A game for warming up and lifting the mood in the office “samurai, dragon and girl”. Mixers - games (exercises) to lift your mood, remove psychological barriers, make friends

Participants sit in a circle.

Trainer: “I will give you cards with the name of the animal written on them. The names are repeated on two cards. For example, if you get a card that says 'elephant' on it, know that someone else has a card that also says 'elephant' on it."

The coach distributes cards (if there is an odd number of participants in the group, the coach also takes part in the exercise).

“Please read what is written on your card. Make it so that only you can see the inscription. Now the card can be removed. Everyone's task is to find their match. In this case, you can use any means of expression, you just can’t say anything or make the characteristic sounds of “your animal.” In other words, everything we do, we will do silently.

When you find your match, stay close, but remain silent, do not talk over each other. Only when all the pairs are formed will we check what we have done.”

After all group members have found their pair, the coach asks each pair in turn: “Who are you?”

This exercise is usually very fun, and as a result, the group members’ mood improves and fatigue decreases. It contributes to the further emancipation of the participants.

At the same time, it promotes the development of expressive behavior, encourages participants, on the one hand, to be attentive to the actions of others, and on the other hand, to look for means of self-expression that will be understood by others.

Exercise “Let's compliment each other...”

The presenter tells the guys how important it is to be able to express your feelings, but sometimes we say a lot of bad things and are afraid to compliment each other. The presenter invites the children to each give a compliment to their friend or girlfriend, while passing a ball of thread. Thus, at the end of the exercise, the whole group is “stitched” together. This exercise shows group unity.

After the exercise, there is a discussion about how the guys felt when they gave compliments and how they perceived them.

Exercise "I'm just like you"

Leading: I have a ball in my hands. The one who gets this ball throws it to any comrade, and, calling him by name, explains why he is the same. “I’m just like you because...” The person to whom the ball was thrown expresses agreement or disagreement and throws the ball to the next person.

Exercise “Mutual Presentations”

Target: Get to know each other, remove psychological barriers.

Time required: 20 minutes.

Presenter's instructions: Now we will split into pairs. You are given 10 minutes to tell each other about yourself in as much detail as possible - after all, you have to introduce your partner to the group. Try to get as much diverse information about your partner as possible. I would like you to reflect the following important questions in your self-presentation:

  • what I can do best.

After this there is work in pairs. After 10 min. The presenter gives additional instructions: “The presentations will take place as follows: one of the pair members sits on a chair, the second stands behind him, putting his hands on the first’s shoulders. The person standing will speak on behalf of the person sitting, calling himself by the name of his partner. Within one minute, no more and no less! In exactly a minute I will interrupt the monologue; If someone finishes early, we will remain silent until the allotted minute has expired. so your task is to structure your presentation so that it lasts exactly 60 seconds. After this, any member of the group - including myself - has the right to ask the speaker any questions, which he must also answer on behalf of the person sitting. It is clear that you may not know the true answer to the question asked, so you need to understand, feel how your partner would answer.”

The questions that the group members and the presenter ask the speaker begin by addressing him by the in-game name of the person being presented, and can relate to a variety of topics, for example:

  • What qualities do you value most in people?
  • What do you find most disgusting?
  • Is there a person who has had a strong influence on your life? Who is he?
  • What is your deepest wish?
  • What would you like to achieve in life? and so on.

Discussion. Pay attention to the ability to take into account the timing of the presentation; the ability to correctly and concisely convey the information received from a partner about him and the ability to “feel” into another person enough to guess the missing information. The following questions can be used:

  • How did you feel when your partner failed to meet the allotted time (got silent before the minute was up)?
  • Did your partner manage to correctly present information about you?
  • Did your partner manage to become your double?
  • Did he correctly guess the answers he gave on your behalf?

Exercise “I am you. You are me"

Target: Awareness of one's own identity.

Stages of the game: Training participants are divided into pairs and tell each other about everything they consider necessary for a certain period of time. Partners can ask each other any questions. After communicating in pairs, the participants introduce each other, mutually exchanging roles.

Discussion of the game:

  • What is easier to do: tell about yourself or about others?
  • How did you feel when you introduced your partner?
  • How did you feel when your partner introduced you?
  • In what cases do we feel shy, and in what cases do we feel confident?

Exercise “Our group”

Target: Formation of a team.

This is a rather unusual exercise, more like a ritual. The participants should already know each other, but the exercise will help deepen the acquaintance. In addition, it can help to take a fresh look at internal relationships in the group, feel the energy, and mark new topics and tasks for further work. It is best if the group is not too large - about 8-10 people.

Stages of work:

  1. The group is conveniently located in a circle. Start by getting ready to work. It is necessary to once again state the purpose of our training.
  2. Each participant says their name and the rest of the group repeats it.
  3. Now everyone closes their eyes. The participants again say their names, the rest also repeat it; what is added is that each member of the group accompanies the repetition of the next name with some movement, which in his understanding corresponds to the owner of the name, personifies him.
  4. Next comes the third round. Again, everyone takes turns saying their names. But this time the group no longer repeats the names out loud, but everyone tries to draw a mental picture of what the speaker’s energy of tolerance seems to him personally. The one who saw this picture describes it out loud. For example: “Brown bear, stream in the mountains, coolness, etc.” Allow enough time for this stage. The next name and, accordingly, the following pictures are called only when the description of the previous one is completely completed.
  5. After the energy of tolerance of all group members has been characterized, participants should concentrate on the “center” of the group and try to imagine the interaction of all personal energies: how they relate to each other, how they look, how they move. Each participant describes what he “sees.” In this way, a general picture is gradually formed that reflects the joint energy of tolerance of the group and its action. Emphasize that all pictures should be described, not only those that are beautiful and pleasant to others. After all, it is possible that someone will “see” negative traits, but this is also very valuable.
  6. It will take you a lot of time to create this big picture of the group. Sometimes it happens that a group discovers its common symbol, task, goal, or takes an imaginary journey into the future. If the participants decide that the image of the group has been created, the exercise can be completed. Everyone takes three deep breaths, stretches and opens their eyes. Now we can discuss the resulting image and its significance for further work.

Exercise “Learning to appreciate individuality”

Target: learn to appreciate the individuality of another.

Time spending: 60 min.

Stages of the game:

If we knew how to value our own individuality, it would be easier for us to accept our partner’s otherness.

Group members sit in a circle, each with paper and a pencil.

  1. At the beginning of the game, say something like this: “We often want to be exactly the same as others, and we suffer from feeling that we are different from others. Sometimes it’s really good when we are like everyone else, but our individuality is no less important. It can and should be appreciated.”
  2. Invite each player to write about three characteristics that distinguish him from all other members of the group. This could be a recognition of one’s obvious merits or talents, life principles, etc. In any case, the information should be positive.
  3. Give three examples from your own life so that participants can fully understand what is required of them. Use your imagination and sense of humor to create a gaming atmosphere.
  4. Participants write down their names and complete the task (3 minutes). Warn that you will collect the notes and read them out, and group members will guess who is the author of certain statements.
  5. Collect the pieces of paper and once again note the positive aspects of the fact that people are different from each other: we become interesting to each other, we can find a non-standard solution to a problem, give each other impulses to change and learn, etc. Then read each text and have the players guess who wrote it. If the author cannot be “identified,” he must identify himself.

Exercise “Petals”

Target: This is an excellent exercise that promotes relaxation and increases self-confidence. In addition, everyone can gain a lot of personal impressions from other group members.

Materials: Prepared forms for each participant (with empty petals) and a large sheet of Whatman paper depicting a flower with filled petals.

Stages of work: Participants make notes on their forms on the topics indicated in the sample. They work silently. After ten minutes, you can walk around the room, show others your “flower” and talk about what is written in each petal. Make sure that the participants do not linger and after 2-3 minutes move on to the next partner. After everyone has talked to everyone else, there is a short exchange of opinions in a circle.

Petals:

  • Three things I like
  • Three things I don't like
  • A person I admire
  • Three places I've lived
  • What would I like to do
  • What am I proud of

Exercise “Fly-Tsokotuha”

The exercise is designed for preschoolers.

Target: Development and harmonization of the emotional sphere.

Tasks:

  • Identifying yourself with a fairy-tale hero.
  • Actualization of feelings: joy, fear, anger.
  • Developing the ability to distinguish between emotional states and associated physical sensations.
  • Development of self-regulation.
  • Stabilization of nervous processes.
  • Development of creative abilities.
  • Resource state disclosure.
  • Group cohesion.

