN: It's a pleasure to deal with you, how you help each other together. Let's complicate the task. Let's remember fairy tale"Kolobok". Who did he leave?

3. Game "Pass the ball without touching your hands".

IN: Now the bun will roll from one to another. You will need each team to line up in a chain of an adult - a child and pass a ball - a bun from one end of the chain to the other. Easy task?

Children (D): Yes!

IN: Is it easy for you? Then I will say the main condition. The ball must be passed without touching it with your hands, but holding it under the chin! That's it! Is everyone ready? so: one two Three! Started!

IN: Well done! You are great teams! And now the next task.

4. Game "What's extra?"

IN: I will call you a few words that occur in the conceived fairy tale, and one that is not related to its content. And the teams will take turns guessing fairy tale and say the extra word.

1. Fox, hare, hut, palace, dog, rooster ( fairy tale"Fox and Hare").

2. Grandfather, grandmother, granddaughter, cucumber, turnip ( fairy tale"Turnip").

3. Masha, ducks, Vanyusha, Baba Yaga, geese - swans ( fairy tale"Swan geese").

4. Emelya, old man, pike, swan, stove, Marya - princess ( fairy tale"By magic").

5. Old man, fish, old woman, washing machine, trough ( « The Tale of the Fisherman and the Fish» ).

6. Snow White, wolf, gnomes, evil witch ( fairy tale"Snow White and the Seven Dwarfs").

7. Wolf, granddaughter, grandmother, hunters, hares ( fairy tale"Red Riding Hood").

8. Goat, kids, fox, wolf ( fairy tale"The wolf and the seven Young goats").

9. Piglet, peacock, hare, owl, Eeyore - ia ( fairy tale"Winnie the Pooh").

10. Princess, watchman, prince, pea ( fairy tale"Princess on the Pea").

IN: Yes, today we see a friendly unity of adults and children but here's another one.

5. Game "Find out fabulous animal in facial expressions and gestures.

IN: You need to get a card from the bag on which the name of the animal is written. Then think and portray him without words, conveying with facial expressions and gestures characteristic of fabulous character's bodily movements. The other team offers their own versions of the answers.

IN: Well done! You know everyone very well fairytale animals! Solve all the riddles!

IN: I offer you the following task.

6. Game "Let's portray fairy tale symbol» .

IN: Now you in the team need to think of some kind of fairy tale and draw it graphically on a piece of paper (geometric shapes). The other team has to guess what fairy tale. For example, 2 circles are fairy tale"Two Greedy Little Bears".

IN: And now I suggest you laugh and play one more game.

7. Game « fairy tale nonsense» .

IN: All you know fairy tale"Turnip". Now we will distribute the roles between you. Each character will be assigned a duty phrase, which he pronounces every time along the way. storytelling.

turnip - "Wow!"

grandfather - "I'll show you!"

grandmother - "Damn you."

Granddaughter- "Cool".

bug - "I'll sing right now".

Cat - "Blimey!".

Mouse - "Come out, you vile coward!"

IN: Well, everyone agrees? Is everyone ready? I start tell a tale.

The leader slowly starts tell a tale by gradually picking up the pace. After each name of the character, the participant who plays his role loudly pronounces his duty phrase with expressive intonation, emphasizing at his own discretion the characteristic features and demeanor fairy tale hero.

Text fairy tales

Planted by grandfather (.) turnip (.) . The turnip has grown (.) big big.

Grandfather became (.) turnip (.) pull from the ground: pulls-pulls - cannot pull.

Called grandfather (.) grandma (.) . grandma (.) for grandfather (., grandfather (.) for a turnip (.)

Grandma called (.) granddaughter (.) . Granddaughter (.) for grandma (., grandma (.) for grandfather (., grandfather (.) for a turnip (.) - they pull - they pull - they cannot pull it out.

Granddaughter clicked (.) Bug. bug (.) for the granddaughter (., granddaughter (.) for grandma (., grandma (.) for grandfather (., grandfather (.) for a turnip (.) - pull-pull - they can not pull.

Clicked the bug (.) cat (.) . Cat (.) for the bug (., bug (.) for the granddaughter (., granddaughter (.) for grandma (., grandma (.) for grandfather (., grandfather (.) by the turnip - they pull - they pull - they cannot pull it out.

The cat clicked (.) mouse (.) . mouse (.) for a cat (., cat (.) for the bug (., bug (.) for the granddaughter (., granddaughter (.) for grandma (., grandma (.) for grandfather (., grandfather (.) by the turnip - pull - pull - pulled out the turnip (.!

IN: It turned out to be really complete nonsense and it was very funny for everyone. Each participant flashed comedy and artistry. The game went under the explosions of laughter and very interesting. Thanks to all participants. Today we tried both adults and children to have fun communicating and helping each other.

Expensive parents! Thank you for taking the time to visit us today! We hope you had fun and interesting!

Related publications:

Tasks: to educate through the game love for folk art, independence, respectful relationships between parents and children c.

Joint games, entertainment and holidays for children and parents are a pastime that gives pleasure to both. Happy from.

Literary leisure "On the road for fairy tales" for preschool children Literary leisure "on the road for fairy tales" Objectives: to develop children's interest in fiction; relive events in the memory of children.

Joint leisure of children and parents of the group "Visiting a fairy tale" Purpose: to show parents that raising interest and love for art.


How often do you meet impromptu fairy tales? Didn't think? Answer: because they are found on almost all holidays and are used by the hosts of events, and therefore seem to be something familiar.

Today, an unrealistically large selection of various impromptu fairy tales, differing from those that we know only in that they are remade in a new manner or simply invented.

