Games about safety for children 5 years old. "Safety at Home"

Card file of games

on life safety and traffic rules

Game "LISTEN TO THE SIGNAL

Target:develop dexterity, stimulate attention.

Equipment:two arcs, two benches, two fences, stairs.

Game actions:at the signal of the leader, the first player from one team puts on a helmet, passes through the obstacle course, returns, passes the helmet to the next player. The team that completes the task faster wins.

The game "FIRE HOSE".

Target:stimulate reaction speed, dexterity.

Equipment: two fire hoses.

Game actions:children are divided into two teams and, on a signal, first unfold the hoses, then turn them back to their original state. The team that completes the task faster wins.

"CALL RESCUE"

word game

Target:stimulate the development of coherent speech.

Game rules:make a short story according to the plan (sample): correctly and clearly state your name, surname, your location, briefly describe the problem.

Game actions:write a short story as the slides appear on behalf of one of the heroes of the situation or an outside observer.

Frames change on the PC screen, the children talk to the toy phone about the situation.

"SAVE THE TOY"

Didactic game

Target:develop the ability to recognize familiar objects through glasses; stimulate development visual perception; develop the ability to correlate a schematic image with an object.

Game rules:from a set of pictures to find, memorize and select the ones you need.

Game actions:look at images of familiar objects through the “smoke” (curtain), remember them, then select the ones you need from a set of pictures.

Next task: sometimes rescuers have to work in special equipment- for example, wearing goggles. Put on special goggles. Everyone will receive a card with a schematic representation of the toy, according to which they need to find and rescue the toy, located in the “smoky room.

"RESAVERS"

Didactic game

Target:develop the ability to correlate a schematic image with a natural object; stimulate the development of visual perception.

Game rules:find an object by its schematic representation.

Game actions:consider a schematic image, find the appropriate toy in the play area.

"FIND THE OBJECT"

Didactic game

Target:develop the ability to recognize familiar objects from the image; stimulate the development of visual perception, memory.

Game actions:view images of familiar objects through a “noisy” file, recognize and name objects.

Game rules:name the object recognized in the picture, explain how you learned.

Q. Imagine that we are on a fire tower. Using binoculars, try to recognize objects below that are in smoke and fire.

Well done guys, and well done Carlson! Following training task: I will name the words, and you listen carefully. If you hear the name of an item that could start a fire, say "oops."

"FIRE DANGEROUS ITEMS»

Didactic game

Target:stimulate the development of speed of reaction and attention.

Game actions:name things in order, clap your hands.

Game rules:learn words for fire hazards.

Word set for the game:iron, magazine, TV, pen, toaster, chewing gum, cracker, diaper, pacifier, cutlet, compote, fireman, cake, cuts, fire extinguisher, package, brush, helmet, sleeve, notes, paints, matches, bandage, drill, mask and others

"FLASHLIGHT BEAM"

Didactic game

Purpose: to develop the ability to recognize images by their parts, details.

Game actions: consider the details of the image, recognize and name the object.

Game rules: quickly recognize the object by the details of the image.

"FIRE ALARM"

Relay game

Purpose: to develop coordination, speed of reaction, the ability to quickly navigate in space.

Game rules: perform the task one by one, take only one piece of cloth (fire).

Game actions: players are divided into two teams, line up in columns; using “stilts”, children take turns collecting pieces of red fabric scattered around the hall, symbolizing fire, putting them in a bucket (located on the opposite side of the hall from the teams).

"PUT THE FIRE"

Relay game

Purpose: to develop speed, dexterity; cultivate the ability to work in a team.

Game rules: try not to spill water, act on a signal.

Game actions: teams line up facing each other, 4-5 plastic buckets of water stand near the last participants; on a signal, the last player passes the buckets in turn to the children (one after the other) standing to their right (left) of themselves; the first player pours the buckets into a large bucket "with fire" (with collected pieces of cloth) - "extinguish the fire."

"SAVE THE TOY"

Relay game

Purpose: to improve in a competitive form the skills of the main types of movements (walking on an inclined board, climbing on a gymnastic wall); develop speed-strength abilities, agility; to cultivate courage, the desire to help the “victim”.

Game rules: perform the task one by one, do not drop the toy.

Game actions: with the help of a rope, climb the inclined board to the upper rails of the gymnastic wall; take the toy located on the top bar; with an added step, go to the adjacent span of the gymnastic wall; go down the gymnastic board (“roll down the hill”); move the toy to a safe place.

"COLLECT A BACKPACK FOR THE RESCUE"

Relay game

Purpose: to develop coordination abilities, dexterity; build confidence in your actions; stimulate quick wit, quick reaction, consolidate knowledge about the purpose of the objects presented.

Game rules: move on exercise bikes strictly in a straight line, choose only the necessary items.

Game actions: players are divided into two teams; alternately ride the exercise bike to the opposite side; choose items laid out on the bench that may be useful to rescuers; go back, put the item in the backpack.

"TERRITORY OF RISK"

(gym)

combined relay

Purpose: to develop strength, agility, coordination of movements.

Game rules: overcome obstacles one by one.

Game actions: climb the stairs of the sports complex; grabbing the crossbar of the sports complex with your hands, without touching the floor with your feet, move to the opposite edge; climb down the pole to the bench; walk along it, stepping over objects; overcome the tunnel and the dry pool.The phone rings (alarm).

B. Assistant teacher in junior group found a lot of dangerous objects for kids. Need help!Children come to the group.

Q. Our task?

Children. Find and destroy.

Q. In order to find items, everyone receives a map card showing where to look for the item (on, under, behind, in). Found objects are placed in boxes according to the types of danger (piercing, cutting, flammable, etc.).

"SEARCH AND DEFAULT"

Didactic game

Purpose: to develop the ability to navigate in space; to exercise children in correlating the image of the location of the object with the symbol; develop the ability to classify objects according to different types danger.

Game actions: search for items in different places, unpacking in appropriate boxes.

Game rules: find the toy according to the symbol.

Q. Where could they come from? Maybe strangers came to our garden? What do we do with these items now?(Take with you to give)

"STRANGER"

training game

Purpose: to exercise the ability to behave correctly in situations with a stranger, to form a model of behavior in similar situations.

Game actions: children teach Carlson how to behave in a situation with a stranger.

Stranger. Hello guys. How wonderful you are! Eat candy.

Carlson is the first to help himself. Children take (do not take) treats. If someone takes sweets (tangerines), the teacher asks the children if they did the right thing.

Stranger. I have a lot of goodies in my car! And there is also a cat and interesting toys… Come with me!

Carlson is going to go with the Stranger.

Q. Is Carlson doing the right thing?(Turning to a stranger.)And who are you? Who did you come to?

Stranger(does not answer, grabs Carlson by the hand and pulls him to the exit).I see you are good! Do not listen to them! I'll take you to my mother, she asked me to pick you up!

Carlson cries and obediently follows the Stranger.

Q. Guys, what should you do if a stranger drags you along?(Break out, shout loudly, call for help.)Woman, leave Carlson alone!(Pushes the Stranger away, takes Carlson's hand.)We have a manager, go to her.

Children see off the Stranger and give boxes with dangerous objects. Carlson's phone rings.

Carlson. My baby is calling! Hello! Where are you? Guys, he's lost! Baby tell me where are you?

Baby(on speaker phone).I'm lost. Played with friends...

Carlson. Where can I find you?

Baby. My photos will help you. I will send them over the Internet.

V. Didn't come to us Email?

Q. Yes, I just arrived. Get your message.

Q. Guys, we got photos that will help us find the Kid. The kid took pictures of objects that he met on his way, the places where he played: a sandbox, a tree, a flower bed, a broom, a first aid station, etc. With the help of these landmarks, children find the Kid, explain to him in which places you can’t play, and invite him to the service "Young Rescuer"

"HOW TO AVOID TROUBLE?"

Didactic game

Purpose: to develop the ability to classify and explain dangerous and safe situations depicted in the pictures.

Game actions: briefly explain the plot of the picture, its consequences.

Game rules: briefly and clearly describe the plot picture in accordance with its image.

"DANGEROUS - NOT DANGEROUS"

Target:to teach children to distinguish dangerous life situations from non-dangerous ones; be able to predict the outcome possible development situations; consolidate knowledge of the rules safe behavior; develop a sense of mutual support.

Equipment: kit didactic pictures with the image of dangerous and non-dangerous situations for life and health; cards of different colors (red, white and yellow) depending on the game options. Picture content: child climbing stairs, reading a book, jumping from a height, dressed inappropriately for the weather, coughing on others, etc.

Children are asked to determine the degree of threat of the proposed (visual or verbal) situation to life and health, to raise a certain card, depending on the danger, to correctly decompose the didactic pictures.

