Writing games in the camp. The game "Who will unload the car faster?"

In the work (54 pages) sections are disclosed:

- indoor games

- outdoor games;

- games on the ground;

- relay races without sports equipment;

- relay race with a rope and a hoop;

- relay races with the ball;

- comic olympiad;

- fairy tale relay;

- water-land competitions;

- zoological races;

- competition acting skills;

- games, attractions, fun, jokes

- dance and entertainment evening;

- aptitude test;

- "It's time to think" games;

- charades;

- a club of fools, riddles, jokes;

- shifters;

- tongue twister competition;

- fun game;

- jokes-jokes;

- anagrams and logarithms

INDOOR GAMES

"Snowball". The players sit in a circle. The first one says his name. The second calls the name of the first and his own name. The third calls the two previous ones and the owl, etc. until the first one calls the names of all.

"Maths". Children sit in a circle. The teacher gives the task: “Let's start counting in a circle. The one who has a number that is a multiple of 3 pronounces his name instead of the number.

"Candle". The participants of the game sit in a circle around the candle. The teacher picks up a talisman and begins an acquaintance. “Let me introduce myself: Masha ... Height ... Weight ... Volumes ... Foot size ... Education ...” The presentation depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the hobbies of children, then the teacher talks about his hobbies at the same age, if the goal is content future activities, the teacher talks about what he did at the health camp at the same age; if the goal is to understand the inner state of the child, then the teacher talks about his experiences at this age. The talisman is given to the narrator. The host sets the theme, rhythm, content, directs and regulates the course of the game.

"Who is absent". After each introduction, the lights are turned off and one person leaves the room. The rest must guess who is missing, and call his name.

"Figures". The players become in a circle. A rope is stretched inside the circle, for which everyone is holding hands. The facilitator explains what is needed eyes closed, without opening hands, build a square, an equilateral triangle, a star, using only oral conversations.

"Voices of Animals" Children are divided into pairs, choosing the voice of an animal. Then they disperse on opposite sides of the room and, with the lights turned off, they face the task of finding a partner in the voice of the selected animal.

“Guess what I see!” This game can be played anywhere and everywhere: it disperses boredom and gives pleasure. And best of all, she acts by diverting attention if Petya again quarrels with Anya or Kolya sadly huddled in a corner.

Start like this:

You: I see something red that you can't see!

Child: Hearts on the curtains?

Him: The cover of Tanya's book?

He: Oleg's hat?

He: Fantik on the table?

Believe me, this can continue indefinitely!

"Story without adjectives." Participants are divided into groups of 4 people. Each group is given a task to write a story in 10-15 minutes on some topic (“How I was going to the camp”, “Our journey to the camp”, etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing adjectives into their stories, which are randomly spoken to them by representatives of other groups. These adjectives can be funny (but not offensive). Notes are read out finished stories, the funniest, most original work is determined. The duration of the game is 40-50 minutes.

"Guess the song (poems)". A group of guys are playing. The driver is determined, he moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, the line of Pushkin's poem: “I remember a wonderful moment, you appeared before me ...” All the guys sitting in a circle take one word from this line. The driver returns and begins the survey of the guys. He can ask any questions, the most awkward ones, one by one or in a breakdown, such as “Your attitude to salted cabbage?”, And the answerer must use the word he got: “I have a wonderful attitude to cabbage!”

“Konachko” (end-beginning-end). You can play two, three, two teams or in a circle. Words must be selected in such a way that the last syllable of the first word serves as the beginning of the second: HAND-HORN-THRESHOLD, etc. who hesitates is eliminated from the game. You can individually compose chains on a specific topic. The one with the longest chain wins.

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

"Walking down the street." All players are assigned numbers. No. 1 begins: “4 crocodiles were walking along the street”, No. 4 answers: “Why 4?”, No. 1: “How much?”, No. 4: “A 8”. No. 8 comes into play: “Why 8?”, No. 4: “How much?”, No. 8: “A 5!” etc. if someone made a mistake or hesitated, he gives a phantom. Collected forfeits at the end of the game

Played out.

"Guess who". The one who starts chooses one of the players and describes him as follows: He is small, cheerful and dark-haired. Everyone looks at each other. Maybe it's Rita, Tanya or Kostya? If no one can guess, the description can be refined: this man is wearing black patent leather shoes, a red jacket and a hairpin in his hair. Now, of course, it is clear to everyone that this is Yulia.

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

"Clothes Exchange" Children sit in a circle and carefully look at each other's clothes, trying to remember them. Then one of them walks out the door and several players switch pieces of clothing. The host enters and tries to determine who is wearing other people's things and to whom they belong. It will immediately catch your eye if the boy Sasha puts on Ani's skirt. Not so noticeable when changing socks.

"Attention, he's coming!" Children stand in a circle as close as possible to each other. They pass a soft toy or other object from hand to hand while the music is playing. Everyone tries to get rid of this item as soon as possible. As soon as the music stops, whoever has the toy is out of the game.

"Present". The players sit in a semicircle and choose the driver, then invite him to leave for a while. Each player prepares a gift for himself: a knife, a pencil, a coin, a pin, etc. The driver's name is. He goes around everyone and tries to remember who has what item. Then he goes out again, and the players collect all things in one place. Again, the driver is called and they offer him to distribute gifts to whomever they like. If the driver distributes gifts correctly. Choose a new driver; if he makes a mistake, repeat a third time. After the third time, a new driver is chosen.

"Snapshot". The host puts several items on the table (pencil, boxes, paper clip, knife, etc.) and covers them with a sheet of paper. Then he calls the players. When everyone is ready, he lifts the sheet covering the objects for 3-5 minutes and closes it again. It is suggested that everyone write down what objects they saw. Then check the correctness of memorization. The one who remembers more than others and without mistakes wins.

"What changed?". 10-15 postcards are laid out on the table. The players are invited to remember the location of several postcards within 1-2 minutes. When everyone looks a second time, it is proposed to say what movements were made. The winner is the one who correctly indicates all (or more) changes.

"Hands on the table!" The players are divided into two equal groups and sit on both sides of the table. One group receives some small object - a coin, a button, an elastic band - and begins to pass it under the table. Suddenly, one of the players from the other group says loudly: “Hands on the table!”. Immediately, the whole group that passed the object should put both hands on the table, palms down. Someone must have an object under the palm of their hand. The second group must guess who he is, and one guesses, consulting with his comrades. If he guesses correctly, the item goes to his group. Then the whole group begins to pass the object under the table, and the first group guesses who has it. If they do not guess correctly, then the object remains with the first group and it wins a point. So they play until the agreed number of winning points.

“Fun Spoon Game” Prepare one less spoon than the participants in the game. Have the participants in the game squat in a circle, hands behind their backs. Put spoons in the middle in a circle (one less than the private players of the game). The facilitator tells a story that might start something like this:

There was one family. Their surname was Lozhkin ...

On hearing the word “spoon”, the children should grab one of the spoons as soon as possible. The one who did not get the spoon is out of the game. Then the spoons are again placed on former place and the game continues. Don't forget to put one spoon aside while doing this, and then the story continues:

One Sunday, the Lozhkins decided to go out for dinner with the whole family. Everyone dressed smartly, only little Oleg did not want to part with his pajamas. “If you don’t get dressed immediately, you will get hit in the forehead with a spoon!” Dad said, getting angry. But Oleg stubbornly stood his ground. Grandmother said: “After dinner, we will eat ice cream with small spoons,” and persuaded her grandson. Oleg changed clothes and everyone got into the car. The cafe was called "Golden Spoon". Everything was very beautiful there, and the waiters behaved unusually respectably. At one of the tables sat a fat lady with a red dog, and opposite her was a thin gentleman, her husband, who was licking his spoon. “Look, dear,” he said to the fat lady, seeing how Lozhkin's seed sat down at the table. - it's amazing how many children - and only one dog! Served food. As soon as dad was about to pour a glass of wine for mom, the dog Mopsy pulled the tablecloth. Chaos came out great. Plates, forks, knives, glasses and spoons flew to the floor. A terribly agitated waiter came running. He calmed down only after Papa Lozhkin paid for everything. The Lozhkin family had to leave the cafe. They went straight to the tent where they sold sausages, ate fried sausages, very tasty. Only the pug didn’t get anything: as a punishment, he had to just look.

Instead of spoons, you can play with other objects, for example, chestnuts, plush strings, cubes, etc. It is only important that they are at the same distance from the children. Children should definitely keep their hands behind their backs and treat each other gently. Carefully. And it's not that hard to make up a story. It may well be long, but it is sure to be interesting and fun.