They are very versatile. Suitable for birthday parties for adults and children. There are both table and musical ones, large and small in terms of the volume of the script.

For an anniversary or for a regular birthday, you will like this kind of script like this. It will appeal to men and women, children and the elderly and impress them equally.

Below is an example of an impromptu fairy tale for a fun company that will appreciate something new and will not only play funny and cool stories and performances.

At least for adults' birthdays and it is customary to take fairy tales that are funny and simple, but also instructive tales by roles for a fun company, they can be interesting to everyone.

Fairy tale - impromptu for any holiday "Know how to enjoy life"

The meaning of this game is based on the fact that all the guests who have gathered at the holiday are given the opportunity to get their role with words by drawing lots. The participants themselves pull out cards on which their character and his lines are described.

Actors as believable and natural trying to play their parts, just at the moment when they hear that it's their turn.

Everyone performs skits with high quality and instantly responds to the necessary plot adjustments.

Characters:

The text of the impromptu fairy tale "Know how to enjoy life!"

The sun delighted everyone with its warmth and set. The cloud easily and provocatively floated across the sky, and being close to the Sun closed it.

In the garden among other flowers, the beautiful Red Rose woke up. Rose, shaking off the morning dew, gradually woke up.

Reached for the Sun and straightened her clothes (petals). Rosa smiled affably and waited for her friend Violet to wake up.

They grew up side by side and were part-time neighbors. Violet also wakes up a little later. Violet was very athletic and did not forget to do exercises, which helped her wake up.

A courageous and blue-eyed Gardener slowly entered the garden.. He froze for a few seconds at the sight of beautiful flowers (Roses and Violets).

The sun pushing the Cloud away decided to send a kiss to Rosa and Violet, and then illuminated the Gardener with its rays. The cloud, not wanting to give up, closed our Sun again.

The gardener took care of the beautiful flowers and hummed a song under his breath. Wasp came to visit.
The wasp kissed the top of Rosa, then Violet, and after that quickly flew away, hiding behind the Cloud.

The cloud slowly turned to the other side and moved across the sky along with the Sun in a different direction.

The wasp became indignant at this and, angry, stung the Gardener on his left cheek. The entire left side of the face was swollen and numb. Rose said this, and Violet answered her.

Despite this, the Gardener only smiled. He was a wise man.

Any wise person knows that life is like a garden of flowers, and in this garden there are many Roses and Violets.

The very opportunity to care for and contemplate these flowers is a great pleasure and happiness. Whoever stings and bites you there - rejoice in the Sun, Flowers, Cloud, holidays in life and ordinary days!

Fairy tales impromptu with words for children

Children are very fond of something interesting and simple., they will be happy if it will be funny for them to play and be fully involved in the events. When a fairy tale with lively emotions and various stagings, then children can be seated at the table.

"A fairy tale is a game for the little ones."

To begin with, start your story and when the moment comes where the Gingerbread Man meets the hare, spread your arms in surprise and say: Where is the Hare? But he is not!

  • First of all, you need find a lurking bunny, and then we continue our fairy tale.
  • And then when, Gingerbread man on his way will see and talk to the wolf, let's start drawing.

    Children, as best they can, draw a wolf with their fingers on sheets of paper with any multi-colored pencils, paints.

  • « And towards him a bear…»
  • Let's make a bear using cotton, drawing paper, scissors and glue. You can even offer someone to dress in a brown fur suit or fur coat and make a beautiful cardboard mask for a child.
  • Everybody knows that, as a result, Kolobok dies, but in this fairy tale - no. He will be all right, thanks to our players. All children push the ball (Kolobok) with their heads and it is saved.

Tales with musical cuts

A cheerful musical fairy tale with different musical cuts is necessary for any holiday. "Vasya-Vasilek" is a simple fairy tale.

The main feature here is improvisation. according to words and music (one of the presenters will include it, peeping into the script). It will be great for everyone because it is neither complicated nor vulgar.

The main characters of the fairy tale:

  • Vasya Vasilechek.
  • Butterfly.
  • Hare.
  • Wolf.
  • Red Riding Hood.

The text of the musical fairy tale "Vasya-Vasilek"

Actions: Beginning - (leader reads)

  • On the green field, lived and grew such a flower as Vasya-Cornflower. Vasya was smiling and cheerful. Everyone considered him positive because he was never sad.
  • Sounds like musical cut infectious laughter.
  • Our Vasya loved to listen the music of the wind and dance to its rhythms.
    Sounds like an option, Don Omar-Danza Kuduro. Everyone is dancing.
  • Once, Butterfly accidentally flew to visit Vasya.

For the appearance of the butterfly, turn on: Oh, Pretty Woman - Roy Orbison.

  • She also loved to dance. She circled to the music and sat closer to Vasilko, hugged him with beautiful wings, Vasilyok was delighted. He laughed merrily and cheerfully.

This time, put on an infectious laugh.

  • Butterfly was not timid, she immediately called him to dance. Invited to a white dance.

Music-Loya (I will).

  • A bunny jumped into the clearing. He was active and cheerful.

Pierre Narcisse-Chocolate Bunny.

  • Vasya - Vasilechek, saw that the Hare was as merry as he was. This made him laugh again.

There is a long and even grunting laugh.

  • Butterfly was upset that Vasya forgot about her. She didn't stop circling around him. Hare and Vasilechek did not notice her, they danced with all their heart.

The presenter includes the track-Klik Klak: Comic Rodeo (Green Mix).