Materials: planar images of fairy-tale characters: clattering fly, mosquito, spider, granny bee, fleas, cockroaches, etc. You can also use planar images of fairy tale attributes: samovar, jar of honey, boots, flashlight, etc.

Brief description of the game content:

The game is based on the poem by K.I. Chukovsky “The Tsokotukha Fly”.

Options for organizing the game:

  1. Actualization of the feeling of fear. An excerpt from a poem is used that talks about how a spider attacks a clattering fly. To act out this emotional state, the child is asked to play the role of a ticking fly and (or) its guests.
  2. Actualization of feelings of anger. A fragment of a poem is used that tells how a spider attacks a fly and the plot of a fight between a spider and a mosquito. To act out feelings of aggression, the child is asked to play the role of a spider and (or) a mosquito.
  3. Updating the feeling of joy. Extracts of the poem are used that depict how the fly found the money, the celebration of the fly's birthday and wedding. The child is offered the roles of a ticking fly, (and/or) a mosquito, and guests.
  4. Expanding children's understanding of emotions. All the above passages of the poem are used. Children are offered roles (determined by the leader or at the request of the children) based on current tasks.

Number of game participants– from 1 to 6 children.

Exercise “My name”

Target

The speaker stands in the center of the circle.

The presenter walks with the player in a circle and talks about his name.

The speaker goes into the circle and chooses a participant to whom he would like to introduce himself. He tells him about the associations his own name evokes in him.

Exercise “Presentation from hearsay”

Target: Introducing training participants to each other.

Each participant characterizes himself on behalf of his acquaintances, relatives, friends (you must choose one person)

Time spending: 30 minutes.

Materials: Paper napkins for all group members.

Stages of work:

  1. Each participant decides in whose words he will introduce himself. This could be anyone who is familiar enough with him: partner, boss, child, friend, client, etc., but he should not be among the group members.
  2. A small figurine is made from a napkin, symbolizing the chosen person.
  3. The one who is ready for the presentation rises from the chair, holding a paper figurine in his hands, “on behalf of” which he says: “I am Max’s friend. I want to say just a few words about him and so that Max himself would agree with me. Max is a very reserved person and is not very willing to be the center of attention...”
  4. After all participants have completed the exercise, it is time for feedback, questions and comments.

Exercise “This is my name”

Target: Introducing training participants to each other.

Participants take turns saying their names and talking about them.

Time spending: 20-30 minutes.

Instructions: Invite the player sitting to your right to stand up from his chair and say both his full name and the name by which he would like to be called in the group. The speaker should then say something about his name. He might, for example, try to answer the following questions:

  • What does my last name mean?
  • Where is my family from?
  • Do I like my name?
  • Do I know who chose it for me?
  • Do I know what my name means?
  • Would I like to be called by another name?
  • Who else in the family had this name?

Each participant decides for himself what to tell and how to comment on his story, but the speaker must do it within 2 minutes.

Having finished speaking, the speaker sits down again. The game continues in a counterclockwise circle.

MIXERS -
GAMES (EXERCISES) TO LIFT YOUR MOOD,
REMOVING PSYCHOLOGICAL BARRIERS,
ACQUAINTANCE

CATERPILLAR
The group forms a line. Each member of the group offers his hand to the one behind. To do this, the players spread their feet shoulder-width apart and put their hand back between their legs. At the same time, everyone also takes the hand of the person in front. The group begins to move backwards. At the same time, the rear one begins to lie on the floor. The group moves backward until everyone is on the floor. The group is then asked to return to the starting position in reverse order.

SHOE FACTORY
Everyone takes off their shoes and places them in the center of the circle, each participant puts on two different shoes and tries to place the foot next to the foot wearing the pair of shoes.

THIS IS MY NOSE
How do you respond to a person who points to his elbow and says, “That’s my nose?” Well, you can point to your head and say, “Is that my elbow?” then he'll probably show me his foot and say, "That's my head!" This is a new hand-eye coordination game and test that shows how long you can last while naming the body parts your partner just revealed while at the same time pointing to another part of your body.

GAMES
Shadow leader. One of the players leaves the room. The rest of the team members choose a “leader”, who gives the group any movements and changes them after a while. The task of the person entering is to identify the “leader”. If you are lucky, the “leader” himself goes out the door and the game is repeated with a new “leader”.

NEVER
Group members open their palms and take turns saying, “I have never...(done anything).” The one who did the proposed action bends his finger. The game is good for getting to know each other.

ZOO
Group members stand in a circle and hold each other's arms. The presenter tells everyone the name of the animal. After this, the presenter loudly calls one of the names. Guys with this name should cross their legs. The others must hold them back. The best effect is achieved with a large amount of one of them.

NODULES
The group stands in a circle and extends their arms to the center. After accidentally clasping hands, the group is asked to turn around in a circle so that people with clasped hands stand nearby.

FRUITS
The group stands in a circle. Everyone chooses the name of a fruit based on the first letter of their name. An exchange of phrases like “An apple loves an orange” is suggested. After this, the “orange” must name the new pair. If this does not happen and the presenter manages to touch the “orange”, then they change places.

TUTTI FRUTTI
The team is divided into two or more fronts and chooses a name for itself - fruit. One person stands in the center and tells a story. As soon as he uses one of the front names, the members of that front must exchange with each other. If "Tutti-frutti" is pronounced, then all members of all fronts must change places.

WAND
The team sits in a circle and begins to pass an object around the circle, holding it with different parts of the body, changing them. If you fall, the game starts over again.

DRUMS
The group sits in a circle. Group members place their palms on the knees of their neighbors on both sides. The group begins clapping in a certain direction - hand after hand, in the order in which they lie on their knees. When hit twice, the direction is reversed. The one who makes a mistake removes his hand.

MURDERER
The group stands in a circle. Hands clasped behind back. In this case, the left arm is bent at the elbow and holds the right hand of the neighbor on the left. The leader, walking around the circle from the outside, quietly selects the “killer” by touching his shoulder. The “killer” shakes the neighbor’s hand N times. The neighbor presses the next one N-1 times, etc. The one who receives one last handshake is considered killed and leaves the circle. The group’s task is to unanimously identify the “killer.” If the attempt is unsuccessful, the “killer” sends a new “impulse”.

MONSTER
“Your job is to get the whole team from this line to that line. In this case, everyone starts at the same time at the command of the leader. Moreover, at the same time the entire group can have five points of swing with the ground.”

"FEET IN HANDS"
The group forms a line. Each person places one hand on the shoulder of the person in front and raises one leg. With the second hand, the hind ones pick up the front leg. The task is to jump a certain distance without breaking.

Target: relieve psychological stress, study interpersonal relationships in a group.

Conducting psychological games and exercises in a group requires certain skills and abilities from the leader. First of all, when selecting games, it is necessary to take into account the psychological mood of the group, constantly record changes in the mood of the participants in order to make a decision to stop the game in time. After completing the exercise, it is necessary to conduct a reflection in the group.

1. "Clown"

To play this game, you need to divide into 2-3 teams and prepare 2-3 boxes of matches. More precisely, you don’t need the entire box, but only the upper part of it. The inner, retractable part along with the matches can be put aside.

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 to all members of your team as quickly as possible, with your hands behind your back. If someone's box falls, the team starts the procedure again.

Accordingly, the winning team is the one that completes the transmission faster.

2. "Bullseye"

This game again involves the passing of an object by two or more teams. This object will be an apple, and you will need to hold it between your chin and neck. Hands behind your back, so... Let's start!

If you don't have an apple on hand, you can just as easily use an orange or a tennis ball.

3. "Sandalik"

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 guys’ shoes, dumps them in a pile and mixes them. The counselors are offered 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 their shoes, passing the baton to the next one. Those who know how to quickly put on their shoes win!”

4. "Toucan"

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

5. "Tangle"

The same rope is tied into a ring. The driver leaves the room or turns away, and the rest, holding the rope with both hands, become entangled, forming a living tangle that the driver must unravel. His task is to form a circle again.

6. "Jump without a parachute"

For this game, four pairs of participants stand on one side of a chair facing each other, crossing their arms as is recommended when carrying the wounded. Another player who will be the “jumper” stands on the chair with his back to them. He stands on the edge of the chair and falls back like a stick of wax. 8 people standing behind with crossed arms catch him. The thrill and success of having a comrade caught captivate and captivate the boys. The fear that their friend might hit himself forces the guys to hold on tightly to each other.

7. "Raccoon circles -1"

The whole group is blindfolded and holds on to a rope ring. On command you need to draw a certain figure - a triangle, square, etc.