After carefully listening to the teacher's story, the children raise a red card if there is a danger, a yellow one if the danger can arise with a certain behavior, and a white one if there is no danger. Children should not interfere with each other, if necessary, supplement the answers of their comrades, do not prompt or use hints.

"IF I DO THIS"

Target:draw the attention of children to the fact that in each situation there can be two ways out: one is dangerous to health, the other is not threatening; bring up careful attitude to yourself and other people, to protect others, not to cause pain; develop thinking, ingenuity.

Equipment:a set of incentive items: chips, stars.

Children are given the task to find two ways out of the proposed situation (threatening and not life threatening and health) or offer two options for the development of this situation. After listening to the teacher’s story, the children continue it after the words: “There is a danger if I do ...”, or “There will be no danger if I do ...” Children raise a red card if there is a danger, a yellow one - if the danger can arise with a certain behavior, white - if there is no danger. Children must listen

comrade's answers, do not interrupt each other, express the desire to answer by raising your hand. Complete answers and significant additions are rewarded with a chip, an asterisk.

"AMBULANCE"

Target: to consolidate the knowledge and practical skills of first aid in children.

Equipment: pictures depicting medical supplies (thermometer, bandage, brilliant green).

The teacher plays with the children the situation when a person cuts his arm, leg, broke his knee, elbow, got a fever, when his throat hurt, a speck got into his eye, and his nose bled. For each situation, work out a sequence of actions.

OUR ASSISTANTS - PLANTS

Target:

Equipment: subject pictures with the image medicinal plants.

The game is played on the principle of loto. Children have cards with the image of medicinal plants. The teacher shows pictures with similar drawings. A child who has this plant talks about its use for healing. If he said correctly, he gets a picture. The first person to cover their card wins.

"JOURNEY TO THE LAND OF HEALTH"

Target: to reinforce in children ideas about how to help themselves and others to always stay healthy.

Equipment: playing field with pasted illustrations; cube, colored chips or buttons.

Players take turns throwing a die with 1 to 3 circles on its sides and moving their chip forward as many moves as there are circles on the die. If the chip was on the red circle, then the child, before making the next move, must answer how to behave with a runny nose, cough, high temperature, toothache. If the answer is wrong, the child skips a turn, if the answer is correct, he makes the next one. When the chip is on the green circle, the player tells how useful movements, daily routine, vitamins, water procedures are for a person. If the answer is wrong, the child skips a move, if the answer is correct, he moves the chip three moves forward. The winner is the one who first gets to the country of health.

My choice

Children are offered plot pictures and corresponding texts to them. The teacher reads the text, and the children prove the correctness or inadmissibility of this act, explain which rules are violated. If the child correctly explains the act, he receives a red chip, if not, a blue one.

OUR STREET OR TRAFFIC LIGHT

Goals:consolidate children's knowledge about traffic signals, concepts: street, road, sidewalk, trees, houses; remember traffic rules.

Children are taught not to rush when crossing the road, to be attentive, to know and find the place of the pedestrian crossing, to understand traffic signals, road signs.

"BUS"

Target:consolidate knowledge of traffic rules; develop proper communication skills, speech, social behavior.

Equipment: small chairs; steering wheel.

With the help of a rhyme, a driver is chosen. Simulation of situations: a woman with a child, a grandmother, a blind man.

Transition

Fixing traffic rules. On the floor, stripes indicate the transition, at the traffic light there is a red light. The children are at the crossing. The traffic light is yellow. At the green signal, the children go along the transition, first they look to the left, then to the right.

"TRAFFIC LIGHT"

Didactic game

Purpose: to acquaint children with traffic lights, to consolidate knowledge about the rules of traffic at traffic lights.

Children and an adult look at the traffic light, reinforce the meaning of the colors. Then the adult invites one of the children to take on the role of a traffic light and put on a badge “traffic light”. The rest of the Children represent cars and pedestrians who must move according to traffic lights.

"ROAD SIGNS"

Didactic game

Purpose: to acquaint children with prohibitory, prescriptive and some warning signs.

Game options

“Different among the common” Children are invited to sort the signs into groups and tell what they mean.

"We play ourselves" Children are offered cards with different traffic situations. The children must choose the right road signs for the pictures, then justify their choice.

"City Street" Children are invited to act as traffic police inspectors in a new city, where it is necessary to place road signs in order to avoid traffic accidents.

"THE TROUBLE DOES NOT HAPPEN"

Didactic game

Purpose: to acquaint children with the rules of behavior on the street, on the road; reinforce knowledge of road signs.

Children are offered a street layout with various types of signs and traffic lights, toys for playing situations (crossing the street, driving a car, walking around the city, cycling).

"CROSSROADS"

Didactic game

Purpose: to introduce children to such a place on the street as an intersection, with the rules for crossing at an intersection (regulated and unregulated); reinforce knowledge of road signs.

Children are offered a layout of an intersection with various signs and traffic lights. An adult explains how to cross the street on an adjustable and unregulated intersection.

CARD FILE OF GAMES ON OBZH

Game "LISTEN TO THE SIGNAL"

Target: develop dexterity, stimulate attention.

Equipment: two arcs, two benches, two fences, stairs.

Game actions: at the signal of the leader, the first player from one team puts on a helmet, passes through the obstacle course, returns, passes the helmet to the next player. The team that completes the task faster wins.

The game "FIRE HOSE".

Target: stimulate reaction speed, dexterity.

Equipment: two fire hoses.

Game actions: children are divided into two teams and, on a signal, first unfold the hoses, then turn them back to their original state. The team that completes the task faster wins.

"CALL RESCUE"

word game

Target: stimulate the development of coherent speech.

Game rules: make a short story according to the plan (sample): correctly and clearly state your name, surname, your location, briefly describe the problem.

Game actions: write a short story as the slides appear on behalf of one of the heroes of the situation or an outside observer.

"SAVE THE TOY"

Didactic game

Target: develop the ability to recognize familiar objects through glasses; stimulate the development of visual perception; develop the ability to correlate a schematic image with an object.

Game rules: from a set of pictures to find, memorize and select the ones you need.

Game actions: look at images of familiar objects through the “smoke” (curtain), remember them, then select the ones you need from a set of pictures.

The next task: sometimes rescuers have to work in special equipment - for example, in goggles. Put on special goggles. Everyone will receive a card with a schematic representation of the toy, according to which they need to find and rescue the toy, located in the “smoky room.

"RESAVERS"

Didactic game

Target: develop the ability to correlate a schematic image with a natural object; stimulate the development of visual perception.

Game rules: find an object by its schematic representation.

Game actions: consider a schematic image, find the appropriate toy in the play area.

"FIND THE OBJECT"

Didactic game

Target: develop the ability to recognize familiar objects from the image; stimulate the development of visual perception, memory.

Game actions: view images of familiar objects through a “noisy” file, recognize and name objects.

Game rules: name the object recognized in the picture, explain how you learned.

Q. Imagine that we are on a fire tower. Using binoculars, try to recognize objects below that are in smoke and fire.

Well done guys, and well done Carlson! The next training task: I will name the words, and you listen carefully. If you hear the name of an item that could start a fire, say "oops."

"FIRE DANGEROUS

ITEMS»

Didactic game

Target: stimulate the development of speed of reaction and attention.

Game actions: name things in order, clap your hands.

Game rules: learn words for fire hazards.

Word set for the game: iron, magazine, TV, pen, toaster, chewing gum, cracker, diaper, pacifier, cutlet, compote, fireman, cake, cuts, fire extinguisher, package, brush, helmet, sleeve, notes, paints, matches, bandage, drill, mask and others

"FLASHLIGHT BEAM"

Didactic game

Target: develop the ability to recognize images by their parts, details.

Game actions: consider the details of the image, recognize and name the subject.

Game rules: quickly recognize the subject by the details of the image.

"FIRE ALARM"

Relay game

Target: develop coordination, speed of reaction, the ability to quickly navigate in space.

Game rules: perform the task in turn, take only one piece of cloth (fire).

Game actions: the players are divided into two teams, lined up in columns; using “stilts”, children take turns collecting pieces of red fabric scattered around the hall, symbolizing fire, putting them in a bucket (located on the opposite side of the hall from the teams).

"PUT THE FIRE"

Relay game

Target: develop speed, agility; cultivate the ability to work in a team.

Game rules: try not to spill water, act on a signal.

Game actions: teams stand in a line facing each other, near the last participants there are 4-5 plastic buckets of water; on a signal, the last player passes the buckets in turn to the children (one after the other) standing to their right (left) of themselves; the first player pours the buckets into a large bucket "with fire" (with collected pieces of cloth) - "extinguish the fire."