  • Suddenly, out of nowhere - Wolf. He was arrogant and hungry. The wolf began to look around and dance around everyone present.

The song Makhno Project - Odessa-Mama is playing.

  • Vasya-Vasilek somehow immediately drooped, and he became completely unhappy. The butterfly also trembled all over with fear and began to hide behind the stalk of Vasya-Cornflower.

    And the Hare was completely numb with fear and hid behind the Butterfly's wings. And the Wolf walked around and bloodthirsty licked his lips.

    But then his attention was diverted by Little Red Riding Hood, who was walking across the clearing and humming a cheerful song.

An excerpt from the song "I'm with Macho Super Lady" sounds.

We do not sleep and together we put music: Vorovayki-Macho.

  • Little Red Riding Hood went up to Vasya Vasilechka, sniffed him and kissed him on the drooping pestle, straightened the Butterfly's wings trembling with fear and stroked the frightened Bunny.

    And only then did she notice the devouring gaze of the hungry Wolf on herself. He slowly approached the girl. The wolf has already opened its mouth to swallow Little Red Riding Hood, but then ...

Breathe-The Prodigy's music (quietly) plays in the background, while the presenter continues to read the text.

  • ... He received a blow to the solar plexus from her, then Little Red Riding Hood worked on him a couple of karate tricks and made a throw through the thigh.
  • The wolf in disgrace retired to lick his wounds in the neighboring bushes, and the laughter of Vasya-Vasilechka again sounded in the clearing.

We turn on a short and perky laugh again.

  • And the Butterfly shook off her wings and began to flirt again with Vasilechka, the Hare gratefully clung to Little Red Riding Hood and everyone began to dance a merry dance.

Sounds Common dance - Shake Your Groove Thing - Alvin and the Chipmunks.

Library
materials

Card file number 1

GAME "COWS, DOGS, CATS"

Goals: development of the ability for non-verbal communication, concentration of auditory attention.
Tasks: fostering a caring attitude towards each other, developing the ability to hear others.
Age:
Work form:
Form of occupation: game.
Running time: 20 minutes.
game progress.

Literature: Obraztsova T.N. Psychological games for children / Tatyana Nikolaevna Obraztsova - M .: IKTU Lada 2010. - 57 p.

GAME “IF I WAS...”

Target:
Tasks:

Age:

Work form:
.
Lesson form:
game.
Time spending:
10 minutes.
Game progress.
Each participant chooses some thing for himself (ice cream, lampshade, chair, pen, etc.) and plunges into its world, imagines himself to be this thing, feels its “character”. On behalf of this thing, he tells how she feels in the world around her. About her worries, her past and future. When talking about an extraneous random subject, participants involuntarily talk about themselves, which leads to self-disclosure and the formation of skills to manage their emotions.

Literature: Makartycheva G.I. Training for teenagers / Makartycheva G.I. - S.: SPB "Rech". – 192 p.

Target : development of communication skills, figurative-logical thinking.Tasks: learn to defend your professional choice with arguments in front of parentsGame material: not required Age: 15-17 years old Work form: each participant is individualLesson form: game Time spending :15-20 minutes Game progress: Stage 1.
Stage 2. The facilitator reads the instructions.

Stage 3.

Stage 4. Game discussion.
If the game is used in "Professional consultation" you can do without discussion at all. When used independently, one can clearly formulate the arguments of both sides and discuss them in detail, trying to connect them with the correct construction of a personal professional plan.

Literature : Pryazhnikov N.S. Vocational guidance at school: games, exercises, questionnaires / Pryazhnikov N.S. - M.: VAKO, 2005. - 288 p.

EXERCISE "Donkey Skin"


Target:
Tasks:

Age:

Work form:
in pairs.
Lesson form:
game.
Time spending:
10 - 20 min.
Game material:
missing
Game progress.




Issues for discussion:

And what are the disadvantages?
What are the benefits of equality?

Literature. The practice of fairy tale therapy / Ed. N. A. Sakovich. - St. Petersburg: Speech, 2004. - 224 p.

GAME "ACCESSOR"

Goals:
with him.
Tasks:

Age:

Work form:
in pairs.
Lesson form:
game.
Time spending:
25 - 30 minutes.
The group is divided into pairs. The situation of a teenager being late from a walk is played out. Within the pair, one acts as an accuser; he must formulate each sentence as an accuser; the other is the accused, whose task is to silently listen to criticism, listening to his feelings. Then the partners switch roles. At the end, the participants share their experiences as the accuser and as the accused. As a result, parents must come to the conclusion that in both positions both lose: relationships are broken, and the level of trust in each other falls.

Literature: Makartycheva G.I. Training for teenagers / Makartycheva G.I. - S.: SPB "Rech". – 192 s

GAME "OUR HAIRDRESSER"

Target : getting rid of complexes.
Tasks game material : hairpins, rubber bands, comb.
Age Work form : in pairs.
Lesson form : game.
Time spending :15-20 minutes.
Lesson progress : Players are divided into pairs, each pair has a "client" and a "hairdresser". The "hairdresser" must make the client an original hairstyle. To do this, you can use different elastic bands and hairpins, foams, gels, mousses. But all means should be easily washed off with water. It is not advised to use hairspray - it can get into the eyes, and its smell is not always pleasant. Under the ban scissors - an unsuccessful haircut is hard to fix. When all hairstyles are ready, you can hold a competition of hairdressers and models and determine the most unusual hairstyle, or you can encourage each couple. Then the players in pairs switch roles.

Literature : Obraztsova T. N. Psychological games for children / Tatyana Nikolaevna Obraztsova - M .: IKTU Lada 2010. - 57 p.