8. "Throw it away on your fingers"

The whole group needs to roll such numbers on their fingers in “one-two-three” so that their sum is equal to the one set by the leader. The exercise is repeated until the result is achieved.

The group must count in order to N (either an equal or greater number of participants), with only one person saying each number. It is impossible to agree on who says what. As soon as several people say a number at the same time or no one says it for a long time, counting starts from the beginning. Optional Rule: Each person must say at least one number.

The group must count in order to a number (either equal or greater than the number of participants), with only one person saying each number. It is impossible to agree on who says what. As soon as several people say a number at the same time or no one says it for a long time, counting starts from the beginning. Optional Rule: Each person must say at least one number.

11 . Two people stand with their backs against each other. We need to sit down together and stand up together. The same thing - standing facing each other and holding hands and leaning back. A variant of the exercise is a group of several people standing in a ring.

12. "Knot"

Each member of the group holds on to a rope. The task is to tie the rope into a knot. You cannot let go of your hands, you can only move them along the rope (if someone lets go of their hands, the exercise starts from the beginning). An option is to then untie the tied knot using the same rules. An option is to untie the knot tied by the leader.

13. "Plates - 1"

The group is given several plates. The group must, without stepping on the carpet, cross it on small plates. Condition: there must be at least one foot on each plate at all times. Otherwise the plate is taken away.

14. "Ant Trail"

The group splits into two and stands on a long board on either side of the middle. The task is for two subgroups to switch places. If someone steps on or touches the ground, the exercise starts over from the beginning.

15. "Rug"

The whole group stands on the mat. You need to turn it over to the other side. If someone steps on the floor, the exercise starts from the beginning.

16. "Rope for hands"

The rope is stretched just below the waist of the tallest person in the group. The group stands holding hands. The task is for everyone to pass over the rope without touching it. Note: in order for group work to take place, you should either introduce a rule that you cannot jump, or introduce “blind”, “mute” people.

17. "Plates in a circle"

The plates are arranged in a circle, their number is equal to the number of participants. It is necessary, without stepping on the floor, for everyone to simultaneously jump in a circle from plate to plate. The sizes of the plates are selected so that only one person fits on each.

18. "Octopussy"

Long ropes are tied to the ring, and a tennis ball is placed in the ring. The task is to carry the ball around the column without dropping it (carry it over the field). Option: a balloon in a large ring.

19. "Synchronously, not synchronously"

The group raises their hands on command, then, without a command, must lower them at the same time. You can do the same with chairs: without silently agreeing, stand up together, walk around the chair (synchronously) and sit down at the same time. If the movement is not performed synchronously, the task is performed again.

20. "Locomotive"

The troika consists of a driver, a train and a locomotive. The engine stands first with its eyes closed. The driver stands third and drives the train. Everyone holds onto the belt of the person in front. Turn right, left, brake is done by shaking hands on the belt. After some time, the roles change and the game continues. The game takes place in silence.

At the end there is a discussion about who liked which role better (leader, follower, mediator for transmitting information).

21. "The Blind Man and the Guide"

Everyone stands in a circle, counts first or second, and divides into pairs. In pairs they stand one after another. The person in front closes his eyes, his partner puts his hands on his belt and, at the leader’s command, begins to lead him around the room. After some time, the partners change roles and the game continues.

22. "Customs"

Presenter: “I propose to practice observation and the ability to analyze the behavior of another person. So, our group is passengers boarding an airplane flight. One of them is a smuggler who is trying to take a unique piece of jewelry out of the country.

So who wants to be a customs officer?

The one who takes on this role comes out. One of the group members hides the item, after which the “customs officer” is let in. Past him

“passengers” pass one at a time, three attempts are given to identify the smuggler.

23. "Monster"

We all admit to having different shortcomings. But are they really that scary, if you think about it? Let's imagine that in the center of our circle there is a scarecrow - an unattractive one, like something they put in a garden

scare away birds. It has all those qualities that we consider our shortcomings.

First, everyone takes turns naming various shortcomings: “Scarecrow such and such,” and then each of us will say why those qualities that are not bad

were named, but not about those qualities that he himself named, but about those that others named.

At the end of the exercise, the “pros” and “cons” of these qualities are discussed.

24. "Stand in a circle"

All participants gather in a tight group around the leader. At his command, they close their eyes and begin to move chaotically in any direction, while everyone buzzes, like bees collecting honey. After a while, the presenter claps his hands, everyone instantly falls silent and freezes in the place where they found the signal. After this, the presenter claps his hands twice. Without opening their eyes and without touching anyone with their hands, the participants try to line up in a circle. This happens in complete silence. When all the participants in the game take their places and stop, the presenter will clap three times, everyone will open their eyes.

25. "Counting to Ten"

Everyone stands in a circle without touching each other with elbows and shoulders. At the presenter’s signal, everyone closes their eyes, puts their noses down and tries to do what six-year-old children can do: count from one to ten. But the trick is that everyone will count together. There is one rule in the game: each number must be pronounced by only one person. If two people say a number, the count starts from the beginning. Several attempts are made. The host can make a bet with the group. At the end, an analysis of what happened.

26. "Line up by height"

Everyone stands in a tight circle, closes their eyes and mouths, i.e. become deaf-blind. At the command of the leader, they must line up according to their height. When everyone takes their places and stops, the leader gives a signal and everyone opens their eyes. You can make several attempts for a while.

27. "Birthdays"

All players close their eyes (it is better to use blindfolds) and turn into deaf-blind people. Their task is to line up in the calendar order of their birthdays. The leader of the line should be a person born, for example, on January 1, and the last person should be someone born at the end of December. Before the game, they agree that it is more convenient to start the “conversation” by telling them the month of your birth, and then agree on the date. When the line is lined up, everyone opens their eyes, mouths and ears and says their birthday.

You can repeat the timed exercise several times.

28. "Meeting eyes"

All players stand in a circle, facing each other, go numb, lower their heads and look at the toes of their shoes. At the leader’s signal, everyone raises their eyes and looks at one of the people standing in the circle. If two people meet their gaze, they approach each other, extend their arms (hug). The task of the group is to form as many pairs as possible at once.

29. "Transmitting feelings through touch"

One of the participants stands in the center of the circle and closes his eyes. He knows that now the rest of the participants will approach him one by one and try to convey one of four feelings with touch: fear, joy, curiosity, sadness. The driver’s task is to determine by touch what feeling was conveyed to him.

30. "Horde Raid on the Forsaken"

All players are divided into two teams: Horde and Forsaken.

Those who are detached stand in a circle, facing outward, and immerse themselves in themselves, detach themselves from external influences, freeze, freeze. The Horde must unfreeze, cause any reaction from the Forsaken.

Restrictions for the Horde: you cannot touch the Forsaken and you cannot shout in their ear.

Restrictions for the Detached: you cannot lower or hide your eyes, you must look straight.

The game begins on the count of “Five” by the leader. Lasts 1-2

minutes, then the teams change roles. The team that can “unfreeze” the most people in the allotted time wins.

31. "Golden and Black Chair"

Everyone sits in a circle with a chair in the center. Anyone can sit on this chair, and if he orders a gold chair, everyone will only talk about the good qualities of this person. If a person orders a Black chair, everyone will talk about its weaknesses, its shortcomings.

As a rule, most people want to sit on the Black chair, but it is advisable to start the game from the Golden chair. The person who wants to comes out first, then he chooses the next player.

The exercise can be varied, the chair can be colored, and then they speak about the person in volume, from all sides.

This exercise can be carried out when team members know each other well enough.


GAMES TO IDENTIFY THE LEADER

The identified leader can become the main link in the chain of relationships between the counselor and the group.

1. "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 grab the rope, which is inside the circle, with both hands. 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 inaction of the guys, then one of the participants offers some kind of solution: for example, calculate and then build a triangle according to serial numbers, and then directs the actions.

The practice of this game shows that leaders usually take on these functions.

You can continue the game, complicating the task, and invite the children to build a square, star, hexagon.

2. "Karabas"

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 suggests the conditions of the game: “Guys, you all know the fairy tale about 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 arms. And you will have to, without agreeing, get up from your chairs, and as many people as I show 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, the more sociable guys who strive for leadership stand up. Those who get up later, at the end of the game, are less decisive. There are also those who first stand up and then sit down. They constitute the "happy" group. A lack of initiative is that group of the detachment that does not stand up at all.

