Games and exercises for team building. Team building games (teamwork)

Team building training session

"We are one"

Compiled by a teacher-psychologist of the MBOU of school No. 8 of the city of O.G. Kulebaki, Nizhny Novgorod region Nikulina Yu.S.

Target: cohesion of the class team and building effective interaction of students with each other.

Tasks:

Creation of a favorable psychological climate;

Overcoming the barrier in interpersonal relationships, developing communication skills;

Development of the ability to adequately express their feelings and understand the expressions of the feelings of other people;

Team building, building mutual trust.

Age : pupils12 - 13 years old.

List of participants: group of 10 - 12 people.

Equipment: pens, sheets, badges, drawing paper, colored pencils.

Working mode : 50-55 minutes

Relevance : In a close-knit team, mutual assistance is the key to success, without support only a small goal that everyone has set will be achieved, but the goal of the team will remain at the zero level.

Training structure:

Greeting - 2 minutes

Target,tasks - 2 minutes

Warm-up - 2 minutes

Main part - 40 minutes

Reflection - 5 minutes

The course of the training session:

Warm-up - dive - 2 minutes

Exercise "Palms" - 5 minutes

Leaf dance game - 15 minutes

Exercise "Magic chair" - 15 minutes

Game "My preferences" - 5-10 minutes

Exercise "Pictures" - 10 minutes

Reflection

Structure : Students sit in a circle.

Lesson progress

1. Greeting (2 min).

Target: Establishing contact with children.

The facilitator introduces himself and talks about the objectives of the training.
Instruction:

We have a big teamwork so you need to get to know each other and remember each other's names. In training, we are given a great opportunity, usually not available in real life- Choose a name for yourself. After all, it often happens: someone does not really like the name given to him by his parents; someone is not satisfied with the form of address that is familiar to others - let's say everyone around calls the girl Lenka, and she wants to be addressed as "Lenochka" or "Lenulya" or especially unusually and affectionately, as mother addressed in childhood. And someone secretly dreams of beautiful name, which is worn by his idol. You have thirty seconds to think and choose a name for yourself in the game, and write it on the badge. All other members of the group - and the facilitators too - will refer to you only by this name during the entire training.

Now let's introduce ourselves to each other. Let's do it this way, in turn, everyone puts on a badge, then they introduce themselves and say what mood they came to the lesson with and what they expect from it.

The facilitator introduces himself and talks about the rules of group work.

Group rules.

Time : 2 minutes.

Resources : drawing paper with already written rules.
Leading set certain rules group work, which is necessary for all participants to feel comfortable and safe. The rules are written out on a piece of drawing paper, and after the group has accepted them, they are fixed in a conspicuous place.
List of rules: ( Each paragraph of the rules is explained by the moderator.)
1. Listen to each other.
2. Do not interrupt the speaker.
3. Respect each other's opinions.
4. I am a statement.
5. Non-judgmental judgments.
6.Activity
7. Rule "STOP"
8. Confidentiality.

2. Warm-up - dive

Time : 2 minutes.

Target: Cheer up and prepare for further exercises, equalization of the emotional background, rallying the group members into a single team to achieve the final result of the work.

At the beginning of our lesson, I would like to know:

Who is in a good mood now, clap your hands;

Swap places for those who have friends in the class;

Swap places those who are confident;

Clap your hands those who know their classmates well;

Stomp those who agree with the proverb: "One in the field is not a warrior";

Nod your head those who know what we will do today in class.

3. The main part.

opening speech, definition of the topic, goals of the training (3 min).

Today I will train you oncohesion.In this lesson we will talk about your class, about relationships with each other.

The purpose of our training - this is team building and building effective interaction with each other.

Cohesion is an opportunity for a team to become a single entity for the achievement of specific goals and objectives. After all, how good it is when your friend understands and supports you, to hear and help when this help is needed, and to understand each other even without words. A close-knit team achieves many peaks and victories.

Exercise "Palms"

Time: 5 min.

Participants stand or sit in a circle.

The leader is doing somethingtrafficand "transmits" it to the neighbor on the right, who in turn "transfers" this movement to the neighbor on the right as well. Neighboron rightcontinuesfulfillthis movement until it “receives” a new movement from the neighbor to the left, which hemust"hand over". Then the leader begins to perform another movement, and so on.

D i g e n i i :

a) friction of the palm on the palm;

b) snapping fingers

c) clapping hands on thighs;

d) stamping feet

e) slapping on the hips;

e) snapping fingers;

g) applause with raised hands.

The exercise aims to increase group cohesion; contributes to the development of attention.

Leaf dance game

Time: 20 min.

The exercise is performed in pairs. To perform the exercise, it is better to use appropriate music. Each pair is invited to take one sheet of paper, stand facing each other and touch their heads head-to-head. A sheet of paper is laid between the foreheads. The task of each couple is to move around the room, holding their sheet with their foreheads. Hands must be placed behind the back. At the same time, participants cannot stand still for a long time and cannot talk. Couples need to find channels of intuitive understanding of a partner. The partners who dropped the sheet must freeze in the positions they are in when their sheet touches the floor and must remain in these positions until the end of the general procedure of the game. It will end when only one pair remains.

There is a loophole in the task that the participants do not immediately notice. You need to freeze only at the moment when the leaf touches the floor. In the meantime, he falls, you can have time to take a more comfortable position, at least straighten up. Some even managed to sit on a chair. But sometimes the participants stand like that - “head to head”. These points should be taken into account during the discussion.

Exercise "Magic chair".

Time: 15 -20 min.

This exercise not only allows you to acquire and develop the skills of receiving and transmitting feedback, but also creates conditions for feedback among all participants in the lesson.

In our circle today there is a place for miracle and magic! There is a “magic” chair in a circle here. What is unusual about it? The person who sits on it becomes the owner unique opportunity hear feedback from several people in the group. It can be both criticism and positive statements.

Those who give feedback need to do so using feedback rules; the one who sits on the “magic” chair needs to listen carefully to everything, not making excuses, not thanks, but simply accepting the information. Then the next participant will be on the “magic” chair. So, who would like to be the first to sit on the "magic" chair?

Questions:

- How did you feel when you received feedback?

- What surprised?

- Did you manage to follow the rules?

- Would you like to give feedback to the group?

The game "My preferences"

Time: 5 -10 min.

Distribute the sheets and ask the participants to think of their favorite color and then describe it in three words (e.g. forblue- cool, relaxing, aloof).

Ask participants to answer the question: “If you had the opportunity to take a picture with your favorite animal at the zoo, which one would you choose?” Next, describe the animal in three words (for example, descriptiontiger- strong, dangerous, tense).

Ask participants to think of their favorite city and come up with three words to describe it (for example, for St. Petersburg - intellectual, business, refreshing).

Tell participants that:

- the three color characteristics are how others see them;

- three characteristics of the animal - how they see themselves in communication with others;

- three characteristics of the city - how they would like to see themselves in their work.

Questions to discuss the results with the group:

- What do you think of the results of this exercise?

- To what extent can the results of the exercise provide a real clue to how you perceive yourself?

- What is the risk and cost of perceiving, describing and evaluating a person in terms of limited and non-specific characteristics?

Exercise "Pictures".

Time: 10 min.

It is diagnostic for identifying relationships in the class and allows you to create conditions for feedback from the participant to the entire group.

Now I will give each of you an A4 sheet and colored pencils. In a few minutes, you need to draw a picture of "How I see our class." Your artistic abilities are not important here, the main thing is how you see your class, what images you have. You have 10 minutes to create pictures.

And now, when the pictures are ready, everyone will take turns presenting their drawing, telling why it turned out exactly like that, what is depicted on it.

Questions:

- How similar is your idea of ​​the group to the ideas of others?

- What do you agree with and what do you disagree with?

- What seemed unexpected?

"Thank you for a pleasant session" procedure

Please stand in a circle. I want to invite you to participate in a small ceremony that will help us express our feelings of friendship and gratitude to each other. The game goes like this: one of you stands in the center, the other comes up to him, shakes hands and says: “Thank you for a pleasant lesson!”. Both remain in the center, still holding hands. Then a third participant comes up, takes either the first or the second by the free hand, shakes it and says: “Thank you for a pleasant session! Thus, the group in the center of the circle is constantly growing. Everyone is holding each other's hands. When the last member joins your group, close the circle and end the ceremony with a silent, firm triple handshake.