EXERCISE "WAY OF TRUST"


Target: fostering trust.
Tasks:

Game material:

Age:
from 7-12 years old.
Work form:
in pairs.
Lesson form:
a game.
Time spending:
from 5 minutes.
Instruction:


Exercise analysis:







- When did you feel better: when you led or when you were led?


Literature: Vopel K. How to teach children to cooperate? Psychological games and exercises. Volume 3 / Vopel K.; per. from German–M.: Genesis, 1998. – 160 p.

GAME "LIVING MIRROR"

Purpose: Tasks : missing. Age Form of work : 3 persons. Lesson form: game.Time spending: 8 min Game progress.

Literature:

GAME "BUILDERS"

Goals: developing
Tasks: No
Age: primary school age
Work form: 3-4 people
Lesson form: game
Time spending: not limited

Game progress : The leader is selected. The rest play the role of "builders". They must tell what kind of house they are going to build. The task of everyone is, without repeating themselves, to come up with a description of a beautiful house. At the same time, you need to tell in detail which rooms will be in this house, how best to furnish them. The author of the most original and interesting story is the winner.

Literature: Obraztsova T.N. Psychological games for children / T.N. Obraztsova - M. : IKTU Lada 2010. - 57p.

EXERCISE "CREATING A STATUE"


Target: fostering trust.
Tasks:
learn to trust team members.
Game material:
missing.
Age:
from 8 years old.
Work form:
for 3 people.
Lesson form:
a game.
Time spending:
10 minutes.
Instruction:


Exercise analysis:


- Did you trust the Sculptors?





- Which Statue did you like the most?

Literature: Vopel K. How to teach children to cooperate? Psychological games and exercises. Volume 3 / Vopel K.; per. with him. – M.: Genesis, 1998. –160 s.

Goals:
Game materials: gymnastic hoop.
Work form:
for 6 people.
Lesson form:
game.
Age:
from secondary preschool to secondary school (5-10 years).
Time: 20-25 minutes.
Description:

Note:

Literature: Cadyson H. "Workshop on play psychotherapy" / H. Cadyson., C. Schaefer - St. Petersburg. : Peter, 2001.- 416s.

GAME "DIRECTOR OF THE FIRM"

Target: leadership development
Age: 10-13 years old
Form of work: 6 people
Game progress:

Literature: Obraztsova T. "Psychological games for children". Part 1 / Obraztsova T.N.; Lada, 2010


GAME "SHARKS AND SAILORS"

Goals:
Tasks: to teach to control their emotional state, to develop coordination of movements, dexterity.
Age:
junior school age (6-10 years).
Form of work: 6 people.
Lesson form:
game.
Time spending:
15 minutes.
Description and methods of conducting the game.

Literature: Obraztsova T.N. Psychological games for children / Tatyana Nikolaevna Obraztsova - M .: IKTU Lada 2010. - 57 p.

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Brief description of the document:

"ROLE GAMES AND EXERCISES FOR GROUPS OF DIFFERENT COMPOSITION"

GAME "COWS, DOGS, CATS"

Goals: development of the ability for non-verbal communication, concentration of auditory attention.
Tasks: fostering a caring attitude towards each other, developing the ability to hear others.
Age: primary school age (6-10 years).
Work form: each participant is individual.
Lesson form: game.
Time spending: 20 minutes.
game progress. The facilitator says: “Please stand in a wide circle. I will go up to everyone and whisper the name of the animal in their ear. Remember it well, as then you will need to become this animal. Don't tell anyone what I whispered to you." The leader whispers to each child in turn: “You will be a cow”, “You will be a dog”, “You will be a cat”. “Now close your eyes and forget human language. You should only speak the way your animal "speaks". You can walk around the room without opening your eyes. As soon as you hear "your animal", move towards it. Then, hand in hand, the two of you walk to find other children who "speak your language." An important rule: do not shout and move very carefully.” The first time the game can be played with open eyes.

Literature: Obraztsova T.N. Psychological games for children / Tatyana Nikolaevna Obraztsova - M .: IKTU Lada 2010. - 57 p.

GAME “IF I WAS...”

Target: Formation of self-disclosure skills.
Tasks: development of communication skills in adolescents, awareness and expression of their feelings, activation of the mechanisms of self-knowledge and self-expression.
Age: senior school age (14-17 years old)
Work form: each participant is individual.
Lesson form: game.
Time spending: 10 minutes.
Game progress. Each participant chooses some thing for himself (ice cream, lampshade, chair, pen, etc.) and plunges into its world, imagines himself to be this thing, feels its “character”. On behalf of this thing, he tells how she feels in the world around her. About her worries, her past and future. When talking about an extraneous random subject, participants involuntarily talk about themselves, which leads to self-disclosure and the formation of skills to manage their emotions.

Literature: Makartycheva G.I. Training for teenagers / Makartycheva G.I. - S.: SPB "Rech". – 192 p.