3. "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 suggested that the children imagine that they are all a big family and that they all need to take a photo together for the family album. You must select a "photographer". He should arrange for the whole family to be photographed. The “grandfather” is chosen first from the family; he can also participate in the placement of “family” members. No more instructions are given for children; they must decide for themselves who to be and where to stand. And you stop and watch this entertaining picture. The roles of “photographer” and “grandfathers” are usually taken on by guys striving for leadership. But, however, elements of management and other “family members” cannot be excluded. It will be very interesting for you to observe the distribution of roles, activity and passivity in choosing a location.

This game, played in the middle of a shift, can reveal new leaders and reveal the system of likes and dislikes in groups. After assigning roles and arranging the “family members,” the “photographer” counts to three. On the count of “three!” everyone shouts “cheese” together and very loudly and simultaneously clap their hands.

Here's another one leader identification option, consisting of several games. To do this, the guys are divided into two or three teams of equal numbers. Each team chooses a name for itself. The counselor offers the 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, first task. Now each team must say one word in unison. "Let's start!"

In order to complete this task, all team members need to somehow agree. It is these functions that a person striving for leadership takes on.

Second task. Here it is necessary for half the team to quickly stand up without agreeing on anything. "Let's start!"

The interpretation of this game is similar to the interpretation of the game "Karabas": the most active members of the group, including the leader, stand up.

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 is 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”. This can be explained by his desire to transfer the responsibility of commander to the shoulders of someone else.

Task four. We arrived on Mars and we need to somehow stay in a Martian hotel, but it only has a triple room, two double rooms and one single. You need to decide as quickly as possible who will live in which room. "Let's start!"

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 compiled 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.

This technique will give you a fairly complete system of leadership in a team. You can end it with some kind of team-building game. (See below)

It should be noted that the main types of leadership are emotional and intellectual leadership. Not the last place in the team is occupied by the leader-organizer. Who to lead your squad depends not only on personal sympathies, but also on the type of activity, the direction of life of the squad in a given shift.


GAMES - SWEEPSTAKES

Target: relieve tension and get ready for work. Prank games differ from all games in that they can only be played once with one team. In their content, prank games are a kind of joke-riddle, after solving which the participants understand that they are being played on.

1. "Have you seen a ghost?"

The players line up shoulder to shoulder, with the leader standing first. He asks the player standing next to him a question, to which he answers according to a given pattern:

Have you seen a ghost?

Over there (the leader raises his right hand) The player repeats the dialogue and gesture with the next player and so on until the end. The second time, without changing the words, the leader raises his left arms, the third time he crouches and stretches his left leg forward. The whole chain also sits shoulder to shoulder with outstretched arms, and the leader pushes the person sitting next to him. The entire squad falls down the line.

2. "Do you know Jacek?"

Another version of the game “Have you seen a ghost?” There are 8-10 willing people, lined up in a column and squeezing their shoulders very closely. The presenter moves in front of the first and asks: “Do you know Jacek? Jacek is like that!” And he shows by extending his arms to the level of his head. The first one asks the second one: and repeats the leader’s movement. The second one belongs to the third one, etc. Moreover, the hands remain in the same position. Then the leader begins the circle again, but the hands remain at stomach level. Repeat again - hands at knee level. And finally, your hands almost touch the floor. When everyone finds themselves in such an awkward position, the host says: “Do you know Jacek? Jacek is like that!” And with these words he strongly pushes the first player with his body.

3. "Detective"

One player is told that now everyone will come up with some kind of detective story, and he will have to guess it, while he can be asked questions that can only be answered with “yes”, “no”, “I don’t know”. After the rules are explained, the player is asked to walk out the door.

No plot is invented, it’s just that if the player’s question ends with a vowel, then everyone answers “yes”, if the consonant ends with “no”, if with a soft sign – “I don’t know”. After some time, the presenter himself writes a detective story and is very happy about it.

4. "Love Story"

Another version of the game "Detective". Two volunteers - a guy and a girl - are taken out of earshot. The counselor says that they will now come up with their own love story. Upon the driver’s return, they will ask questions; if in the last word of their question the last letter is a vowel, then the circle answers: “yes!” and if it’s a consonant, then “no!” If the word ends with soft signs, then the circle says: “We don’t know” and “It doesn’t matter”, optionally. The drivers are given instructions: “We have come up with a love story without you. You must find out by asking questions that would provide only unambiguous answers: “yes”, “no”, “we don’t know”. What you understand, then you will tell. If the drivers they were confused, they need to help them a little. In the end, the counselor thanks the drivers for telling everyone their “wonderful love story.”

5. "Monument of Love"

Three boys and three girls (unlimited number) are taken out the door. Two presenters are building a monument to Love (a boy and a girl)

The third presenter calls first the girl and then the boy one by one, offering them:

You are a sculptor, in front of you is an unfinished monument of Love made of clay, you must finish it.

(the player “sculpts” the monument at his own discretion). When the sculptor has finished the work, the presenter says:

Now replace the girl (boy) in your creation.

6. "Hypnosis"

Everyone kneels in a circle. One presenter invites everyone to close their eyes for a “hypnosis” session, listen only to his voice and follow his instructions: “Imagine that you are walking in a beautiful clearing in the forest, you hear birds singing. You feel the smell of summer, the sun is blinding you. "You see that in the middle of the clearing there is a scarlet flower growing, you bend over to it, squat down. On its petal you notice a small dewdrop that beckons you, and you, standing on all fours, try to lick it with your tongue. Now freeze for a second."

The players do everything.

The first presenter at this moment approaches the second and says:

“Comrade General, a group of search dogs has arrived at their destination!”

7. "Phrases"

I will say three phrases one after another, you must repeat each phrase in chorus. Can you do it?

But I think not. Let's check. It's a good weather today.

(repeat)

We love fun games (repeat)

Lost, already lost!

But you only uttered two phrases.

My third phrase was: “We lost, we already lost.”

8. "I'm going on a hike..."

One phrase is said in a circle: “I’m going on a hike and taking with me... (the participant names any thing).” You can pass a ball or a toy. The leader says who is going on a hike and who is not. The point is that after this phrase the player must say the word “Please”, and then the host will take him on a hike. The game continues until everyone guesses the “secret” word.

9. "Who is the Egyptian donkey?"

The presenter enters the room and asks everyone: “Who is the Egyptian donkey?” Everyone shouts in unison: “I am,” but the “Egyptian donkey,” who has already been secretly chosen, must shout it louder than everyone else.

If the leader guesses right, he stays; if not, he goes out the door again to change the “donkey.” If the presenter guesses, then now, as if inadvertently, they ask him to be an “Egyptian donkey,” and he must shout louder than anyone: “I am!!!” When the second presenter comes and asks: “Who is the Egyptian donkey?”, everyone pretends that they are going to shout, but they are silent, only the first presenter shouts.

10. "Wild Monkey"

This game is also known as "Egyptian Donkey". One person who wishes is taken out of the hall or simply away from the location of the general circle, so that he does not see or hear those remaining. The presenter says: “So this is it. Now we will tease him (her). He will return, and we will say that there is a symposium of the wildest monkeys and he needs to determine who is the wildest. For this, we will say, you must ask: “Who is the wildest monkey here?” Everyone will scream? “Me! Me!" With two tries, you have to guess who this monkey is. And the wildest one is the one who screams the loudest and hits his chest with his fist the hardest. So, two attempts. Here. He will ask, and we will scream. After After two attempts, he will point to someone. We will all be surprised and say that he guessed right. The one who was pointed out, like the wildest monkey, comes out. We seem to be guessing for someone for real, and when the second leader returns and begins to ask, the first time we will scream, and the second time we will draw air to scream and it will become clear. Do you have any questions? The game proceeds according to these instructions. It is good to remove not one, but three or four people at the beginning.

11. "Step over the clock"

Several clocks are placed in front of the player at a short distance from each other. The player is then blindfolded and the player is asked to step over the clock. The presenters guide the player so that he does not accidentally step on the clock, they tell him what he needs to do, how to go.

In fact, all clocks are removed and laid out again after the player has walked the entire distance.

12. "Put your nose back in place"

A face is drawn on the sheet. The nose is made of plasticine. The blindfolded player is asked to put this nose in place.

13. "MPS"

The leader’s task is to guess the intended person in the group by asking any questions about him to each player. Players, answering the question, talk about their neighbor on the right, because MPS stands for "my right neighbor."

14. "Camel"

This must be done very carefully so that others do not hear what is being said to the neighbor. Then the counselor stands in the center and says: “Listen carefully! Now I will name the animals. It’s possible that I didn’t name some at all, so be sure to remember your animal. So: Cat! Horse! Camel!!!”