OUTDOOR GAMES

“Nose, nose, nose, mouth ...” The players sit in a circle, in the middle is the leader. He says: nose, nose, nose, mouth. When pronouncing the first three words, he takes his nose, and at the fourth, instead of his mouth, he touches another part of the head. Those sitting in a circle should do everything as the leader says, and does not do, and not be knocked down. Whoever makes a mistake is out of the game. The most attentive wins.

"Chicken by grain".

1. We will buy a chicken with my grandmother 2 p.

And the chicken kudah-tah-tah

2. We will buy a duck with my grandmother - 2 r

3. We will buy a turkey with my grandmother - 2 r

Turkey tails-tails, duck tati-ta-ta

And the chicken kudah-ta-tah

4. We will buy a pussycat with my grandmother - 2p

Duck tati-ta-ta, and the chicken kudah-tah-tah

5. We will buy a dog with my grandmother

Dog woof-woof, kitty meow-meow, turkey folds-folds,

Duck tati-ta-ta, and the chicken kudah-tah-tah

6. We will buy a cow with my grandmother - 2p

Flour-flour cow, woof-woof dog, meow-meow kitty, turkey folds-folds,

Duck tati-ta-ta, and the chicken kudah-tah-tah

7. We will buy a piglet with my grandmother

Piglet grunts-grunts, cow flour-flour, dog woof-woof,

Kisonka meow-meow, turkey folds-folds,

Duck tati-ta-ta, and the chicken kudah-tah-tah

8. We will buy a TV with my grandmother - 2p

TV time-facts

The announcer is lala-lala, and the chicken is kudah-tah-tah

"Two Flowers"

two flowers two flowers

Hedgehogs, hedgehogs

Anvil, anvil

Scissors, scissors

Run in place, run in place

Bunnies, Bunnies

And now we will say girls and boys in unison.

"The king rode through the forest"

The king rode through the forest, through the forest, through the forest

He met the princess - 3 r

Let's jump with you - 3

Legs kicking - 3

Let's clap our hands - 3

Let's stomp our feet - 3

Let's spin with you - 3

And we will make friends - 3

"How is it going".

How is it going? Like this

Do you swim? Like this

Are you waiting for an answer? Like this

Are you following? Like this

How do you run? Like this

Do you sleep in the morning? Like this

Are you looking into the distance? Like this

How are you kidding? Like this

"Figure Waltz". Everyone stands in pairs in a circle, holding hands, forming a boat, and sing: “Step, step, step - on your toes. Step, step, step - on toes. Rocked, rolled over, slammed, name, changed.”

"Rhythmic Exercise"

Strong - brave our squad

Went out to the parade.

Higher leg

Firmer step

As a soldier walks in the ranks.

"Where is the right, where is the left." The kids are jumping up and down. When the teacher says “right”, the children put the right on the toe. (hands on waist)

"Coast and River" Attention. 2 lines are drawn on the ground at a distance of 1 m. Between these lines is a “river”, and along the edges is a “shore”. Everyone stands on the “banks”. The host gives the command: “RIVER”, and everyone jumps into the “river”. At the command “SHORE”, everyone jumps onto the “shore”.

"Traffic light". On green - run in place, on yellow - step on the spot, on red - stop.

"Enchanted Castle" 2 teams are playing. 1 should disenchant the “castle”, and 2 should prevent them from doing so. The "castle" can be a tree or a wall. Near the “castle” there is the main gate - the yard of the guys from the 2nd team with a blindfold. In general, all players on this team must be blindfolded. They randomly, as they want, are located on the playground. the players who must disenchant the “castle” at the command of the leader begin to silently move towards the lava gate. And the tasks are to quietly reach the gate, go through them and touch the “castle”. In this case, the game is considered over. But the task of the 2nd blindfolded team is to overpower those who are moving towards the “castle”. Those who are taunted are out of the game. At the end of the game, the guys change roles. Specify the condition: will the guys from the 2nd team stand still or can they move around the site.

“Santiki-santiki-lim-po-po”. The players stand in a circle. The driver moves away from the circle for a few seconds for a short distance ... During this time, the players choose who will be “showing”. This player will have to show different movements(clapping, stroking the head, stamping the foot, etc.) All other players should immediately repeat his movements. After the showing is selected, the driver is invited to the center of the circle. His task is to determine who shows all the movements. Movements begin with ordinary claps. At the same time, throughout the game, the words “Santiki-santiki-lim-po-po” are pronounced in unison. At an imperceptible moment for the driver, the demonstrator demonstrates a new movement. Everyone should instantly adopt it, so as not to give the driver the opportunity to guess who is leading them. The driver may have several attempts to guess. If one of the attempts is successful, then the showing becomes the driver.

"Balance test". Two teams of any quantitative composition, with the simultaneous participation of boys and girls, become against each other. Each participant must have an opponent against him, with whom he will compete in the ability to maintain balance. On command, everyone takes the following position: standing on one leg; the other is bent, the knee is taken a little to the side and pressed with the heel to the knee of the supporting leg; hands on the belt. At the second signal, everyone closes their eyes and stands, trying not to disturb their balance. Whoever sways first and stands on two legs opens his eyes, and if he sees that his opponent, standing opposite, is still standing on one leg with his eyes closed, takes two steps back; if he sees that the opponent has lost and stepped back, he remains to stand in place. Judges supervise the execution this rule. The team with the most winners wins. You can continue the competition and identify the absolute winner. To do this, you need to divide the winners of the first round in half and conduct a second test, and in the third round all line up in one line and determine the three players who will be the last to stand on both legs.

"Japanese tags". Everyone plays. The driver chases the rest of the players, and if he touches someone, he starts to drive. But it is more difficult for a new driver: he must run holding on to the part of the body that the one who has touched him, be it the arm, head, shoulder, lower back, knee or elbow. So he must catch up and overpower someone. If there are a lot of players, they choose two or even three drivers.

"A hare without a lair". Children stand in pairs facing each other with their clasped hands raised up. These are “houses” or “hare lair”. Two drivers are selected - “hare” and “hunter”.

The hare must run away from the hunter, while he can hide in the house, that is, stand between the players. The one to whom he stood with his back becomes a "hare" and runs away from the hunter. If the hunter knocks down the hare, they change roles.

Children stand in a circle and walk in pairs. The hare runs away from the wolf. The hare gets up, takes it by the hand, the third one runs away

"Hello". Everyone stands in a circle, shoulder to shoulder. The driver walks along outside circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands with each other and say: "Hello." You can also say your name. Then they run on, trying to take free place in a circle. The one who is left without a place becomes the leader.

"Water". Purpose: attention, honesty, knowledge of each other.

The driver sits in a circle with his eyes closed. The players move in a circle with the words:

water, water,

Why are you sitting underwater?

Look out for a glimpse

For one minute.

The circle stops. The "waterman" gets up and, without opening his eyes, approaches one of the players. His task is to determine who is in front of him. The "merman" can touch the player standing in front of him, but his eyes cannot be opened. You can't touch your head. If the driver guessed right, he changes roles.

"To your flags." Purpose: honesty, attention, how to remember the color of your subject.

Divide the children into teams. Give each team an object of a different color. On a signal, everyone dances to the music. The music ends - everyone stops and closes their eyes. The captains approach the teacher, and he whispers how to get up. The music turns on, everyone opens their eyes and looks for the captain with an object of their color.

Options: if the captain lifts the object up with one hand, then the team lines up in a column, if to the side - in a line, if both hands are up - in a circle.

"Labyrinth". Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (side arms do not raise) The hare runs through the maze without running under his arms. At the command of the teacher “to the right”, the children turn and the hare is already running through another maze. The wolf catches up with the hare, if it catches up, they change.

"Human alliance (knot)". This exercise is designed to bring participants into agreement with each other and interaction. The group consists of 10-12 people. Participants are asked to stand in a circle, reach out and grab right hand with one person, and the left with another. Then they are asked to unravel without opening their hands. Success depends on how the participants will negotiate with each other. The participants then discuss how they come to an agreement on real life how important these agreements are.

"Moon ball". A wonderful game for one team that develops coordination, quick reaction and sociability.

Place your group on basketball court or on any field. Use a well-inflated beach ball to play. The task of the group is to keep the ball in the air as long as possible (of course, hitting it), not to let it fall to the ground. Depending on the group, set a goal of 30-100 hits, if necessary, this figure can be increased. Tension and hope increase with each "world record".