GAME "PROFESSION PROFESSION IN FRONT OF PARENTS"

Target: development of communication skills, figurative-logical thinking. Tasks: learn to defend your professional choice with arguments in front of parents

Game material: not required

Age: 15-17 years old

Work form: each participant is individual

Lesson form: game

Time spending:15-20 minutes

Game progress:

Stage 1. Roles are distributed between schoolchildren: "student" (plays himself), his "parents" or "relatives" (father, mother, grandmother, older sister, etc.).
Stage 2. The facilitator reads the instructions.
Instruction: "Imagine that the student comes home and declares his professional intentions (if the profession has not yet been chosen, the student can declare that he does not care and he is not going to think about it at all). Parents do not agree with the position of the student and try to dissuade him "A domestic conflict is played out, and the one whose arguments are more convincing wins. Try not to resort to violence, because violence is a sign of weakness in arguments."
Stage 3. The leader sits down from the players and invites them to start the game. The leader's interventions should be even less than in the game "Professional consultation", because. simulated home scene, not professional advice.
Stage 4. Game discussion.
If the game is used in "Professional consultation" you can do without discussion at all. When used independently, one can clearly formulate the arguments of both sides and discuss them in detail, trying to connect them with the correct construction of a personal professional plan.

Literature: Pryazhnikov N.S. Vocational guidance at school: games, exercises, questionnaires / Pryazhnikov N.S. - M.: VAKO, 2005. - 288 p.

EXERCISE "Donkey Skin"

Target: improvement of mutual understanding in the group, correction of the behavior of some members of the group.
Tasks: correction of self-esteem of students; stress relief; team building.
Age: junior teenage (from 13 - 15 years).
Work form: in pairs.
Lesson form: game.
Time spending: 10 - 20 min.
Game material: missing
Game progress."Sometimes we feel better than others, and sometimes worse. But real heroes feel on an equal footing with others. Now we will try to feel it. We ended up in an enchanted forest and wander in it. Let everyone now imagine that all other heroes are worse than him ... They are all weaker than you, not as smart, not as beautiful as you... You are the only real hero. And not just a hero, but a Prince or even the King of a magical country. How do you walk, what do you feel? (1 minute)
Now freeze for a moment. Let each of you imagine that he is worse than the others. You are now wearing a donkey skin. It was the witch who put it on you. It's not that easy to take it off. And everyone around sees you like that and laughs. They are much stronger and smarter than you. How do you walk, how do you feel? (1 minute)
Now stop and shake your arms and legs, cast off the spell. We are in a magical field. Break into pairs. One of you should become the King, and the other - "Donkey skin". Let the King tell his partner what gives him a sense of superiority, what he feels in this state (1 - 2 minutes).
Now have "Donkey Skin" talk about how she feels (1 - 2 minutes).
Now the spell has broken, and all the heroes have become equal again. Nobody is better or worse than others. What do you see in each other? What can you do in such a state? What do you feel? Tell each other about it" (1 - 2 minutes)
Issues for discussion:
What makes you feel like you're the King?
Is there something unpleasant about superiority?
What are the benefits of "Donkey Skin"?
And what are the disadvantages?
What are the benefits of equality?

Literature. The practice of fairy tale therapy / Ed. N. A. Sakovich. - St. Petersburg: Speech, 2004. - 224 p.

GAME "ACCESSOR"

Goals: modeling the situation of adolescent experiences at the time of the accusation and identification
with him.
Tasks: definition of a circle of problems in relationships with a teenager.
Age: senior school age (15-17 years).
Work form: in pairs.
Lesson form: game.
Time spending: 25 - 30 minutes.
Description and methods of conducting the game. The group is divided into pairs. The situation of a teenager being late from a walk is played out. Within the pair, one acts as an accuser; he must formulate each sentence as an accuser; the other is the accused, whose task is to silently listen to criticism, listening to his feelings. Then the partners switch roles. At the end, the participants share their experiences as the accuser and as the accused. As a result, parents must come to the conclusion that in both positions both lose: relationships are broken, and the level of trust in each other falls.

Literature: Makartycheva G.I. Training for teenagers / Makartycheva G.I. - S.: SPB "Rech". – 192 s

GAME "OUR HAIRDRESSER"

Target: getting rid of complexes.
Tasks: creating a positive mood in the group, self-disclosure, stress relief.
game material: hairpins, rubber bands, comb.
Age: middle school age (9-11 years old)
Work form: in pairs.
Lesson form: game.
Time spending:15-20 minutes.
Lesson progress: Players are divided into pairs, each pair has a "client" and a "hairdresser". The "hairdresser" must make the client an original hairstyle. To do this, you can use different elastic bands and hairpins, foams, gels, mousses. But all means should be easily washed off with water. It is not advised to use hairspray - it can get into the eyes, and its smell is not always pleasant. Under the ban scissors - an unsuccessful haircut is hard to fix. When all hairstyles are ready, you can hold a competition of hairdressers and models and determine the most unusual hairstyle, or you can encourage each couple. Then the players in pairs switch roles.

Literature: Obraztsova T. N. Psychological games for children / Tatyana Nikolaevna Obraztsova - M .: IKTU Lada 2010. - 57 p.

EXERCISE "WAY OF TRUST"

Target: fostering trust.
Tasks: learn to trust team members.
Game material: eye patches for every second child and a bell.
Age: from 7-12 years old.
Work form: in pairs.
Lesson form: a game.
Time spending: from 5 minutes.
Instruction: Break up in twos. I want to offer you a game called "The Way of Trust". It consists in the following: one of the two of you takes the role of a blind man and puts on a blindfold so that he cannot see anything, and the second will be the leader. When you are the leader, you must lead the "blind" child around the room so that he feels calm and confident. Pause from time to time so that your friend can touch different things: big and small, smooth and rough. You can take him to the place where the object makes a sound or smell. Just don't say anything about it. In five minutes I will ring the bell - then you will switch roles. And in another five minutes I will call again - and then you return back to the circle, and we will talk about what you experienced during the walk. Before starting, agree with your partner how he will lead you: by the hand or in some other way.
For older children, you can lengthen the intervals up to ten minutes.
Exercise analysis:
How did you feel when you were "blind"?
- Did your "guide" guide you carefully and confidently?
- Did you know where you were all the time?
Did you find anything interesting to touch, smell or listen to?
- How did you feel in the role of guide?
- Have you tried to bring your partner to places where he would definitely like something?
- What did you do to inspire and strengthen your partner's trust?
- When did you feel better: when you led or when you were led?