"SAVE THE TOY"

Relay game

Target: to improve in a competitive form the skills of the main types of movements (walking on an inclined board, climbing on a gymnastic wall); develop speed-strength abilities, agility; to cultivate courage, the desire to help the “victim”.

Game rules: perform the task in turn, do not drop the toy.

Game actions: with the help of a rope, climb the inclined board to the upper rails of the gymnastic wall; take the toy located on the top bar; with an added step, go to the adjacent span of the gymnastic wall; go down the gymnastic board (“roll down the hill”); move the toy to a safe place.

"COLLECT A BACKPACK FOR THE RESCUE"

Relay game

Target: develop coordination abilities, dexterity; build confidence in your actions; stimulate quick wit, quick reaction, consolidate knowledge about the purpose of the objects presented.

Game rules: move on exercise bikes strictly in a straight line, choose only the necessary items.

Game actions: players are divided into two teams; alternately ride the exercise bike to the opposite side; choose items laid out on the bench that may be useful to rescuers; go back, put the item in the backpack.

"TERRITORY OF RISK"

(gym)

combined relay

Target: develop strength, agility, coordination of movements.

Game rules: overcome obstacles one by one.

Game actions: climb the stairs of the sports complex; grabbing the crossbar of the sports complex with your hands, without touching the floor with your feet, move to the opposite edge; climb down the pole to the bench; walk along it, stepping over objects; overcome the tunnel and the dry pool. The phone rings(alert).

C. An assistant teacher in the younger group found many objects dangerous for kids. Need help! Children come to the group.

Q. Our task?

Children. Find and destroy.

Q. In order to find items, everyone receives a map card showing where to look for the item (on, under, behind, in). Found objects are placed in boxes according to the types of danger (piercing, cutting, flammable, etc.).

"SEARCH AND DEFAULT"

Didactic game

Purpose: to develop the ability to navigate in space; to exercise children in correlating the image of the location of the object with the symbol; develop the ability to classify objects according to different types of danger.

Game actions: search for items in different places, unpacking in the appropriate boxes.

Game rules: find the toy according to the symbol.

Q. Where could they come from? Maybe strangers came to our garden? What do we do with these items now? (We'll pick up withfight to give back)

"STRANGER"

training game

Target: exercise in the ability to behave correctly in situations with a stranger, to form a model of behavior in such situations.

Game actions: children teach Carlson how to behave in a situation with a stranger.

Stranger. Hello guys. How wonderful you are! Eat candy.

Carlson is the first to help himself. Children take (do not take) treats. If someone takes sweets (tangerines), the teacher asks the children if they did the right thing.

Stranger. I have a lot of goodies in my car! And there is also a cat and interesting toys... Come with me!

Carlson is going to go with the Stranger.

AT. Is Carlson doing the right thing? (Turning to a stranger.) And who are you? Who did you come to?

Strangeryourself to the exit). I see you are good! Do not listen to them! I'll take you to my mother, she asked me to pick you up!

Carlson cries and obediently follows the Stranger.

(Break out loudshout, call for help.) Woman, leave Carlson alone! (Pushing the Stranger away, fortakes Carlson's hand.) We have a manager, go to her.

Children see off the Stranger and give boxes with dangerous objects. Carlson's phone rings.

Carlson. My baby is calling! Hello! Where are you? Guys, he's lost! Baby tell me where are you?

Baby(on speaker phonebackground). I'm lost. Played with friends...

Carlson. Where can I find you?

Baby. My photos will help you. I will send them over the Internet.

AT. We didn't receive email?

AT. Yes, just arrived. Get your message.

AT. Guys, we got photos that will help us find the Kid. The kid took pictures of objects that he met on his way, the places where he played: a sandbox, a tree, a flower bed, a broom, a first aid station, etc. With the help of these landmarks, children find the Kid, explain to him in which places you can’t play, and invite him to the service "Young Rescuer"

"HOW TO AVOID TROUBLE?"

Didactic game

Target: develop the ability to classify and explain dangerous and safe situations depicted in the pictures.

Game actions: briefly explain the plot of the picture, its consequences.

Game rules: briefly and clearly describe the plot picture in accordance with its image.

"DANGEROUS - NOT DANGEROUS"

Target: to teach children to distinguish dangerous life situations from non-dangerous ones; be able to foresee the result of a possible development of the situation; consolidate knowledge of the rules of safe behavior; develop a sense of mutual support.

Equipment: a set of didactic pictures depicting dangerous and non-dangerous situations for life and health; cards of different colors (red, white and yellow) depending on the game options. Picture content: child climbing stairs, reading a book, jumping from a height, dressed inappropriately for the weather, coughing on others, etc.

Children are asked to determine the degree of threat of the proposed (visual or verbal) situation to life and health, to raise a certain card, depending on the danger, to correctly decompose the didactic pictures.

After carefully listening to the teacher's story, the children raise a red card if there is a danger, a yellow one if the danger can arise with a certain behavior, and a white one if there is no danger. Children should not interfere with each other, if necessary, supplement the answers of their comrades, do not prompt or use hints.

"IF I DO THIS"

Target : draw the attention of children to the fact that in each situation there can be two ways out: one is dangerous to health, the other is not threatening; to cultivate a caring attitude towards oneself and other people, to protect others, not to cause pain; develop thinking, ingenuity.

Equipment: a set of incentive items: chips, stars.

Children are given the task to find two ways out of the proposed situation (threatening and non-threatening to life and health) or to offer two options for the development of this situation. After listening to the teacher’s story, the children continue it after the words: “There is a danger if I do ...”, or “There will be no danger if I do ...” Children raise a red card if there is a danger, a yellow one - if the danger may arise with a certain behavior, white - if there is no danger. Children must listen

comrade's answers, do not interrupt each other, express the desire to answer by raising your hand. Complete answers and significant additions are rewarded with a chip, an asterisk.

"AMBULANCE"

Target: to consolidate the knowledge and practical skills of first aid in children.

Equipment: pictures depicting medical supplies (thermometer, bandage, brilliant green).

The teacher plays with the children the situation when a person cuts his arm, leg, broke his knee, elbow, got a fever, when his throat hurt, a speck got into his eye, and his nose bled. For each situation, work out a sequence of actions.

OUR ASSISTANTS - PLANTS

Target:

Equipment: subject pictures depicting medicinal plants.

The game is played on the principle of loto. Children have cards with the image of medicinal plants. The teacher shows pictures with similar drawings. A child who has this plant talks about its use for healing. If he said correctly, he gets a picture. The first person to cover their card wins.

Target: to reinforce in children ideas about how to help themselves and others to always stay healthy.

Equipment: playing field with pasted illustrations; cube, colored chips or buttons.

Players take turns throwing a die with 1 to 3 circles on its sides and moving their chip forward as many moves as there are circles on the die. If the chip was on the red circle, then the child, before making the next move, must answer how to behave with a runny nose, cough, fever, toothache. If the answer is wrong, the child skips a turn, if the answer is correct, he makes the next one. When the chip is on the green circle, the player tells how useful movements, daily routine, vitamins, water procedures are for a person. If the answer is wrong, the child skips a move, if the answer is correct, he moves the chip three moves forward. The winner is the one who first gets to the country of health.

My choice

Children are offered plot pictures and corresponding texts to them. The teacher reads the text, and the children prove the correctness or inadmissibility of this act, explain which rules are violated. If the child correctly explains the act, he receives a red chip, if not, a blue one.

OUR STREET OR TRAFFIC LIGHT

Goals: consolidate children's knowledge about traffic signals, concepts: street, road, sidewalk, trees, houses; remember traffic rules.

Children are taught not to rush when crossing the road, to be attentive, to know and find the place of the pedestrian crossing, to understand traffic signals, road signs.

"BUS"

Target: consolidate knowledge of traffic rules; to develop the skills of correct communication, speech, social behavior.

Equipment: small chairs; steering wheel.

With the help of a rhyme, a driver is chosen. Simulation of situations: a woman with a child, a grandmother, a blind man.

Fixing traffic rules. On the floor, stripes indicate the transition, at the traffic light there is a red light. The children are at the crossing. The traffic light is yellow. At the green signal, the children go along the transition, first they look to the left, then to the right.

"TRAFFIC LIGHT"

Didactic game

Target: to acquaint children with traffic signals, to consolidate knowledge about the rules of traffic on traffic signals.

Children and an adult look at the traffic light, reinforce the meaning of the colors. Then the adult invites one of the children to take on the role of a traffic light and put on a badge “traffic light”. The rest of the Children represent cars and pedestrians who must move according to traffic lights.

"ROAD SIGNS"

Didactic game

Target: introduce children to prohibitory, prescriptive and some warning signs.