Some rules:

1. A player is not allowed to hit the ball twice in a row.

2. Score one point for each kick and two points for each kick.

Not too difficult? "Moon Ball" popular game for all ages because it is very easy to understand, does not require much experience and involves everyone. Since you're standing in a circle hitting the ball, there's no doubt where all eyes are on - the ball, of course. Since everyone is focused on the ball, good and bad hits are not attributed to anyone and the game continues.

The beach ball gives an outlet for fantasy, think what else you can do with a brightly colored, like hot air balloon, the ball, in addition, how to pass or throw it? After you've tried the main game, play one of its variations.

Ask the group, after the basic 37 hits, to demonstrate how many times the group can hit the ball so that everyone hits in turn: 1. Not letting the ball hit the ground or 2. Not letting the players pass. Or watch how quickly the ball moves from one player to another in turn, that is, through the entire group. If the ball touches the ground, assign a time penalty - say 5 seconds. The ball must be hit, not passed. Make this game permanent and record the largest number strokes (hand only) for one minute. Count only those hits that were not preceded by a ball drop. Let the players decide how to position themselves for the best result.

"Tanyapetrkolyastanislavmaria". This game does not involve any special actions: it's just fun. This game can be attributed to the impulsive genre. Get in a circle. Take a stopwatch and tell the players it's a timed game. Say your name and start the stopwatch. The player next to you (on either side) says their name, and so on, as quickly as possible, until everyone in the circle has said their names. As soon as the last player calls his name - turn off the stopwatch. This game is best played in a large group, but even a small group can have a lot of fun. Note. How much faster players say their names after several attempts. If the group is small, you can repeat the names in a circle 2 or 3 times. As a variation of the game, say the names in both directions at the same time. This game is not used for dating.

"Pulse". Ask a group of 8-10 people to stand in a circle and hold hands. The circle should be as wide as possible, but the hands should not open. While you are explaining the rules of the game, stand in a circle. The essence of the game is to transfer the impulse along the chain, i.e. you squeeze the hand of the player standing to your right or left and, if everything is done correctly, the impulse will pass from one player to another until it reaches the initiator, i.e. up to you. You can also send an impulse in two directions: both to the right and to the left. Variant of the game: transmit the impulse with your eyes closed (everyone has their eyes closed, except for the player sending the impulse). Observe and describe the effect that occurs when a pulse is transferred quickly and accurately. However, accuracy is not as important here as entertainment and fun. Depending on your group, the "Impulse" described above may or may not work (if the students want it to work, it will). After you've broken the ice by getting the group to join hands. Try to do better by giving them Impulse II.

"Impulse II". Standing in a circle and holding hands, players (10-50 people) try to transmit momentum by squeezing their hand as quickly as possible - this is a game against the clock. Try playing the game this way first, then close your eyes and compare the times. Now, ask one of the students to send an impulse in two directions. See if the impulses can cross and continue their course further? According to the principle of impulse, you can transmit anything: for example, a sound or a word.

"Balance with a brush". It's extraordinary fun exercise, but also the result of this exercise is improved relations between students and a willingness to look stupid in the eyes of others. How many guys skip available training situations just because they don't want to look stupid in front of their comrades. Conduct: Have the students hold the brush vertically so that the handle is exactly above its head, and have them look at the highest point of the brush. Have the students turn around 15 times and then lower the brush to the floor and step on it. During rotation, the student should keep his eyes open and look at the end of the brush, which should be held vertically with his arm outstretched. Most contestants will fall before completing the rotations, and the rest will have great difficulty stepping on the brush handle. The virtue of the exercise is this: 1. This is the very exercise that most people find difficult to do and thus they show their inability to do it in front of all the participants Potentially negative exposure reduces their normal sensitivity to defeat because the task itself is funny and the group , absorbed in a merry moment, laughing, supports any effort, no matter how stupid and ridiculous it is. 2. Successful execution does require concentration and concerted effort. Most people can control their dizziness.

This exercise can also be done in pairs. If you have difficulty getting one person involved, tell them that it is okay to do this exercise in pairs. Let one hold the brush on his head, while the other at this time puts his hands on the shoulders of the first and together they begin to rotate, looking at the brush. Then they step on the brush together. Use helpers.

Since participants become disoriented as a result of exposure to the middle ear, a minimum of 4 assistants (facing from north, south, west and east) should be used for each exercise. One of the assistants is watching the brush (ready to fall at any moment), and the rest are watching the movements of the spinning participant - each assistant is aware of his responsibility to prevent a friend from falling. Have 2-3 participants perform this trick in front of the whole group. Then break the class into small groups: participants and helpers. This is a good and interesting exercise, but if you use it often, it turns into a boring, tedious and useless pastime. Caution: Remember, dizziness can cause an epileptic seizure. Warn the students about this and do not insist on doing the exercise if one of the participants is afraid that the rotation may cause nausea.

"Earth, water, fire, air." For this folk Armenian game you will need a ball. Everyone stands in a circle, in the middle is the leader. He throws the ball to one of the players, while saying one of four words: “earth”, “water”, “air”, fire”. If the facilitator said "ground", the one who caught the ball should quickly name any domestic or wild animal; the player responds to the word “water” with the name of a fish; to the word "air" - the name of a bird. At the word “fire,” everyone should quickly turn around several times, waving their arms. The ball is then returned to the leader. Those who fail to respond correctly to the leader's words are out of the game.

"Burners". They play on the lawn, summer playground at least 20-30 m 15-25 people. Participants, divided into pairs, hold hands. The couples become one after the other in a string. Ahead, 3-5 m from the first pair, is the driver. Everyone speaks in unison:

Burn, burn bright.

To not go out.

Look at the sky

The birds are flying

The bells are ringing…

The driver stands with his back to the players. Starting with the words “look at the sky”, he looks up. At this time, the last dad separates his hands and goes forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching his hand before they join hands again. Whom the "burner" catches, with that becomes a couple in front of the string. The rest drives. If the "burner" did not catch anyone, he "burns" again - he catches the next pair.

The "burner" has no right to look back and peep. Otherwise, a couple prepared to run may exchange queues with another.

No one should start running before the word "ring" is spoken.

The "burner" can only catch the runners as long as they hold hands.

"Give me a synonym." The players become in a circle. The host takes turns throwing a ball to them and at the same time calls, say, some kind of adjective. The player who was hit by the ball must name a synonym and throw the ball to the leader. The game “Name the antonym!” is built in the same way.

"Seine". Two or three players join hands, forming a "net". Their task is to catch as many "floating fish" as possible. If the “fish” is caught, then it joins the drivers and becomes part of the “seine”.

"Trappers". Four players stand in pairs, holding both hands and raising them up. These are traps, they are located at a slight distance from each other. All the rest join hands, forming a chain. They must move through the traps. By the cotton of the leader, the traps “slam”, i.e., the traps lower their hands. Those who are caught in the trap form pairs and also become traps.

Golden Gate

Missing not always

First time - goodbye

Second time - prohibited

And for the third time - we will not miss you.

The rest run in a chain under their arms in a circle. (circle can move)

"Invitation". One driver in a circle. He dances to the music and invites others to follow him. Everyone repeats after him. The music ends - everyone stands in a circle. Who did not have time - he leads.

"Lady Lei" Children around. 1 couple dancing inside. Cotton. The dancing couple disperses and invites a new partner, etc. The dance ends until all the players have danced with each other. It is forbidden to dance repeatedly with the same partner. Children forming a circle can move in place according to the music.

"Winks". Everyone stands in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He should look into the eyes of one of the first line players and wink. The one who winked runs from his place and stands behind the driver. But he may not be able to do this, because the player of the second line is closely watching the driver and if he sees that they winked at his partner, he can keep him. If he managed to do this, the driver is forced to wink again, until his wink ends effectively. If the player of the second line did not react in time and did not have time to grab the first player, he becomes the leader.

"Atoms and Molecules". All players randomly move around the playground, at this moment they are all “atoms”. In a molecule, m. and 2, and 3, and 5 atoms. Players on the leader’s command will need to create a “molecule”, that is, grab each other. If the facilitator says: “The reaction goes on by three”, then 3 players are linked, etc. The signal for the molecules to break up again into individual atoms is the facilitator’s commands: “The reaction is over.” The signal for the return to the game of temporarily retired players is the command: 4 “The reaction goes one at a time”.