15. "Yes-no-yes"

Three boys and three girls are called from the audience. The presenter retains one participant of the opposite sex out of six. And the rest are taken away so that they do not eavesdrop and spy. It is agreed with the remaining participant that he will answer the question in the sequence “Yes” - “No” - “Yes”. And so three times for three answers.

The facilitator asks the following questions:

Do you know what this is?

Do you know what this is for?

Do you want to know?

In the first episode, the presenter points to the palm, and after agreeing to find out what it is for, shakes the participant’s palm. In the second episode, the presenter points to the shoulder and after the 3rd answer gently hugs the participant’s shoulder. In the third episode, the presenter points to the lips and after the 3rd answer, stretches his lips towards the participant as if he wants to kiss, and then plays on the lip like a little one. After a friendly laugh, the presenter sits down in the hall, and the 1st participant takes his place. And a second participant of the opposite sex is called for him. All six participants go through this in turn.


THEATER EXPROMT

Theatrical performances in which absolutely all the children of the group take part and do everything easily, cheerfully, and successfully are, of course, impromptu performances. Impromptu frees you from the fear of failure, impromptu allows you not to be an actor, impromptu presupposes momentary creation, and therefore imperfect, unrefined form, with mistakes, incidents, funny situations. All failures of the participants in the improvised scene are justified in advance. Impromptu: no one prepared for the game; no one knew what his role was; none of the actors is an actor, so his behavior is free, he only outlines the action of the character and acting skills are not required from him.

The impromptu theater has a psychological task as its leading one, while the school theater (ethical theater, drama studio, etc.), engaged in theatrical performances of literary works, is created in the name of aesthetic and moral tasks. And the psychological task is to psychologically emancipate the student, to develop his sense of dignity.

The methodology for organizing impromptu theater is extremely simple. The text for the “Voice-Over” is composed, usually fairy-tale, fantasy, detective, so that entertaining events unfold on stage. Then all the characters in the performance are recorded, they are indicated on cards. These cards are distributed among the children who come to the performance, and they are immediately invited backstage. As the text, which contains information about the actions of the characters, plays, the actors appear from behind the scenes and perform everything that is reported in the “Voice-over.”

It is necessary that the play has a lot of actions, replacing one another, so that the turn of events is unexpected and ultimately cheerful and a little funny. The characters are people, animals, plants, things, and natural phenomena such as wind, stars, clouds.

Let us give an example of a short play performed impromptu successfully and repeatedly in different schools (we use a capital letter to denote the characters in this performance).

"...Night. The wind is howling, the Trees are swaying. The Gypsy Thief makes his way between them, he is looking for the stable where the Horse is sleeping... Here is the stable. The Horse is sleeping, he is dreaming about something, he is lightly moving his hooves and neighing thinly. Not far from him, Sparrow perched on a perch, he dozes, sometimes opens one eye or the other. On the street, a Dog sleeps on a leash... The trees are rustling, because of the noise you can’t hear how the Gypsy Thief makes his way into the stable. Here he grabs Horse by the bridle... The Sparrow chirped alarmingly... The Dog barked desperately... The Gypsy takes the Horse away. The Dog bursts into barking. The Mistress ran out of the house, groaned, screamed. She called her husband. The Master jumped out with a gun in his hands... The Gypsy runs away . The owner leads the Horse into the stall. The Dog jumps for joy. The Sparrow flies around. The trees rustle, and the Wind continues to howl... The Owner strokes the Horse, throws him some hay. The Owner calls the Mistress into the house. Everything calms down. The Dog is sleeping. The Sparrow is dozing on his in the same place. The Horse falls asleep while standing, he occasionally shudders and neighs quietly... Curtain!"

The plot should not be known either to children, or to the audience, or to the actors. Therefore, after performing one performance, it is necessary to re-create the text for another performance. We should not forget about the effect of novelty for children: the plots should be different, relate to different areas of a person’s life, and surprise children every time. unexpected turns in the course of action.

For a broader idea of ​​the possibilities of impromptu theater, we present another text that serves as a support for the actions played out on stage:

"...The Sea. The Sea is agitated. It is in constant motion. The Philosopher sits on a Rock near the shore. He is deep in thought, does not notice anything around. From the outside, it seems that he is dozing. He does not notice the Waves running onto the shore. He does not notice, How the Shark swam up and opened its predatory mouth, intending to eat the Philosopher. He does not notice how a flock of cheerful Dolphins drives the evil Shark into the Sea.

The philosopher sits, lost in thought. Nothing can bring him out of his thoughts about the meaning of life. He is so motionless that the Seagull that appears mistakes him for a stone and sits on his head.

A Merchant appears on the shore with a Basket. He spent the whole day selling goods at the market. Tired, he drags the Basket along the sand. The merchant sees the lonely figure of a man sitting on the Stone and heads towards him.

Having noticed the man, the Seagull flies away screaming. The philosopher retains his former thoughtfulness.

Approaching the Philosopher, the Merchant asks to look after the Basket... He undresses and goes to plunge into the Sea.

At this time, two Jokers appear on the shore. They see the Philosopher immersed in thoughts and stealthily approach the Basket of Clothes. They take her and run away.

The merchant sees his Basket with money and clothes being stolen, quickly swims to the shore and shouts: “Save!” The Philosopher awakens from the scream and rushes to help. Of course, saving a person for a Philosopher is the same as saving the highest value.

The Merchant fights off the Philosopher. Soon they find themselves on the shore. The jokers run further and further.

The merchant rushes along the shore, begs the Philosopher to give him clothes for a while to catch the jokers. The philosopher replies that clothes are not the most important thing in life, that they are only a means, not an end. And again falls into deep thought.

The merchant jumps around, hits the Philosopher on the back, trying to bring him out of his reverie, kneels down, begging for clothes...

The Dolphins arrive and discuss the situation. The seagull screams and gives advice to the naked Merchant. Philosopher. unperturbed.. The dolphins swim away. The seagull flies away.

Dealer. undresses the Philosopher and runs to save his property.

There is a lonely Philosopher on a stone, immersed in thoughts about the meaning of life....

A curtain.

And further. one text. The play is called "The Way Home".

"...Village, summer, night... It makes noise and howls, swaying. Trees, Wind...

A villager is walking along the road. There is a Fence on the right... Suddenly a black Cat runs out from behind the Fence, runs across the road to the Village Resident, and meows loudly.

The Village Resident, frightened, screams... The Cat rushes to one of the trees and quickly climbs onto the Tree, sits there, watching the Village Resident.

The villager is also scared. He turns the other way to approach his house differently. Expensive.

An Owl flies out from behind a tree, it screams, scares both the Resident and the Cat. Both scream again - how. they can.

The unlucky Villager now takes the third road to his home. He walks cautiously, looks around, shudders every minute...

Finally his House is visible. Our hero. reaches out his hand to open the door. A Phantom appears... "Oh, when will this all end?!" - our hero yells. And the Phantom circles around him. The villager is in despair, he clasped his head in his hands and is no longer looking for a way out of the situation...

The Mistress, the wife of our hero, runs out of the House. She has a towel in her hands. She waves the Towel, chases away the Phantom. He hides around the corner of the House.

Our hero tells the Mistress, his wife, why he is so scared... The Ghost around the Corner repeats his words, like an echo, and slowly approaches our hero again. The Mistress notices his movement, waves the Towel and menacingly orders the Phantom to disappear... He is going to object. But suddenly, somewhere in the distance, behind the House, the Rooster crowed... The ghost disappears forever.

The hostess consoles her husband and invites him to the House. Promises a good treat. Both are leaving...

A curtain"

You can also stage children's fairy tales ("Turnip", "Teremok", "The Ryaba Hen", etc.).


Russian folk games

Target: assimilation and consolidation of the indigenous historical characteristics and traditions of one’s people, transfer of experience from generation to generation.

Traditionally, gaming culture, which includes, along with games themselves, game forms in communication, work, and cognitive activity, constitutes an integral and most important part of a huge complex of folk culture. Most folk games can still be used today.

1. "Sing Grandma"

All participants are divided into two teams. The game begins with song questions from one team. The second team answers with words from the song. And so who will outsing whom.

2. "Polar Bears"

The playing area is limited. All players move around the court, two drivers join hands and salute others. The third joins them if they salat him, and the fourth and third form their own pair of drivers.

All players are divided into two groups, lined up in two lines opposite each other. The game is accompanied by the following words:

Boyars, we have come to you.

