Children's didactic games 5 6 years. Didactic games for preschool children (5–7 years old). Didactic games for the development of coherent speech in preschoolers

Card file didactic games TRIZ and RTV (preparatory group).

Our kindergarten works using TRIZ technologies. Teachers systematically develop their didactic games using TRIZ technologies.
I would like to present you my developed games.

The game "Let's build a kindergarten"
Target.

To acquaint children with a systematic approach to the world around them (component and functional).
Show the dependence of the object on the place of residence.
Brainstorming - built a kindergarten in the water, in the mountain. Discuss work, life in this kindergarten. For clarity, use the resources of the group. For example: mountain - cubes, basket, blanket. Sea - aquarium - bank - box.
The game "Parts - the whole" on the theme of kindergarten.
Target.

To acquaint children with the method of focal objects, explaining to children the technology of working on this method.
Learn to change familiar objects (or part of an object), constructing completely new ones from them. Thinking through their functions, their relationship with surrounding objects and people.
Conduct a small analysis of the positive and negative in our kindergarten, in a group.
Offer to come up with a completely new kindergarten, explaining how to use the focal object method.
For example: in kindergarten there are different groups - glass, prickly, cloth ... Think over the functions of these groups.
Question: - What can the walls in the group, dressing room be used for, if they are...?
Part of the wall is barbed, part...? What can this wall be used for?
Part of the ceiling, part of the floor...? Furniture, supplies...?
Think about what in the group you can make a layout of such kindergarten for dolls. Use group resources.
Target.
Determine the main function of the kindergarten for children, for adults working in kindergarten, for parents.
Enter a new row in the morphological table - kindergarten employees.
Game "Why?"
Why do children need kindergarten? Parents? Educators? Other employees? City - kindergarten, children?
Carry out work on the morphological table, identifying possible changes, situations with a certain choice of cards.
Complication.
Conduct a comparative analysis of kindergartens for children and kindergartens for animals. Name them, consider illustrations: an incubator, a poultry farm, a calf farm. "Kindergarten" for penguins, ducklings.
Compare what is taught in our kindergartens and birds, animals of their children.
Question: Why do they teach this?
A fantastic situation: the child ended up in a "kindergarten" of penguins, ducklings, calves.
The game "Fairytale heroes in kindergarten"
Target.

Introduce the children to the ring of Lull.
Learn to generalize phenomena that do not have obvious connections.
To teach to represent an event in the sequence of its development, to establish a relationship between individual events.
To offer the children a fantastic situation: all the adults in the kindergarten went on vacation, and instead of themselves they left fairy-tale characters who are very much like themselves in everything.
Question: - Who in the group will be the teacher for ...?
Who will be the Assistant Teacher?
Children name heroes of fairy tales, cartoons who will work in kindergarten instead of employees.
Be sure to discuss - why this particular hero will be instead of adults?
Analysis:
Question: - The better and the worse if the group does not have a teacher, but, for example, Vasilisa the Beautiful. Who is better and who is worse?
Show the children a sample (incomplete) of Lull's ring. Offer to make one for yourself in the group and play with it.
Images on the sectors of the rings, children can draw, write or stick on themselves.
1 ring - heroes of fairy tales.
2 ring - employees of the kindergarten.
3 ring - premises of the kindergarten.
Play the ring, considering each option - the sequence of events, the consequences of this change for the hero himself and his people.
Target. To teach children to set an end goal, to approach it, planning a sequence of actions.
Strengthen the ability to use symbolic analogy.
Show system dependency on environment.
The game "Words - partners".
The teacher calls the word, and the children find two words - a partner, which show the sequence of actions on the topic "Plant World".
For example: Lilac - vase - flowers. Grain - flour-bun. Planted - grown - collected.
Game "Chain of goals".
What goal do you set for yourself ... washing yourself,
eating, planting potatoes, picking berries, apples.
Reveal the sequence of any action of children, breaking it into many small goals, in the correct sequence.
To go to the forest for mushrooms, you need to: get out of bed, get dressed, wash. Have breakfast, collect a basket, get dressed in the forest (put on tights, trousers, socks ...) take a basket. Wait for dad or mom, etc.
Carry out several tasks proposed by children along the chain of goals.
Show that any action can cause an anti-action.
For example: "We dug a deep hole -
We got a tall mountain."
Give a few more examples of a similar action.
Offer to symbolically "write down" the sequence of any case, and then "read" to the children.

The game "Choose products for lunch"
Target.

Systematize products of animal origin.
To teach depending on the goal, to combine real objects, creating an unusual object.

Conduct a systematic analysis of food of animal origin. The component diagram is built - it is drawn symbolically on a large sheet of paper.
Meat - animals, poultry (egg), fish (caviar).
Dairy - fresh milk: butter, cheese. Sour milk: sour cream, cottage cheese, curdled milk.
If the image is difficult, you can use pictures or write.
Name many familiar dishes prepared from these products, revealing the sequence of cooking as you go. Pay attention to the ratio - more - less.
Read "The Cook" by O. Grigoriev
The cook was preparing dinner
And then the lights went off.
Bream cook takes
And lowers it into compote.
Throws logs into the cauldron,
Putting jam in the oven
It interferes with the soup with a stalk,
Ugli beats with a ladle.
Sugar pours into the broth
And he is very pleased.
That was the vinaigrette.
When they fixed the light!
At the request of the children, make a Lull ring or a morph table, combining plant and animal food to create an unusual object.
Target. Learn, connecting familiar animals, come up with someone completely unknown. Show how the size of an animal or its change can affect its life and relationships with others.
Arrange animals in order of size: from smallest to largest.
Find them an analogue in geometric forms. Play: what is more, what is less. First on animals, then on symbols.
For example. Part of the line: fox, wolf, bear, elephant.
Question: - Who is bigger than a wolf, but smaller than an elephant, etc.
Triton - more elephant or less?
Discuss how the size of an animal or its change can affect its life and relationships with others.
You can read "The Crow and the Cat" by Tim Sobakin.
Big Crow is walking along the path.
The Raven is taller than the Cat!
The cat would start a fight with a crow,
if she were as tall as a dog.
Using morphological analysis, each child (or teaming up in twos or threes) come up with an unrealistic animal. Come up with a name for it. Think about how and where it will live, what to eat.
Target.
To educate children in the ability to detect hidden dependencies and connections, and draw conclusions based on them. Show hidden animal resources.
Teach children to evaluate both the process itself and the result.
Game "Ecological balance".

Once nature invented a hare, but for complete happiness he lacked cabbage and ... a wolf. There will be no cabbage - they will die of hunger, there will be no wolf - from diseases.
And if suddenly there was a lot of cabbage, they increased the amount.
So that the whole earth is not overgrown - they came up with a hare. The number of hares was also increased, there were a lot of them - they came up with wolves. But there are a lot of hares, why run around to catch them, they themselves run past.
Question: - If the wolf does not move, what will happen? How to make a wolf move? There were a lot of wolves - what did they come up with? Etc.
A similar situation can then be discussed with another pair of animals of the children's choice.

Game "Forest Mystery"
Target.
Learn to establish cause and effect relationships.


Target. Learn to establish cause and effect relationships.
To cultivate the ability to consider familiar objects, situations from an unusual point of view.
Strengthen the mastery of fantasy techniques.
Make a detailed morphological table with the children. To reveal in it the body parts of animals that are vital to them: how they get food, how they defend themselves, how they move. If there are illustrations, consider how the means of adaptation of animals have changed over the period of evolution.
Summarize that everything is vital for animals. Considering, pay attention to the influence of the environment on changes in the body of animals.
Collect from the table an animal that can do everything by itself. Who has all the means just in case. Discuss whether it will be good or bad for him to live now in his usual habitat. What character (whose?) will this animal have. Formulate the contradictions that arise when this animal adapts to the world around it. Try to resolve them yourself.
Preliminary Activity: Offer to bring photographs of your relatives, yourself, and your parents as children.
Game "I am a robot"
Target.