Literature: Fopel K. How to teach children to cooperate? Psychological games and exercises. Volume 3 / Vopel K.; per. from German–M.: Genesis, 1998. – 160 p.

GAME "LIVING MIRROR"

Target:developing, communicative.

Tasks: rallying, creating conditions for a more complete mutual understanding and receiving feedback - the opportunity to look at your movements "from the outside", through the eyes of other people.

Game material and visual aids: missing.

Age: senior school age (15-17 years old)

Work form: 3 persons.

Lesson form:game.

Time spending: 8 min

Game progress. Participants are grouped into threes. The music turns on, and one person from each trio begins to make any movements that he wants to it. Two other participants act as a "living mirror" - they repeat all his movements (1.5-2 minutes). Then the roles change, so that each of the participants has been in an active position.

Literature: Gretsov A. G. Psychological games for teenagers / Andrei Gennadievich Gretsov, Tatyana Nikolaevna Bedareva.–L: Nauka, 2000. – 157 p.

GAME "BUILDERS"

Goals: developing
Tasks: development of cognitive abilities
Game material and visual aids: No
Age: primary school age
Work form: 3-4 people
Lesson form: game
Time spending: not limited

Game progress: The leader is selected. The rest play the role of "builders". They must tell what kind of house they are going to build. The task of everyone is, without repeating themselves, to come up with a description of a beautiful house. At the same time, you need to tell in detail which rooms will be in this house, how best to furnish them. The author of the most original and interesting story is the winner.

Literature: Obraztsova T.N. Psychological games for children / T.N. Obraztsova - M. : IKTU Lada 2010. - 57p.

EXERCISE "CREATING A STATUE"

Target: fostering trust.
Tasks: learn to trust team members.
Game material: missing.
Age: from 8 years old.
Work form: for 3 people.
Lesson form: a game.
Time spending: 10 minutes.
Instruction: Break into threes. Two of you will be Sculptors, and the third will be a "big piece of marble". He lays down on the floor and closes his eyes. The task of the Sculptors is to make a beautiful Statue out of it. You yourself must decide how this Statue will look like, how it will hold its head, in what position it will stand. The child from which the Statue is made must try to keep the position that is given to him. When the Sculptors have finished their work, it will be necessary to put the Statue on its feet. At the same time, the Statue must strain its body very strongly so that it is hard and strong, like marble. The sculptors carefully lift the Statue up and place it on its feet. Then you can call me so that I can admire this "work".
Since everyone will not be able to finish the work at the same time, you can give the freed children the role of the public so that they examine the "works of art" with you. Ask the children who were Statues to memorize their shape well so they can show it to the whole class later. When all the figures are ready, you can walk around the "workshops" and examine each Statue separately. Repeat this game later so the children can play different roles.
Exercise analysis:
- What did you feel when you were a Statue?
"Were the Sculptors gentle with you?"
- Did you trust the Sculptors?
- Did you like the shape you were given?
- What did you feel when you were a Sculptor?
- Did you enjoy working with "marble"?
Was it easy for you to work with your partner?
- Are you satisfied with the Statue that you got?
- Which Statue did you like the most?

Literature: Fopel K. How to teach children to cooperate? Psychological games and exercises. Volume 3 / Vopel K.; per. with him. – M.: Genesis, 1998. –160 s.

THE GAME “THE STUNNING CRAZY CHILD

Goals: overcoming stubbornness and negativity
Game materials: gymnastic hoop.
Work form: for 6 people.
Lesson form: game.
Age: from secondary preschool to secondary school (5-10 years).
Time: 20-25 minutes.
Description: Children entering the circle (into the hoop) take turns showing a capricious child. Everyone helps with the words: "Stronger, stronger, stronger ...". Then the children are divided into pairs of "parent and child": the child is naughty, the parent persuades and reassures him. Each player must play the role of a capricious child and persuading parent.
Note: only for mentally healthy children!

Literature: Cadyson H. "Workshop on play psychotherapy" / H. Cadyson., C. Schaefer - St. Petersburg. : Peter, 2001.- 416s.

GAME "DIRECTOR OF THE FIRM"

Target: leadership development
Age: 10-13 years old
Work form: 6 persons
Game progress:
A "director" is chosen. The rest will be his "subordinates". The "Director" must come up with a case for each of the players. Then the game itself begins. Everyone performs his role, and the "director" controls the "subordinates". Some kind of trouble must constantly occur in the “work”: for example, the “firm” is on the verge of ruin or it is attacked by “racketeers”, or “equipment” breaks down, etc. The “Director” will have to solve all the problems that arise. Then each of the players gives his assessment of the actions of the "director" on a five-point scale. The game continues with another "director". After each participant in the game has been in this role, the results should be summed up. The winner is the player with the most points. As a rule, it is this child who has the most developed leadership qualities.