Young people, we have come to you.

Why did you come?

We choose the bride.

How cute are you?

This one is cute to us.

She's our fool.

We'll learn it.

What will you teach?

With a whip.

She will cry.

We will console her.

- How will you console?

We gingerbread her.

4. "Bug"

One stands with his back and holds his palm, while the others hit him on the palm. He must guess who did it.

5. "To Kings"

The king was chosen, all the other players were servants.

King, king, I am your servant!

Why are you my servant?

And whatever you don’t force me to do, I’ll do everything.

Kiss the king on the mouth and clean everyone up.

The servant kissed everyone. Then the next servant performs another task, and so on until he gets tired.

6. "To the set"

The girls sat on the bench and made plans for a place on the right for

her boyfriend. A guy came in and had to guess his place, if he guessed right, he remained seated, if not, then all the girls clapped their hands and he left. The game continued until all the seats were occupied.

7. "To the neighbor"

Everyone sat in pairs. Whoever is left without a partner drives.

Is your neighbor loving?

See him (couple kissing).

If you are not in love, then you need to quickly say the other person’s name and change places with his girlfriend. The presenter must take any place.

8. "Grandfather Mazai"

The presenter leaves. Players imagine what they did

together. The presenter arrives.

Hello grandfather Mazay! Get out of the basket.

Hello kids, sweet candies. Where did you drop out, what did you do?

We won’t tell you where we were, but we’ll show you what we did. The players show, the presenter must guess.

9. "Cat and makhotki"

The leader is a cat. All the rest are dummies. They squat down, and the cat must knock one of them down. Mahotka must hold on.

10. "Smoking room"

They passed a lighted torch, and the one whose light went out was the smoking room. If they handed over candy, which they took a bite of, then whoever ran out of it was the greedy one. The game was accompanied by the words:

Once upon a time there was a smoking room,

Once upon a time there lived a fool.

Like a smoking room

Like a fool.

The legs are small,

The soul is short.

Don't die smoking room

Don't die you fool.

Like a smoking room

Like a fool.

The legs are small,

The soul is short.

The smoking room is alive,

The fool is alive. The last one makes a forfeit.

11. "Gardener"

The leading gardener comes out, and everyone agrees on who will have which flower.

The presenter says the following words:

I was born a gardener, I was seriously angry, I was tired of all the flowers, except...

What happened to you?

In love.

In whom? -IN...

If the player does not quickly name the flower, he becomes the leader.

Currently, this ancient Russian game is known as "Broken Telephone". It involves 5-10 people. They sit in a row or in a semicircle. One of the players is chosen as the leader. He sits first in the row, comes up with any phrase and quietly whispers it in the ear of the player sitting next to him. He quietly tells it to the next player, etc. Then the presenter approaches the person sitting last in the row and asks what was handed to him. He loudly repeats what he heard.

To identify who was the first to distort the presenter’s phrase, he asks to repeat what was heard not only by the one sitting in the last row, but also by the second from the end, the third, etc. The participant in the game who first distorts the leader’s words is seated at the very end of the row. The presenter sits in the vacant seat. The new leader is the one who is now first in the row.

1. The phrase must be conveyed into the ear and so that others do not hear. But you need to speak clearly, without deliberately distorting your words. Anyone who breaks this rule sits last in the row.

2. You can’t ask again and say nonsense.

13. "Salki"

The plot of this game is very simple: one driver is selected, who must catch up and make fun of the players running around the site.

But this game has several options that complicate its rules.

1. The taunted player becomes the driver, and he must run, holding his hand on the part of the body for which he was taunted. The first player whom the driver touches becomes the driver himself.

2. The upset player stops, stretches his arms to the sides and shouts: “Tea-tea-help out.” He is "bewitched". Other players can “disenchant” it by touching their hand. The driver must “bewitch” everyone. To do this faster, there can be 2-3 people driving.

14. "Hide and Seek"

The driver stands in a designated place with his eyes closed. This place is called "con". While the driver counts loudly to 20-30, all the players hide in a certain area. After the end of the count, the driver opens his eyes and goes in search of the hidden ones. If he sees one of the players hiding, he loudly calls his name and runs to the stake. As a sign that the player has been found, the stake must be knocked on a wall or tree. If the found player reaches the end and knocks there before the driver, then he is not considered caught. He steps aside and waits for the game to end. The driver must “knock” as many hidden players as possible. The next time the driver becomes the player who was found and “caught” last. (Or, by the decision of the players, first.) Every time the driver moves far from the horse, the hidden players can quietly sneak up to the horse and knock there. In this case, they will not be considered detected.

15. "Geese"

On the site, at a distance of 10-15 meters, two lines are drawn - two “houses”. In one there are geese, in the other - their owner. Between the “houses under the mountain” lives a “wolf” - a leader. The owner and the geese conduct a dialogue with each other, known to everyone from early childhood:

Geese, geese!

Ga-ha-ga.

Do you want to eat?

Yes Yes Yes.

So fly!

We are not allowed. The gray wolf under the mountain does not let us go home.

After these words, the “geese” try to run over to the “master”, and the “wolf” catches them. The caught player becomes a "wolf".

16. "Burners"

The players line up in a column in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says:

"Burn, burn clearly,

So that it doesn't go out.

And one, and two, and three.

Last couple run! "

On the word “run”, the last couple standing must quickly run around the column and stand in front. The driver should also strive to take one of the places of the first pair. The one who does not have enough space becomes the driver. Instead of the words “last pair,” the driver can say: “Fourth pair,” or “Second pair.” In this case, everyone playing must be very careful and remember where they stand in the column.

17. "At the Bear's Forest"

Two lines are drawn on the site at a distance of 6-8 meters from each other. Behind one line is the driver - the “bear”, behind the other - the “house” in which the children live. Children go out from the “house” into the “forest” to pick mushrooms and berries. They approach the bear's den with the words:

"By the bear in the forest

I take mushrooms and berries.

But the bear doesn't sleep,

Everything is looking at us."

At the last words, the “bear” jumps out of the “den” and tries to grease the children running away to their house. A player hit by a bear becomes a bear.

18. "Pretties"

The driver is selected - the "monk" and the leader - the "seller". All other players make a secret secret from the “monk” of the colors of the paints. Colors should not be repeated.

The game begins with the driver coming to the “shop” and saying: “I, a monk, in blue pants, have come to you for some paint.” Seller: “For what?” Monk: (names any color) “For blue.”

If there is no such paint, then the seller says: “Walk along the blue path, you will find blue boots, wear them, and bring them back!”

"Monk" starts the game from the beginning.

If there is such a paint, then the player who has wished for this color tries to run away from the “monk,” and he catches up with him. If you catch up, then the driver becomes the painter; if not, then the colors are guessed again and the game is repeated.

19. "Blind Man's Bluff"

The game takes place on a small limited area with no dangerous obstacles. The driver is blindfolded, or simply closes his eyes. He must make fun of one of the players with his eyes closed. The players run away from the driver, but do not go beyond the boundaries of the site and always raise their voices - call the driver by name or shout: “I’m here.” The spoiled player changes roles with the driver.

20. "Alyonushka and Ivanushka"

The players stand in a circle and join hands. Alyonushka and Ivanushka are chosen and blindfolded. They are inside the circle. Ivanushka must catch Alyonushka. To do this, he can call her: “Alyonushka!” Alyonushka must be distracted: “I’m here, Ivanushka!” As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts from the beginning.

21. "Cossacks-robbers"

The players are divided into two groups. One depicts Cossacks, the other – robbers. The Cossacks have their own house, where there is a watchman during the game. His responsibilities include guarding captured robbers. The game begins with the Cossacks being in their house and giving the robbers the opportunity to hide (10-15 minutes). While the robbers are hiding, they must leave traces along the way: arrows, symbols or notes indicating the location of the next mark; the traces may also be false in order to confuse the Cossacks. After 10-15 minutes, the Cossacks begin searching. The game ends when all the robbers are caught, and the one whom the Cossacks saw is considered caught.

It is better to play the game in a large area, but limited by some signs. At the end of the game, the Cossacks and the robbers change roles.

22. "Fishing Rod"

A fishing rod is a jump rope. One end of it is in the hand of the “fisherman” - the driver. All players stand around the “fisherman” no further than the length of the rope. The “fisherman” begins to spin the “fishing rod”, trying to hit the players’ legs with it. The “fish” must protect themselves from the “fishing rod” by jumping over it. To prevent the “fish” from interfering with each other, there should be a distance of about half a meter between them. The “fish” should not leave their places. If the “fisherman” managed to catch the “fish”, i.e. touch the “fishing rod”, then the place of the “fisherman” is taken by the caught “fish”.