Thank you very much for coming to this lesson, we hope that it will not pass without a trace in your life, we hope that something will be useful to you and that you have thought about something and will work in this direction. Goodbye.

Reflection:

What feelings did you experience?

What did you learn about yourself, about the group?

What have you learned?

How will this be useful in the future?

What was important?

What are you thinking about?

What happened to you?

What needs to be developed for the future?

ROLLING TRAINING

Psychological training for group cohesion pursues the goal of building effective team interaction. It is worth saying that rallying is a real possibility for any team become something more than just a group of students, the opportunity to become a single entity to achieve specific goals and objectives.

To tasks psychological training rallying for a group of teenagers includes:

    formation of a favorable psychological climate in the group

    finding similarities among all group members to improve the quality of interaction

    initial diagnosis of the psychological atmosphere in the group

    awareness by each participant of his role and functions in the group

    the development of adolescents' ability to work in a team

    rallying the group around the most important task

Cohesion exercises

1 . "My Ideal Team"

Materials: 3 drawing paper, 9 markers, adhesive tape.

Starting position of participants: 3 groups separated from each other.

Assignment: each team to draw a picture of "My ideal team".

Rules: You have 5 minutes to discuss execution tactics tasks.

At the end of the discussion time, the teams simultaneously begin to complete the task. For the spoken word - a fine (2 minutesto complete the task). 1–2 people present a picture, an argumenttying it for no more than 2 minutes.

2. "Choice"

Starting position of participants: participants sit on chairs incircle, on the command "Choice" each participant points his fingeroutstretched hand on one of the other participants.

Task: achieve a choice in which the group would break up for couples.

Rules: participants are not allowed to talk, participants are not allowed toget up from their chairs, the participants make their choice at the same timeleader's command and cannot change it until the next command.

Note: the leader gives commands at a fast pace.

3. "Self-portrait"

Materials: game sheets according to the number of participants. The game sheet is an A4 sheet folded in half. The bottom half of each sheet is folded into strips according to the number of participants.

Starting position of the participants: at privateers sit at the table, to Each participant is given a game sheet by the host.

Assignment: for each participant to draw on the upper half of the game sheet (not bent into strips) their self-portrait, not signatures waving it.

Time to complete: 5 minutes.

    At the end of the time to complete the participants hand over the carportraits to the leader.

    The facilitator mixes them up and distributes them randomly to the participants. nom order.

    Each participant writes on the lowest strip under the autoportrait, what, in his opinion, profession suits a person, drawbathroom in the portrait. Time - 1 minute.

    After that, the participant bends the strip on which he wrote, onreverse side game sheet and passes it around.

    Participants are not allowed to look at previous entries.

    Participants who received their self-portrait also fill out strip.

    When the portraits have "walked around" the whole circle, the presenter collects them. Perthe participants dismantle self-portraits.

    If desired, each participant can speak about the inscriptionsunder your self-portrait, show them to other participants.

5. "Pendulum"

The group stands in a tight circle. Relaxed in the centerone of the students is standing next to it. He starts to fall in any directionWell, without bending your knees. The group catches it and passes it to the other side. importantbut that those standing in a circle take a comfortable position to supportki of the “pendulum”: right foot forward, left behind in emphasis, hands with palmsforward. The group requires a lot of attention and accuracy, it is necessarywe go to help a friend, catch and pass the one standing inside the circle. The group must work together so that the “pendulum” hasgracefully and safely.

Note: physically strong and weak students should edit.

6. "Support for Trust"

The group is divided into couples who stand one with the back of their head to the other.mu at a distance of 0.5 m from each other. The one who stands in front without bendinglegs, falls on the one standing behind. The one behind must catch the fallas soft and gentle as possible. Then those standing change places andrepeat the exercise.

Note: To ensure safety, the one who catches musttake a comfortable position (see "Pendulum"); accept the fallingbypassed by the whole body, and not just by the hands. If the distance seemslarge or vice versa small, it can be changed by approachingor by stepping back half a step until the participants are comfortable.

7. "Camera"

The group is divided into pairs. One in a pair becomes a photographer, the otherRoy - with a camera. The camera closes its eyes, the photographer failshim to interesting place indoors or outdoors and by lightly pressing onhis head, “takes a picture” (the camera while pressing for a secondopens eyes and closes them again. The camera then has to guess where the pictures were "taken". The roles are changing.

The students then sit in a circle and have a discussion about thewalking. Most important points, for which it is necessary topay attention: which of the photographers, how did he lead his camera,did he warn of danger, did he think about a partner; how farthe camera was comfortable with its photographer, as far as heyelled at him; who was more pleased to be a photographer (leader), and whothe unit (slave).

8. "Rope"

All players stand in a circle holding each other's hands tightly.com. Between the first and second students hangs a rope withends. The second participant, without separating hands from the first, mustthread the rope through yourself like a hoop. The rope is now betweenby the second and third students, then the third repeats the actions of the secondhorn and so on in a circle. The main thing: during the rope throughParticipants themselves should not separate their hands. Rope length - 1 m.

9. "Coach"

The group needs to build a carriage from the people present.Foreign objects cannot be used. During the assignment, the curator needs to observe the behavior of the students.Tov: who organizes the work, who others listen to, whowhat “roles” he chooses in the carriage. The fact is that each "role"talks about certain qualities of a person:

the roof is people who are ready to support at any moment in a difficult situation;

doors - they usually become people with good communicationsnative abilities (able to negotiate, interact with others);

seats are people who are not very active, calm;

riders - those who know how to travel at someone else's expense, not very hardworking and responsible;

horses are hard workers, ready to "carry on themselves" any work;

the coachman is usually a leader who knows how to lead.

If the student chooses to be the servant who opens the dooror rides behind the carriage, such people also have leadership qualities, butthey do not want (do not know how) to show them, they are more ready to provide rear services (or these are the so-called "gray cardinals").

After the carriage is ready, the students sit in a circle, discuss what happened, and then the curator explains to them the meaning of those “roles” thatwhich they have chosen.

Note: if the group is led and assigned roles by onea person, then the values ​​​​named above will not reflect the qualities of a given ny people.

10. "Blind Figures"

Students stand in a circle and hold hands. They are invited to close their eyes and all together, without disengaging their hands, build a square. Afterafter the students decide that the square is ready, the facilitator asks them to openeyes and see what they come up with. If they are not happyday, then close their eyes again and continue to perform the task. Then in the same way you can build a rectangle, triangleNick, isosceles triangle etc.

Note: In this task, you can use a rope withconnected ends, which is taken by all the students of the group.

11. « NITRO »

Three from the group join hands, they andec be NITRO. The group should move them in a straight line to a distance of 2 - 4 m so that they do not touchthe earth fell, and also without changing the position of their body and without tearing their handsthese students. At the same time, all members of the group must take care of the comfortsafety and securityNITRO.

12. "Eyes to eyes"

The group sits in a circle so that everyone can be clearly seen,hands are placed under the buttocks. Silently, without using facial expressions, aloneeyes, you need to find a mate (you can’t “negotiate” with your sisterdyami and with those who sit through one). At the signal of the leader, all stand upyut and approach their pair. Most likely, not everyone will be able to “agree with their eyes” right away, so the exercise is repeated, but at the same time, the studentyou are seated in other places in the circle. The game continues untiluntil everyone has their own pair.

13. "Shared Embrace"

Everyone stands in a circle and holds hands. The facilitator offers the guyslook at those who are standing through one from them and then take uphands with these people. Then two from them and also join hands withthese people, and so on, until everyone is holding hands withthe person opposite.

Note: after each new “hug”, the group must be asked to straighten up (for this, students will have toreach each other). The first time the game can be stopped if the guysit becomes uncomfortable or very difficult to stand.

14. "Coon circles"

A strong rope is needed, the ends of which are tied (receivedthere is a ring). The group grabs the rope with their hands, distributing equallyevenly around the circle. Then they begin to carefully lean back,stretching out to the sides until they can keep their balance.The following may be suggested to students:

    all sit down, and then stand up;

    let go of one hand;

    run a wave along the rope (swing the rope).

Then they discuss the work in the group: did the students feel each other's support; did they try to help the neighbors; how were akkuratny; whether there was a sense of security (or vice versa, the fear thatyou can fall), etc.

15. "Consilium"

The group sits in a circle and the following legend is read to it: “Yousurgeons who have to do emergency transplant surgeryhearts. 6 people need it, but you have only one donor heart and it is impossible to find more in the near future.You need to decide which of the patients you will save.”