To consolidate knowledge about the structure, functions of a person with the help of a system operator. Show the interdependence of man and his environment. Give the concept of family and generations.
Invite the children to imagine that they are robots, externally and inside of which everything is like a person. Turn on the music and move like robots.
Movement coordination exercise.
Children sit or stand. Touch your right ear with your left hand, and your left ear with your right hand. Now change hands and transfer the left to the right shoulder, and the right to the left. Change hands, touch the waist, then the knees, and then the ankles. We do the same in the upward direction: knees - waist - shoulders - ears. Repeat the exercise three times.
Imagine that there are a lot of buttons in your head, and when you press them, you start laughing, crying...
Question: - Who presses these buttons?
Can you say "stop" - when someone presses these buttons?
Family relationships.
Buttons - business.
Question: - How to raise (spoil) the mood, cheer, upset?
Wake up, meet from work, from the store.
The work was carried out with cards showing the time of day, apartment, enterprises.
How a person can change something in himself using familiar techniques. For example - to become immediately fat, tall ... Remember what technique the hare used - the strong man.
For what a person may need to change something in his appearance.
The game "On the contrary" on the topic: "Family, home, child."
For example. Big - small, mom - dad, grandmother - grandfather. Girl - boy, older - younger ...
Read "Who to whom who?" Yakov Akim.
- Grandmother - grandmother, and whose daughter?
- You are Fedin's daughter, my son.
- My dad is big, but not a son at all!
- Son. Brother of my four daughters
Do you remember we were with the eldest, Avdotya?
- Did we have a daughter? My aunt has!
- I rocked your aunt in the cradle ...
- Grandma, stop, explain first,
Who to me, Natasha and her two brothers.
- Okay, let's try to figure it out:
Their mother, husband's niece sister,
Oh, and she was a little nimble!
And you bring them up ... Tricky business ...
- Grandma, something is burnt with us!
- Ugh, while I was thinking,
All the milk has run out of the pot
The game "Chain of goals" is the opposite.
Target.

Show the children the action of the reception "On the contrary."
Consider the main functional responsibilities in the family and additional ones.
One of the children says the sequence of any action. The second one says the opposite. It is possible to fix each step with some symbol.
Then the first child says the opposite - the second builds the correct chain.
To sum up what we all called the opposite.
Question: - What can we choose as the symbol "On the contrary". Children offer various heroes who do the opposite by nature, or objects (these can be: Petrushka, Ivanushka the Fool, Tumbler, hourglass).
Game "All the way around".
Target.

To consolidate knowledge of the functions of different parts of the body.
To consolidate the possession of the "On the contrary" technique.
Learn to solve problems using this technique.
Cultivate a sense of humor, the ability to find a way out of non-traditional situations.
The child names some part of the body, the second child names what she is doing, the third child names the thing in reverse.
After a few words, the game is played in reverse - the case is called - the parts of the body are located.
For example - a hand - takes - discards. Goes - stands - leg. Nails - grow - decrease, etc.
Discuss options when two opposite properties occur at the same time.
For example: You sit and ride, you sit and fly, sick and healthy, small and big.
Game "I am an adult"
Target.

To consolidate the knowledge and ability to use moral and ethical standards in life, to understand the consequences of their non-compliance. To consolidate the systemic vision of oneself in the world around.
On the system operator to beat - a child in the system, with a change in the supersystem. Supersystem: house, street, hospital, bus, kindergarten, shop, etc.
Show how to change the view of the child depending on his location, what he will be called. Show a multifaceted view of the child, his numerous social role.
Pac look at the genetic line - who will be when he grows up in a family, at work.
Relationships with current and future relatives. Dependence of the social (family) role on age, family composition. Relationships, mutual care in the family.
You can read proverbs to children:
"Do not spit in the well - it will come in handy to pour water."
"Before you do, you need to think carefully."
"As it comes around, it will respond."
Game "Broken phone".
Target.
Introduce children to the principle of mediation.
Learn to understand the figurative meaning of words, phrases, proverbs.
You can offer a complicated game. The first child says some very familiar proverb, the second says its original meaning, the third also explains what he understood in his own words. The last child must guess which proverb the first child said. For example, the chain could be like this. They count chickens in the fall - if you work well by the fall, many chickens will grow up - you have to do everything well, then there will be a lot of everything - what you sow, you will reap - skillful hands do not know boredom.
For the game, you can take the following proverbs:
If you like to ride - love to carry sleds.
Hurry up, make people laugh.
Business before pleasure.
As it comes around, it will respond, etc.
At the end of the game, again consider the advantages and disadvantages of the intermediary.
Game "Chain of words"
Target.
Show the children the method of garlands and associations (without naming).
To cultivate an unconventional view of familiar real things, carrying out familiar methods of change on a familiar subject.
To bring children to the understanding that in any process there are always two parties involved.
Invite the children to name a few words that they associate with winter.
Carry out the method of garlands and associations on the topic: "Winter", "Snow", "Frost". At the end, summarize that the children spoke a lot of very similar words.
Question: - Why? What unites all these words? Offer to draw the chain again, but end it with the same word that they started with - winter.
During the game, to activate inactive children, use a small toy to pass to the next in the chain. It is great to pass a piece of ice - this allows the game to go very quickly.
Offer the children the game "Chain of goals" (direct and reverse) on the topic - home, winter, work.
The game "Who (what) cannot be without what?" on the same topic.

The game "Announcer - TV"
Target.
To consolidate the possession of "storey design".
Introduce the "quantization - continuity" technique.
Cultivate the ability to express yourself in your work. Strengthen self-reliance skills creative work.
Add a TV layout to the group. Consider TV by system operator. Invite children to become television announcers for today. The first transfer, which will go on "TV" - acquaintance with him, a press conference. Children from the place can ask questions to the TV (or TVs). But announcers - TVs can speak themselves.
The announcers begin their speeches: "I am a TV, so they turned me on ...
I am a TV, I am very glad to meet you, otherwise in the store ...
In speeches, reflect the past and present life of the TV.
If desired, children can put a "TV" on their heads. Get to know TV. The news began - real and fantastic. Children talk about what happened yesterday and today.
You can include someone with ads. Carry out changes in the floor construction of the "TV at home".
Discuss options for continuous TV operation. Or continuous display of any one transmission. Think about what's good and what's bad. How quantity becomes quality.
Recall in which works the action is continuous or interrupted.
You can first give an example to the teacher, the children find similar examples.

Games with toys.
Target.

Learn to systematize games for adults and children.
To teach children not only to change, but also to transform, combine, creating new games for the child.
To cultivate the ability to evaluate both the process itself and the result.
Make with children a morphological table of games that children play. When compiling, think about how you can call in one word the games that are played by running, jumping, etc.
Games that are played while sitting at a table.
Think about how this can be represented on the table. Randomly choosing components from each row, come up with a game. Discuss the rules of the game. Play if possible. If you can’t play in a group, you can already purposefully add something from the table or add it yourself. A slight deviation from the accepted rules is allowed if they are difficult to comply with.
Discuss what games can teach. Try, starting from the function, to come up with a game to learn how to do it.
For example: read. Building from cubes with letters, with syllables, then a house, then a fence, then a path, repeat syllables, make words,
Jump on one leg. A brook appears on the floor, and "pebbles" in it - bricks so small that you can't stand on them with both feet. A friend is waiting on the other side.
The teacher encourages children to come up with games with a variety of functions. Games are different in mobility. For example, you can jump on your toes while sitting on a chair. Only the legs move. Jump while sitting on the floor - only the soles of the feet are involved.
After the game, line up a line of games that adults play. Games can be classified into home, outdoor and television.
Think about which of these games we could play. Discuss what games we play, and adults play these games at work, at home. That is, what is work for them is a game for us.
Auction game.
Target.

To teach children to describe objects, games, finding obvious and hidden advantages in them.
To be able to describe not only a real object, but also an object - the fruit of a child's imagination.
A lot of new items, toys are brought to the group. Each child chooses what he will represent at the auction by choosing an item, the children collectively choose words using the focal object method or use fantasy techniques. The main thing is that it turned out to be an unusual object or toy. Children think over its new obvious and hidden Advantages and functions.
Payment for things at the auction is thought out in advance or handouts in mathematics are used.
Children take turns presenting their items, the rest buy or not. The child who bought it should say what he liked most about this subject.
Some of the things may be real, but with an additional set of functions.
After the auction, children play with toys and objects. Toys and objects remain in the group either permanently or for a long time.
The game "Parts - the whole" is direct and inverse in transport.
Target.