Two conditions must be met: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10-20 centimeters.

23. "Cat and Mouse"

Two people are selected for the game: one is the “cat”, the other is the “mouse”. In some cases, the number of "cats" and "mouses" may be greater. This is done to spice up the game.

All other players stand in a circle, holding hands - the “gate”. The “cat’s” task is to catch up (touch with his hand) the “mouse”. In this case, the “mouse” and “cat” can run inside and outside the circle. The players standing in a circle sympathize with the “mouse” and help it in any way they can. For example: by letting the “mouse” through the “gate” into the circle, they can close it for the “cat”. Or if the “mouse” runs out of the “house”, the “cat” can be locked there, i.e. lower, close the gate.

This game is not easy, especially for a “cat”. Let the “cat” show its ability to run, its cunning, and its dexterity.

When the “cat” catches the “mouse”, a new pair is selected from among the players.

24. "Move slower"

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other. The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the driver. But getting to the driver is not easy. The players move only to the words of the driver: “If you drive more quietly, you will go further. Stop!” At the word “stop” all the players freeze. The driver, who had previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line. The driver can make the frozen guys laugh. Whoever laughs also goes back beyond the line. Game continues. Who will be able to take the place of the driver?

25. "Ali Baba and the Breaking Chains"

The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters. One of the teams starts the game with the words: “Ali Baba!” The second team answers in unison: “About what, servant?” The first team says again: “Fifth, tenth, Sasha is here for us!” In this case, the name of one of the players on the opposing team is called. The named player leaves his team and runs to the enemy team in order to break the chain, i.e. will release the players' hands. If he succeeds, he takes the player who unclasped his hands to his team. If the chain is not broken, then he remains on the opposing team. The teams start the game one by one. The team that has the most players after a certain time wins.

26. "12 sticks"

For this game you need a board and 12 sticks. The board is placed on a flat stone or small log to create something like a swing. All the players gather around this “swing”. 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks fly apart. The driver collects the sticks, while the players run away and hide. When the sticks are collected and placed on the board, the driver goes to look for the hidden ones. The found player is eliminated from the game. Any of the hidden players can sneak up to the “swing” unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players are found and the driver manages to keep his sticks. The last player found becomes the driver.

27. "Elephant"

This game involves two teams of boys of 6-8 people. One of the teams must line up in a column. Each player bends down, presses his head to the belt of the person in front and at the same time holds on to him with his hands. This team is the "elephant". The second team must “climb” the elephant. It's done like this. The first player gets up from the side of the “elephant’s tail”, runs up and, pushing off against the back of the last player – the “elephant”, makes the largest possible jump onto the elephant’s back. “He must “land” so as not to fall from the “back” and not even touch the ground with your feet. Then all the other players from the team of “riders” make jumps. If one of them could not resist and fell from the “elephant”, then the game stops and the teams change places. If everyone jumped successfully and no one fell , then the “elephant” must walk with its riders 8-10 meters If the “elephant” succeeds, the game also stops and the teams change places.

The game requires not only dexterity, but also courage, because jumping sometimes causes pain to players of both teams.


MASLENIC GAMES

1. "King of the Hill"

There is an ancient and truly ineradicable custom among guys who get together. As soon as they come across a low hill or mound, someone who is the most militant climbs to the very top of the hill and shouts in defiance: “I am the king of the mountain!” And he takes on a proud, defiant pose. Here guys from all sides rush to storm the hill. Everyone is trying to take the very top and overthrow the self-proclaimed king.

A fun, fast-paced fight breaks out. It is not customary to fight too seriously, to engage in real struggle. The guys mostly push or pull each other down the slopes of the slide, avoiding blows, sharp pushes and other rough techniques. And now the next “king” is rolling head over heels down the hill amid friendly laughter. However, he is also pleased: he was, after all, the “king of the hill.”

To play this folk game, a slide is made from snow. There should not be more than 10-15 people participating in the game at the same time. Younger teenagers do not take part in it along with older children. It is better for them to play the game separately.

The winner is the one who lasted the longest at the top of the mountain after shouting “I am the king of the mountain!” You can give small comic prizes to those who have been the “king of the hill”. This removes unnecessary competition. After all, we must remember that this is not a sports championship, but a fun folk game.

2. "Two frosts"

The game requires a small area measuring 6x12 m. Its boundaries are marked with sticks, flags, lumps of snow, etc.

Those who wish to participate in the game gather on one of the short sides of the site. The drivers - two Frosts - come out to its middle. With their arms akimbo, they address the crowd:

We are two young brothers, two daring Frosts.

“I am Frost - Red Nose,” one declares.

“I am Frost - Blue Nose,” another introduces himself and asks with a feigned threat in his voice:

Which of you will decide to set off on the little path?

The guys usually already know what to answer here in unison:

We are not afraid of threats, and we are not afraid of frost!

Older guys sometimes feel embarrassed to recite in chorus. It is enough if at least one of the players (this may be one of the organizers of the game) utters an answer to Frosts and is the first to run, dragging everyone else with him to the opposite boundary of the site, where Frosts cannot run. Sometimes no one dares to do this. Then one of the Morozovs announces that everyone who does not run on the count of three will be frozen.

One two Three!

Everyone rushes to run across the platform, and Frosts tries to hit them with his hand. The one who has become soggy must stop, placing his arms to the sides and freezing without moving, like “frozen.” Other players can “unfreeze” it by touching it with their hand. Then he runs along with everyone to the opposite boundary of the site.

Having counted the “frozen” ones, both Frosts again ask the rest of the players if they would dare to set off on the little path, and, if necessary, count to three.

Running across the court in the opposite direction, the players try to help out the “frozen” ones, but the Frosts guard them and try to “freeze” someone else. After several runs, the number of “frozen” ones is counted and those who want to try themselves in the role of “Frost” are invited. Preference is given to those who have never been “frozen” and who have helped others.

Rules: 1. You can cross the site only after the words “We are not afraid of Frost!” or on the count of three. Then you can’t help but run, otherwise you become “frozen.” This also threatens those who run but come back. 2. The “frozen” one should not move until he is “unfrozen” by the one who touches him with his hand. But if the one trying to help out the “frozen” one is hit by Frost at this moment, then he himself must freeze in place. It happens that while accelerating he still touches the “frozen” one, but he must remember that such a release is no longer valid, you cannot run after it, otherwise you are out of the game. 3. Those who run beyond the long side of the site are considered to be greasy. But on the short side there is salvation: Frosts cannot run there. 4. While protecting the “frozen”, the drivers cannot hold them with their hands. 5. Sometimes it is agreed that the Frosts take those “frozen” a second time to their icy tower, where they can no longer be rescued until the drivers change.

3. "The third wheel (with a strap)"

10-40 guys play on a small platform or in a hall. Choose two drivers. The rest form a circle, facing the center in pairs: one in front of the other.

The beginning is the same as in all variants of the popular game “Third Wheel”: one driver runs away from the second and can get ahead of any pair. Then the person standing behind turns out to be third, and therefore superfluous, and must run away from the second driver.

The peculiarity of this game is that the second driver has in his hand a belt, a belt or a tourniquet twisted from a scarf, shawl, or just a piece of rope. Waving a belt or, conversely, hiding it behind his back, the second driver runs around the players, trying to slap (slap) the first driver with a belt before he stands in front of someone else's pair. If you succeed in making yourself angry, you need to throw the belt up and run away yourself, and the person who has made you angry must now catch up with him in order to get rid of him.

The situation is constantly changing, and all players have to be on their guard, especially those standing last in pairs. After all, drivers use unexpected tricks every now and then. For example, the second driver quietly passes the belt to someone in the pair, while he continues to chase the first driver. He runs away, but as soon as he reaches the player holding the belt, he whips the driver. He then throws up the belt and runs away, becoming the new first driver. The former one turns into the second driver, and must, picking up the belt, catch up with the one running away. The former second driver, who used the “strategy”, stands in the remaining incomplete pair.

The game is ended, for example, by mutual agreement: “Here Victor takes us away - and we’re done.”

Rules: 1. Drivers should not run away from the circle or cross it. 2. The belt should be relatively soft, without knots or buckles at the end. 3. Only one hit with a belt is allowed, and a playful one at that. 4. The runner can stand in front of any standing pair. If young people are playing, then they stand side by side in pairs, holding hands or arm in arm. The free hand is kept on the belt, while the player fleeing from the driver takes the arm of any of the pair, and the one who is third runs away.