On the board (or on whatman paper) is written a list of those who need can save:

    a scientist on the cusp of discovering a cure for AIDS,

    male 48 years old, teacher high school who has been brought up nii 2 children,

    pregnant girl 18 years old, AIDS patient,

    a 28-year-old man who has a sick mother in care, littlesummer brother and 2 sisters,

    guy in his 20s who had an accident during a honeymoonsyatsa, his wife is expecting a baby,

    woman 35 years old - world-class master of sports in sports noah walking.

Then the group is given 20-40 minutes to discuss. (depending on thethe number of students and the degree of their coordination). After that, the group names its common decision and justifies it.

Reflection is very important in this game. She must be rightLena to remove the depressed state of the group members and tensenoah atmosphere in general. To do this, the discussion should be directedon the analysis of the interaction of the group: who spoke more; why some remained silent; whether they listened carefully to each other's arguments;how comfortable it was to communicate in a group; why there were problems in communication; which person's opinion was more trusted, why.Total time for discussion: from 30–40 minutes. up to 1 hour

Note: the facilitator during the discussion carefully observesgives after the group and notes the behavior of everyone: leaders, aggressors, silent people.

16. "Dreams"

Purpose: to develop solidarity and understanding, to create an atmosphere forfaith among the participants and rally the group.

Materials: paper and markers.

Invite participants to think for a few minutes abouthow each of them sees their future. Then exchange thoughts about your dreams or even draw them on paper. Next, letEach participant will determine which three specific things, actions, people...can help, and which three - prevent him from fulfilling a dream, and thata person needs to do to make a dream come true.

Note: this exercise goes well if exchangedbe creative with dreams (skits, creative expressions of dreams, mimic performances).

17. « Line up for growth "

Purpose: to overcome barriers in communication between participants and their emancipation.

Materials are not required.

Participants become a tight circle, close their eyes. them forthe dacha is to line up with eyes closed by growth.After all participants have found their place, give the command to open eyes and see what happens. After the exercise, you can discusswonder if it was difficult to complete this task (how did you feelmembers) or not.

Note: This game has several variations. Can you suggestlive according to the color of the eyes, the color of the hair.

18. "Two Mirrors"

All the guys line up in one part of the playground, onagainst, one of the participants stands facing them - “a silent mirror”. In front of all participants, facing a silent mirror, stands a “talking mirror”.kalo". Slowly, one at a time, each member of the group approachesback standing " talking mirror", and the "silent mirror" shouldexplain with gestures and facial expressions of this person. "Talking Mirror"you have to guess who came up. Gradually, the participants in the exerciseniya change places, so that each participant tries himself inmain roles. Then the exercise is analyzed, who felt what,whether someone learned something new about themselves.

19. "Little green men."“Imagine that you went to relax with your group in nature. You are in a meadow. There is a lot of green grass and flowers around. Butterflies fly. A little further away is a clear, clean lake in which you just want to swim. the whole group is here! Have you imagined? At my command, you will go for a walk in this meadow: smell flowers, chase butterflies, bask in the sun. And when I shout: "Attention! You were attacked by little green men!", your task is to huddle together, hiding the weakest in the middle, and then shout in unison: "Let's fight back the little green men!" Depending on how the group will look like a team during the exercise, it can be done several times, discussing their behavior after each.

20. "Spontaneous recount" Everyone stands in a circle, without touching each other with elbows and shoulders. At the command of the host, everyone closes their eyes, lowers their noses down and tries to count to ... (the figure depends on the number of participants). Only 1 person should say each number. If two people say a number, the count starts over.

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 the changes in the mood of the participants in order to make a decision on stopping the game in time. After completing the exercise, it is necessary to conduct a reflection in the group.

1. "Clown"

To conduct this game, you need to split into 2-3 teams and prepare 2-3 boxes of matches. More precisely, not the whole box is needed, but only its upper part. The inner, retractable part, together with the matches, can be set aside.

In order to start the game, all teams line up in a column, the first person puts the box on his nose. The essence of the game is to pass this box from nose to nose as quickly as possible to all members of your team, while hands should be behind your back. If someone's boxes fell, the team starts the procedure again.

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

2. "Apple"

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

If you don't have an apple on hand, you might as well use an orange or a tennis ball.

3. "Sandal"

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

4. "Toucan"

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

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, get tangled, forming a living ball 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 the chair facing each other, arms crossed in the manner recommended when carrying the wounded. Another player, who will be "jumping", becomes his back to them on a chair. He stands on the edge of the chair and falls back like a wax stick. Standing behind with crossed arms 8 people catch him. The sharpness of sensations and the success of the fact that a comrade is caught capture and captivate the guys. The fear that their friend might hit makes the guys hold on tightly to each other.

7. "Coon circles -1"

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

8. "Throw out on the fingers"

For the whole group, for “one-two-three”, you need to throw out such numbers on your fingers so that their sum is equal to that given by the leader. The exercise is repeated until the result.

The group must, in order, count up to N (either equal to or more participants), and only one person should say each number. You can't agree on who says what. As soon as several people pronounce a number at the same time, or no one pronounces for a long time, the count starts from the beginning. Optional rule: Each person must say at least one number.

The group must count in order to the number (either equal or more than the number of participants), and each number should be spoken by only one person. You can't agree on who says what. As soon as several people pronounce a number at the same time, or no one pronounces for a long time, the count starts from the beginning. Optional rule: Each person must say at least one number.

11 . Two people stand with their backs to each other. You 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 can’t let go of your hands, you can only move along the rope (if someone lets go of your hands, the exercise starts from the beginning). Option - then untie the tied knot with 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 the plates through it. Condition: at least one foot must always be on each plate. Otherwise, the plate is taken away.

14. "Ant trail"

The group is divided into two parts and stands on a long board on both sides of the middle. The task is for the two subgroups to swap places. If someone steps on the ground or touches the ground, the exercise starts from the beginning.

15. "Rug"

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

16. "Rope for hands"

The rope is stretched just below the waist of the tall man in a group. The group stands holding hands. The task is for everyone to pass over the rope without hitting it. Note: in order for group work to proceed, you must either introduce a rule that you cannot jump, or introduce "blind", "dumb" 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 a circle from plate to plate. The plates are sized so that only one person can fit 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 (to carry it over the field). Option: in a large ring a balloon.

19. "Synchronous, out of sync"

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

20. "Engine"

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

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

21. "The blind man and the guide"

Everyone stands in a circle, counts on the first or second and is divided into pairs. In pairs, stand next to each other. The one in front closes his eyes, the partner puts his hands on his belt and, at the command of the leader, begins to lead him around the room. After a while, the partners switch roles and the game continues.

22. "Customs"

Host: "I propose to practice observation, the ability to analyze the behavior of another person. So, our group is passengers going on 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?

Whoever takes on this role leaves. One of the group members hides an object, after which the "customs officer" is let in. past him

"passengers" pass one at a time, three attempts are given to determine the smuggler.

23. "Monster"

We all acknowledge various disadvantages. But are they really that scary, if you think about it? Imagine that in the center of our circle there is a scarecrow - an unsympathetic one, sort of like they put it in the garden

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

First, everyone takes turns naming various shortcomings: "Scarecrow such and such", and then each of us will say what are the good qualities that

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

At the end of the exercise, the "pluses" and "minuses" 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 randomly move in any direction, while everyone is buzzing like bees collecting honey. After a while, the host claps his hands, everyone instantly falls silent and freezes in the place where the signal was caught. After that, the host 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 takes place in complete silence. When all the participants in the game take their places and stop, the leader will clap three times, everyone will open their eyes.

25. "Count to ten"

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

26. "Line up for height"

Everyone stands in a tight circle, closes their eyes and mouths, i.e. become deaf and blind. At the leader's command, they should line up in order of height. When everyone takes their places and stops, the leader gives a signal and everyone opens their eyes. You can make several attempts at a time.

27. "Birthdays"

All players close their eyes (it is better to use bandages) and turn into deaf-blind-mutes. 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 one should be someone who was born at the end of December. Before the game, they agree that it is more convenient to start the “conversation” with the announcement of the month of their birth, and then agree on the date. When the line is lined up, everyone opens their eyes, mouths and ears and says their birthdays.

You can repeat the exercise for a few times.

28. "Make eye contact"

All players stand in a circle, facing each other, "go silent", lower their heads and look at the toes of their shoes. At the signal of the leader, everyone raises their eyes and looks at one of the people standing in the circle. If two eyes meet, they approach each other, stretch out their hands (embrace). The task of the group is to form as many pairs as possible at once.