Game options

"Different among the common" Children are invited to sort the signs into groups and tell what they mean.

"We play ourselves" Children are offered cards with different traffic situations. The children must choose the right road signs for the pictures, then justify their choice.

"City Street" Children are invited to act as traffic police inspectors in a new city where it is necessary to place road signs in order to avoid traffic accidents.

"THE TROUBLE DOES NOT HAPPEN"

Didactic game

Target: to acquaint children with the rules of behavior on the street, on the road; reinforce knowledge of road signs.

Children are offered a street layout with various types of signs and traffic lights, toys for playing situations (crossing the street, driving a car, walking around the city, cycling).

"CROSSROADS"

Didactic game

Target: introduce children to such a place on the street as an intersection, with the rules for crossing at an intersection (regulated and unregulated); reinforce knowledge of road signs.

Children are offered a layout of an intersection with various signs and traffic lights. An adult explains how to cross the street at a regulated and unregulated intersection.

"KINGDOM OF ROAD SIGNS"

Didactic game

Target: give children knowledge about various types road signs: forbidding, warning, information-indicative, service signs.

Children are introduced to road signs (illustrations, posters, etc.)

"GO TO YOUR SIGN"

Didactic game

Target: to consolidate the knowledge of children about various types of road signs.

Children receive signs (warning, information, index, prohibition) and are grouped by 4 - 6 people in different corners of the room. In each, the teacher puts geometric shapes on a stand (circle, square, triangle) At the signal of the educator, “The signs fled” The children disperse around the playground in groups or alone. At the new signal “Find your sign”, the children run to the figure corresponding in shape to the sign.

Game variant . When the children learn the game well, the teacher invites them to stop and close their eyes during the “walk”. At this time, the teacher rearranges the figures. At the word "Home" the children open their eyes, find the sign and run to it. The teacher notes which group gathered faster than the others.

"TRAM"

Didactic game

Target : consolidate knowledge about traffic lights, rules of conduct in public transport,.

Children stand along the wall of the room or side of the playground in a column in pairs, holding each other's hands. With their free hands, do they hold on to a cord whose ends are tied? The teacher is in one of the corners of the room and holds three colored flags in his hand - yellow, red, green. The teacher raises the green flag, the children run, the "tram" is moving. Having reached the teacher, the children look to see if the color of the flag has changed: if the green flag is raised, the movement continues; if a yellow or red flag appears, the children stop and wait for the green flag to appear.

If there are many people who want, you can make a stop where the children sit and wait for the arrival tram. Approaching the stop, the "tram" slows down and stops, some passengers get off, others enter. The teacher raises a green flag: "Let's go!"

If the children are more familiar with the bus or trolley bus, you can replace the tram with these modes of transport.

"SPROWS AND A CAR"

Didactic game

Purpose: to consolidate the knowledge gained about the Rules traffic.

Site boundaries are delineated or marked with flags. At one end of the site, “sparrows” are placed on chairs or benches. At the other end, a place for a car (garage) is indicated. “Sparrows” fly out of the nest - the teacher says: the children jump off the benches and start running in different directions, raising their arms to the sides, jumping on two legs. The horn sounds and the "cars" (assigned children) appear. "Sparrows" are frightened and fly away to the nests (while each takes its place). The "cars" return to the garage. The game is repeated with other "cars".

Children depicting cars can be offered a steering wheel. The teacher makes sure that the children do not run away from the boundaries of the site, and the "cars" follow the Rules of the road (road markings, signs).

The game can be introduced "pecking grains." The teacher says: “The birds wanted to eat and began to peck at the grains.” At these words, the children squat down and tap their fingers on the floor or on the ground.

"COLOR CARS"

Didactic game

Purpose: to consolidate children's knowledge of the Rules of the road through "driving cars" on a specially prepared site; develop attention and endurance.

Children are placed along the wall of the room or along the edge of the playground. They are "cars". Each of the players is given a flag of any color (optional) or a colored circle, a ring. The teacher stands facing the players in the center of the room (platform). He holds three colored flags in his hand.

The teacher raises a flag of some color. All children with a flag of this color run around the site (observing the Rules of the Road, markings, signs), on the go they buzz, imitating a car. When the teacher lowers the flag, the children stop and each go to their own “garage”. Then the teacher raises a flag of a different color, and the game resumes.

The teacher can raise one, two or all three flags together, and then all the "cars" leave their "garages".

The teacher can replace the color signal with a verbal signal (for example, “Blue cars are leaving”, “Blue cars are coming home”).

"Birds and car"

Purpose: to introduce the Rules of the road.

Bird children fly around the room, flap their arms (wings).

The teacher says:

The birds have flown

little birds,

Everyone flew, everyone flew, (Children run, smoothly waving their arms).

They waved their wings.

So they flew

Wings flapped,

They flew to the path, Sit down, tap their fingers on their knees.

The grains pecked.

The teacher picks up a toy car and says:

A car is running down the street

Puffs, hurries, blows the horn.

Tra-ta-ta, beware, beware

Tra-ta-ta, watch out!

Bird children run away from the car.

"Train"

Purpose: to consolidate children's knowledge of the Rules of the Road through a trip in a "train" on a specially prepared site; develop attention and endurance.

The teacher offers to play the train: "I will be a locomotive, and you will be trailers." Children stand in a column one after another, holding on to the clothes of the person in front. “Let's go,” the teacher says, and everyone starts moving, saying: “Chu-choo.” The "train" goes in one direction, then in another, then slows down, finally stops and says: "Stop." After a while, the horn sounds again and the train sets off again.

Option 1

Children are built in a column on one side of the playground or along the wall of the room. The first standing in the column is a locomotive, the rest are wagons. The teacher gives a whistle, and the children begin to move forward (without clutch); at first slowly, then faster, and finally they start running (when moving slowly, children can pronounce the sound “choo-choo-choo”). “The train is pulling up to the station,” the teacher says. Children gradually slow down and stop. The teacher again gives a whistle, and the movement of the train resumes. The teacher regulates the pace and duration of the movement of children, puts the more active child ahead.

Option 2

When the children have mastered the game well, that is, moving one after another, you can introduce a complication - after the train stops, the children go for a walk: pick mushrooms, berries, flowers, cones. Having heard the beep, the children run to the agreed place (to the wall) and line up in a column.

It is recommended to use aids in the game, for example, when the train goes over the bridge (on a gymnastic bench or on boards laid on steps, or between two slats drawn by Lines, laid cords, etc.).

"HORSES"

Children become pairs: one is a horse, the other is a carrier. For the game, reins are given or children hold on to the belt.

Let's go, let's go

With nuts, with nuts

To grandfather for a turnip.

By the boy

Sweetie

By the hunchback.

With the end of the text, the children continue to run in the same rhythm to the teacher’s saying “gop, gop ...” or click their tongue until the teacher says: “Whoa ...” When the game is repeated, the children change roles. After everyone is comfortable with the game, the teacher suggests raising your knees while running.

You should start the game with one pair, gradually increasing the number of participants to 3-4 pairs.

"BURNERS"

The players become pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players - the catcher stands on this line. Everyone standing in the column says:

Burn, burn, clear, So that it does not go out, Look at the sky - Birds are flying, Bells are ringing! One, two, three - run!

After the word "run", the children standing in the last couple, run along the column (one on the right, the other on the left), trying to meet, and join hands. The catcher tries to catch one of the pair before the children have time to join hands. If the catcher succeeds in doing this, then he forms with the caught a new pair and becomes ahead of the column, and the one left without a pair becomes catching. If the catcher fails to catch anyone, he remains in the same role.

The game ends when all players run once. The game can be repeated 2-3 times.

The number of participants should not exceed 15-17 people, otherwise the children will have to stand motionless for a long time.

Stop

At a distance of 10-16 steps from the border of the site, the initial line is drawn), on which the players stand close to each other. At the opposite end of the site, a circle (with a diameter of 2-3 steps) is outlined by the place of the driver. Turning your back to the players, the driver speaks loudly. “Step fast, look don’t yawn! Stop!" With these words, all the players move towards the leader. As soon as the driver uttered the word “stop!” Everyone stops, the driver quickly looks around. The one who did not have time to stop in time after the word "stop!" and made an additional movement, the driver returns to the original line. Then he again, turns his back to the players and says: “Walk quickly ...”, etc. Everyone continues to move from the place where the “stop!” signal caught them. Those that have returned to the starting line start moving from there.

This continues until one of the players comes close to the driver and stands in a circle before the driver says “stop”, the one who managed to do this becomes the driver.

The game resumes with a new driver.

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Description:

CARD FILE OF GAMES ON OBZH

Game "LISTEN TO THE SIGNAL"

Target:develop dexterity, stimulate attention.