Literature: Obraztsova T. "Psychological games for children". Part 1 / Obraztsova T.N.; Lada, 2010

GAME "SHARKS AND SAILORS"

Goals: promote team building, remove the state of aggression.
Tasks: learn to control your emotional state, develop coordination of movements, dexterity.
Age: junior school age (6-10 years).
Work form: 6 people.
Lesson form: game.
Time spending: 15 minutes.
Description and methods of conducting the game. Children are divided into two teams: sailors and sharks. A large circle is drawn on the floor - this is a ship. There are many sharks swimming around the ship in the ocean. These sharks are trying to drag the sailors into the sea, and the sailors are trying to drag the sharks onto the ship. When the shark is completely dragged onto the ship, it immediately turns into a sailor, and if the sailor enters the sea, then he turns into a shark. You can only pull each other by the hands. An important rule: one shark - one sailor. Nobody interferes anymore.

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To ask questions.

Role-playing games are built on the principle of theatrical performances, in which each participant needs to play a role. The only difference is that in the game this role is chosen by the player himself, coordinates it with the plot of the game, he is given much more creative freedom and opportunities to improvise, as a result, the game becomes more interesting. This is not even a game in the usual sense of the word: the participants are given the right to create a kind of story themselves. As for the plot, it only sets the main direction of the game, the outcome of which is unpredictable. In each case, the game can develop in different ways. Even if the games have the same scenario and the same conditions, they are not similar to each other. It can be said that role-playing games are very individual.

The main thing in a role-playing game is not victory, but participation, from which all players get a lot of fun.

Role-playing games are divided into desktop, computer, office and field. In Western countries, the latter are also called live role-playing games. Computer games are not suitable for partying as they are online entertainment.

The specificity of tabletop role-playing games is that the main events take place in an imaginary world that the participants themselves create. The game is attended by a small number of guests. They come up with characters for themselves with certain characteristics, qualities, skills, abilities, etc. One of the participants can be the leader and invents the rules of the game, and also describes the situation in which the characters of the players speak, perform some actions. In some games, the task of the host also becomes a kind of refereeing: he determines the results of the moves of the participants and reports them to everyone. Usually, dice are used for this definition. Great freedom of action and the ability to show imagination make tabletop role-playing games very popular.

Some role-playing games will allow friends to have an unforgettable party and help them get to know each other better.

To conduct desk role-playing games, they usually occupy a separate room or room. In advance, you should define the plot in general terms, write the rules, distribute the roles. These games can go on for a very long time. You can arrange costume games in which participants dress up and behave in accordance with what the role prescribes. These games make a strong impression, because all the events take place as if real. True, it also depends on how talentedly the elements of the game are composed and how seriously the participants themselves take the matter. You can come up with historical, modern or fantastic stories. However, these games only at first glance look like a performance. The roles of the participants become more lively, interesting and exciting, because they really feel like this or that character due to continuous improvisation in actions and words.

Field role-playing games are usually held in nature. This requires a large area and many participants. Sometimes up to a thousand people can take part in the game! The specialized literature presents the most popular plots and themes for role-playing games. As a rule, these are spectacular and dynamic performances. Historical events of the late Middle Ages, fantastic literature, fantasy, some modern works that allow you to create an entourage and experience real adventures are best suited for this.

"Mafia"

This is the name of one of the most famous role-playing games in Russia. Its advantages are that it has simple rules that do not require special training. It hosts a section of the team, each of which can gather from 5 to 40 people, depending on the number of invited guests.

The game layout is that all players live in the same city. Everyone can choose a role from among the mandatory and optional. Mandatory roles: mafia (criminals of all stripes), civilians and commissioner. Optional roles include doctor, poisoner, maniac, prostitute, etc.

The time plan of the game is divided into day and night. The host announces: “Night. The mafia is waking up. After that, the players representing the mafia are activated. "Civilians" at the same time close their eyes and do not peep. The mafia members choose one of the “civilians”, try to coordinate their actions, and if within 5 seconds they point to one and the same person, he is considered “wounded” and “dies” by morning.

The leader's next command announces the day. The mafia must then "fall asleep" - close its eyes. All the rest, on the contrary, wake up and perform actions that correspond to their roles: a maniac kills, a poisoner poisons, a doctor heals, etc. When the host’s team announces the morning, he also reports the presence of those killed, but does not name who exactly killed. All participants are looking for members of the mafia and may even kill one person from this group of players. True, before that, you need to bring an accusation and choose the victim by popular vote. After that, his role can be declared.

Often, role-playing games awaken creativity in the participant that they may not even have been aware of, and allow these abilities to manifest to the fullest.

When the second night comes, the "commissioner" gets the right to open his eyes and slowly follow the mafia. He can announce his role in the afternoon. There is a catch here: any other player can also call himself a commissioner, and declare a real commissioner a cheat. Mafia can give false evidence. So, by voting, "civilians" must decide which of the participants to believe, and this is not at all easy.

As a result of the game, either all civilians or all criminals become "killed". Those who survived are declared the winners. But in fact, the goal of the game is not to win, but to make the game interesting and give pleasure to all participants.

"Planets"

In order to play this game, you need to prepare several separate rooms. Each of them becomes a planet that has its own legend: history and traditions. Players can come up with the indigenous inhabitants of these planets themselves. For one "planet" you need no more than 10 players. The task of the game is survival. The distribution of resources between the "planets" is provided in such a way that none of them will be able to survive on their own. The goal can be achieved only with active and necessarily friendly interaction with other “planets.

The plot of the game is that each "planet" is visited by "aliens" with an encrypted message that contains information on how to save all the "planets". The inhabitants of the "planets" must decipher this message.

The message is divided into several parts, according to the number of "planets". Residents receive different parts, in which they talk about different possibilities of salvation: through the mutually beneficial distribution of the resources of the "planets" or with the help of a powerful reactor, as well as the location of the reactor, and what needs to be done to start it. In another part, ciphers for all messages are given.