To acquaint children with the law of increasing the degree of ideality.
To teach to see the claims to the means of transportation, from which certain features of modern transport came out.
Make riddles about transport for children.
Ask if they have guessed what we are going to talk about today.
Consider what types of transport the children know. Group by tables - garages: ground, underground, air, water, space.
Within groups: ground and air sort by type of activity.
Selecting one of the machines, conduct a system analysis.
Pay special attention to the development line.
Post (preferably photographs or illustrations) of how vehicles have changed over the centuries.
Consider the common with modern transport and their difference. Find claims against vintage modes of transport that are allowed by man. What exactly was done and, if possible, how it was done. Pay attention to the fact that a person improved transport all the time, but after some time again something did not satisfy. Discuss this with examples, formulating contradictions and how they were resolved.
Press conference game
Target.
To consolidate the understanding of the law of increasing the degree of ideality.
To teach on the basis of analogies and necessary functions to design new structures.
Repeat the names of the vehicles. Recall and discuss what kind of transport the children identified on the street. View and compare the cars in the catalog or from photographs and the one that is on the street. The game "Without which there are no cars"
To draw the attention of children to a systematic approach to the questions asked.
Talk about environmentally friendly transport - in terms of functions and appearance. Find analogues of machines in nature.
Discuss what is good and what is bad.
When discussing, pay attention to how much money was spent on the manufacture of transport and how many functions it performed. How much effort and money a person spends now for the normal operation of transport. List which ones.
Can we say that now the machines are the best; or after some time it will not suit the people.
Question: - What else do you want the car to do? How can you call a car that can do whatever you want?
Question: - Why is there transport for humans, but no special transport for animals, birds, insects, plants? When is such transport needed? How are animals transported now? Why transport birds? Using what principles can you come up with such a transport?
Target.
To acquaint children with the technique of fantasizing "changing the laws of nature."
To teach children starting from real situations, to generalize phenomena that have no analogues in nature.
Read to the children "Answer, is it true?" Givi Chichinadze.
At this hour, merry hour,
I've got riddles for you.
The blizzard covered the field,
And plane trees are all the trouble.
In March the snow and ice melted,
This winter is coming to us.
Cat loves for lunch
Grapes and vinaigrette.
At night in the rain, like a shepherd,
The rooster took the chickens out for a walk.
The swan swims in the pond
Sleeping on an apple tree in the garden.
Wool we wound into a skein,
A silk scarf will come out.
Though the snail is small,
The whole house was taken away.
Dog Barbos cackled,
And laid an egg in the nest.
Grab your paw, click your teeth.
Predator - tiger and predator - wolf.
That's right, kids! Well done!
You are rewarded with lollipops.
Here's a melted candy
And the verses came to an end.
While the teacher is reading the poem, the children put as many chips on the table in front of them as they find inaccuracies.
Then the children check how many people correctly found inaccuracies.
Question: - How would it be right? Some moments from the poem are corrected for real ones.
The situations that always happen are discussed and named. For example: the sun always rises in the morning. The tree always grows up. First the egg comes out, and then the chick comes out of it.
The opposite game.
One of the children names some real situation, passes a small object to another child, who says this situation in reverse.
For example: the wind blows, so the cloud flies. The cloud flies, so the wind blows.
Explain the concept of "law" to children. Discuss what we have now done with these laws of nature. We changed them. Therefore, fantastic situations turned out.
Game "Change the story"
Question: - What will any fairy tale look like if we change the laws of nature in it?
If you change the laws of nature in the fairy tale "The Wolf and the Seven Kids", how will the fairy tale change?
Make up a story using the changed situations. You can come up with the whole group, you can individually.
Target.
To teach, using the techniques of change, to change the fairy tale on their own, inventing a new one.
To consolidate the ability to represent events in the sequence of their development, to establish the relationship between individual events, to create new images, planning their actions, life stages.
To be able to solve the fairy-tale problems that have arisen, if possible, on their own, while using moral and ethical standards.
Children independently choose from a large number of proposed fairy tales, one to change. Briefly retell the main plot lines of the tale.
Characters of her characters.
Next, the children are invited to independently make changes to this fairy tale, using any change methods they wish.
In the course of building a new storyline solve the problems that have arisen.
Each child "writes down" new fairy tales on their sheets of paper.
At the end of the work, those who wish to tell their tales. Similar situations are found, options for solving similar problems are compared.
If you wish, you can compose one general fairy tale at the end.

Didactic games for older preschoolers

Boldareva Svetlana Alexandrovna, practical psychologist, Mining preschool educational institution of the combined type No. 9 "Voskhod"
Description: I offer didactic games of a moral and patriotic direction for children preschool age. This work will be of interest to preschool teachers, parents.

Didactic game "My village New building"

Children's age: 5 - 7 years
Game task: name and tell about the enterprises and organizations of our village.
Didactic task:
- to form children's ideas about their native village, its sights;
- to expand the knowledge of children about the relationship between enterprises (organizations) and professions of the village;
- develop memory, attention, thinking, speech;
- cultivate love for the native land.
Rules and description of the game: Up to 5 people can take part in the game.


The child rolls the dice, finds the corresponding number, independently talks about the depicted enterprise (organization) and selects the appropriate photographs.


With a complete answer, 5 points are credited. If the player has difficulties, the other participants in the game help - they are credited with 2 points. The one who scores 10 points wins.
Winner award: medal "Best Expert of the Native Land"

Lotto "My city Shakhtyorsk"

Children's age: 4 - 7 years
Game task: who will fill the playing field faster and tell about any of the depicted items.
Didactic task:
- to consolidate the knowledge of children about the sights of their native city, their location;
- generalize knowledge about the traditions, customs of the native people;
- develop memory, attention, speech, perception.
Rules and description of the game: 4 people play.





Each participant has a large playing field, the leader has small cards. The host shows a card, the one who finds this image on his playing field must name the item and tell about it. After that, the host gives the card to the player, he covers this item on the playing field.
If none of the players finds this item on the playing field, the card remains with the leader. If the player finds it difficult to talk about the subject - the card also remains with the leader. The game ends when one of the players collects all the cards of his playing field.
Rewarding: the winner sits on a chair in the center of the circle, and the rest of the participants in the game give him compliments.

DIDACTIC GAMES

PREPARATORY GROUP

1. "Nature and man."

Purpose: to systematize children's knowledge about what is created by man and what nature gives to man.

Game progress. "What is man made?" - the teacher asks and passes one of the players an object (or throws the ball). The child answers and passes the ball or object to the next child, and so on around the circle. After completing the circle, the teacher asks a new question: “What is created by nature?” The game is repeated in a new circle; the child, unable to answer, goes out of the circle and skips it, but if he comes up with and names the word, then he is again accepted into the game.

2 . "Vice versa".

Purpose: to develop children's intelligence, speed of thinking.

Game progress. The teacher calls the word, and the children must name the opposite. (Far - close, top - bottom, etc.)

3 . "Name the plant with the right sound."

Purpose: to develop in children phonemic hearing, speed of thinking.

Game progress. The teacher says: “Come up with plants whose name begins with the sound “A”, “K”, ...”.

4. "Name three things."

Game progress. What items can be called in one word: flowers, birds, etc.

"Flowers!" - says the teacher and after a short pause throws the ball to the child. He answers: "Chamomile, rose, cornflower."

5. "Add a syllable."

Game progress. The teacher calls one syllable and throws the ball. The one who caught it must complete it to make a word, for example: ma - ma, books - ha. The person who completed the word throws the ball to the teacher.

6. "Say it differently."

Purpose: to teach children to choose a synonym - a word that is close in meaning.

Game progress. The teacher says that in this game, children will have to remember words that are similar in meaning to the word that he will name.