Equipment:two arcs, two skameiki, two fences, stairs.

Game actions: at the signal of the leader, the first player from one team puts on a helmet, passes through the obstacle course, returns, passes the helmet to the next player. The team that completes the task faster wins.

The game "FIRE HOSE".

Target:stimulate reaction speed, dexterity.

Equipment: two fire hoses.

Game actions: children are divided into two teams and, on a signal, first unfold the hoses, then turn them back to their original state. The team that completes the task faster wins.

"CALL RESCUE SERVICES»

word game

Target:stimulate the development of coherent speech.

Game rules: make a short story according to the plan (sample): correctly and clearly state your name, surname, your location, briefly describe the problem.

Game actions: write a short story as the slides appear on behalf of one of the heroes of the situation or an outside observer.

Frames change on the PC screen, children talk to the toy phone about the situation

"SAVE THE TOY"

Didactic game

Target:develop the ability to recognize familiar objects through glasses; sti to simulate the development of visual perception; develop the ability to correlate a schematic image with an object.

Game rules: from a set of cars tinok find, remember and select the right ones.

Game actions: look at images of familiar objects through the “smoke” (curtain), remember them, then select the ones you need from a set of pictures.

The next task: sometimes rescuers have to work in special equipment - for example, in goggles. Put on special goggles. Everyone will receive a card with a schematic representation of the toy, according to which they need to find and rescue the toy, located in the “smoky room.

"RESAVERS"

Didactic game

Target:develop the ability to correlate a schematic image with a natural object; stimulate the development of visual perception.

Game rules: find an object by its schematic representation.

Game actions: consider a schematic image, find the appropriate toy in the play area.

"FIND THE OBJECT"

Didactic game

Target:develop the ability to recognize familiar objects from the image; stimulate the development of visual perception, memory.

Game actions: view images of familiar objects through a “noisy” file, recognize and name objects.

Game rules: name recognized object in the picture, explain how you learned.

B. Imagine that we are on firetower. With the help of binoculars try to find out below the objects that are in smoke and fire.

Well done guys and Carlson mowell done! Next trainingtask: I will name the words, andyou listen carefully. If you hear the name of an item that could start a fire, say "oh".

"FIRE DANGEROUS

ITEMS»

Didactic game

Target:stimulate developmentspeed of reaction and attention.

Game actions: call items in order, clap your hands.

Game rules: recognize the word VA, denoting fire hazardous items.

Word set for the game: iron, zhur cash, TV, pen, toaster, chewing gumka, cracker, diaper, dummy,cutlet, compote, fireman, cake,cuts, fire extinguisher, package,brush, helmet, sleeve, notes, paints,matches, bandage, drill, mask, etc.

"FLASHLIGHT BEAM"

Didactic game

Target:develop the ability to recognizeimages by their parts, details.

Game actions: look at the details of the imageand name the item.

Game rules: quickly learn item by picture detail.

"FIRE ALARM"

Relay game

Target:develop coordination,speed of reaction, the ability to quickly navigate in space.

Game rules: fulfill task in turn, take onlyone piece of cloth (fire).

Game actions: de players split into two teams, line upyuyutsya in columns; using "moveli "children take turns collecting timesscattered pieces of clothred, symbolizingfire, putting them in a bucket (located on the opposite side of the hall from the teams).

"PUT THE FIRE"

Relay game

Target:develop speedbone; cultivate work skills tat in the team.

Game rules: try not to spill water, act on sig nalu.

Game actions: teams line up facing each otherfriend, near the last memberscosts 4-5 plastic buckets withwater; on signal the last playerpasses the buckets to the children in turn(one after the other), standing on the right(left) from myself; you are the first playerpours buckets into a large bucket "withfire" (with collected pieces fabrics) - "extinguish the fire."

"SAVE THE TOY"

Relay game

Target:improve competitive skills basic types of movements (walkingba on an inclined board, climbing ongymnastic wall); developspeed-strength abilities,dexterity; cultivate courage, desire to help the "victim".

Game rules: task you fill in turn, do not drop the toy.

Game actions: by using rope climb up the slope board to the upper rails of the gymnastic wall; take a toyplaced on the top barnot; step by step go toneighboring span of the gymnasticwalls; go down the anthemsticky board ("roll down the mountainski"); move the toy to safety new place.

"COLLECT YOUR BACKPACKFOR RESCUE"

Relay game

Target:develop coordination abilities, dexterity; build confidence in your actions; stimulate communication agility, speed of reaction, reinforce knowledge of purpose presented items.

Game rules: move on exercise bikes strictly in a straight linemine, choose only what you need items.

Game actions: de players split into two teams; in turnride an exercise bike toopposite side; chooselaid out on a bench tags that might come in handyrescuers; go back toput the item in the bag.

"TERRITORY OF RISK"

(gym)

combined relay

Target:develop strength, agility, coordination of movements.

Game rules: overcome obstacles in turn.

Game actions: climb the stairs of the sports complexsa; grasping the pentreasury of the sports complex, nottouching the floor with your feet, move to the opposite edge; spuclimb down the pole onto the bench;walk along it, stepping overitems; go through the tunnel anddry pool. The phone rings(alert).

B. Assistant teacher in the younger group discovered a lotitems dangerous to children. Need help! Children come to the group.

Q. Our task?

Children.Find and destroy.

B. In order to findmeta, everyone gets a card-diagram showing wherethrow an object (on, under, behind, in). Naygiven items by type of danger are laid out in boxes(piercing, cutting, flammable etc.).

"SEARCH AND DEFAULT"

Didactic game

Purpose: to develop the skill of oriennavigate in space; exercisetake children in relation to imageslocation of the objectwith symbol; develop the ability to classify objects according to differenttypes of danger.

Game actions: search for premeth in different places, laying outinto appropriate boxes.

Game rules: find toysku according to the symbol.

Q. Where could they come from?Maybe strangers came inour garden? What do we do now withthese items? (We'll pick up with fight to give back)

"STRANGER"

training game

Target:practice the skillbehave appropriately in situations by a stranger, formedto model behavior in similar situations.

Game actions: children learn Carlson, how to behave in a situationrelationship with a stranger.

Stranger.hello rebyata. How wonderful you are! Hugoeat candy.

Carlson is the first to help himself. Children take (do not take) a treat. If a someone will take sweets (tangerines), the teacher asks children, whether they did the right thing.

Stranger. I have in the car many more delicious things! And there is alsotick and interesting toys... Sing come with me!

Carlson is going to go with Not acquaintance.

AT.Does it do the right thing Carlson? (Turning to a stranger.) And who are you? Who did you come to?

Stranger(does not answer, grabs Carlson by the hand and pulls yourself to the exit). I see you are good shi! Do not listen to them! I will take you toMom, she asked me to pick you up!

Carlson cries and obediently walks for the stranger.

Q. Guys, what should you do if a stranger drags you along? (Break out loud shout, call for help.) female schina, leave Carlson alone!(Pushing the Stranger away, for takes Carlson's hand.) We have manager, go to her.

Children accompany the stranger and give boxes of dangerous items. Is distributed Carlson's phone call.

Carlson.My baby is calling!Hello! Where are you? Guys, he lostsya! Baby tell me where are you?

Baby(on speaker phone background).I'm lost. Played with friends...

Carlson.Where can I find you?

Baby.My photos will help yougraphics. I will send them over the Internet.

AT. To us didn't receive an email?

AT. But how just came now. Get yours message.

AT.Guys, we got a photo graphs to help us findBaby. kid taking picturesobjects found on it paths, places where he played: sand nitsa, tree, flower bed, broom, itemfirst aid, etc. Usingthese landmarks children findThe kid, explain to him in what places you can’t play, and inviteyut in the service "Young Rescuer".

"HOW TO AVOID TROUBLE?"

Didactic game

Target:develop class skillsidentify and explain dangerous andsafe situations, depictedin the pictures.

Game actions: briefly about explain the plot of the picture, its last actions.

Game rules: briefly and clearly describe the storyteen in accordance with her image zhenie.

"DANGEROUS - NOT DANGEROUS"

Target: to teach children to distinguish between dangerous life situations and notdangerous; be able to foresee the result of a possible development of the situation; consolidate knowledge of the rules of safe behavior; develop a sense of mutual support.

Equipment: a set of didactic pictures depicting dangerous and non-dangerous situations for life and health; cards of different colors (red, white and yellow) depending on the game options. Picture content: child climbing stairs, reading a book, jumping from a height, dressed inappropriately for the weather, coughing on others, etc.

Children are asked to determine the degree of threat of the proposed (visualnoah or verbal) situations for life and health, raise op divided card, depending on the danger, correctly lay down didactic pictures.