The result of the game and the victory in it depends on the decisions that the participants will make.

"Donjon"

This game is rightfully considered one of the most exciting. In order for it to take place at the proper level, serious preparations should be made, which will require good organization and initiative leaders. True, even preparing for the game is a pleasure. Worth a try to be sure!

The adventures of the game can take as little as an hour, or they can last several days. Moreover, the game does not depend on whether it is planned to be held on a holiday or on weekdays, it can serve as great entertainment and distract from the routine of everyday life.

The purpose of the game depends on the imagination of the organizers. Most often, this is either finding a treasure, or a criminal, or missing jewelry, or a person who suddenly disappeared.

First, the hosts write a script. The treasure must be hidden somewhere. It should be something tempting, such as a supply of condensed milk or beer. It's great if the game takes place in nature or at least in the courtyard of a private house. In this case, the treasure can really be buried.

After that, you should draw a map designed to help in the search for treasure. Hints are provided for searchers, each indicating where the next one is located.

All participants are divided into "good" and "evil": treasure seekers and pirates. These groups compete among themselves who will find the treasure faster. Several players are declared to belong to one of the groups. The rest from time to time go on reconnaissance to the enemy camp.

Both groups have their own territory and headquarters. They must also choose the top military leadership and build their own flag.

"Cossack robbers"

This game does not regulate the number of participants, but if there are a lot of them, more than 10 people, it becomes much more interesting to play. Places where shelters will be located are preliminary discussed. Participants make up two teams: "Cossacks" and "robbers". "Cossacks" also choose a room - a "prison" for the caught "robbers".

At the beginning of the game, the "robbers" run and hide. The "Cossacks" should not only find the "robber", but also try to escort him to the "prison", which is quite difficult to implement in practice, since the "robbers" are actively resisting. In the "prison" they are looked after by "guards", while the "Cossacks" are engaged in the capture of the next "robber". For "protection" you need to choose by no means weak participants, otherwise they will not be able to prevent escapes.

"Robbers", of course, do not leave their fellows without help and try to help them out. The game categorically prohibits assault, so participants must make a lot of efforts to get by with other methods of influence.

"Knight Tournament"

Couples participate in this unusual game. If it is possible to use stage costumes, the game can become a kind of performance, but this is not the main thing. The meaning of the game is a romantic idea.

Participants are divided into pairs, which include a guy and a girl. The competition is held in several rounds.

First, pariahs must show eloquence, uttering the most heartfelt compliments in honor of the lady of the heart. The winner will receive an intermediate prize. By the way, the members of the jury should be chosen from among the guests in order to eliminate bias.

Then the situation is set: the young man accidentally met the lady of the heart, only she is on the other side of the street and goes for a walk. The road that separates them is constantly driven by cars. Of course, the young man intends to invite the girl on a romantic date (to the skating rink, to the circus, to the disco, to the cinema, to the forest, to skiing, etc.), but she does not hear him because of the noise on the street. Therefore, it remains for him to explain to her with gestures what he wants from her and where exactly he invites. The jury determines whose invitation was the most accessible and beautiful (and decent, one should add), for which the winner receives a prize. However, if the girl did not understand her "knight", there can be no question of any victory.

Sometimes it is even a pity that it is impossible now to hold a real jousting tournament. However, this does not mean at all that there are no men left in the modern world who are ready to treat women like knights, and for this there is no need to arrange battles. It is enough just to demonstrate your feelings, to show that they are sincere.

The next round should show whether the guys are attentive to their girls. To do this, they must stand with their backs to each other, and the presenter begins to ask questions to the “gentleman” about how his girlfriend looks, what clothes she is wearing, hairstyle, jewelry, etc. The more accurate the answers, the closer the guy is to victory and a well-deserved prize.

The next round should reveal the most economic guy. At first, the necessity of cooking, which is considered only a female occupation, may cause dissatisfaction among the participants, but it is worth reminding them that outstanding chefs are men.

Competitions for this tour must be related to food. For example, young people blindfolded must determine what kind of cereal they were given. It doesn't matter if the participant is trying to do it with their fingers or by taste. If he answers correctly, he still receives a prize.

The next round determines the most artistic guy in the company. To get a prize, it is enough to perform some number: a song or dance, a funny story from life, an anecdote, playing a musical instrument. The participant's task is to convince the jury that

it is his number that deserves the prize. The task of the girl is to help her knight win as much as possible.

The sixth round determines whether the participant is a true gentleman. The competition consists in presenting a bouquet of flowers to your girlfriend, and making this gift from the bottom of your heart and convincing the audience and, most importantly, the jury, which distributes the prizes among the participants. You can set the preparation time, for example 3 minutes. This time is enough for a successful improvisation.

The seventh round involves the participation of both a guy and a girl who demonstrate their ability to dance. Dances should be different - at first fast, after 2 minutes slow. Best of all, if the records allow you not to repeat the repertoire. The couple should also be well oriented, that is, the change of accompaniment should not embarrass the dancers, they successfully adapt to the sound of the music, show artistry and a harmonious, eye-pleasing dance. To do this, each pair of participants should put the melody that has not yet sounded. In this case, it will be possible to avoid repetitions. The task of the jury is to choose a couple that coped with this difficult competition better than others.

After that, the jury can sum up the results with a calm soul, because the competitions reveal different aspects of the relationship in the presented couples, and this allows you to judge how the guy and the girl fit together, how strong their feelings are. Thus, the winners are announced: the perfect couple. They receive a well-deserved prize and can perform a slow dance that ends the competition.



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