"Call". On two opposite sides of the site, lines of “cities” are drawn, the players are divided into two teams and captains are chosen. Each team lines up behind the line of their city facing the middle of the site. The captain of the team that starts the game sends any player to the city of the other team. Its participants extend their right arms forward, bent at the elbows, palms up. The sent player sequentially touches the palm of one or the palms of two or three players three times, saying: “One, two, three!” after the third touch, he runs back to his city, and the one whom he touched for the third time rushes after him, trying to catch (bash) the caller. If he catches, the caller goes into captivity and stands in the back of the head behind him. If he does not catch, he goes into captivity. Then the captain of the other team sends his player to the challenge. The sent player must call an opponent who is weaker or equal in running speed. If he is a strong runner, he can help out a captured player of his team. To do this, he calls the player behind whom the prisoner stands. If the called one does not catch up with him, then he goes into captivity, and his prisoner also returns to his team. If the summoned catches up with the enemy, then he will already have two prisoners. The team with the most prisoners wins. Usually the captain also participates in the game, and if he is captured, he is replaced by another player. The captain is trying to help out at all costs.

"Circle hunting". Divided into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposite team standing in front of him. Then, at the signal of the leader, the players standing in circles begin to move with side steps in different directions. On the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player in front of you. The leader counts to thirty, then says: “Stop!” - and counts those who are pissed off. Then the teams switch roles.

"Chase". The game is played by two teams. By lot, one is built in a line behind the start line, and the second - a few meters behind. At a distance of 20 m behind the start line, a second line is drawn, on which flags are set at intervals of 1.5-2 m. A small ball is placed 2 meters from each flag. At the signal of the leader, the players of both teams run forward. The players of the first team go around the flags and rush to the finish line, the players of the second team, bypassing the flags, grab the balls lying behind them and try to hit the fleeing ones with them. For each hit they get a point. After that, the teams switch roles.

“Salki on one leg. A leader is appointed - a tag, all the rest are freely placed on the site. Salka, jumping on one leg, tries to catch up and overpower the players, and they, too, jumping on one leg, dodge. If the tag caught up and touched the player, they switch roles. From time to time you can change the foot on which you jump, but it is forbidden to switch to running.

"Salki in pairs". There are two drivers who hold hands, like the players.

"Wolf in the ditch" In the middle of the playing area, a moat is drawn with two parallel lines 50-60 cm wide. There are two leading wolves in the moat. The rest of the playing goats are on one side of the moat. At a signal from the leader, the goats try to cross the moat in order to get to the other side of the site in the pasture. Wolves can only catch goats while in the moat (when the goats are jumping or when they are next to the moat). A goat that ran to the moat, but was afraid of the wolf and did not jump for three seconds, is considered to be caught. The salted ones step aside, they are counted, and they are included in the game again. Each time, the leader gives a signal to start the goats on the pasture. After two or three runs, new wolves are selected and the game is repeated. The goats that have never been caught win, and the wolves that have caught the most goats win.

"Fishing rod". The players stand in a circle. In the middle of it is a leader with a rope, at the end of which a bag of sand is tied. At the command of the leader, the leader begins to circle the rope with the bag above the ground so that the bag constantly touches the ground. The players jump over the rope when it comes to the feet, trying not to hurt. The one who hurts becomes the driver.

"Leapfrog". Two teams compete in running with jumps over a partner standing with their heads tilted forward and hands on their hips. The numbers at the back start. As soon as the back in the column jumped over the last one, he runs forward and also jumps, etc. The distance is arbitrary.

Prototype development in Uncategorized and published on 15th March, 2015
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Command sorcerers

This game differs from ordinary tags in that the tagged one stops in place and holds his hands to the sides until he is tagged again, rescued by running comrades. The game is won by the team whose players in the shortest time taunt more players of the other team.

two pegs

Each team seeks to touch someone else's peg. But on someone else's half of the field you can be taunted. The salted one, as in the game "Sorcerers", is obliged to freeze motionless, with his arms outstretched, in place until he is rescued by his own. You cannot enter a circle (2 meters in diameter) to your peg.

spinners

Inside great circle, which is marked on the ground, the team (5-10 people) lines up in a column, in which everyone, except for the first, holds on to the shoulders of the person in front. The other team (of the same number), located around the first, throws the ball in order to throw it at the last of the column at a convenient moment.

Possible outcomes of the game:

1) the team - the column maneuvers inside the circle until all its players leave the game after tagging;

2) after equal time intervals of being in a circle, the number of tagged in each team is compared;

3) if the players are so experienced that it is difficult to beat them, then the teams change after the first hit in the last, and compare in this case better time staying in a circle.

Kolykhanka

A tight circle is formed from 10-15 children. And one of their comrades stands in the middle, pressing his arms along the body to his sides and tightly moving his feet. Without leaving the place, the middle one gives in some direction, and those around take him in their arms, passing him to neighbors or standing opposite. The meaning of the game is that the central one is trusted by his comrades, and they carefully shake him up.

woodpile

Counselor: “Stand in a circle, hold hands! I'll say, "Let's go!" - run in circles. I will say: "Pull!" - let everyone pull a neighbor to the skittles. The one who knocked down the pin or opened the right hand leaves the game.

Perhaps in the camp there will be logs to replace the skittles, knee-high and above. When the object of jumping (knocking down) is twigs that are not deeply stuck into the ground, the game will already be called an Indian dance.

Leapfrog

One player, bending over, rests his hands on his knees for stability. The second participant jumps over him with a running start, leaning his hands on the back of the standing one in the jump. And, stopping two meters from the first, he leans in the same way. The third one jumps over two in a row. When the last of all makes his jumps, then the one who bends down first begins to jump.

Pulling the stick

Both opponents sit on the grass. Resting their feet, and grasping a smooth thick stick with their hands, they, at the signal of the judge, seek to pull the opponent in their direction so that he rises. The palms on the stick should alternate, and the weight of the guys should be approximately the same.

You can pull and just holding hands. You can also arrange a team drag and drop.

Wild Beast Tamer

Put chairs in the room, one less than the guys. Everyone takes chairs, and one of the players becomes a tamer of wild animals. He slowly walks in a circle and names all the animals in a row. The one whose animal is named (the players first choose them for themselves) gets up and begins to walk slowly after his tamer. As soon as the tamer says the words "Attention, hunters!", All the players, including the tamer, try to take empty chairs. The one who did not have enough space becomes a tamer of wild animals.

Guess who am I!

The game is more fun when many children take part in it at once. The leader is blindfolded, the rest join hands and stand around the “blind”. The host claps his hands, and the guests begin to move in a circle. The host claps again, and the circle freezes. Now the host must point to a player and try to guess who it is. If he manages to do it on the first try, then the one who was guessed leads. If the host did not guess who is in front of him on the first try, he has the right to touch this player and try to guess again. In the case of a correct guess, the guest who was identified leads. If the host did not guess the second time, then he can ask the guest to bark or, for example, meow.

Orchestra

This is a very fun game, it is interesting to play it when there are a lot of people.

Each of the participants chooses a musical instrument for himself, on which he will subsequently “play”. It is best if you choose different tools. A leader is chosen - "conductor". He becomes facing the "orchestra", and on a signal, the "orchestra" begins to play! The conductor makes movements as if he were playing his instrument (for example, imitating drumming, puffing out his cheeks, as if playing a flute, etc.). The rest of the orchestra members make such movements as if they were each playing their own instrument, but at the same time they did not take their eyes off the “conductor”. Suddenly, the "conductor" switches to another instrument - begins to depict the game on musical instrument selected by another participant. The player on whose instrument the “conductor” began to play must immediately stop all movements and cover his ears with his hands. All other participants in the game now switch to the instrument that the "conductor" has chosen. After a while, the "conductor" returns to his original instrument, and the orchestra members also return to theirs.

So, the "conductor" "plays" either his own or someone else's musical instrument, and the players try to catch his movements and not make a mistake.

Zombie

Two from each team come out and stand side by side: hand in hand. In pairs, the touching hands are tied, and with free hands, that is, one of the participants with the left and the other with the right hand, must wrap the bundle prepared in advance, tie it with a ribbon and tie a bow. Whose pair will do it first, gets a point.

Ball

You need to throw a balloon to each other, but you can’t move from a place, take your feet off the floor. The one who moved or who last touched the ball when no one else has caught it receives a penalty point. The one who receives three penalty points is out of the game - he sits down and watches the game of others. Those who remain last on the playing field win.

Clew

A very long rope (about 15 m) 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.


Today, children's camps are very popular with children and their parents. Each children's health camp has its own recreation program, which implies the correct daily routine, physical activity, healthy diet, amateur performances, competitions and, of course, fun campgames.

First, first!

All interested children stand in a circle and receive numbers clockwise: first, second, third, etc. Then they all begin to rhythmically clap their hands together, twice - in their hands, twice - on their knees. The pops shouldn't stop. The first player must give his own number twice when clapping his knees and twice the other person's number when clapping his hands. The one who heard his number also calls his number and the number of another participant with two claps on his knees. The main thing in the game is not to knock down the general rhythm of the claps and not stop. Whoever goes astray gets to the end and gets the last number. All numbers change accordingly, so you need to be careful.