7. "My cloud."

Purpose: development of imagination, emotional sphere, figurative perception of nature (the game also serves as a relaxation pause).

Game progress. Children comfortably settle down in a clearing, grass, calm down and close their eyes.

The task. Imagine relaxing in a meadow. The voices of birds sound, it smells of herbs and flowers, clouds float across the sky. You need to choose a cloud in the sky and say what it looks like, talk about it.

8. "Find a leaf, like on a tree."

Purpose: to teach to classify plants according to a certain attribute.

Game progress. The teacher divides the group of children into several subgroups. Everyone offers to take a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: "Let's see which team will find the right leaves faster." The kids start looking. The members of each team, having completed the task, gather near the tree whose leaves they were looking for.

The team that gathers near the tree first, or the one that collects the most leaves, wins.

9. "Finish the sentence."

Objectives: to teach to understand the causal relationships between phenomena; exercise in right choice words.

Game progress. The teacher begins the sentence: “I put on a warm coat because ...”, “The children put on panama hats because ...”, “It is snowing heavily because it has come ...”

10. "Make no mistake."

Goals: develop the speed of thinking; to consolidate children's knowledge of what they do at different times of the day.

Game progress. The teacher names different parts of the day or the actions of the children. And the children should answer in one word: “We have breakfast”, “We wash ourselves”, name when it happens.

11. "Flies - does not fly."

Purpose: to develop auditory attention.

Game progress. The teacher tells the children: “If I name an object that flies, you raise your hand or catch the ball. You need to be careful, because I will raise my hands both when the object is flying and when it is not flying. Whoever makes a mistake will pay with a chip.

12. "Who knows more?".

Purpose: to develop memory, resourcefulness, ingenuity.

Game progress. The teacher, holding a glass in his hand, asks what it can be used for. Whoever names the most actions wins.

13. "Find an object of the same shape."

Game progress. The teacher raises the circle drawing, and the children should name as many objects of the same shape as possible.

14. "Guess what plant it is."

Purpose: to describe the subject and recognize it from the description.

Game progress. The teacher invites one child to describe a plant or make a riddle about it. Other children have to guess what kind of plant it is.

15. "Similar - not similar."

Purpose: to learn to compare objects; find signs of difference in them; similarities, recognize objects by description.

Game progress. For example: one child guesses, and other children must guess: “Two beetles crawled. One is red with black dots, the other is black ... "

16. "What is this bird?"

Purpose: to teach children to describe birds by characteristic features and recognize them by description.

Game progress. The teacher appoints a driver who depicts the habits of a bird or describes its characteristic features, other children must guess.

17. "Guess what's in the bag."

Purpose: to describe the signs perceived by touch.

Game progress. The teacher puts vegetables and fruits in a bag. The child must feel what is in his hand and guess a riddle about it so that the children can guess what is in the hands of the leader.

18. "Make it up yourself."

Purpose: to learn how to correctly compose sentences with a given number of words.

Game progress. Give the children reference words: autumn, leaf fall, rain, snowflakes. Ask them to come up with sentences of 3-5 words. The first child to make a proposal gets a token.

19. "Guess it!"

Purpose: to develop the ability to describe an object without looking at it, to highlight essential features in it, to recognize the object from the description.

Game progress. At the signal of the teacher, the child who received the chip gets up and gives a description of any object from memory, and then passes the chip to the one who will guess. Having guessed, the child describes his object, passes the object to the next, etc.

20. "Tops and Roots".

Purpose: to exercise in the classification of vegetables (what is edible in them - the root or the fruit on the stem).

Game progress. The teacher clarifies with the children what they will call tops and what roots. The teacher names some vegetable, and the children quickly answer what is edible in it.

21. "Forester".

Purpose: to recall and consolidate the idea of ​​​​the appearance of some trees and shrubs, about constituent parts(trunk, leaves, fruits and seeds).

Game progress. One "forester" is selected, the rest of the children are his assistants. They came to help him collect seeds for new plantings. The “forester” says: “A lot of ... (birches, maples, poplars) grow on my site, let's collect seeds.”

He can only describe the tree without naming it. Children look for seeds, collect them and show them to the "forester". The winner is the one who scored more seeds and did not make a mistake.

22. with the ball "It happens - it doesn't happen."

Purpose: to develop memory, thinking, speed of reaction.

The teacher pronounces the phrase and throws the ball, and the children must quickly answer.

Hoarfrost in summer… (can not be).

Snow in winter... (it happens).

Frost in summer... (can not be).

Drop in summer... (can not be).

23 "What it is?".

Purpose: to develop logical thinking, memory, ingenuity.

Game progress. The teacher thinks of an object alive or inanimate nature and begins to list its signs, and the children continue. For example: Egg - oval, white, large, hard on top, nutritious, can be found in the store, edible, chicks hatch from it.

24 "Find out whose sheet."

Purpose: to learn to recognize plants by leaf.

Game progress. On a walk, collect fallen leaves from trees, shrubs, show the children, offer to find out from which tree, and find evidence (similarity) with unfallen leaves that have a variety of shapes.

25 "Tell without words."

Objectives: to consolidate children's ideas about autumn changes in nature; develop creative imagination, observation.

Game progress. Children in a circle, the teacher invites them to depict the autumn weather with facial expressions, hand gestures, movements.

Show that it's cold. Children cringe, warm their hands, put on their hats and scarves with gestures.

Show that it is raining cold. Open umbrellas, raise collars.

26 "Find something to describe."

Purpose: to develop the ability to search for a plant by description.

Game progress. The teacher describes the plant, naming its most characteristic features. Whoever identifies the plant first gets a token.

27 "Guessing Riddles".

Purpose: to expand the stock of nouns in the active dictionary.

Game progress. The children are sitting on the bench. The teacher makes riddles about insects. The child who guesses the riddle himself guesses. For guessing and guessing a riddle, he receives one chip each. The one with the most chips wins. Children can come up with their own puzzle.

28 When does this happen?

Purpose: to clarify and deepen knowledge about the seasons.

Game progress. The teacher names the seasons and gives the chip to the child. The child names what happens at this time, and passes the chip to another. He adds a new definition and passes the chip to the third.

29 "What is around us?".

Purpose: to teach to divide two- and three-syllable words into parts, to pronounce each part of the word.

Game progress. On a walk, children look around for something that has one part in the name (ball, poppy, ball, house, garden), two parts (fence, bushes, flowers, sand, grass), three parts (swing, veranda, birch, car ). For each answer, the child receives a chip, the winner is determined by their number.

30 "Say what you hear."

Objectives: to teach to use full sentences in answers; develop phrasal speech.

Game progress. The teacher invites the children to close their eyes, listen carefully and determine what sounds they heard (rain noise, car signals, the rustle of a falling leaf, the conversation of passers-by, etc.). Children must answer in full sentences. The winner is the one who names the most heard sounds.

31 Who am I?

Purpose: to identify the named plant.

Game progress. The teacher quickly points his finger at the plant. The one who first names the plant and its shape (tree, shrub, herbaceous plant) gets a point.

32 "Find a couple."

Purpose: to develop speed of thinking, auditory attention, ingenuity.

Game progress. The teacher gives the children one sheet at a time and says: “The wind blew. All the leaves are scattered. Hearing these words, the children spin around with the leaves in their hands. Then the teacher gives the command: “One, two, three - find a couple!” Everyone should stand next to the tree, the leaf from which he holds in his hands.

33 "Fix the mistake."

Purpose: to teach to understand the meaning of the sentence.

Game progress. The teacher says to the children: “I will read sentences to you. But they made mistakes, you must correct them. Listen carefully:

The goat brought food to the girl.

The ball plays with Sasha.

The road goes by car.

Gena broke the ball with glass, etc.

34 "Remember different words."

Goals: continue to teach to listen to the sound of words; to exercise children in independent naming of words and a clear pronunciation of sounds in them.

Game progress. Children become in a circle. Each child must remember a word and say it to the next one, how to convey it, the next one says the same one word, turning to the third child. Each child takes turns saying one word at a time. After 3 rounds the game stops. The one who did not manage to quickly name the word or repeated what was already mentioned leaves the circle.