29. "Transmission of feelings by 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 come up to him in turn and try to convey one of the four feelings by touch: fear, joy, curiosity, sadness. The task of the driver is to determine by touch what feeling was transmitted to him.

30. Horde raid on the Forsaken

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

The detached stand in a circle, facing outward, and plunge into themselves, renounce external influences, freeze, freeze. The Horde must unfreeze, cause any reaction from the Forsaken.

Horde Restrictions: You can't touch the Forsaken, and you can't yell in their ear.

Restrictions for the Forsaken: you can not lower and hide your eyes, you must look straight.

The game begins at the expense of "Five" leading. Continues 1-2

minutes, then the teams switch roles. The team that can "unfreeze" more people in the allotted time wins.

31. "Gold 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 golden chair, everyone will only talk about good qualities this person. If a person orders a Black chair, everyone will talk about him. 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 one who wants to go out first, then he chooses the next player.

The exercise can be diversified, the chair can be colored, and then they talk about a person in volume, from all sides.

This exercise can be done when the team members know each other well enough.


LEADER GAMES

The identified leader can become the main link in the chain of relationships between the leader 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 take the rope with both hands, which is inside the circle. Assignment: "Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle." First, there is a pause and complete inactivity of the guys, then one of the participants offers some kind of solution: for example, to pay off and then build a triangle by serial numbers, and then directs the actions.

The practice of this game shows that usually these functions are taken over by the leaders.

The game can be continued, complicating the task, and invite the guys to build a square, a star, a hexagon.

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 offers the conditions for the game: "Guys, you all know the tale of Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all puppets. I will say the word" KA-RA-BAS" and show a certain number of fingers on outstretched hands. And you will have to, without agreeing, get up from the chairs, and as many people as I show my fingers. This game develops attention and speed of reaction. "

This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys.

Most often, more sociable, striving for leadership guys get up. Those who get up later, at the end of the game, are less determined. There are those who first get up and then sit down. They make up the "happy" group. The uninitiated is the group of the detachment that does not get up at all.

3. "Big family photo"

This game is best played during the organizational period to identify the leader, as well as in the middle of the shift, and used as visual material in your team.

It is proposed that the guys imagine that they are all a big family and everyone needs to be photographed together for a family album. You must select a "photographer". He should arrange the whole family for photographing. The "grandfather" is chosen first from the family; he can also participate in the arrangement of the members of the "family". No more settings are given for children, they must decide for themselves who to be and where to stand. And you wait and watch this entertaining picture. The role of "photographer" and "grandfathers" is usually taken by guys striving for leadership. But, however, elements of leadership and other "family members" are not excluded. It will be very interesting for you to observe the distribution of roles, activity-passivity in choosing a location.

This game, played in the middle of the shift, can open up new leaders for you and reveal the like-dislike system in groups. After the distribution of roles and arrangement of "family members", the "photographer" counts to three. At the expense of "three!" Everyone together and very loudly shout "cheese" and make a simultaneous clap of 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 equal in number of participants. Each team chooses a name for itself. The leader offers conditions: "Now the commands will be executed after I command" Start! ". The team that completes the task faster and more accurately will be considered the winner." In this way, you will create a spirit of competition, which is very important for the guys.

So, the first task. Now each team should say a single word in unison. "Begin!"

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

Second task. Here it is necessary that half the team quickly stand up without agreeing on anything. "Begin!"

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

Third task. Now all teams are flying to spaceship to Mars, but in order to fly, we need to organize crews as quickly as possible. The crew includes: captain, navigator, passengers and "hare". So who's faster?!

Usually, the leader again takes on the functions of the organizer, but the distribution of roles often occurs in such a way that the leader chooses the role of a "hare" for himself. This can be explained by his desire to transfer the responsibility of the commander to the shoulders of someone else.

Task four. We flew to Mars and we need to somehow accommodate in a Martian hotel, and there is only a triple room, two double rooms and one single room. You need to distribute as quickly as possible who will live in which room. "Begin!"

After playing this game, you can see the presence and composition of microgroups in your team. Single rooms usually go to either hidden, unidentified leaders or "outcasts".

The proposed number of rooms and rooms in them is made for a team consisting of 8 participants. If there are more or fewer participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single.

This technique will give you quite complete system leadership in a team. You can finish 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 will lead your detachment depends not only on personal sympathies, but also on the type of activity, the direction of the life of the detachment in a given shift.


GAMES - POLLS

Target: take the pressure off and get back to work. Draw games differ from all games in that they can only be played once with one team. In terms of their content, prank games are a kind of riddle-joke, after solving which the participants understand that they were played a joke on.

1. "Have you seen a ghost?"

Players line up shoulder to shoulder to each other, the leader stands first. He asks standing next to with him a question to the player, to which he answers according to a given scheme:

Have you seen a ghost?

Over there (the presenter raises right hand) The player repeats the dialogue and gesture with the next player and so on until the end. The second time, without changing words, the host raises left hand, for the third time - crouches and stretches the 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 in a chain.

2. "Do you know Jacek?"

Another version of the game "Have you seen a ghost?" Those who wish, 8-10 people, line up in a column and squeeze their shoulders very closely. The host adjusts to the first and asks: "Do you know Jacek? Jacek is like that!" And shows, stretching his arms to the level of his head. The first asks the second: and repeats the movement of the leader. The second - at the third, etc. Moreover, the hands remain in the same position. Then the leader starts the circle again, but the hands remain at the level of the abdomen. Repeat again - hands at knee level. And finally, the hands almost touch the floor. When everyone is 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 are answered only by “yes”, “no”, “I don’t know”. After explaining the rules, the player is asked to go 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 - "no", the soft sign - "I don't know". After some time, the host himself composes a detective story and is very happy about it.

4. "Love story"

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

5. "Monument of Love"

Three boys and three girls (the number is not limited) are taken out the door. Two leaders are building a monument to Love (a boy and a girl)

The third leader, one at a time, calls either a girl or a young man, offering them:

You are a sculptor, in front of you is an unfinished monument of Love made of clay, you must complete 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 sits down on their knees in a circle. One host 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 the birds singing. You smell the summer, you are blinded by the sun. You see that a scarlet flower grows in the middle of the clearing, you lean towards it, squat down. On its petal you notice a small dewdrop that beckons you, and you, standing on all fours, try to lick it off with your tongue. Now freeze for a second. "

The players do everything.

The first leader at this moment comes up to 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, each phrase you must repeat in unison. Can you?

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

(repeat)

We love funny Games(repeat)

Lost, already lost!

But you only said two sentences.

My third phrase was: "Lost, already lost."

8. "I'm going camping..."

One phrase is said in a circle: "I'm going camping and taking with me ... (the participant names any thing)" You can also pass a ball or a toy. The leader says who goes on a hike and who does not. The bottom line is that after this phrase, the player must say the word "Please", and then the leader will take him on a hike. The game goes on until everyone guesses the "secret" word.

9. "Who is the Egyptian donkey?"

The host enters the room and asks everyone: "Who is the Egyptian donkey?". Everyone shouts "I" in chorus, but the "Egyptian donkey" who has already been secretly chosen should shout it the loudest.

If the presenter guesses, then he remains, if not, then he again leaves the door to change the "donkey". If the presenter guesses, then now, as if inadvertently, they ask him to be an "Egyptian donkey", and he should shout the loudest: "I !!!". When the second leader comes and asks: "Who is the Egyptian donkey?", everyone pretends that they are going to shout, but they are silent, only the first leader 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 the rest. The host says: “So that’s it. Now we’ll prick 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 say, you must ask: "Who is the wildest monkey here?" Everyone screams? "Me! Me!" With two attempts, you have to guess who this monkey is. And the wildest one is the one who screams the loudest and beats his chest harder with his fist. So, two attempts. Here. He will ask, and we will yell. After two attempts, he will point to someone. We will all be as if surprised and say that he guessed right. The one who was shown as the wildest monkey goes out. We think of someone, it seems, for real, and when the second presenter returns and will start asking, the first time we will scream, and the second - we will breathe in for a cry and it will become clear. Any questions? The game proceeds according to this instruction. 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 asked to step over the clock. The hosts guide the player so that he does not inadvertently step on the clock, suggest what he needs to do, how to go.