Sitting!

Two players enter into an agreement on the game - since then they have been watching each other. Each time one of the players sits down, he must say "I'm sitting!". If the player sat down and did not say “I am sitting”, then the opponent, wherever he is, sticks out his thumb and shouts the word “I am sitting” so that the opponent hears, and starts counting. The other player must run up and "press" the finger to stop counting. This happens several times, the score is added up until it reaches a hundred. Whoever counts his opponent to a hundred first wins.

A military secret

Throughout the shift, two people must answer each other "military secret" to each other before saying the answer. If a player forgets, then the score is kept. Before the game, the participants agree on how long they will play. Basically play up to five "mistakes".

Marathon

The detachment is divided into small teams of 3-5 people. Counselors distribute prepared leaflets with tasks to everyone in advance and set deadlines for their completion, for example, “before dinner”, etc. The team must complete the tasks-instructions written on a piece of paper and return to the "headquarters" (to the counselors). The team that returned first and completed all the tasks correctly is considered the winner. At the end of the competition, all teams must return, regardless of the tasks completed. Tasks can be of the following nature: find out from the leader of such and such a detachment, Marya Ivanovna, what her favorite dish, count the number of windows in the dining room building, etc.

strong chains

Children are divided into two equal teams. The members of each team line up in a line, holding hands. The first team asks: "Whose soul do you want?". The second team calls the name of the player from the first team: "Vasya!" Vasya's goal is to break the chain of the other team. He scatters and runs to opponents, if he is able to break through the chain, then he takes one of the players to his team with him, and if not, then he remains with the opponents. Then the second team asks: "Whose soul do you want?" and so on. At the end of the game, one chain should form.

Hello, I'm a locomotive!

The players stand in a circle, one of them is chosen by the locomotive. Then the locomotive runs in and around the circle, eventually running up to one of the players, and, stopping, says: “Hello, I am a locomotive!”. The player, to whom the locomotive “drove up”, repeats his words, with the same intonation, then calls himself (by name), and he himself becomes a locomotive, and the old locomotive is his carriage. Then they run by train, this continues until all the players introduce themselves and become one train.

Let's go to the North

The players stand in a circle, one player is appointed as the leader. The leader declares that he is going to the North, and that he will take with him only those who take with him the "right" item. Further, each of the players in turn must say what exactly he will take with him to the North. The host answers whether he takes this person with him or not. The game lasts until everyone guesses on what basis they are taken or not taken on a trip. And the sign is very simple - the host takes those whose first letter of the name matches the first letter of the name of the object that he names. However, the sign may be different, for example, you can take only those who add “please” to their phrase or say hello, it all depends on the host’s imagination.

What will you do with the item?

Children sit in a circle, the leader calls any word-object. The next player in turn must say what he will do with this item, then the other participant also says how he uses this item, while repeating is not allowed. When the queue returns to the leader, he calls a new word. The participant who hesitates or cannot give an answer is out of the game. An example of a game: the leader calls the word brush, then the first player says “I will brush my shoes”, the second player continues “I will dust with this brush”, etc.

Guess faster!

Participants are given 10 sheets of paper, on each of which it is necessary to write a name famous person. It could be like real people, and heroes of films and cartoons, for example, "Cheburashka", "Sofia Rotaru", "Yuri Gagarin" and others. The leaves are folded and thrown into a hat or box prepared for collecting notes. When each participant has written all 10 personalities, all pieces of paper are shuffled.

Players are divided into pairs. It is most convenient if the partners sit opposite each other. The task of the game pairs is to guess as many personalities written on the pieces of paper as possible for the game.

The cap with notes always goes in a circle and falls in turn to players from different pairs. The participant to whom the cap has landed makes sure that his partner has prepared to listen carefully. 30 seconds are detected and during this time the player must pull out notes one by one, unfold them and explain to his partner what the name is written in the note without pronouncing this name. The partner must quickly figure out who is hidden in the note and say his name as soon as possible. Then the next note is pulled out and explained to the partner in the same way.

The more personalities a couple guesses in 30 seconds, the better. If the identity is still not unraveled, the note is dropped back into the total mass for the next player. Passing in a circle, the cap with the notes gets to one participant from the pair, then to the other. Those pieces of paper on which the names are guessed are put in one place, and at the end of the game, when all the notes are taken apart, the pairs count the number of leaves. Whoever has more of them wins!

Prepared by Anna Suslova

Summer camp games

07.09.2011 32378 1186

Summer camp games

brake-brake

Before the start of the game, everyone sitting in a circle reminds everyone of his name. Everyone is trying to remember each other. Then they all begin to clap their hands together, twice - in their hands, twice - on their knees, in rhythm. The pops shouldn't stop. The first player must name two names - his own and any one sitting in a circle - by clapping his hands. Hearing his name skips one or two intervals (by prior arrangement) and also calls his name and another for two claps of his hands. Since there can be several people with the same name in the circle, arrange for the players to look at the one whose name is called. The main thing is not to bring down the general rhythm of claps and not stop. Then you can complicate the game by eliminating the intervals. For example, one-two, Sveta-Lena, one-two, Lena-Misha, one-two, Misha-Olya, etc.

If one of the participants made a mistake and did not have time to enter on time, his name is replaced with a nickname. Usually the first gets the nickname "brake" or "teapot". Thus, now this person should not be called his name, but a nickname.

Squad traditions

Children of all ages like it very much if their squad is different from others. Some decals, attributes, their own chants, their own, unlike anyone else's way of walking - all this the guys come up with pleasure, you just need to help them get started. It would be nice to come up with on the first day interesting name detachment. Proceed from the well-known line “whatever you call a yacht, so it will float”. The name of the detachment should be beautiful, speaking for itself. Based on the name, you can arrange a detachment place.

There are many forms of team work. One of them is the alternation of creative assignments (CHTP). With its help, you can diversify your daily life, organize a squad and make friends faster.

At the beginning of the shift, the squad is divided into permanent groups. This can be done through a draw or a game. For example, with the help of sociometry or the game “leader”. You have five leaders. You announce that you will now divide into five ship crews. The captains stand in a row and take turns picking a team. First boatswains, then pilots, radio operators, cooks, sailors. The last one is yoongi. (Variations: tree (root, trunk, leaves, flower)). It is better if not one person recruits a group, but the first one - the second, the second - the third, etc. In this case, you will take into account the desire of the children to be together, and the groups will most likely turn out to be equivalent. After dividing into groups, it is better to conduct a small KTD (creative work) with them or just give a small task. And only then to announce that in this composition the group will work the entire shift. Let the guys choose the name of the group, based on the name of the detachment, and the commander who will make sure that no one in the group is offended, so that everyone is included in the work. The commander is also responsible for the execution of the assignment.

Orders should be constant throughout the shift, but if one of them does not work, it should be replaced. Orders change in a circle every other day or every day, at your discretion.

We offer you the following instructions for the CTP

The hosts group. This group during the day monitors the cleanliness in the building and around it, brings drinking water, pours soup at dinner, receives guests, if any.

Group "Comfort". During the period of its work, the “Uyut” group should make some contribution to the design of the detachment place, make it a little more comfortable, homely, more beautiful.

Surprise Group. Already from the name it is clear that the detachment should not guess what this group is up to. During the day, or at the evening “light”, the guys in this group should surprise the squad with some pleasant surprise. A small creative performance, or gifts for everyone - whatever. Maybe someone has a birthday - the Surprise group should take care of the congratulations.

Group "Master". This group should replenish the detachment stock of souvenirs that you reward the guys in the course of detachment affairs. Let it be 3-4 crafts, but they must be well made.

Group "Chronicle". To keep a long memory of the change, you can keep a chronicle of the detachment. The group that is fulfilling this assignment today must describe yesterday, colorfully decorate the page of the chronicle.

Group "PE". Not all orders can be predicted. This group executes any task that arises during the day. Prepares firewood for an evening fire or draws a welcome poster for parent's day- this should come up with a counselor.

CHTP is a system of work. If you take this form, do not forget to set aside an hour and a half each day for group work, and at each morning briefing, remind the groups what task they are doing today. At the evening "light" the work of each group is necessarily discussed. Work should not be left unattended. If you decide to introduce competition in the squad, then the work on the PTP can be evaluated. But it’s worth competing if you can ultimately offer something to the guys, somehow reward them at the end of the shift. It is better if the guys work not for points, but out of interest.

Children in the camp. Age features.