Rules of the game. You can't repeat the same word twice.

35 "Stop! Wand, stop."

Goals: continue to teach to listen to the sound of words; exercise in independent naming of words and a clear pronunciation of sounds in them.

Game progress. Children become in a circle, the teacher is in the center. The teacher says that they will describe the animal and each child must say something about it. For example: the teacher says: “Bear” and passes the wand to the child, he says: “Brown” and passes the wand to the next. Anyone who can't tell is out of the game.

36 "Who lives where?".

Purpose: to consolidate the ability to group plants according to their structure (trees, shrubs).

Game progress. Children will be "squirrels" and "bunnies", and one (leader) - "fox". "Squirrels" hide behind trees, and "bunnies" behind bushes. "Bunnies" and "squirrels" run around the clearing. At the signal "Danger, fox!" "squirrels" run to the tree, "hares" - to the bushes. Whoever completed the task incorrectly, the “fox” catches those.

37 "Name the bird with the right sound."

Purpose: to develop phonemic hearing, speed of thinking.

Game progress. The teacher says: “Come up with birds whose names have letters A, K…»

Whoever names the most wins.

38 "Third extra" (birds).

Purpose: to consolidate children's knowledge about the diversity of birds.

Game progress. The teacher tells the children: “You already know that birds can be migratory and wintering. I will now call the birds interspersed, whoever hears an error should clap their hands.

39 "Birds (animals, fish)".

Purpose: to consolidate the ability to classify and name animals, birds, fish.

Game progress. Children stand in a circle, the leader calls a bird (fish, animal, tree, flowers) and passes a small ball to a neighbor, he calls the next bird, etc. Whoever cannot answer leaves the circle.

40 "Who needs what?".

Objectives: exercise in the classification of objects; to develop the ability to name objects necessary for people of a certain profession.

Game progress. The teacher offers to remember what people of different professions need to work. He names the profession, and the children answer what is needed to work in this area. And in the second part of the game, the teacher names the subject, and the children say what profession it can be useful for.

41 “What? which? which?".

Objectives: to teach to select definitions that correspond to a given example, phenomenon; activate previously learned words.

Game progress. The teacher calls a word, and the players take turns calling as many features as possible that correspond to this subject.

Squirrel - red, nimble, big, small, beautiful ...

Coat - warm, winter, new, old…

Mum - kind, affectionate, gentle, beloved, dear ...

House - wooden, stone, new, panel…

42 "Where can I do something?".

Purpose: to activate verbs in speech that are used in a certain situation.

Game progress. The teacher asks questions, the children answer them. Competition game.

What can you do in the forest? (Walk, pick mushrooms, berries, hunt, listen to birdsong, relax.)

What are they doing in the hospital?

What can you do on the river?

43 "What time of year?".

Objectives: to teach to listen to a poetic text; educate aesthetic emotions and experiences; consolidate knowledge about the months of each season and the main features of different seasons.

Game progress. The teacher, turning to the children, says that the writer and poets in poems sing of the beauty of nature at different times of the year, then reads the poem, and the children should highlight the signs of the season.

44 "What happens?".

Objectives: to teach to classify objects by color, shape, quality, material; compare, contrast, select as many items as possible that fit this definition.

Game progress. Let's tell you what is green - cucumber, crocodile, leaf, apple, dress, tree…

wide - river, road, ribbon, street…etc.

The winner is the one who names the most words, for each correctly spoken word the child receives a chip.

45 Seek.

Purpose: to learn to use adjectives correctly in speech, coordinating them with nouns.

Game progress. Children should see as many objects of the same color, or the same shape, or from the same material around them within 10-15 seconds. At the signal of the educator, one begins to list, others supplement it. The person who correctly names the most items wins.

46 "Who will come up with more words."

Goals: activate the dictionary; expand horizons.

Game progress. The teacher names a sound and asks the children to come up with words on a specific topic (for example, “Autumn”) in which this sound occurs. Children form a circle. One of the players throws the ball to someone. The catcher must say a word with a conditional sound. The one who did not come up with a word or repeats what someone has already said skips a turn.

47 Think of another word.

Purpose: to expand the vocabulary of children.

Game progress. The teacher says that you can come up with another word similar, for example: a milk bottle - a milk bottle.

Kissel from cranberries - cranberry jelly.

vegetable soup - vegetable soup.

Potato puree - mashed potatoes.

48 "Who will remember more."

Purpose: to enrich the vocabulary with verbs denoting the actions of the process.

Game progress. Carlson asks the children to look at the pictures and tell about what they saw.

Blizzard - sweeps, vyuzhit, purzhit.

Rain -

Crow -

49 "What did I say?"

Purpose: to teach to distinguish several meanings in a word, compare these meanings, find common and different in them.

Game progress. The teacher says that there are words that are close, there are words that are opposite in meaning, and there are words that are used often and they call many different objects.

The teacher calls the word, the children list its meanings.

Head - head of a child, doll, onion, garlic.

Needle - at the syringe, Christmas trees, pines, sewing, at the hedgehog ...

Nose - a person, a steamer, an airplane, a teapot ...

Eyelet, leg, handle, zipper, neck, wing, etc.

50 "How to say differently?".

Purpose: to exercise children in the name of one of the synonyms.

Game progress. How can you say about the same, but in one word?

Heavy rain - shower.

Strong wind - Hurricane.

Heatwave - heat.

Lying boy - liar.

Cowardly hare - coward.

Strong man - strong man…. etc.

51 "What does that mean?".

Purpose: to learn to combine words in meaning, to understand the direct and figurative meaning of words.

Game progress. Is it possible to say so? How do you understand this expression?

Fresh breeze - chill.

Fresh fish - freshly caught, unspoiled.

Fresh shirt - clean, ironed, washed.

Fresh newspaper - brand new, just bought.

Fresh paint - not dried.

Fresh head - rested.

deaf old man the one who hears nothing.

Silent night - quiet, deserted, dark.

Deaf barking dogs - distant, hard to hear.

53 "How many items?".

Objectives: to teach subject counting; develop quantitative representations; understand and name numbers.

Game progress. The children are given the task: to find on the street and name the objects that are found one by one. After execution, find 2, 3.

The task can be changed like this: find as many identical objects as possible.

54 "Yesterday, today, tomorrow."

Purpose: to learn how to use adverbs of time correctly.

Game progress. Children stand in a circle. The teacher says a short phrase, for example: “We sculpted ...” - and throws the ball to the child. The catcher finishes the sentence, as if answering a question when:"Yesterday".

55 Who are you?

Game progress. The teacher comes up with a story in which all the children get roles. The children become in a circle, and the teacher begins the story, and at the mention of his character, the child should stand up and bow. Children should be very attentive, and follow not only their own role, but also the roles of their neighbors. Whoever “oversleep” his role twice, leaves the game.

56 "Do not yawn" (wintering, migratory birds).

Purpose: to develop the auditory attention of children, the speed of reaction to words.

Game progress. The teacher gives all the children the names of migratory birds and asks to carefully monitor him. As soon as their name is heard, they must stand up and clap their hands, who missed their name is out of the game.

57 "Me too."

Purpose: to develop ingenuity, endurance, sense of humor.

Game progress. The teacher tells the children that he will tell a story. When it stops, the children should say: "Me too" if those words make sense. If they do not fit the meaning, then they do not need to be said. I go to the river one day... (and I).

Picking flowers and berries...

On the way I come across a hen with chickens ...

They peck at grains...

Walking on the green grass...

Suddenly a kite flew in.

The chickens and the mother hen got scared...

And they ran away...

Once the children understand the rules of the game, they will be able to make up short stories themselves.

58 "Complete the sentence."

Purpose: to develop speech activity, speed of thinking.

Game progress. The teacher says a few words of the sentence, and the children must complete it with new words to make a complete sentence, for example: "Mom bought ...". “...Books, notebooks, a briefcase,” the children continue.

59 Where have I been?

Purpose: to form accusative plural forms of animate nouns.