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

12. "Put your nose back"

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

13. "MPS"

The facilitator's task is to guess the intended person in the group, 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 the neighbor is saying. Then the counselor stands in the center and says: "Listen carefully! Now I will name the animals. It is possible that I did not name some at all, so remember your animal for sure. So: Cat! Horse! Camel!!!".

15. "Yes-no-yes"

Three boys and three girls are called from the hall. The host keeps one member of the opposite sex out of six. And the rest are taken away so that they do not eavesdrop and do not peep. 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 it's for?

Do you want to know?

In the first series, the host points to the palm, and after agreeing to find out what it is for, shakes the participant's palm. In the second series, the facilitator points to the shoulder and, after the 3rd answer, gently hugs the participant's shoulder. In the third series, the presenter points to the lips and after the 3rd answer, stretches his lips to 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 member of the opposite sex is called for him. So in turn pass all six participants.


THEATER

Theatrical performances, in which absolutely all the children of the group take part and do everything easily, cheerfully, successfully, are, of course, impromptu performances. Impromptu releases from the fear of failure, impromptu allows not to be an actor, impromptu implies momentary creation, and therefore, imperfect, unpurified form, with mistakes, incidents, funny situations. All the failures of the participants in the impromptu 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 a leading one, while school theater(ethical theater, drama studio, etc.), busy with theatrical performances literary works, is created in the name of aesthetic and moral tasks. And the psychological task consists in the psychological emancipation of the student, in the formation of a sense of dignity in him.

The method of organizing an impromptu theater is extremely simple. The text for the "Voice-over" is compiled, usually fabulous, fantastic, detective, so that entertaining events unfold on the stage. Then all the characters of the performance are fixed, they are indicated on the cards. These cards are distributed among the children who came to the performance, and they are immediately invited backstage. In the course of the sound of the text, which carries information about the actions of the characters, the actors appear from behind the scenes and perform everything that the "Voice-over" reports.

It is necessary that in the play there are many actions that are replaced by one another, so that the turn of events is unexpected and, as a result, cheerful and a little funny. Actors are people, and animals, and plants, and things, and natural phenomena, such as wind, luminaries, clouds.

Let's give an example of a short play that was successfully and repeatedly performed impromptu in different schools (using a capital letter, we designate the characters of this performance).

"... Night. The Wind howls, the Trees sway. A Gypsy thief makes his way between them, he is looking for a stable where the Horse sleeps ... Here is the stable. The Horse is sleeping, he is dreaming of something, he lightly moves his hooves and neighs thinly. Not far from him, Sparrow perched on a perch, he dozes, sometimes opens one or the other eye.On the street, the Dog sleeps on a leash ... The trees rustle, 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... Sparrow chirped anxiously... Dog barked desperately... Gypsy leads the Horse away. "The owner leads the Horse to 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 hay to him. The owner calls the Mistress into the house. Everything calms down. The Dog is sleeping. The Sparrow is dozing on his same place. Standing, the Horse falls asleep, he occasionally shudders and quietly neighs ... Curtain!

The plot should not be known to the children, or the audience, or the actors. Therefore, having played 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 twists and turns in the course of action.

For a broader idea of ​​the possibilities of the impromptu theatre, here is another text that serves as a support for the actions played out on the stage:

"... The sea. The sea is worried. It is in constant motion. The Philosopher sits on the Stone near the shore. He went deep into thoughts, does not notice anything around. From the side it seems that he is dozing. how the Shark swam up and opened its predatory mouth, intending to eat the Philosopher.He does not notice how a flock of merry Dolphins drives the evil Shark into the Sea.

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

A Merchant with a Basket appears on the shore. He spent the whole day selling goods in the market. Tired, dragging the Basket across the sand. The Merchant sees a lone figure of a man sitting on a Stone and moves towards it.

Noticing the man, the Seagull flies away with a cry. 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, stealthily get to the Basket with clothes. They pick her up and run away.

The merchant sees how his basket with money and clothes is being stolen, quickly swims to the shore and shouts: "Save!". From the scream, the Philosopher wakes up and rushes to help. Of course, saving a person for the Philosopher is the same as saving the highest value.

The merchant fights off the Philosopher. Soon they are on the beach. The jokers run further and further away.

The merchant rushes along the coast, begging the Philosopher to give him clothes for a while in order to catch the pranksters. The philosopher replies that clothing is not the most important thing in life, that it is only a means, not an end. And again falls into deep thought.

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

Dolphins arrive - discuss the situation. The seagull screams, gives advice to the naked Merchant. Philosopher. imperturbable.. Dolphins swim away. The seagull is flying away.

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

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

Curtain.

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

"... Village, summer, night... Noise and howl, swaying. Trees, Wind...

A Villager walks along the road. There is a Fence to the right... Suddenly, a black Cat runs out from behind the Fence, runs across the road to the Villager, meows loudly.

The villager, frightened, screams... The cat rushes to one of the trees and quickly climbs the Tree, sits there, watching the Villager.

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

An Owl flies out from behind a tree, she screams, frightens both the Resident and the Cat. Both again scream - how. 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. holds out his hand to open the door. The Ghost appears... "Ah, when will it all end?!" yells our hero. And the Ghost circles around him. The villager is in despair, he put his head in his hands and is no longer looking for a way out...

The Mistress, the wife of our hero, runs out of the House. She has a towel in her hand. She swings the Towel, drives the Ghost away. He hides behind the corner of the House.

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

The hostess consoles her husband, invites him to the House. Promises good food. Both leave...

Curtain"

And you can also put on children's fairy tales ("Turnip", "Teremok", "Rocked Hen", etc.).


Russian folk games

Target: assimilation and consolidation of indigenous historical features, the traditions of their people, the transfer of experience from generation to generation.

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

1. "Grandma sing"

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

2. "Polar bears"

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

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

Boyars, and we have come to you.

Young, and we came to you.

Why did they come?

We choose a bride.

How cute are you?

We are this cute.

She is our fool.

We will learn it.

What will you teach?

Pletochka.

She will cry.

We will comfort her.

- What will you comfort?

We are her gingerbread.

4. "Bug"

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

5. "In the 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 make me do, I'll do it.

Kiss the king on the mouth and all to clean.

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

6. "Set"

The girls sat on a bench and thought of a place for themselves on the right for

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

7. "To the neighbor"

Everyone sat in pairs. Who was left without a pair leads.

Do you love your neighbor?

See him (the couple kiss).

If not love, then you need to quickly name the name of the other and change places with his girlfriend. The leader must take any place.

8. "Grandfather Mazai"

The leader leaves. Players make up their own minds about what they did

together. The leader arrives.

Hello grandfather Mazai! Get out of the basket.

Hello kids sweeties. Where did you leave, what did you do?

Where we were, we will not say, but what we did, we will show. The players show, the leader must guess.

9. "Cat and rags"

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

10. "Smoking room"

They passed a lit torch, for whom it went out - a smoking room. If they passed the candy that they bit off, then whoever ran out of it was a greedy person. The game was accompanied by the words:

Once upon a time there was a smoking room,

There lived a fool.

Like a smoker

Like a fool.

The legs are small

The soul is short.

Don't die smoker

Don't die fool.

Like a smoker

Like a fool.

The legs are small

The soul is short.

The smoking room is alive

The fool lives. The latter makes a phantom.

11. "Gardener"

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

The leader says the following:

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? -AT...

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

This old Russian game is now known as "Broken Phone". 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 a row, comes up with any phrase and whispers it softly into the ear of the player sitting next to him. He quietly informs the next player, and so on. Then the host goes to the one who sits last in the row and asks what was passed to him. He loudly repeats what he heard.

To reveal who was the first to distort the leader's phrase, he asks to repeat that he heard not only the one who sits in the last row, but also the second from the end, the third, etc. The participant in the game, the first to distort the words of the leader, is transplanted to the very end of the row. The host sits in the vacant seat. The new leader becomes the one who is now the first in a row.

1. It is necessary to transmit the phrase in the ear and so that others do not hear. But you need to speak clearly, without distorting words on purpose. The one who breaks this rule sits last in the row.

2. You can not ask again and talk nonsense.

13. Salki

The plot of this game is very simple: one driver is chosen, who must catch up and knock down the players who have scattered around the court.

But this game has several options that complicate its rules.

1. The tagged player becomes the driver, while he must run, holding on to the part of the body for which he was tagged. The first player the driver touches becomes the leader himself.