The camp, as we have already said, is a completely different world - a world where average age residents are much less than 18 and the most big difference at the age hardly reaches 10 years, but each age has its own characteristics that you need to know and take into account in your work. There are also games that are aimed at a particular age. This is completely justified on the one hand, but on the other hand, it should be borne in mind that any, even the most adult game can be adapted for little ones. And children's games for the smallest pass on adults with a bang without any changes.

Small children (4-8 years old)

Children are just like us, just a little different.

In this phrase, we expressed the main, in our opinion, the idea of ​​this section. Not quite clear? Let's try to explain then. A child, no matter how old he is, is a person. If you accept this statement, then the rest is much easier to understand. Accept children as they are. No need to treat them like adults, at best, a small child will simply not understand you. But to consider them aliens from another planet, probably, is also not worth it.

Children have a great need to learn and discover. A child (especially a small one) strives to perceive ideas that are new to him, he is pleased to respond to them, and you just need to present these ideas in a form that is understandable to him. Try to use language, ideas and images that are understandable little child. Games, fairy tales, stories - this is what you need.

It is very important in working and communicating with children to be sincere. The child instantly feels falseness and pretense. And of course, children must be loved, otherwise why work in the camp at all. You yourself are tormented, and you are tormenting your children.

And now our specific advice and wishes.

The fact that young children are hyperactive, you probably know without us, besides this, they are also extremely changeable. A child of 6-8 years old cannot do one thing for a long time, he needs to switch. Therefore, try to alternate calm and active games. If you have a big action planned for three hours, it is important that it is filled with as many different toys as possible.

Young children are very receptive and it is difficult for them, unlike, say, teenagers, to resist the opinion of an adult. That's why, worst case- is to force a child to do something (do you like it when you are forced? .. something!). We are closer to another method, which is called non-directive. It can be presented in three stages:

ADOPTION

TUNING

INTRODUCTION

No need to be afraid of terms, because in fact everything is simple. Acceptance means that it is important for the counselor to understand the inner state of the child. Find out: how does he feel? what is his mood? does he want to play, and if so, what? etc. Adjustment means only that the event should be carried out, taking into account the needs of the child at the moment. Let us explain the term management with an example. Suppose you need to prepare a bloody nosebleed for a detachment evening, and energy is pouring out of the children like a fountain. In this case, it is reasonable to start with some kind of game that makes it possible to reset the excess of this energy, for example, the Hippodrome. And then smoothly move on to the main event. Those. try to do something not OVER the children, but TOGETHER with them.

Children love all sorts of secrets, and one way to get their attention is to say something like: "Guys, I will tell you one secret, but no one but us should know it."

Children enjoy games where silence and noise alternate. Games where you can scream and squeal usually go with a bang.

Of the entire set of games that a counselor can know, educational games are of particular value. For young children, these are various games and contests where they can use all the senses, for example, the “Crunch” game, when the child is blindfolded and allowed to guess by the sound what other participants are eating right now: an apple, chips or cabbage.

The game will be more fun if it is associated with a melody and repeating text. In general, spend more often any game that combines movement, melody and rhythm.

It is very good if the squad has a certain talisman, it can be any fictional creature, or some kind of toy, preferably soft. With its help, the counselor can solve many problems: from how to put the child to bed, and ending with how to distract him from longing for his parents.

There are a lot of games that can be played with young children. We have cited only a few of the most characteristic, in our opinion. These games are good because they can be played with participants different ages. In general, almost any game can be adapted for playing with children of any age, you just need to have a little desire and a drop of imagination. In some games, materials are a necessary factor, and sometimes vice versa, having some item at hand, you can come up with many new games. If you have at hand, for example, air balloons, then you will always find what to do with small children.

Games for little ones

Hippodrome

Target:

Time: 5 minutes.

Number of participants: 10 or more.

Venue: any.

Participants either stand or sit in a circle.

Moderator: “Show me your hands and your knees. Does everyone have two knees? Then go ahead! We will now participate in the races at the hippodrome. Repeat after me".

Participants repeat the movements after the leader. "The horses went to the start (clap-clap-clap randomly on the knees). We stopped at the start. They wrinkled (clap softly). To the start, attention, march! The race has begun (clap quickly on the knees). Barriers (raise hands, as if hovering over barrier) Stone road (knocking on the chest with fists) Through the swamp (pulling our cheeks) Sand (three palms on palms).

Finishing line (very fast). Hooray!"

Kolobok

Target: unloading, energy output, "shout".

Time: 5-8 min.

Number of participants: 10 or more.

Location: any.

Everyone sits on chairs (stands in a circle). Chairs are placed around the room at a great distance from each other so that you can run around (if everyone is standing in a circle, then you can squat). Everyone gets the role of a “kolobok” and some other role (grandfather, woman, fox, wolf, bear, path) so that each participant has at least two roles. The host begins the tale: “Once upon a time there were grandfather and grandmother (those who are “grandfather” and “grandmother” should run around their chairs) in a small house. And somehow the grandfather (runs around) grandmother (runs around) to bake a bun (everyone runs around their chairs) ... etc., the story comes with a gradual increase in the use of the word “bun” (“A fox kolobok and says: “ Gingerbread man, gingerbread man, gingerbread man, rosy side, I'll eat you, gingerbread man ...”) and at some point the guys will no longer have time to run - the game ends by itself.

(You can tell for a change the tale “Turnip”, “Teremok”)

All for sausage!

Target: unloading, release of energy, "shout" (it's good to spend it while waiting for the entrance to the dining room).

Time: 5-15 min.

Number of participants: 8 to 20.

Location: any (better on the street, on the grass).

The players are divided into two teams and stand opposite each other. Everyone gets numbers. (For example, each team has 5 people, which means there are two first numbers, two second numbers, etc.). The teams go five paces apart. In the middle, the counselor puts some object (this is a "sausage").

As soon as the team members hear their number, they must rush forward and grab the sausage.

"On the sausage ... the second!" The team that is faster gets a point.

Fleas

Target: development of attention and speed of reaction.

Time: 8-10 min.

Number of participants: 10 or more.

Location: any.

Everyone stands (or sits) in a circle. The facilitator shows two identical objects. They need to be passed around quickly. The one who has two of them at once flies out.

If there are more than 20 participants, you can let in three fleas.

Role play: “Theatre”

Target

Time: 8-10 min.

Number of participants: 6 to 20.

Location: any.

At the beginning of the game there is a distribution of roles. We name and distribute the roles (curtain, king, queen, maid of honor, maid of honor's dog, etc.) The host says: “Now we are putting on a performance. In order for the performance to be good, it must be rehearsed. The curtain went (whack-whack “curtain” runs across the stage in both directions). No not like this! Again!"

“Well, it's okay now. The king has gone."

“No, not like that. All over again.” Etc. Thus, the presenter pretends to be a very picky director who forces everything to be done again. You can repeat by changing the genre.

Role play: “Home”

Target: development of attention and speed of reaction, unloading.

Time: 8-10 min.

Number of participants: 6 to 20.

Location: any.

Host: "Let's build a house! The house has a roof, right? Who wants to be the roof? Who wants to be the walls (2 people)?

There is a window in the house, right? Who wants to be a window? And a fluffy cat sits at the window all the time ... Who will be the cat?

A large cactus stands alone on the window... Who will be the cactus?

The cat sits and sees that it suddenly began to rain. Who is our rain?

The cat came out on the porch ... Who is our porch? ... take a closer look. She saw a frog. Who is the frog? Then the wind came and chased away the rain, etc.” (the end of the fairy tale should be good).

There should be enough roles for everyone or almost everyone.

The game creates a cheerful, but not very excited mood, and is also an indicator of the situation in the group - people most often choose a role that is consonant with them. internal state(therefore, the roles should be of various types, so that everyone can find a suitable one).

9-11 years old

This age is characterized by inner balance, cheerfulness, desire for vigorous activity. At this age, children easily come into contact with peers and adults.

They are very susceptible to all sorts of rituals, they are carried away Team work. But they definitely need success, encouragement; if they fail, they lose interest in activities.

For this age, the most suitable would be role-playing games, competition.

12-15 years old

Somewhere around the age of 12-13, a child becomes a teenager, and this means a lot for himself and for the people around him. As a result of all physiological and emotional changes, the attention of a teenager turns to himself. He becomes more sensitive and shy. He gets upset over the slightest defect, exaggerating its importance (a girl with freckles may think that they disfigure her). small feature the structure of his body or the functioning of the body immediately convinces the boy that he is not like everyone else, that he is worse than others. A teenager changes so quickly that it is difficult for him to figure out what he is. His movements become clumsy because he is not yet able to control his new body as easily as before; likewise, at first he finds it difficult to control his new feelings. A teenager is easily offended by remarks. At some moments he feels like an adult, wise life experience and wants others to treat him accordingly. But the next minute he feels like a child and feels the need for protection and maternal affection.