Game progress. Can you guys guess where I've been? I saw jellyfish, seahorses, sharks. Where was I? (On the sea.)

Now, you ask me riddles where you've been. Tell who you saw. You just need to say who you saw in large numbers. The main thing in this game is not guessing, but guessing.

60 "Is this true or not?".

Purpose: to find inaccuracies in the text.

Game progress. The teacher says: “Listen carefully to the poem. Who will notice fables more, what does not actually happen.

Warm spring now, the grapes are ripe with us.

A horned horse jumps in the snow in the summer meadow.

In late autumn, the bear likes to sit in the river.

And in winter, a nightingale sang among the branches “Ha-ha-ha”.

Quickly give me an answer: is it true or not?

Children find inaccuracies and replace words and sentences to get it right.

61 "Find the opposite word."

Purpose: to select words that are opposite in meaning in tasks of different types.

Game progress. The teacher invites the children to answer the questions: “If the soup is not hot, then what is it?”, “If the room is not light, then how?”, “If the knife is not sharp, then it is ...”, “If the bag is not light, then she…” etc.

62 "It must be said differently."

Purpose: to choose words that are close in meaning to the phrase.

Game progress. The teacher says: “One boy was in a bad mood. What words can be said about him? I coined the word sad. Let's try replacing words in other sentences."

It's raining - pours.

The boy is walking walks.

Fresh air - fresh.

63 "Who can find a short word?".

Game progress. The teacher tells the children that you can find out whether a long word or a short one can be done in steps. He says: "Soup" and at the same time steps. The teacher says that only one step is obtained, since this is a short word. Children line up along the line, and one at a time begin to pronounce the words and take steps. Whoever pronounces it incorrectly is out of the game.

64 "Speak, do not delay."

65 « Guess the word."

Purpose: to develop speech activity.

Game progress. The teacher explains the rules of the game: the host thinks of a word, but only says the first syllable: “Li-”. Children pick up words: fox, lily, linden, etc. etc.

As soon as someone guesses, he becomes the leader and the game starts over.

66 "Speak, do not delay."

Purpose: to develop speech activity, vocabulary.

Game progress. Children stand in a circle. One of them is the first to say the word in parts, standing nearby must say a word starting with the last syllable of the word just spoken. For example: va-za, za-rya, rya-bi-na, etc. Children who made a mistake or could not name a word stand in a circle.

68 "Knock and knock, find the word, dear friend."

Purpose: to consolidate the acquired skills of highlighting syllables.

Game progress. Children stand in a circle, the teacher in the middle. He has a tambourine in his hands. The teacher hits the tambourine 2 times, the children should name the plants (animals), in the name of which there are 2 syllables, then hits 3 times (animals with three syllables, etc.).

69 "Journey".

Purpose: to find the way by the names of familiar plants and other natural objects.

Game progress. The teacher chooses one or two leaders, who, according to noticeable landmarks (trees, shrubs, flower beds with certain plants), determine the path along which all children must go to the hidden toy.

70 “What else are they talking about?”.

Objectives: to consolidate and clarify the meaning of polysemantic words; educate a sensitive attitude to the compatibility of words in meaning.

Game progress. Tell Carlson what else can be said like this:

It's raining - snow, winter, boy, dog, smoke.

Playing - girl, radio.

Bitter - pepper, medicine.

72 "Yes - no."

Purpose: to teach to think, logically raise questions; make correct inferences.

Game progress. One child (leader) steps aside. The teacher with the children choose an animal, such as a cat.

Leading. Is it a bird?

Children. No.

Leading. Is it an animal?

Leading. Is the animal wild?

Children. No.

Leading. Does he meow?

73 "Hunter".

Purpose: to exercise the ability to classify and name animals, fish, birds, etc.

Game progress. Children stand in front of the line, at the end of the section there is a high chair. This is a "forest", "lake", "pond". One of the players, the “hunter”, goes here. Standing still, he utters these words: “I am going to the forest to hunt. I will hunt for ... ”Here he takes a step forward and says:“ ... Zaitsev ”, takes a second step ... At each step, the child names one animal. Can't be repeated. The winner is the one who reached the specified place first or went further.

74 "Name three things."

Purpose: to exercise children in the classification of objects.

Game progress. The teacher says: “Boots,” and throws the ball to the child, he must answer that these are clothes, shoes, a headdress, etc.

75 "Find an object of the same shape" (2nd option).

Purpose: to clarify the idea of ​​the shape of objects.

Game progress. The teacher or one of the players names objects of animate or inanimate nature and asks to name the geometric figure that this object looks like. For example: a mountain is a triangle, an earthworm is a curve, etc.

76 "Guess what's in the bag" (2nd option).

Purpose: to describe the signs of objects perceived by touch.

Game progress. The child describes the object taken in the bag with two phrases, and the playing children must determine what the child felt in the bag.

77 "What is this bird?" (2nd option).

Purpose: to teach to describe birds according to their characteristic features, habits and to recognize them by description.

Game progress. The host calls one bright sign of a bird, the children must guess from it what kind of bird it is. For example: a bird loves fat (titmouse), a bird has a red beret (woodpecker), etc.

78 "Guess, we will guess."

Objectives: to clarify and expand knowledge about trees and shrubs; name their signs, describe and find them by description.

Game progress. Children describe any plant in the following order: shape, number of trunks, height, color. The driver from the description should recognize the plant. Chips are received by the guessing and guessing child.

If the child remembers or comes up with his own riddle, he receives additional chips.

79 "What kind of insect is this?".

Objectives: to clarify and expand ideas about the life of insects; describe insects by characteristic features; cultivate a caring attitude towards nature.

Game progress. Children are divided into 2 subgroups. Children of one subgroup describe an insect, and the other one must guess what it is.

80 "Do you remember these verses?"

Purpose: to develop the speech of children.

Game progress. The teacher reads excerpts from poems familiar to children. Children must say the missing words. For example:

Where did the sparrow eat?

At the zoo... (animals).

You don't stand too close:

I AM … (tiger cub), but not … (pussy).

Wind across the sea... (walks)

AND … (boat) customizes. etc.

81 "Tell me what you hear?".

Purpose: to develop phrasal speech.

Game progress. The teacher invites the children to close their eyes, listen carefully and determine what sounds they heard (birds chirping, car signals, the rustle of a falling leaf, the conversation of hallways, etc.).

Rules of the game. Children must answer in full sentences.

82 What happens in nature?

Purpose: to consolidate the ability to use verbs in speech, coordinate words in a sentence.

Game progress. An adult, throwing the ball to a child, asks a question, and a child, returning the ball, must answer the question. It is desirable to play the game on the topic.

Example: The theme is "Spring".

Adult. What is the sun doing? Children. Shines, warms.

What are the streams doing? They run, they roar.

What does snow do? It's getting dark, it's melting.

What are the birds doing? They fly, they sing.

What does Kapel do? Ringing.

83 "Good - bad."

Purpose: to continue to consolidate knowledge about the rules of behavior in nature.

Game progress. The teacher shows the children the icons of the rules of behavior in nature, the children should tell as fully as possible about what is shown there, what can and cannot be done and why.

84 "Who knows, let him continue."

Purpose: to develop the ability to generalize and classify.

Game progress. The teacher calls generalizing words, and the children - a specific concept.

Educator. An insect is...

Children. Fly, mosquito...

85 "Who will remember more."

Purpose: to enrich the vocabulary of children with verbs denoting the actions of the process.

Game progress. Carlson asks to look at the pictures and tell what actions are taking place there.

Blizzard - sweeps, vyuzhit, purzhit.

Rain - pours, drizzles, drips, drips, starts, whips ...

Crow - flies, croaks, sits, eats, drinks, sits down ... etc.

86 "What is superfluous?" (1st option).

Game progress. The teacher names four signs of different seasons:

  • Birds fly south.
  • Snowdrops bloomed.
  • The leaves on the trees turned yellow.
  • The harvest is underway.

Children listen carefully, name an extra sign, explain why it is superfluous.

87 "What is superfluous?" (2nd option).

Goals: develop auditory attention; consolidate knowledge of the signs of different seasons.