After carefully listening to the teacher's story, the children raise a red card if there is a danger, a yellow card if there is a danger may occur with certain behavior, and white - if there is no danger. Children should not interfere with each other, if necessary bridges to supplement the answers of comrades, do not prompt and do not use hints.

"IF I DO THIS"

Target : draw the attention of children to the fact that in each situation there can be two ways out: one is dangerous to health, the other is not threatening; to cultivate a caring attitude towards oneself and other people, to protect others, not to cause pain; develop vat thinking, ingenuity.

Equipment: a set of incentive items: chips, stars.

Children are given the task to find two ways out of the proposed situation (threatening and not threatening life and health) or to lay down two options for the development of this situation. After listening to the story teacher, the children continue it after the words: “The danger arises if I do ...”, or “There will be no danger if I do ...” Children raise a red card if there is a danger, a yellow one - if the danger can arise at a certain behavior, white - if there is no danger. Children must listen

comrade's answers, do not interrupt each other, desire to answer express by raising your hand. Complete answers and significant additions Encouragement is encouraged with a chip, an asterisk.

"AMBULANCE"

Target: to consolidate the knowledge and practical skills of first aid in children.

Equipment: pictures of medical suppliescare (thermometer, bandage, brilliant green).

The teacher plays with the children the situation when a person cuts his arm, leg, broke his knee, elbow, got a fever, when his throat hurt, a speck got into his eye, and his nose bled. By each situation work out a sequence of actions.

OUR ASSISTANTS - PLANTS

Target:

Equipment: subject pictures depicting medicinal plants.

The game is played on the principle of loto. Children have cards with a picture niem medicinal plants. The teacher shows the pictures similar drawings. A child who has this plant talks about its use for healing. If he said correctly, he gets a picture. The first person to cover their card wins.

"JOURNEY TO THE LAND OF HEALTH"

Target: to reinforce in children ideas about how to help themselves andothers to stay healthy.

Equipment : playing field with pasted illustrations; cube, colored chips or buttons.

Players take turns throwing a die, on the sides of which is depictedfrom 1 to 3 circles are struck, and they move their chip forward as many moves as there are circles on the die. If the chip ended up on a red mug, then the child before you do the following blowing stroke, must answer how to behave with a runny nose, cough, high fever, toothache. If the answer is wrong, the rebbe the knock skips a move, with the right one makes the next one. When the chip turns out to be on a green mug, the player tells how useful movements, daily routine, vitamins, water procedures are for a person. If the answer is wrong, the child skips a move, if the answer is correct, he moves the chip three moves forward. The winner is the one who first gets to the country of health.

My choice

Children are offered plot pictures and related texts.stay with them. The teacher reads the text, and the children prove the correctness or inadmissibility of this act, explain which rules are violated. If the child correctly explains the act, he receives a red chip, if not, a blue one.

OUR STREET OR TRAFFIC LIGHT

Goals: consolidate children's knowledge about traffic signals, concepts: street, road, sidewalk, trees, houses; remember traffic rules.

Children are taught not to rush when crossing the road, to be attentive, to know and find the place of the pedestrian crossing, to understand traffic signals, road signs.

"BUS"

Target: consolidate knowledge of traffic rules; develop correct skillscommunication, speech, social behavior.

Equipment: small chairs; steering wheel.

With the help of a rhyme, a driver is chosen. Situation modelingtions: a woman with a child, a grandmother, a blind man.

Transition

Fixing traffic rules. On the floor, stripes indicate the transition, on traffic light red light. The children are at the crossing. At the traffic light th world. At the green signal, the children go along the transition, first they look to the left, then to the right.

"TRAFFIC LIGHT"

Didactic game

Target:to acquaint children with traffic signals, to consolidate knowledge of the rightforks of movement according to traffic lights.

Children and an adult look at the traffic light, reinforce the meaning of the colors. Then the adult invites one of the children to take on the role of a traffic light and put on a badge “traffic light”. The rest of the Children represent cars and pedestrians who must move according to traffic lights.

"ROAD SIGNS"

Didactic game

Target:to acquaint children with forbidding, prescriptive and somemi warning signs.

Game options

"Different among the common" Children are invited to sort the signs into groups and tell what they mean.

"We play ourselves"Children are offered cards with different traffic situations. The children must choose the right road signs for the pictures, then justify their choice.

"City Street"Children are invited to act as traffic police inspectors in a new city where it is necessary to place road signs in order to avoid traffic accidents.

"THE TROUBLE DOES NOT HAPPEN"

Didactic game

Target:to acquaint children with the rules of behavior on the street, on the road; forto strengthen knowledge about road signs.

Children are offered a street layout with various types of signs and traffic lights, toys for playing situations (crossing the street, driving a car, walking around the city, cycling).

"CROSSROADS"

Didactic game

Target:to acquaint children with such a place on the street as an intersection, with the rightcrossing lights at the intersection (regulated and unregulated); fixedlearn about road signs.

Children are offered a layout of an intersection with various signs and traffic lights. An adult explains how to cross the street at a regulated and unregulated intersection.

"KINGDOM OF ROAD SIGNS"

Didactic game

Target:to give children knowledge about different types of road signs: prohibitionshading, warning, information-indicative, service signs.

Children are introduced to road signs (illustrations, posters, etc.)

"N A GO YOUR SIGN"

Didactic game

Target: consolidate the knowledge of children about various types of roads signs.

Children receive signs (warning, information, index, prohibition) and are grouped by 4 - 6 people in different corners of the room. In each, the teacher puts geometric shapes on a stand (circle, square, triangle). At the signal of the teacher, “The signs have fled” Children disperse around the site in groups or alone. At the new signal “Find your sign”, the children run to the figure corresponding in shape to the sign.

Game variant . When the children learn the game well, the teacher invites them to stop and close their eyes during the “walk”. At this time, the teacher rearranges the figures. At the word "Home" the children open their eyes, find the sign and run to it. The teacher notes which group gathered faster than the others.

"TRAM"

Didactic game

Target : consolidate knowledge about traffic lights, rules of conduct in public transport,.

Children stand along the wall of the room or side of the playground in a column in pairs, holding each other's hands. With their free hands, do they hold on to a cord whose ends are tied? The teacher is in one of the corners of the room and holds three colored flags in his hand - yellow, red, green. The teacher raises the green flag, the children run, the "tram" is moving. Having reached the teacher, the children look to see if the color of the flag has changed: if the green flag is raised, the movement continues; if a yellow or red flag appears, the children stop and wait for the green flag to appear.

If there are a lot of people who want, you can make a stop where the children sit and wait for the arrival of the tram. Approaching the stop, the "tram" slows down and stops, some passengers get off, others enter. The teacher raises a green flag: "Let's go!"

If the children are more familiar with the bus or trolley bus, you can replace the tram with these modes of transport.

"SPROWS AND A CAR"

Didactic game

Purpose: to consolidate the knowledge gained about the Rules of the road.

Site boundaries are delineated or marked with flags. At one end of the site, “sparrows” are placed on chairs or benches. At the other end, a place for a car (garage) is indicated. “Sparrows” fly out of the nest - the teacher says: the children jump off the benches and start running in different directions, raising their arms to the sides, jumping on two legs. The horn sounds and the "cars" (assigned children) appear. "Sparrows" are frightened and fly away to the nests (while each takes its place). The "cars" return to the garage. The game is repeated with other "cars".

Children depicting cars can be offered a steering wheel. The teacher makes sure that the children do not run away from the boundaries of the site, and the "cars" follow the Rules of the road (road markings, signs).

The game can be introduced "pecking grains." The teacher says: “The birds wanted to eat and began to peck at the grains.” At these words, the children squat down and tap their fingers on the floor or on the ground.

"COLOR CARS"

Didactic game

Purpose: to consolidate children's knowledge of the Rules of the road through "driving cars" on a specially prepared site; developpay attention and patience.

Children are placed along the wall of the room or along the edge of the playground. They are "cars". Each of the players is given a flag of any color (optional) or a colored circle, a ring. The teacher stands facing the players in the center of the room (platform). He holds three colored flags in his hand.

The teacher raises a flag of some color. All children with a flag of this color run around the site (observing the Rules of the Road, markings, signs), on the go they buzz, imitating a car. When the teacher lowers the flag, the children stop and each go to their own “garage”. Then the teacher raises a flag of a different color, and the game resumes.

The teacher can raise one, two or all three flags together, and then all the "cars" leave their "garages".

The teacher can replace the color signal with a verbal signal (for example, “Blue cars are leaving”, “Blue cars are coming home”).

"Birds and car"

Purpose: to introduce the Rules of the road.

Bird children fly around the room, flap their arms (wings).