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

14. "Hide and Seek"

The driver stands in a conditional place with his eyes closed. This place is called "kon". While the driver is loudly counting up to 20-30, all the players are hiding in a certain area. After the end of the count, the driver opens his eyes and goes in search of those who have hidden. If he sees one of the hidden players, he loudly calls his name and runs to the horse. As a sign that the player has been found, you need to knock on the horse against a wall or tree. If the found player runs to the end and knocks there before the driver, then he is not considered caught. He steps aside and waits for the end of the game. 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 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". Geese are in one, their owner is in the other. Between the "houses under the mountain" lives a "wolf" - a driver. The owner and the geese conduct a dialogue between themselves, known to everyone from early childhood:

Geese, geese!

Ha-ha-ha.

Do you want to eat?

Yes Yes Yes.

So fly!

We can not. Grey Wolf under the mountain does not let us go home.

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

16. "Burners"

The players line up 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 brightly

To not go out.

And one, and two, and three.

Last couple run! "

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

17. "At the bear in the forest"

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

"At the bear in the forest

Mushrooms, I take berries.

The bear doesn't sleep

Everyone is looking at us."

On the last words The "bear" jumps out of the "lair" and tries to overpower the children who run away to their house. A player tagged with a "bear" becomes a "bear".

18. "Colorful"

The leader is chosen - "monk" and the leader - "seller". All other players think in secret from the "monk" of the color of paints. Colors must not be repeated.

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

If there is no such paint, then the seller says: "Go along the blue path, you will find blue boots, wear them, but bring them back!".

"Monk" starts the game from the beginning.

If there is such a paint, then the player who has guessed this color tries to escape from the "monk", and he catches up with him. If he caught up, then the driver becomes the color, if not, then the colors are guessed again and the game is repeated.

19. "Blind Man's Buff"

The game takes place on a small limited area where there are no dangerous obstacles. The driver is blindfolded, or he just closes his eyes. He must, with his eyes closed, touch one of the players. The players run away from the driver, but at the same time they do not go beyond the site and be sure to give a voice - they call the driver by name or shout: "I'm here." The salted player changes roles with the leader.

20. Alyonushka and Ivanushka

The players stand in a circle and hold hands. Alyonushka and Ivanushka get out, they are 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 the Cossacks, the other - the robbers. The Cossacks have their own house, where during the game there is a watchman. His duties include guarding the captured robbers. The game begins with the fact that the Cossacks are in their house and give the robbers the opportunity to hide (10-15 minutes). While the robbers are hiding, they must leave traces in the course of their movement: arrows, conventional signs or entries indicating the location of the next mark, the traces may 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 who was seen by the Cossacks is considered to be caught.

The game is best played on a large territory, but limited by any signs. At the end of the game, the Cossacks and the robbers change roles.

22. "Rod"

A fishing rod is a jump rope. One of its ends is in the hand of the "fisherman" - the driver. All players stand around the "fisherman" no further than the length of the rope. "Rybak" starts spinning the "fishing rod", trying to hit the legs of the players with it. "Fish" must protect themselves from the "fishing rod" by jumping over it. So that the "fish" do not interfere with each other, there should be a distance of about half a meter between them. "Fish" should not leave their seats. 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 you can not lift it from the ground higher than 10-20 centimeters.

23. "Cats and mice"

Two people are chosen for the game: one is a "cat", the other is a "mouse". In some cases, the number of "cats" and "mice" may be greater. This is done in order to spice up the game.

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

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

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

24. "Slower ride"

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 leader. But getting to the driver is not easy. The players move only under the words of the driver: "You drive more quietly, you will continue. 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 to hell. The game continues. Who will be able to take the place of the driver?

25. "Ali Baba and 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 chorus: "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 of the opposing team is called. The named player leaves his team and runs to the opposing team in order to break the chain, i.e. will disengage the hands of the players. If he succeeds, he takes the player who unhooked his hands to his team. If the chain is not broken, then he remains in the opposing team. The teams start the game in turn. The team with the most players after a certain amount of time wins.

26. "12 Sticks"

This game requires a plank and 12 sticks. The plank is placed on a flat stone or a small log to make it look like a swing. All the players gather near these "swings". 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks scatter. The driver collects sticks, and the players at this time run away and hide. When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. The found player is out of 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 have been found and the driver has managed to save his wands. The last player found becomes the leader.

27. "Elephant"

This game is played by two teams of boys of 6-8 people. One of the teams should 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 the back of the last player - the "elephant", makes the largest possible jump on the elephant's back. "He must "land" so as not to fall from the "back" and not even touch the ground with their feet. Then all the other players from the "riders" team jump. If one of them could not resist and fell off the "elephant", then the game stops and the teams change places. If everyone jumped successfully, and no one fell , then the "elephant" must pass with the riders 8-10 meters.If the "elephant" succeeded, then the game also stops, and the teams change places.

The game requires not only dexterity, but also courage, because jumping sometimes hurts the players of both teams.


SHIRT GAMES

1. "King of the Hill"

There is an ancient and downright ineradicable custom among the guys who have gathered together. As soon as they come across a low hill, a mound, someone who is the most combative climbs to the very top of the hill and shouts defiantly: "I am the king of the hill!" Yes, and takes a proud, defiant pose. Here the guys from all sides rush to storm the hill. Everyone is trying to take its very top and overthrow the self-proclaimed king.

A merry fast-paced fight flares up. It is not customary to fight too seriously, to grapple in a real fight. Guys mainly push or pull each other down the slopes of the hill, avoiding blows, sharp pushes and other rough tricks. And now another "king" of friendly laughter rolls head over heels down the hill. However, he is also satisfied: he was still the "king of the mountain."

To spend this folk game, make a hill out of snow. The participants in the game should not be more than 10-15 people at the same time. Younger teenagers do not take part in it together with the older guys. It is better for them to play the game separately.

The winner is the one who lasted longer than others on the top of the mountain after the exclamation "I am the king of the mountain!". You can give small comic prizes to those who have been "king of the hill". This removes unnecessary competition. After all, we must remember that it is not a sports championship, but a fun folk game.

2. "Two frosts"

The game requires a small area 6x12 m in size. Its boundaries are marked with sticks, flags, snowballs, etc.

Those wishing to participate in the game gather on one of the short sides of the site. Drivers come out to its middle - two Frosts. Hand in hand, they address the crowd:

We are two young brothers, two daring Frosts.

I am Frost - Red Nose, one announces.

I am Frost - the Blue Nose, - another one appears and asks with a mock threat in his voice:

Which of you will dare to set off on a path?

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

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

Older guys, sometimes, are 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 Frost and is the first to rush to run, dragging everyone else over the opposite border of the site, where Frost cannot run. Sometimes no one dares to do it. Then one of the Frosts announces that everyone who does not run on the count of "three" will be frozen.

One two Three!

Everyone rushes to run across the site, and the Frosts try to put their hands on them. The salted person must stop, spreading his arms to the sides and freezing without moving, as if "frozen". Other players can "unfreeze" it by touching it with their hand. Then he runs along with everyone for the opposite boundary of the site.

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

Running across the playground in the opposite direction, the players try to help out the "frozen", but the Frosts guard them and try to "freeze" someone else. After several runs, the number of "frozen" is counted and those who want to try themselves in the role of "Frost" are offered. Preference is given to never "frozen" and rescued others.

Rules: 1. You can run across the site only after the words "We are not afraid of Frost!" or on the count of three. Then it is already impossible not to run, otherwise you become "frozen". The same threatens those who fled, but returned back. 2. "Frozen" should not move until it is "unfrozen" by the one who touches it with his hand. But if the person trying to rescue the "frozen" is touched by Frost at that moment, then he himself must freeze in place. It happens that with acceleration, he still touches the "frozen", 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 over the long side of the site are considered tagged. But behind the short side is salvation: Frosts cannot run there. 4. Guarding the "frozen", the drivers cannot hold them with their hands. 5. Sometimes they agree that Frosts take the "frozen" for the second time to their ice chamber, where it is no longer possible to help them out until the change of drivers.

3. "Third extra (with strap)"

10-40 guys play on a small playground or in the hall. Choose two leaders. 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 common game "Extra Man": one driver runs away from the second and can get ahead of any pair. Then the one 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, a scarf, just a piece of rope. Waving a belt or, conversely, hiding it behind his back, the second driver runs around the players, trying to pinch (quilt) the belt of the first driver before he stands in front of someone's pair. If it was possible to tamper, you need to throw the belt up and run away yourself, and the tagged must now catch up with him in order to tamper.