Game progress. The teacher names four signs of the weather of different seasons:

  • It is snowing (children put on fur coats).
  • Overcast (children took umbrellas).
  • It is pouring torrential, cold rain (children are sitting in a group).
  • The hot sun is shining (the children put on Panama hats, shorts and T-shirts).

Children listen carefully, name an extra sign, explain why it is superfluous, and name what season it belongs to.

88 "Shop" Flowers "".

Purpose: to teach to group plants according to their place of growth, to describe them appearance.

Game progress. Children play the role of sellers and buyers. To buy, you need to describe the plant that you have chosen, but do not name it, but only say where it grows. The “seller” must guess what kind of flower it is, name it and the department in which it stands (field, garden, indoor), then issue a “purchase”.

89 "Name the animal, insect with the desired sound."

Purpose: to develop phonemic hearing, speed of thinking.

Game progress. The teacher suggests: come up with insects in the name of which there are letters Ah, K.

Whoever names the most wins.

91 "What I saw in the forest."

Purpose: to exercise the ability to classify and name animals, fish, birds, insects, etc.

Game progress. Children stand in front of the line, at the end of the section there is a high chair. This is a "forest", "lake", "pond". A "traveler" is sent here - one of the players. Standing still, he utters these words: "I'm walking through the forest and I see ..." Here he takes a step forward and says: "... a hare." At each step, the child names one animal. Can't be repeated. The second child goes and names insects, the third bird, etc. The winner is the one who reached the chair first or went further.

92 "What does anyone like?".

Purpose: to clarify knowledge about what individual insects eat.

Game progress. Children stand in a circle. The teacher throws the ball to the child and calls the insect, the child must say what it eats.

93 "Name three birds."

Purpose: to exercise children in the classification of birds.

Game progress. The teacher calls the birds to the children. “Migratory birds,” the teacher says, and after a short pause, throws the ball to the child. He replies: "Swallow, swift, lark." "Wintering Birds" ... "Birds of the Forest" ...

94 "Where does what grow?".

Objectives: to teach to understand the processes occurring in nature; give an idea of ​​the importance of plants; show the dependence of all life on earth on the state of vegetation.

Game progress. The teacher names different plants and shrubs, and the children choose only those that grow on the kindergarten site. If they grow up on the site, the children clap their hands or jump in one place (you can choose any movement), if not, the children are silent. (Apple, pear, raspberry, mimosa, spruce, saxaul, sea buckthorn, birch, cherry, orange, linden, maple, baobab, tangerine.)

If the children did it successfully, you can list the trees faster: plum, aspen, chestnut, coffee, mountain ash, plane tree, oak, cypress, pine, cherry plum, poplar.

At the end of the game, they sum up who named more trees.

95 "Repeat one after another."

Purpose: to develop attention, memory.

Game progress. The player calls any word (animal, insect, bird). The second repeats the named word and adds his own. Whoever makes a mistake is out of the game.

96 "Third extra" (insects).

Purpose: to consolidate children's knowledge about the diversity of insects

Game progress. The teacher tells the children: “You already know what insects are. I will now call insects and other living creatures interspersed, whoever hears an error should clap their hands.


"Who needs what to work"

Didactic task: To consolidate the knowledge of children about the professions and tools necessary for each of them, to develop arbitrary memory.

game rule: For a certain time, correctly parse pictures or objects by topic.

Game actions: Search, stack pictures or items by topic.

Game progress: A parcel with pictures or new toys for children to play came to the kindergarten. Having opened the parcel, the children determine that these are items necessary for the work of people of different professions. But on the road they all got mixed up and it is necessary to disassemble the items according to their respective professions.

The number of professions and tools can be different. (8 - 10).

"Create an Image"

Didactic task: Exercise in memorizing geometric shapes and depicting these shapes using gestures and postures.

Game rule: Depict geometric figures with only gestures and postures.

Game actions: Memorize geometric shapes, depict them using gestures and poses.

game material: Paintings or toys depicting wild animals are hung in the assembly hall.

Game progress: Invite the children to go to the reserve, watch wild animals. You can’t talk loudly there, animals can get scared.

To transfer information, children are invited to memorize conditional words encrypted in geometric shapes. In the process of memorization, children should depict each of the objects with a pose, gesture (geometric figures are arranged in a row, from 8 to 10 figures).

As an "erasing" factor, you can use listening to an audio recording with the voices of the forest.

Walking around the reserve, children share their impressions with the help of encrypted words - figures, depicting them with postures and gestures.

"Don't Forget the Picture"

Didactic task: Exercise in memorizing geometric shapes located in each picture in different ways; find a paired picture from memory or collect a pattern from memory.

Game rules: Find in the environment the "number" (a set of geometric shapes) of the garage, the same as that of the car, be able to prove their similarity.

Game action: Search for familiar "numbers".

Game progress: Prepare in advance several paired cards (numbers) for cars and garages.

The teacher explains to the children that they will play the outdoor game "Cars".

But today each car will get its own number (a card on a string, put on by ours). You need to remember it well in order to put the car in your garage after the game, with the same number.

It's rainy today, the roads are very dirty. Dirt and flies from under the wheels to the room.

During the game, the numbers are turned over (splattered with mud). Children are encouraged to find their garage, with the same number as the car.

The number is invisible, it was "hidden" by dirt. Try to remember your car number and you will find your garage.

Option 2: A strong wind mixed up the numbers (geometric figures) on the garage number, you need to restore it.

"Code lock"

Didactic task: Exercise in memorizing the pattern, in reproducing it from memory.

Game rule: The front door will open if the lock code is entered correctly.

Game actions: Remember the pattern, reproduce the pattern from memory.

Game progress: Played as part of any story game where a door is needed in the story.

Eg. in story game"Home", before the child goes for a walk (school, shop, etc.), the mother introduces him to the new combination lock. Explains that if you forget the code, the door of the house will not open. On the inside of the door there is a code scheme (a card with a pattern consisting of multi-colored circles), on the outside there is a magnetic board with a set of multi-colored magnets.

Returning from a walk, the child needs to remember and “dial” the correct lock code.

Cards with a code pattern can be changed, as well as increase the number of circles.

"Enchanted Pouch"

Didactic task: Exercise children in distinguishing objects by touch in shape, material.

Game rule: Without peeping into the bag, find the necessary item.

Game actions: Search in the bag for a specific item.

Game material: A bag with a variety of small toys and plastic fruits (real ones if possible).

Game progress: “Santa Claus left (sent) a bag of toys for the kids. These toys must be donated to nursery group when the new kids arrive. But it won't be soon.

Baba Yaga decided to do harm again and put fresh fruits (vegetables) in the bag. Fruits from long storage deteriorate, toys will also deteriorate. She also bewitched the bag, if you open it, then everything will disappear.

Children are invited to carefully, without looking into the bag, to touch all the fruits (vegetables).

After all the fruits have been removed and the bag has been disenchanted, ask the children what, in their opinion, the toys are in the bag. After answering, compare them with the contents of the bag.

"Walking around the village"

Didactic task: To consolidate knowledge about the native village, about the location of its main buildings.

Game rule: For a certain time, correctly draw or build the main street of the village.

Game actions: Construction of the main street of the village.

Game progress: Before the game with the children, a targeted walk around the village is held. After a walk, the children, together with the teacher, draw up a plan - a diagram of the street of the village, mark the main buildings.

The scheme is hung in the group room. A few days later, the scheme for playing the game is given to the middle group.

Guests come to the group (new toys). They are all interested in seeing the garden, and everything that is next to the garden.

It's already dark outside and you can't see anything. There are no diagrams either. Children are invited to build a street from building material.

After the construction is completed, children, together with toys, “walk” around the village and introduce guests to the buildings that are on the main street.

Option 2: scheme of the kindergarten, scheme of the kindergarten site.

" Shop"

Didactic task: To teach children to describe an object, to find its essential features; recognize an object by its description.

Game rule: Mom buys a toy if the child told her well about it, and she recognizes it.

Game actions: With a counting room, they choose the one to whom they will buy a toy; description of the toy.