The teacher says:

The birds have flown

little birds,

Everyone flew, everyone flew, (Children run, smoothly waving their arms).

They waved their wings.

So they flew

Wings flapped,

They flew to the path, Sit down, tap their fingers on their knees.

The grains pecked.

The teacher picks up a toy car and says:

A car is running down the street

Puffs, hurries, blows the horn.

Tra-ta-ta, beware, beware

Tra-ta-ta, watch out!

Bird children run away from the car.

"Train"

Purpose: to consolidate children's knowledge of the Rules of the Road through a trip in a "train" on a specially prepared site; developpay attention and patience.

The teacher offers to play the train: "I will be a locomotive, and you will be trailers." Children stand in a column one after another, holding on to the clothes of the person in front. “Let's go,” the teacher says, and everyone starts moving, saying: “Chu-choo.” The "train" goes in one direction, then in another, then slows down, finally stops and says: "Stop." After a while, the horn sounds again and the train sets off again.

Option 1

Children are built in a column on one side of the playground or along the wall of the room. The first standing in the column is a locomotive, the rest are wagons. The teacher gives a whistle, and the children begin to move forward (without clutch); at first slowly, then faster, and finally they start running (when moving slowly, children can pronounce the sound “choo-choo-choo”). “The train is pulling up to the station,” the teacher says. Children gradually slow down and stop. The teacher again gives a whistle, and the movement of the train resumes. The teacher regulates the pace and duration of the movement of children, puts the more active child ahead.

Option 2

When the children have mastered the game well, that is, moving one after another, you can introduce a complication - after the train stops, the children go for a walk: pick mushrooms, berries, flowers, cones. Having heard the beep, the children run to the agreed place (to the wall) and line up in a column.

It is recommended to use aids in the game, for example, when the train goes over the bridge (on a gymnastic bench or on boards laid on steps, or between two slats drawn by Lines, laid cords, etc.).

"HORSES"

Children become pairs: one is a horse, the other is a carrier. For the game, reins are given or children hold on to the belt.

Let's go, let's go

With nuts, with nuts

To grandfather for a turnip.

By the boy

Sweetie

By the hunchback.

With the end of the text, the children continue to run in the same rhythm to the teacher’s saying “gop, gop ...” or click their tongue until the teacher says: “Whoa ...” When the game is repeated, the children change roles. After everyone is comfortable with the game, the teacher suggests raising your knees while running.

You should start the game with one pair, gradually increasing the number of participants to 3-4 pairs.

"BURNERS"

The players become pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players - the catcher stands on this line. Everyone standing in the column says:

Burn, burn, clear, So that it does not go out, Look at the sky - Birds are flying, Bells are ringing! One, two, three - run!

After the word “run”, the children standing in the last pair run along the column (one on the right, the other on the left), trying to meet, and join hands. The catcher tries to catch one of the pair before the children have time to join hands. If the catcher manages to do this, then he forms a new pair with the caught one and stands in front of the column, and the one left without a pair becomes the catcher. If the catcher fails to catch anyone, he remains in the same role.

The game ends when all players run once. The game can be repeated 2-3 times.

The number of participants should not exceed 15-17 people, otherwise the children will have to stand motionless for a long time.

Stop

At a distance of 10-16 steps from the border of the site, the initial line is drawn), on which the players stand close to each other. At the opposite end of the site, a circle (with a diameter of 2-3 steps) is outlined by the place of the driver. Turning your back to the players, the driver speaks loudly. “Step fast, look don’t yawn! Stop!" With these words I play everything ing move towards the driver. As soon as the driver uttered the word “stop!” Everyone stops, the driver quickly looks around. The one who did not have time to stop in time after the word "stop!" and made an additional movement, the driver returns to the original line. Then he again, turns his back to the players and says: “Walk quickly ...”, etc. Everyone continues to move from the place where the “stop!” signal caught them. Those that have returned to the starting line start moving from there.

This continues until one of the players comes close to the driver and stands in a circle before the driver says “stop”, the one who managed to do this becomes the driver.

The game resumes with a new driver.

Fire in the hearth.

Goals: to develop speed of reaction, dexterity, orientation in space, attention, endurance; to form a sense of courage, discipline, will and desire to win, a culture of behavior in everyday life.

One of the players depicts Fire (in a half mask). He leaves his dwelling - the hearth and walks around the other players.

THE FIRE. I am Fire, don't touch me!

PLAYERS (in response)

Why did you leave the hearth

Turned into our enemy?

FIRE: I, Fire, are your friend and foe,

Can't deal with me.

After these words, he hisses and waves his arms, catches children who enter the boundaries of the circle where Fire lives. If Fire caught with its “flame” (those who disturbed the peace of its hearth), then it turns it into coal and puts it in its hearth. The one who remains the last player not caught becomes the brave Daredevil who defeated the Fire.

The Fire Dragon

Objectives: to improve physical skills, the ability to walk with an added step, to crawl; develop speed of reaction, dexterity, courage.

The players stand in a circle, join hands, walk in a circle with a side step, for each step they say: “Fire is a dragon, get out!”

The Sleeping Dragon lies in the center of the circle. When the Dragon stands up, straightens up and waves scarlet ribbons (“tongues of flame”) at chest level, the players scatter.

DRAGON: Tongues of fire are getting closer, closer

Get down, down, down!

All players dodge, bend low, crawl so that the driver does not hurt them.

Those who are not touched return to the circle.

Water and fire.

Goals: to develop speed of reaction, dexterity, attention, coordination of movements; create a sense of friendship.

Two lines are drawn at a distance of 10 meters from each other. Girls line up at one line (Water), at the other - boys (Fire), leading between them.

On command "Fire!" the boys catch the girls, on the command "Water" the girls catch the boys (they put out the fire). Salted go to the opposing team.

Birds in trouble.

Goals: to develop speed of reaction, dexterity, orientation in space; to form a sense of duty, compassion for the animal world, a desire to help others.

Several circles are drawn on the site, in them there are nests with chicks (children). An evil Fire is chosen, which roams the forests, fields, meadows, scatters sparks of flame (red ribbons) and starts fires. The task of the rest of the players is to catch on the fly the ribbons - sparks, so that they do not fall into the nests, and save the chicks from trouble. The game is considered finished when all ribbons-sparks are extinguished.

Who will put out the fire faster.

Objectives: to develop speed of reaction, dexterity, attention; improve coordination of movements.

Chairs are arranged in a circle, on which there is one fire extinguisher each (substitute item).

The number of chairs is one less than the number of participants in the game. Everyone walks in a circle to the music. At the signal, everyone must take a fire extinguisher in their hands. The number of chairs and fire extinguishers is reduced until a winner is revealed.

lake master

Objectives: to develop dexterity, speed of reaction, attention, courage, the ability to bring the work begun to the end, to overcome mental clamps, self-doubt.

At a distance of 10 - 15 meters from the "lake" a line is drawn along which the players line up. At the signal of the driver, the players run to the lake with imaginary or real buckets. Behind the line is the owner of the lake, who does not want the water to subside. Players must touch the line and draw water to put out the fire (in a conditional place). Only when the owner is asleep can you scoop up water.

The leader counts to five.

The evil owner begins to fall asleep (he covers his face with his hands, goes to sleep at the bottom of the lake). At this moment, the owner suddenly wakes up and catches the sluggish, gape. The game continues until all the players are caught and moved to the dwelling of the owner of the lake.


Anna Marchenko
Security Games

Didactic game "Evaluate the action"

Target: To consolidate knowledge about the rules for using fire; educate the desire to comply with the rules of the fire security.

Equipment: Subject pictures showing situations:

1) the actions of children or adults with objects that contribute to the occurrence of a fire;

2) the actions of children or adults during the elimination of the fire.

Game progress

Lay out the subject pictures in front of the children.

Tasks. Choose among others the picture that shows the action that contributes to the fire. Explain how you will act during fire fighting? What extinguishing agents do you know?

The winner is the one whose answer will be more meaningful, more interesting, who will correctly select the pictures in accordance with the task.

Didactic game "Who will go first"

Target: Summarize children's knowledge about the work of drivers. Learn to make the right choice.

game task: Select the vehicle with the priority load.

Rules games: Answer the policeman's questions. If you want to go first, raise your hand.

Equipment: Medallions - vouchers with cars for various purposes. Attributes policeman: cap, wand.

Game progress

Remember with your children how attentive the policeman who regulates traffic should be, because there are many cars driving along the street in different directions. Where are they heading? Children will learn about this by receiving medallions-guides with the image of machines for various purposes.

The police officer asks the drivers where they are going, what they are carrying and why they need to be let through quickly. When the driver answers all the questions, focusing on his medallion, the policeman, together with other children, decides whether to let him through first.