A teenager will often respond to a kind word and an offer to help with ostentatious rudeness and coldness, but for a long time they will remember exactly how he was praised as the most responsible in the detachment and it was he who was told that he could become a good sportsman in future.

Boys and especially girls fall in love with different people, most often literary and film heroes, and not necessarily of the opposite sex. For example, a boy may admire his teacher, a girl may fall madly in love with her teacher or literary heroine. This is because, for many years, girls and boys have kept to the society of members of their own sex, and considered members of the opposite sex to be their own. natural enemies. This barrier is being overcome slowly. When a teenager first dares to have tender thoughts about a being of the opposite sex, it usually turns out to be a movie star. After some time, boys and girls who associate together begin to dream of each other, but even then it will be a long time before the most shy find the courage to express their affection to the face.

You can help the children openly express their affection through the game. A great way is to hold a grandiose show "Love at first sight" at the end of the shift.

Another feature of this age is the formation of one's own point of view. A person at that age has an opinion about everything. He seeks to determine his place in the team, and is very worried about what others think of him.

Teenagers tend to form informal groups.

dating games

Snowball

Target: development of attention, acquaintance.

Time: 10-15 min.

Number of participants: 10 to 40.

Location: any, but the participants must sit all together in a circle.

The counselor explains the rules: “Friends, now we will try to get to know everyone together. To do this, you need to be very careful. The rules of our game are as follows: the first person calls his name. . And so on".

1 person Petya;

2 people Petya, Vasya;

3 people Petya, Vasya, Lena;

4 people Petya, Vasya, Lena, Olya...

It is desirable that the counselor be the last and correctly name all the names of the guys without errors (winning the favor of the group).

Variants of this game:

1. say your name and make some kind of movement;

2. name + word you associate with;

3. name + word, object you like with the same letter.

Watch

Target: development of communication skills, acquaintance.

Time: 60 min.

Number of participants: 24 to 30.

Venue: In a spacious room.

Materials: sheets of paper with the image of a large clock for each member of the group, pens, 14 conversation topics prepared in advance.

The facilitator distributes a watch to each participant. A few minutes are given for everyone to make appointments for each other at a certain time and write down the name of their comrade in front of a certain time. You can't date the same person twice.

All show hours with filled divisions.

The counselor announces: "Now it's one in the afternoon and at one in the afternoon we are talking about what kind of music we like. You have 3 minutes." The guys find a person with whom they have an appointment for an hour and chat with him about music.

"And now it's 2 o'clock. And we are talking about how yesterday we were going to the camp and what our relatives said to us at parting," etc.

Tell me about your neighbor

Target: acquaintance.

Time: 60 min (depending on the number of participants).

Number of participants: 10 to 30.

Age: from 12 years old.

Location: in a spacious room.

The guys sit in a circle. The counselor invites them to carefully look at their neighbor on the right and try to guess what he is like in life (or what he was at 5 years old, what he will become when he is 30 years old). Then everyone talks.

Educational games

Attention games

Age is not limited, the number of participants too, the duration is usually no more than five minutes. Such games are good to play at the beginning of such a lesson, when you need to attract the attention of children.

Spark

All participants sit in a circle. The task is to clap their hands in turn as quickly as possible so that it turns out very, very quickly.

Rhythm

All participants sit in a circle. The leader sets the rhythm by clapping his hands. The guys have to repeat this rhythm in a circle, provided that each clap only once.

Silence

Host: "Let's listen to the silence ... Count the sounds in this room. How many? What?" The children name the sounds they heard. It's best to start with what you heard least of all.

"Count the sounds outside the room, on the street..."

Fingers

The host shows a different number of fingers on his hands at a good pace. Everyone calls the choir.

Games for attention and observation

How?

Leading: "Count how many objects with the letter "p" ("r", "l", etc.) are in this room." We call them in turn. Items must not be repeated. Whoever lasts the longest wins.

look for him

Word game. Participants are offered a short word. They must remember and write down as many words as possible in a certain time, which contain given word. For example: poppy - hammock, cuff, relish, macaque.

Then a competition is arranged, everyone reads in turn. It can be done by command.

“Ah yes I am”(or “Kva-kva”, “Karamba” and anything else)

Host: "We will now take turns calling numbers in order, but instead of numbers that are divisible by 3 (5, 7, 4) and contain three in their spelling, we will say “Karamba” (for example: 1, 2, Caramba, 4, Caramba, 7, 8, Caramba, 10, 11, Caramba, Caramba, 14,...) Whoever makes a mistake is out of the game."

You can complicate the task - take two numbers and say one word with one number, and another with another, if they met together, then both words (for example: (numbers 3 and 5): 1, 2, Karamba, 4, Kva, Karamba , 7, 8, Karamba, Kva, 11, Karamba, Karamba, 14, Karamba-Kva [the number 15 is divided into 3 and 5], ...)

Do you remember there?

Target: the development of mindfulness.

Time: from 20 minutes (until you get bored).

Number of participants: 4 to 10.

Age: from 8 years.

Location: board or outdoor game.

Materials: about 40 cardboard cards with the same design on every two of them (i.e. 20 pairs of designs). You can make from old magazines with your children.

Everyone sits in a circle and lays out the cards in the center, first face up. For one minute, everyone looks carefully and tries to remember the location of the cards. Then the cards are turned over. The guys take turns walking. In one move, you can turn over any two cards. If they have the same pattern, the player takes them and walks again. If not, he turns them over again.

Whoever has the most cards at the end of the game wins.

Target: the development of mindfulness.

Time: OK. 20 minutes.

Number of participants: 5 to 40.

Age: from 12 years old.

Location: any (participants sit in a circle).

Important! one time game.

Several volunteers who have never played the game leave the room for one minute. Everyone else agrees that they will answer about their right neighbor (MPS = my right neighbor). The driver, on his return, is told: "Now we all thought of a person from our group together. You need to guess who it is and decipher its code name MPS."

Development games creative thinking

Dialog

Target: development of imagination, theatrical abilities.

Time: 40 min.

Number of participants: 6 to 20.

Age: from 10 years.

Location: in room.

Important! the number of participants is limited, as the skits take a long time to show.

Moderator: "You have a dialogue:

What happened?

Are you crazy?

And what's the point?

Help.

Come up with and show a situation in which these words can be said.

After all, you can compare them - how different, similar they are.

Bonding games

Joystick

Target: group bonding.

Time: 5-10 min.

Number of participants: 10 to 20.

Age: from 10 years.

Location: any.

Everyone stands opposite each other, and each takes the hand of a neighbor by the thumb. Thumb neighbor will be a joystick. The first in the chain extends his hand forward over the table. A small object (coin, earring, etc.) is placed on the table. Everyone closes their eyes, except for the last member of the team. He controls the "joystick", passing the first command through the rest of the participants. The goal of the first is to place your finger exactly on the object on the table.

The game can be played in the form of a competition. If you decide to make a competition out of this game, do not forget to define independent judges so that no one cheats.

Mail

Target: creating and maintaining a friendly atmosphere in the team.

Time: from one evening to several days (the game runs in parallel with other camp events).

Number of participants: from 15 people.

Age: from 10 years.

materials: mailbox and several sheets of colored cardboard.

Each participant in the game receives a number (this is his address). You need to make a business card with your name and number and be sure to wear it. Everyone can write different funny notes to everyone and put them in a box. The distribution of mail takes place either publicly, or with the help of special postmen (pre-selected) it is delivered directly to the hands of the addressee. Counselors should "warm up" the game by writing various funny and kind notes to as many children as possible.

chronicle

Target: rallying the group, preserving the memory of the camp.

Time: the whole shift.

Number of participants: squad.

Age: any.

materials: paper, paints, felt-tip pens.

This event can be called a camp tradition rather than a game. During the shift, the guys together write a new page in the annals. They write down what happened, who excelled, make illustrations. The main thing is not to forget to allocate time for her at least once every two days. Unfortunately, the chronicle is created only in one copy, and therefore, in order to avoid insults, the leader takes it for himself.

Hello!

Target: group cohesion, creating a warm atmosphere.

Time: 5-10 min.

Number of participants: 10 to 30.

Age: any.

materials: ball.

Participants should throw the ball to each other with the words: “Hi! You look nice today"; "Good morning! I'm glad to see you so happy!"...