The situation is constantly changing, and all players have to be on the alert, especially those standing last in pairs. After all, drivers now and then use unexpected tricks. For example, the second driver imperceptibly passes the belt to one of those standing in a pair, while he himself continues to chase the first driver. He runs away, but only caught up with the player holding the belt, as he whips the driver. Then he 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 escaping. Former second the driver, who used the "military trick", gets up in the remaining incomplete pair.

The game ends, for example, mutual agreement: "Here Victor takes away - and we finish."

Rules: 1. Drivers must not run away from the circle or cross it. 2. The belt should be relatively soft, with no knots or buckles at the end. 3. Only one blow with a belt is allowed, and it is playful. 4. The evader may move ahead of any standing pair. If young people are playing, then in pairs they stand side by side, holding hands or arm in arm. The free hand is held on the belt, while the player fleeing from the driver takes the arm of any of the pair, and the third one runs away.

4. "Golden Gate"

Of the 6-20 participants in the game, two stronger ones are chosen. They step aside a little and agree which of them will be the Sun and which will be the Moon (Moon). Those who have chosen the roles of the sun and the moon become facing each other, join hands and raise them, as if forming a gate. The rest of the players, holding hands, go through the "gate" in a string. While singing your favorite songs. When the last one goes through the gate, they "close": the Sun and the Moon lower their raised hands and the one who walked last is between them. The detainee is quietly asked where he would like to be, behind the moon or the sun. Then all the players again go through the "gate", and again the last one is stopped. This is repeated until everyone is divided into groups. Then the groups arrange a tug-of-war, holding hands or using a rope, stick, etc.

This is the kind of game. Those who go through the "gates" do not sing, but those who represent the "gates" say in recitative:

Golden Gate

They don't always miss.

Cohesion training

Target: team building and building effective teamwork.

  • Formation and strengthening of a common team spirit, by rallying a group of people;
  • Development of responsibility and contribution of each participant in solving common problems;
  • Obtaining emotional and physical pleasure from the results of the training;
  • Team awareness.

Age: students.

List of participants: 15-20 people.

Working mode: 3 hours; break 10 minutes;

Relevance: It is impossible to do all the work alone from time to time still have to resort to the help of another person. In a close-knit team, mutual assistance is the key to success; without support, only a small goal that everyone has set will be achieved, but the goal of the team will remain at the zero level.

Why cohesion is important: the opportunity to plunge., the opportunity to see., the opportunity to hear., the opportunity to feel., the opportunity to experience., the opportunity to become., to become one team that feels, supports and inspires new actions and deeds.

Training structure:

  1. Org. moment - 4 minutes
  2. Introduction - 5 minutes
  3. Goal of the task - 3 minutes
  4. Warm-up - 5 minutes
  5. Main part - 2 hours 20 minutes (140 minutes)
  6. Reflection - 20 minutes
  7. Org. end - 3 minutes

The course of the training session:

  1. Warm-up Exercise "Please" - 5 minutes
  2. Exercise "You and I are similar in that." - 5 minutes
  3. Game "Atoms and Molecules" - 4 minutes
  4. Exercise "Line up for growth!" - 5 minutes
  5. Typewriter exercise - 15 minutes
  6. Exercise "Putanka" - 10 minutes
  7. Exercise "Train" - 20 minutes
  8. Exercise "Count to ten" - 10 minutes
  9. Game "Car with character" - 20 minutes
  10. Exercise "Lower the object" - 15 minutes
  11. Exercise "I'm going." - 8 minutes
  12. Exercise "Crossing" - 20 minutes
  13. Exercise-game "Tick-tock" - 7 minutes

Structure: students sit down in a circle, when everyone calms down and is ready to listen, the training begins.

Hello. We are 5th year students and today we will conduct a cohesion training for you. The purpose of our training is to unite the team and build effective team interaction. Cohesion is an opportunity for a team to become a single entity for the achievement of specific goals and objectives. After all, how good it is when your friend understands and supports you, to hear and help when this help is needed, and to understand each other even without words. A close-knit team achieves many peaks and victories.

Warm-up Exercise "Please"

Target: Cheer up, and tune in to further exercises.

Exercise progress:

Option 1. All participants in the game, together with the leader, stand in a circle. The host says that he will show different movements(physical education, dance, comic), and the players should repeat them only if he adds the word “please” to the show. Whoever makes a mistake is out of the game.

Option 2. The game proceeds in the same way as in the first version, but only the one who makes a mistake goes to the middle and performs some task, for example, smile, jump on one leg, etc.

Note: from the very beginning to stipulate that this is a comic exercise and you should not take it seriously (offended).

Exercise "You and I are similar in that."

Target: to get to know each other (if they don’t know each other) to get to know each other, how they are similar, in order to already find friends of interest.

Exercise progress: Participants line up in two circles - inner and outer, facing each other. The number of participants in both circles is the same. Participants in the outer circle say to their partners opposite a phrase that begins with the words: "You and I are similar in that.". For example: that we live on planet Earth, study in the same class, etc. The members of the inner circle answer: “You and I differ in that.” For example: that we have different eye colors, different hair lengths, etc. Then, at the command of the leader, the participants in the inner circle move (clockwise), changing their partner. The procedure is repeated until every member of the inner circle meets every member of the outer circle.

Discussion:

  • What have you learned about others?
  • What interesting things did you find out?

Game "Atoms and Molecules"

A little initial adjustment is needed: the group is asked to close their eyes and imagine that each person is a small atom, and atoms are known to be able to combine and form molecules, which are quite stable compounds. This is followed by the words of the facilitator: “Now you will open your eyes and begin to move randomly in space. At my signal (the signal is subject to negotiation) you will unite into molecules, the number of atoms in which I will also name. When you're ready, open your eyes." Participants begin to move freely in space and, having heard the leader's signal, unite into molecules. Having moved, for some time, as an integral compound, the molecules again disintegrate into separate atoms. Then the leader gives the signal again, the participants unite again, and so on.

If the last number of atoms in the molecule is two, then the exercise serves in a good way dividing the group into pairs for further work.

* In the first session, avoid conflict situations, when, with the named number, the group cannot be divided equally and “extra members” remain, or some molecules lack atoms to the desired number.

Exercise "Line up for growth!"

Target: To overcome barriers in communication between the participants, to liberate them.

Exercise progress: Participants stand in a tight circle and close their eyes. Their task is to line up in a row in height with their eyes closed. When all participants find their place in the ranks, you need to give the command to open your eyes and see what happened. After the exercise, you can discuss whether it was difficult to complete this task (how did the participants feel) or not.

Note: The game has several options. You can give the task to line up according to the color of the eyes (from the lightest to the darkest, of course, without closing your eyes), according to the color of the hair, according to the warmth of the hands, etc.

Discussion:

  • Did the group manage to do it?
  • What helped? Supported?
  • What emotions did you experience during the exercise?

Exercise "Typewriter"

Target: Development of cohesive action skills.

Exercise progress: Participants of the exercise must guess the phrase. Letters - its components are distributed among all. The phrase should be pronounced as quickly as possible, with everyone saying their letter, and in the intervals between words, everyone clap their hands.

Discussion:

  • What helped you cope?
  • What supported?
  • Was it difficult?

Exercise "Putanka"

Target: Cohesion, improvement of mutual understanding of the participants.

Exercise progress: Everyone joins hands, standing in a circle and begins to get confused. When everyone got confused, and it turned out one big "confusion", you can imagine that the whole group has turned into one huge beast. Now it is urgently necessary to determine where his head is and where his tail is. (“Who will be the head? And who will be the tail?” Asks the presenter). When the beast has oriented where its right and where its left is, it must learn to move in all directions, including backwards. And then, the beast must run, and maybe even “eat” someone that got along the way.

Discussion: What sensations and emotions did you experience while performing the task?

Exercise "Train"

Target: Cohesion, increasing mutual trust of participants, training confidence in behavior, if necessary, act in conditions of lack of information, relying on partners.

Exercise progress: 6-8 participants pretend to be a “train”, standing in a column and putting their hands on the shoulders of the person in front. All but the first close their eyes. This "train" needs to pass through the obstacles that other participants represent. With a small number of players playing part of the obstacles can be depicted with the help of chairs.

The task of the "train" is to proceed from one wall of the room to another, on the way, be sure to go around 3-4 obstacles in a circle (the leader indicates which ones) and without colliding with the rest. Obstacles depicted with the help of other players (it is desirable that those that need to go around in a circle are just one of them), when the “train cars” approach them at a dangerously close distance, they can make warning sounds - for example, start to hiss.