Problem situations: Three cars met at the intersection. The traffic cop decides who to let through first. Children discuss his decision, agree or object.

1. Bus with children, truck with building material, ice cream van.

2. Ambulance, a car with bread, a van with books.

3. Fire truck, milk truck, furniture van.

On signal "The Way Is Open" the driver circles the room. When all the drivers return, other children take apart the medallions. They come up with new problem situations.

Didactic game "Ecological traffic light"

Target: Consolidate children's knowledge of compliance with the rules of technology security in natural environment . Develop logical thinking, memory, fantasy, the ability to admire the beauty of the surrounding world. Cultivate respect for nature.

Material: Pictures depicting various situations of behavior in nature, chips in green and red.

Game progress:

In front of the children are pictures depicting various situations of behavior in nature and chips in green and red. Children must assess the situation and mark it with the appropriate chip. (red - incorrect behavior, and green - correct).

Didactic game "So - not so"

Target: To consolidate the ability of children to make an assessment of situations, to cultivate love for all living things, respect for nature.

Material: Drawings with different situations (children plant a tree; a boy destroys an anthill, etc.); sun and clouds.

move games: Patterns are face down. The child chooses a drawing for himself and must place it, depending on the situation depicted, under the sun or a cloud.

Didactic game "Let's go to the forest for mushrooms"

Target: Exercise children in recognizing and naming edible and poisonous mushrooms by drawings. Develop observation and attention. Cultivate respect for your health.

Material: Drawings of a mushroom”, baskets.

move games: Children are offered to collect edible and inedible mushrooms separately in a basket.

D / and "It is possible - it is impossible"

Target: To form in children the skills of correct behavior in dangerous situations; promote healthy lifestyle life; teach children to behave within the framework of permitted behavior. Develop logical thinking, memory, attention.

Material: Cards with the image of adults and children, cards-chips with various objects.

move games: The child must independently choose chip cards and put them on his card, in accordance with what a child or an adult can use.

Didactic game "Home Alone"

Target: Consolidate children's knowledge about strangers what exactly can be dangerous in communicating with other people, distribute people on the basis of kinship (relatives, friends, strangers). Develop attention, observation. Cultivate caution.

Material: Drawings depicting different of people: policeman, postman, grandmother and the like.

move games: The teacher invites the children to look at the picture and think, they will open the door to this or that person. Be able to explain the situation and your choice.

Didactic game "How to play Petya"

Target: Consolidate children's knowledge about household items that are sources of potential danger to children and should be kept out of the reach of babies (household chemicals, medicines, cutting and stabbing objects).

Develop imagination, memory, speech. Cultivate caution and discretion while playing with various objects.

Material: Three-piece screen (the first shows a rug, the second shows a boy, the third has a closet with doors that open)

Game progress:

The teacher shows the children Petrik: Kids, Petya stayed at home by himself and wanted to play. He found many different things, but there are also dangerous items here. Petrik doesn't know where the toys are. Let's help him put the toys on the mat, and the dangerous items before mom and dad in the closet.

The children are doing the task. When laying out items, justify your choice.

Didactic game "Dial a number"

Target: Exercise children in using the acquired knowledge and methods of action in game situations. To deepen and expand children's knowledge about the profession of people who provide us with first aid (doctor, fireman, policeman). Develop thinking, memory. Cultivate caution

Material: Cards depicting various dangerous situations (fire, accident, etc., telephone.

Game progress:

Children are invited to assess the situation and, in accordance with it, call the necessary service by phone.

Didactic game "Help yourself"

Target: To consolidate the knowledge of children about the rules for providing first aid for injuries, that a child can provide first aid to himself on his own. Develop children's memory and imagination. Cultivate respect for your health.

nosebleeds and the like.

Game progress:

Children stand in a circle. The teacher shows them pictures (in order). For each picture, children give answers not with a sentence, but by imitating certain actions: "finger cut" - raise your hand up; "sunstroke" - lie down or sit in the shade; “the nose is bleeding” - raise your head up; “the child’s cheeks are frozen” - it’s easy to rub your face with your hands; “frozen feet” - run, jump, wiggle your toes; “wet your feet” - imitate changing shoes into dry shoes.

Didactic game "A fairy tale will teach us everything"

Target: Exercise children in recognizing, naming and telling fairy tales from pictures. Fix the content of familiar fairy tales. To teach how to correctly evaluate the actions of heroes, draw conclusions about behavior in dangerous situations, and find a way out of them. Exercise in the ability to distinguish colors and their shades. Develop coherent speech, logical thinking and imagination. To cultivate a desire to help, goodwill, humanity and sociability.

Material: Playing field, a set of pictures for different fairy tales, chips of different colors.

Option games 1(for children 3-4 years old): The teacher offers the children to twist the magic arrow, on the sector of what color it will stop, the child must find a drawing for a fairy tale with a chip of the corresponding color (blue, green, yellow, red). Kids need to remember the name of the fairy tale and its main characters. Encourage children to draw conclusions about adventures with the main character.

Option games 2(for children of middle and older preschool age) : The teacher invites the children to twist the magic arrow, on the sector of what color it will stop, the child must find a picture with a frame of the corresponding color and name the name of the fairy tale. her heroes. Retell that episode of the fairy tale where the hero is in danger. Express your attitude, come up with a different ending, correlate the content of the fairy tale with real life situations.

Didactic game "We call for help"

Target: Consolidate children's knowledge of situations that can lead to danger and knowledge of how. which service can be contacted in case of a certain danger.

Material: House with windows, cards depicting situations that require calling services "101", "102", "103".

move games: Children are shown the phone number of a certain service and they have to select cards according to this number and insert them into the boxes.

Safety games for preschoolers primarily include fire safety. Such games are recommended starting from middle group. Classes that educate children in the skills of dealing with fire and behavior in critical situations are held in a complex and are supplemented by an appropriate subject-game environment.

Topic conversations include didacticsafety games for preschoolers : “Is this correct?”, “Name the electrical object”, “ Dangerous Items”, “On - off”, “Good-bad”, “Choose the right one”, “What can not be played with”, “How to avoid danger?”, “Name the causes of the fire” and others.

In this article, we will dwell in more detail on outdoor games held as part of introducing children to the properties of fire, the work of firefighters, and behavior in emergency situations.

Outdoor safety games for preschoolers

Outdoor safety games for preschoolers are mostly held in the form of relay races. Children are divided into two teams. In such games, instead of the usual signal, you can use a recording of a fire siren.

Game "Fire"

To play, you will need children's firefighter costumes: helmet, belt, gloves, overalls.

On a signal, the players start from the start line and run to the chairs on which the firemen's suits lie. The guys should get dressed, return to their team, undress and give the suit to the next participant.

The team that "gathered for the fire" the fastest wins.

The game "Fire camps"

To play, you will need a table and various items, including those “borrowed” from the fire department: a cord, a gas mask, a helmet.

On a signal, the players run to the table on which the items are laid out, select one item necessary for the work of the firefighter, and return to the team.

The team that completes the task faster and, most importantly, more correctly than others, wins.

Game "Brave firefighters"

To play, you will need to prepare an obstacle course. At the end of it there is a model of the house in which the toys "live".

On a signal, the children start the relay race: they run through the obstacle course, “rescue” one toy from the house and return to their team. The goal is to save all the inhabitants of the toy house.

The team that helps the injured the fastest wins.

Put out the fire game

To play, you will need a sandbox or a basin of sand.

On a signal, the children scoop up sand with a small scoop and run towards the “fire” - a piece of paper with the image of a flame. You need to run carefully so as not to spill the sand.

The winner is the team that brings the most sand and, accordingly, quickly extinguishes the flames.

Game "After the fire"

Each team has two players. To play, you will need a large reel with a tied cord.

At the command of the host, the participants begin to wind the cord on the reel. Those who complete the task first win.

Game "Up"

The game is played in the gym. Children climb up the sloped bench to the Swedish wall, climb onto the next span, jump onto the mat and run to their team. The team that completes the entire distance the fastest wins.

Game "Corridor"

There are tunnels in front of each team.

On a signal, the participants crawl through the tunnel and run back to their team.

The game "Two boots - a pair"

Teams are divided into pairs. Pairs are tied (left foot of one player with the right foot of another player). It is necessary, holding hands, to jump to the hoop that imitates a house on fire, and "rescue" a toy from there.

The team that saves all the victims faster than others wins.

Game "01"

For this game, you need to prepare leaflets and markers.

The members of each team, on a signal, begin to run to the other side of the hall. On the chair is a piece of paper on which you need to write with a marker "01", that is, call the fire department.

The game continues until all the children have written "01".