4. "Golden Gate"

Out of 6-20 participants in the game, choose two stronger ones. They step aside a little and agree which of them will be the Sun and which will be the Moon (Month). Those who have chosen the roles of the sun and moon stand facing each other, take hands and raise them, as if forming a gate. The rest of the players, holding hands, walk in a line through the “gate.” At the same time, they sing their favorite songs. When the last person to walk through the gates, they “close”: the Sun and Moon lower their raised hands and the one who walked last finds himself between them. The detainee is quietly asked where he would like to stand, behind the Moon or the Sun. Then all the players go through the “gate” again, and again the last one is stopped. This is repeated until everyone is assigned to groups. Then the groups perform tug-of-war, holding hands or using a rope, stick, etc.

This is a variation of this game. Those walking through the “gate” do not sing, but those who represent the “gate” say in recitative:

Golden Gate

They don't always miss.

Mixers - games (exercises) to lift your spirits,

removing psychological barriers, dating

Caterpillar

The group forms a line. Each member of the group offers his hand to the one behind. To do this, the players spread their feet shoulder-width apart and put their hand back between their legs. At the same time, everyone also takes the hand of the person in front. The group begins to move backwards. At the same time, the rear one begins to lie on the floor. The group moves backward until everyone is on the floor. The group is then asked to return to the starting position in reverse order.

Shoe factory

Everyone takes off their shoes and places them in the center of the circle, each participant puts on two different shoes and tries to place the foot next to the foot wearing the pair of shoes.

This is my nose

How do you respond to a person who points to his elbow and says, “That’s my nose?” Well, you can point to your head and say, “Is that my elbow?” Then he'll probably show me his foot and say, "That's my head!" This is a new hand-eye coordination game and test that shows how long you can last by naming the body parts your partner just revealed while at the same time pointing to another part of your body.

Shadow leader. One of the players leaves the room. The rest of the team members choose a “leader”, who gives the group any movements and changes them after a while. The task of the person entering is to identify the “leader”. If you are lucky, the “leader” himself goes out the door and the game is repeated with a new “leader”.

Group members open their palms and take turns saying, “I have never...(done anything).” The one who did the proposed action bends his finger. The game is good for getting to know each other.

Group members stand in a circle and hold each other's arms. The presenter tells everyone the name of the animal. After this, the presenter loudly calls one of the names. Guys with this name should cross their legs. The others must hold them back. The best effect is achieved with a large amount of one of them.

The group stands in a circle and extends their arms to the center. After accidentally clasping hands, the group is asked to turn around in a circle so that people with clasped hands stand nearby.

The group stands in a circle. Everyone chooses the name of a fruit based on the first letter of their name. An exchange of phrases like “An apple loves an orange” is suggested. After this, the “orange” must name the new pair. If this does not happen and the presenter manages to touch the “orange”, then they change places.

Tutti Frutti

The team is divided into two or more fronts and chooses a name for itself - fruit. One person stands in the center and tells a story. As soon as he uses one of the front names, the members of that front must exchange with each other. If "Tutti-frutti" is pronounced, then all members of all fronts must change places.

The team sits in a circle and begins to pass an object around the circle, holding it with different parts of the body, changing them. If you fall, the game starts over again.

Drums

The group sits in a circle. Group members place their palms on the knees of their neighbors on both sides. The group begins clapping in a certain direction - hand after hand, in the order in which they lie on their knees. When hit twice, the direction is reversed. The one who makes a mistake removes his hand.

The group stands in a circle. Hands clasped behind back. In this case, the left arm is bent at the elbow and holds the right hand of the neighbor on the left. The leader, walking around the circle from the outside, quietly selects the “killer” by touching his shoulder. The “killer” shakes the neighbor’s hand N times. The neighbor presses the next one N-1 times, etc. The one who receives one last handshake is considered killed and leaves the circle. The group's task is to unanimously identify the "killer". If the attempt is unsuccessful, the “killer” sends a new “impulse”.

“Your job is to get the whole team from this line to that line. In this case, everyone starts at the same time at the command of the leader. Moreover, at the same time the entire group can have five points of swing with the ground.”

"Feet to Hands"

The group forms a line. Each person places one hand on the shoulder of the person in front and raises one leg. With the second hand, the hind ones pick up the front leg. The task is to jump a certain distance without breaking.

"Hee hee, ha ha"

The group stands in a circle and synchronously makes movements with their hands and says “Hee-hee-hee-hee-hee, ha-ha-ha-ha-ha”, decreasing the count from 5 to 1.

DATING GAMES
GAMES - CREATIVE TASKS OUTDOOR GAMES MIXERS - GAMES (EXERCISES) TO LIFT YOUR MOOD, REMOVE PSYCHOLOGICAL BARRIERS, DATING GAMES FOR UNDERSTANDING AND UNITYGAMES WITH THE AUDIENCE

MIXERS - GAMES (EXERCISES) TO LIFT YOUR MOOD, REMOVE PSYCHOLOGICAL BARRIERS, DATING
CATERPILLAR
The group forms a line. Each member of the group offers his hand to the one behind. To do this, the players spread their feet shoulder-width apart and put their hand back between their legs. At the same time, everyone also takes the hand of the person in front. The group begins to move backwards. At the same time, the rear one begins to lie on the floor. The group moves backward until everyone is on the floor.

The group is then asked to return to the starting position in reverse order.
SHOE FACTORY
Everyone takes off their shoes and places them in the center of the circle, each participant puts on two different shoes and tries to place the foot next to the foot wearing the pair of shoes.
THIS IS MY NOSE
How do you respond to a person who points to his elbow and says, “That’s my nose?” Well, you can point to your head and say, “Is that my elbow?” then he'll probably show me his foot and say, "That's my head!" This is a new hand-eye coordination game and test that shows how long you can last while naming the body parts your partner just revealed while at the same time pointing to another part of your body.

GAMES
Shadow leader. One of the players leaves the room. The rest of the team members choose a “leader”, who gives the group any movements and changes them after a while.

The task of the person entering is to identify the “leader”. If you are lucky, the “leader” himself goes out the door and the game is repeated with a new “leader”.
NEVER
Group members open their palms and take turns speaking: “I have never...(done anything).” The one who did the proposed action bends his finger. The game is good for getting to know each other.
ZOO
Group members stand in a circle and hold each other's arms. The presenter tells everyone the name of the animal. After this, the presenter loudly calls one of the names.

Guys with this name should cross their legs. The others must hold them back. The best effect is achieved with a large amount of one of them. website

Nodules
The group stands in a circle and extends their arms to the center. After accidentally clasping hands, the group is asked to turn around in a circle so that people with clasped hands stand nearby.
FRUITS
The group stands in a circle. Everyone chooses the name of a fruit based on the first letter of their name. An exchange of phrases like “An apple loves an orange” is suggested.

After this, the “orange” must name the new pair. If this does not happen and the presenter manages to touch the “orange”, then they change places.
TUTTI FRUTTI
The team is divided into two or more fronts and chooses a name for itself - fruit. One person stands in the center and tells a story. As soon as he uses one of the front names, the members of that front must exchange with each other.

If "Tutti-frutti" is pronounced, then all members of all fronts must change places.
WAND
The team sits in a circle and begins to pass an object around the circle, holding it with different parts of the body, changing them. If you fall, the game starts over again.
DRUMS
The group sits in a circle. Group members place their palms on the knees of their neighbors on both sides. The group begins clapping in a certain direction - hand after hand, in the order in which they lie on their knees.

When hit twice, the direction is reversed. The one who makes a mistake removes his hand.
MURDERER
The group stands in a circle. Hands clasped behind back. In this case, the left arm is bent at the elbow and holds the right hand of the neighbor on the left. The leader, walking around the circle from the outside, quietly selects the “killer” by touching his shoulder. The “killer” shakes the neighbor’s hand N times. The neighbor presses the next one N-1 times, etc.

The one who receives one last handshake is considered killed and leaves the circle. The group's task is to unanimously identify the "killer". If the attempt is unsuccessful, the “killer” sends a new “impulse”.
MONSTER
“Your job is to get the whole team from this line to that line. In this case, everyone starts at the same time at the command of the leader. Moreover, at the same time the entire group can have five points of swing with the ground.”
"FEET IN HANDS"
The group forms a line. Each person places one hand on the shoulder of the person in front and raises one leg. With the second hand, the hind ones pick up the front leg.

The task is to jump a certain distance without breaking. ....................................