The game is repeated several times to give everyone the opportunity to be both in the role of obstacles and as part of the "train".

If there are many participants and the size of the room allows, you can make the game more dynamic by running two “trains” at the same time.

Discussion:

  • Who liked to be the “locomotive”, “cars”, obstacles more; what is it connected with?
  • What emotions did anyone have while moving as part of the “train”?
  • What real life situations can this game be likened to?

Exercise "Count to ten"

Target: to feel each other, to understand without words and facial expressions.

Exercise progress: “Now at the signal “begin” you will close your eyes, lower your noses down and try to count from one to ten. But the trick is that you will count together. Someone will say "one", another person will say "two", a third person will say "three" and so on +. However, there is one rule in the game: only one person must say the word. If two votes say "four", the count starts over. Try to understand each other without words.

Discussion:

  • What happened to you?
  • If it didn't work, then why?
  • What strategy did you choose?

Game "Car with character"

Target: group bonding.

Exercise progress:

The whole group must build an imaginary car. Its details are only well-coordinated and varied movements and exclamations of the players. You can't talk during the game. Ask one volunteer (player 1) to come to the middle of the circle and tell him: “I want you to start doing some repetitive movements now. Maybe you want to alternate between stretching your arms up, or stroking your belly with your right hand, or jumping on one leg. Any action is good, but you have to keep repeating it. If you want, you can accompany your movements with exclamations. When player 1 decides on his actions, he becomes the first part of the machine. Now the next volunteer can become the second part. Player 2, for his part, performs movements that complement the action of the first player. If, for example, player 1 looks up, strokes his stomach and at the same time says “Ah” and “Oh” alternately in between, then player 2 can stand behind and every time player 1 says “Ah”, spread his arms, and at the final "Oh" jump once. He can also stand sideways to player 1, put his right hand on his head and at the same time say "Ay", and for his "Ay" choose the moment between "Ah" and "Oh". When the movements of the first volunteers are sufficiently coordinated, a third player can join them. Each player must become a new part of the growing machine and try to make it more interesting and multifaceted. Everyone can choose a place for himself where he could settle down, as well as come up with his own action and exclamations.

When all players are involved. You can let the fantasy machine run for half a minute at the pace the group has chosen. Then suggest that the speed of work increase slightly, then slow down slightly, then start to stop. Eventually the car will fall apart.

Game discussion:

  • At what point did you become a part of a machine? Why?
  • How did you come up with your actions?
  • What happened when the car speeded up or slowed down?
  • How did the fact that you were not allowed to talk to each other affect your work?

Options:

Participants, breaking up in fours or fives, can depict real-life mechanisms, units, machines: an alarm clock, a coffee grinder, a motor, a glider. Players can build a machine that allegorizes a conceptual concept, such as a machine for love, war, peace, and so on.

Exercise "Lower the object"

Target: Training the ability to act decisively and, at the same time, coordinate one's own activity with the actions of other people.

Exercise progress: 6-10 participants are given a gymnastic hoop and asked to hold it horizontally on the index fingers of outstretched hands. Instead of a hoop, other objects of suitable size and weight can be used (for example, a mop or a wall table made of thick cardboard measuring approximately 1x1 m).

The task of the participants: drop the item to the location indicated by the leader. At the same time, it must constantly lie on the index fingers of all participants; if someone's finger loses contact with the object or it falls, the game starts over.

Discussion:

  • What did you experience while doing the task?
  • If so, what are they connected with, how did you manage to overcome them?
  • If not, what helped to immediately coordinate joint actions?

Exercise "I'm going."

Target: relaxation of participants, relaxation.

Exercise progress: Participants sit in a circle. There is one more chair in the circle. One of the participants, clockwise, sits down on an empty chair and says: "I'm going." The next participant, along the chain, moves to an empty chair and says: "And I'm next." The one following him, sits down on a vacant chair and says, "I'm a hare." The next one, changes seats and says: "And I'm with." (name of any participant). The named person moves next to him. Thus, the circle is broken, and the whole chain begins anew. Each time, the participants move clockwise faster and faster.

Exercise "Crossing"

Target: Cohesion, "breaking" of spatial barriers between participants, training of confident behavior in a situation of forced physical rapprochement, the need to solve a non-trivial task in interpersonal interaction.

Description of the exercise: Participants stand shoulder to shoulder on a strip 20-25 cm wide. The game is more interesting if this strip is not just a line on the floor, but a small elevation: for example, a gymnastic bench, a curb stone on the side of the road or a log in a forest clearing. Each participant takes turns moving from one end of the line to the other. Neither he nor those who stand in line can touch anything outside the lane on which the participants stand.

Discussion:

  • What psychological qualities did you manifest during this exercise?
  • What happened to you, did this exercise cause you discomfort?

Exercise-game "Tick-tock"

Target: The game is fun and easy, helps to relieve the tension of the previous exercise.

Exercise progress: Participants give each other a sound transmission: “tic” - to the right, “tock” - to the left in a circle. "Boom" - means a change in the direction of sound transmission. Any participant in the game has the right to change the direction of the transfer.

Reflection:

  • What psychological qualities did you manifest while participating in the training?
  • What feelings did you experience?
  • What did you learn about yourself, about the group?
  • How will you use this knowledge?
  • What have you learned?
  • How will this be useful in the future?
  • What was important?
  • What are you thinking about?
  • What happened to you?
  • What needs to be developed for the future?

Org. the end:

Thank you very much for coming to our training, we hope that it will not pass without a trace in your life, we hope that something will be useful to you and that you have thought about something and will work in this direction. Goodbye.

Team building training

Target: achievement of harmonious interpersonal relations, democratic level in the team

Tasks:

    Formation of an emotionally positive, psychological atmosphere in the team;

    Activation and strengthening of the trust of team members;

    Awareness different models in communication with a partner, installation on equal communication;

    Development of team members' ability to reflect.

Materials needed: sheets of paper, a plastic glass of water, a saucer, cards with the names of animals, fun music.

TRAINING PROCESS

    Warm up. The game "Malecules".

Members of the group - "atoms" - move freely around the room to the music. At the signal of the host (clap), the atoms are combined into molecules of two people, then three, four, five. At the end of the exercise, the atoms combine into one large molecule.

    Game - fantasy "Magic of our name".

Participants pass each other a soft toy and discuss:

    From whom did I get my name?

    Are my namesakes among famous people?

    Do I know literary or movie characters with the same name?

    How does the name affect my behavior in life?

    Do I like my name (if not, what name would I like to have)?

    Do I know what my name means?

Reflection:

    Did you enjoy these exercises?

    Were you comfortable?

    How are you feeling?

    Game "Find a Pair"

Participants are invited to find a mate. Each participant is given cards with the names of animals, each animal has its own pair. Educators must find their mate by imitating animal sounds.

    Exercise "Airplane"

The training sessions work in pairs. They need to remove one hand behind their back, and make a paper airplane with their free hands.

Reflection: did you try to agree with each other in a pair, to distribute who will do what. Who held the leading position in your pair?

    Exercise "Plate of water."

A group of participants standing in a circle, silently with their eyes closed, pass a glass (saucer) of water in a circle. As a result, during the transfer, communication methods develop, the search for the partner’s hands, until the moment the plate is transferred, a warning about the transfer by touch.

Reflection: What, in your opinion, did not work out, how can it be corrected, what needs to be done, what emotions did you experience during this exercise.

    Exercise "Sawing firewood."

Work in pairs, participants stand in two lines.

Instruction: “Now we will cut firewood with you. Imagine that you have a two-handed saw and a log; one condition: the saw must maintain its size, that is, not shrink or stretch. Let's drink! (After 1 minute.) You can change the pace, try sawing faster and slower. Swap partners ... We are sawing again!

Questions for reflection:

    Who did you cut wood with?

    Was it easy to cut?

    Who was the leader and who was the leader?

    "Slivers on the Water"

Participants stand in two long rows, one opposite the other. These are the banks of the river. The distance between the rows should be more than an outstretched arm. Slivers will now float along the river. In turn, the chips should “float” along the river. Participants in the game "shores" help with their hands, gentle touches, and the movement of the chip. When the sliver swims all the way, it becomes the edge of the shore and stands next to the others. At this time, the next chip begins its journey.

    "What I have learned."

    I learned…

    I have learned that…

    I like it…

    I was disappointed that...

    The most important thing for me was...

    I will use in my work...