Leadership Games

Rope

Target

Time: 5-10 min.

Number of participants: 6 to 20.

Age: from 10 years.

Location: any.

Materials: a rope about 6 meters long. Tie the ends so that a ring is formed (the length of the rope depends on the number of participants).

Participants stand in a circle and take both hands on the rope that is inside the circle.

Exercise: "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, star, hexagon, rhombus.

Indicator

Target: rallying the group, identifying the leader.

Time: 5-10 min.

Number of participants: 8 to 20.

Age: from 13 years old.

Location: spacious room.

Host: "You have 4 types of movements: hands up, crouch, converge in the center, disperse along the walls. Your task is to make the maximum number of people do the same thing."

Careful observation of the group allows you to find out who falls out, who is the leader, who obeys.

Quiet games

Tshhhhhhhhh

Target: concentration.

Time: 5-10 min.

Number of participants: 6 to 20.

Age: from 10 years.

Location: any.

We sit in a circle. Everyone chooses an object for himself and begins to mentally describe it. The counselor accidentally calls someone, and he begins to voice his story aloud, from the place where he was mentally when he was called. You can ask the same person twice so that people don't stop thinking.

big games

We call big games in which the whole camp or at least a few squads can participate. Here are actually the camp games (don't misunderstand). We also want to remind you that any TV game can be adapted to the conditions of the camp, and it goes well, since many of the guys already know its rules, but they have long wanted to participate. We mean such games as "Two Pianos" (in the camp, a black and white piano will replace two blankets, and you can sing without accompaniment), "Field of Miracles", "What? Where? When?" (only the questions need to be simpler - now special collections of simple questions have been published for fans of this game and children), "Love at first sight", "The Seventh Sense", " finest hour"," Leonid Yarmolnik's Gold Rush ", etc., etc. The main thing is to highlight the main idea of ​​a particular game and not get hung up on technical difficulties.

treasure hunt

Target: strengthening physical health children, the development of intelligence, the ability to work together.

Time: 60 min.

Number of participants: 8 to 40.

Age: from 7 years.

Location: the entire territory of the camp.

Materials: several sheets of paper, one prize.

Game preparation: the counselor writes notes, where veiled (in verse, allegorically, encrypted) describes the places of the camp. Each new note sends participants to the next one. Then the counselor must hide these notes in certain places in the camp. Now you can start the game.

Each team receives the first message and sets off on a signal. Each team runs along its own route, but there is only one note with the “treasure”. It is necessary to go through all the stages. At the end, the fastest team finds the final note with the inscription “Treasure” and goes to the counselor for the prize. The optimal number of teams: 3-4.

Excursion around the camp, the building and its environs.

Target: introduce children to their territory so that they know the location of all objects that are important to them.

Time: 60 min.

Number of participants: 8 to 40.

Age: from 7 years old.

Location: the entire territory of the camp.

A tour of the camp is held at the very beginning of the shift. It will be much more interesting for the children if the counselors organize a fun theatrical performance full of secrets and interesting meetings from this walk. The legend must be thought out in advance (some New Year's option is well suited). Children are divided into groups according to the number of instructors. All other adults can be made into goblins, ghosts, Santa Clauses, etc.

Newspaper.

Target: entertain and entertain children, teach them to work as a team on their own (without an instructor).

Time: 3 hours.

Number of participants: multiple squads.

Age: from 12 years old.

Location: the entire territory of the camp.

materials: a lot of paper, drawing paper, felt-tip pens, paints, adhesive tape, glue, brushes, pens, pencils, old newspapers, etc.

People: The chief secretary of the headquarters, "interesting people" (there should be at least 3 people, if there are few adults, older guys can be involved in this), at least one free instructor who passes from time to time in groups and monitors the situation.

The game is aimed at all children of the camp at once. Each unit is invited to create a newspaper.

Beginning of the game: Everyone gathers in the common room. They are divided into groups (if there are no clearly defined patrols or detachments). By lot, they receive the subject of their future newspaper.

Rules of the game: Chief secretary of the headquarters: "Now you will have exactly 2 hours at your disposal to create your newspaper. Your task is to make your newspaper the best. In 10 minutes this room will become the information headquarters of the game. Here you can learn about where and when meetings will take place with interesting people whom you can interview.To work, you will now need to take all the materials for the preparation of the newspaper, settle down at your workplace, select journalists, proofreaders, scribes, editor, etc. Not Forget about the fact that in order for a newspaper to be read, an advertising campaign must also be carried out.So, now we ask the groups to tell the chief secretary of the headquarters of the topics of your newspapers and go.Time has come!

For the first hour or a half of the game, they must send journalists to different parts of the camp to meet with various interesting people ( interesting people portrayed by counselors and other adults). Information about meetings appears at the headquarters and should be replaced literally every 10-15 minutes.

The second hour of the game is allocated purely for the design and writing of the text of the newspaper. During the game, children conduct an advertising campaign, reconnaissance trips to other editorial offices, etc.

The deadline for the end of the game must be set clearly and precisely. By this time, all newspapers should be hanging in the common room. If the guys do not have time, they are not allowed to hang up the newspaper (usually this does not happen).

Break. Everyone reads the opponents' newspapers.

An independent commission awards prizes in several categories.

Gnomes

Target: creation of a friendly atmosphere in the children's team.

Time: from one evening to 3 days.

Number of participants: from 10 to 60 people

Age: from 8 years.

Location: the entire territory of the camp.

Beginning of the game: everyone writes their first and last name on a piece of paper, rolls it into a tube and lowers it into a hat. The instructor must also participate in the game in order to whip up the imagination of the guys. They can play in their circle or with children together.

After the hat is filled, the notes in it are mixed, and everyone takes out a note from it. The person whose name is written in the note becomes the Giant, in order to draw it out. And he becomes a good Dwarf for him.

During the game, the dwarf must make good surprises to his giant, but so that he cannot guess who he is.

The game goes in parallel with other events, but you need to remember about it and tell the whole camp about the funniest tricks of the Dwarves (well, for example, they put things in order in the Giant's room, hung a dress on a chandelier, transferred a bouquet of flowers through third parties, etc.)

At the end of the game, a ball is arranged, at which each Dwarf gives his Giant a gift personally. This ball smoothly turns into a disco.

Circles

Target: actively relax, repeat the acquired knowledge.

Time: 3 hours.

Number of participants: multiple squads.

Age: from 10 years.

Location: Big hall.

People: leading. The facilitator should have a list of questions (with a margin), rules, the location of the units in the hall, the location of the chairs, prizes, games and chips. A bookkeeper who watches the game very carefully and does not allow injustice. He must have a scoreboard with the running score and he must also record the situation for himself after each round. Musical breaks should be thought out. Accordingly, there is a musical technique. A support group won't hurt. All other leaders should sit with their troops and start them.

Before starting the game:

All units are located in a circle in strictly defined places. Circles are drawn in the center according to the number of units. Each group is given pieces of paper and pens. The guys choose a scribe, he writes in advance on each sheet the name of his detachment. Each circle has a number. Everyone got ready. Begin!

Start and progress of the game:

The facilitator asks questions (most often these are questions about what was discussed in the previous days of the camp). The guys must quickly and legibly write the answer, and the fastest of the squad runs to the first circle. If the place in the first circle is occupied, he gets up in the second and raises his hand. If the second one is busy, the third one, and so on. Assistants take the answers and help the bookkeeper to sum up. Questions can be from 10 to...

The game is usually played in the late afternoon, but not very late. In order for this game to go well, you need a groovy host who reacts to the situation, good musical breaks, groovy leaders in the squads and a fair debriefing. Yes, most importantly - a lot of prizes! Almost everyone!

Station game.

A special place among big games occupies the game by stations. It stands out for its versatility. Its appearance can be completely changed by changing the subject and form of submission. But in order for this game to be successful, you need to determine the main points of its conduct: Purpose. Topic. Place. Materials. Implementation methods. Time.

Target.

1. entertain,

2. teach,

3. create a mood,

4. make you think

5. soothe.

Topic.

Find out for yourself here.

Place.

The location should be relevant to the theme and purpose.

Materials.

The main and, perhaps, the only thing: the materials must be thought out in advance and must be.

Implementation methods.

The counselor himself does not participate in the game, he only organizes the children.

There should be a plan for the movement of groups in time. This plan must be strictly observed, otherwise the movement of all will be disrupted.

One or two leaders should make sure that no one gets lost, so that each group knows where to go.

If the stations are far from each other, you need to think about what to do on the way.

There are two options for playing the game across stations: counselors go to squads, squads go to squad places to visit other squads.

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