Game progress: New toys have been brought to the store. A mother will be able to buy a toy for children if the child describes it well, describes it in detail (the item itself is not called) and she can recognize it in the store.

"Buttons"

Two are playing. Each player has a set of buttons in front of them, and the sets are exactly the same. Within one set, not a single button is repeated. The number of buttons from the set used in the game depends on the level of difficulty of the latter: than harder game, the more buttons are used. To begin with, you can take only three buttons, but at the same time, the players have the whole set from which these buttons are selected. Each player has a playing field, which is a square divided into cells. The more difficult the game, the more cells in the square. For starters, you can take a playing field of four or six cells. So, the game starts with three buttons on the playing field of 4-6 cells. The starter of the game puts on his field three buttons from the set he has. The second participant in the game must look at the location of the buttons, remember where which one lies, after which the first one covers his field with a sheet, and the second must choose from his set and place the corresponding buttons on his field. Then the correct execution of the task is performed.

The game is made more difficult by the appearance more cells on the playing field and more buttons.

As a rule, children cannot cope with the game at first. They are invited to take each button in their hands, examine, feel, describe the appearance aloud, and also explain aloud to themselves where this button lies. If you follow this method of memorization, the result is usually not bad.

"Chameleon"

An adult tells the children who a chameleon is. He explains that this is a lizard that changes color depending on where it is, so that it is not noticeable.

Then the facilitator begins to ask the children questions, what color will the chameleon become if he sits in green grass, on a brown log, on a black stone, on chessboard etc. The guys must answer quickly, after which the correct and incorrect answers are discussed.

The game is played as a competition. At the beginning, the response time is not taken into account, it is only important to answer correctly. But then entered additional condition that the winner will be the one who gives the correct answer the fastest.

Instructions for carrying out. Before playing with children, it is advisable to repeat the colors of the rainbow and other color shades.

Note. This game develops the ability to navigate in different colors (this is important because some children do not know the names of colors, the ability to listen, reaction speed, etc.

"Neighbour, raise your hand"

The players, standing or sitting (depending on the agreement, form a circle. The driver is chosen by lot, who stands in the middle of the circle. He calmly walks in a circle, then stops in front of one of the players and says loudly: “Hands!” The player to whom he addressed the driver continues to stand (sit without changing position. And both of his neighbors must raise one hand up (the neighbor on the right is left, and the neighbor on the left is right, that is, the hand that is closer to the player who is between them. If anyone If one of the guys made a mistake, then he changes with the leading roles.

Play at the set time. The child who has never been the leader wins.

Rules of the game. A player is considered a loser even when he only tried to raise the wrong hand. The driver must stop exactly opposite the player he is addressing.

"Falcon and Fox"

A falcon and a fox are chosen. The rest of the children are falcons. The falcon teaches his falcons to fly. He easily runs in different directions and at the same time makes flying movements with his hands (up, to the sides, forward) and also comes up with some more complex movements with his hands. A flock of falcons runs after the falcon and follows its movements. They must exactly repeat the movements of the falcon. Suddenly, a fox jumps out of a hole. The falcons quickly squat down so that the fox does not notice them.

Rules of the game. The fox appears at the signal of the leader and catches those children who did not sit down.

"Remember the Order"

Purpose: to develop memory, attention.

Children line up in random order. The driver, looking at them, should turn away and list who is behind whom. Then another child becomes the leader. At the end of the game, those who completed the task without errors are noted.

"Who left?"

Purpose: develops memory, attention.

Children line up in random order. The driver, looking at them, turns away. At this time, at the direction of the teacher, one of the children leaves the room. The driver must turn around and guess which of the children is missing.

When one of the children leaves, the rest change places to confuse the driver.

"Magic number"

Goals: improve memory; fix mathematical account; develop coordination skills.

Material: number cards, rug or mat.

The teacher says that if you know the numbers well, you will enter the land of knowledge. For each, he tells his magic number.

Numbers are scattered on the rug (according to the number of participants in the game). The players remember their number given by the teacher. At the signal of the teacher, the participants run to the mat and look for their number, then run around the mat on the right and return to the starting point.

Children who completed the task quickly and correctly are noted. If there are many children in the group, you can hold a relay race.

"Describe the item"

Age: from 5 years old.

"Memorize Pictures"

Age: from 4 years old.

For this game, you need to prepare pictures in advance. Each picture should show one item. The game can be played as a competition between several children. The players look at the pictures, clean up and all name the pictures that they remember. You can name one picture in turn, the winner is the one who last remembers a picture that has not yet been named by others

13. "That's the pose"

Purpose: to develop motor and visual memory, arbitrary self-control, attention span.

The participants in the game take poses corresponding to a certain sport (a certain profession, the movement of an animal, etc.). The driver, looking at them, must remember, reproduce them and comment after all the children return to their original position.

The game can become more difficult: the driver repeats the poses of an increasing number of children.

The best drivers are marked.

Games for development various kinds memory

"What's gone"

For children of preschool age there is a game "What's gone? " ("What is missing"). Several items, toys are placed on the table. The child looks at them attentively for one or two minutes, and then turns away. At this point, the adult removes one of the items. The task of the child is to remember what item is missing (for children of older preschool age, a more complex option is offered - with the disappearance of two or more toys). Children's responses may vary. Depending on readiness, the child can find a toy on another table, in a room, at a more remote distance, choose a sign with the name of the toy, etc. This game has another option. The child needs to remember the location of the toy among others, and after the adult behind the screen violates this order, return it to its original place. The reverse version is also possible - the game “Who came to us? ", when an adult does not remove, but adds an object or several objects behind the screen.

There is another memory game - "The Box". It can be played by kids from 2 to 6 years old. The box is made up of small boxes that are placed in pairs and glued together. Their number is gradually increasing (up to 12 by the senior preschool age). An object is hidden in one of them in front of the child's eyes, after which the box is closed by a screen for a while. Then he is asked to find the object. -nem

Find it yourself

The visual memory of children is well developed by a game (similar to the "Box") called "Find It Yourself". For her, it is necessary to glue 4 and 3 matchboxes, placing them on top of each other so that 2 turrets are obtained. At the first stage of the game, for example, a button is placed in one of the boxes and the box is closed. The child is offered to show where they put the button, in which of the turrets and in which compartment. At the second, more difficult stage, 2 items are already hidden in different compartments of one of the turrets. At the third stage, objects are put into different turrets, and the child needs to remember where everything is. The baby can open the branches of the turret immediately after the object has been hidden (this is the development of short-term visual memory) or, for example, after half an hour, and for senior preschool age - the next day (development of long-term visual memory).

Learn the subject

An exercise for training tactile memory can be the game "Recognize the Object". A child of senior preschool age is blindfolded, and in turn placed in his outstretched hand various items. At the same time, their names are not pronounced aloud, the baby himself must guess what kind of thing it is. After a number of objects (3-10) is examined, he is offered to name all these things, moreover, in the order in which they were put into the hand. The complexity of the task lies in the fact that the child needs to perform 2 mental operations - recognition and memorization.

Marine knots

At older preschool age, you can develop a child's tactile memory by teaching him to tie sea knots (especially since this also helps the development of visual spatial imagination).

miraculous words

The auditory memory of older preschoolers is developed by the game "Wonderful Words". It is necessary to select 20 words that are related in meaning: 10 pairs should be obtained, for example: food-spoon, window-door, face-nose, apple-banana, cat-dog. These words are read to the child 3 times, moreover, the pairs stand out intonationally. After a while, the baby is repeated only the first words of the pairs, and the second he must remember. This is short-term auditory memory training. For the development of long-term memorization, you need to ask the preschooler to remember the second words of the pairs not immediately, but after half an hour.

Draw a figure

The child is shown 4-6 geometric shapes, and then they are asked to draw on paper those that he remembers. A more difficult option is to ask the young artist to reproduce the figures, given their size and color.

Who knows more

The game "Who knows more" is also intended for senior preschool age. The child is offered to name 5 objects of a given shape or color in one minute. For example - 5 round objects, or 5 red objects. The one who did not have time to name the items in the allotted time is out of the game. Replays don't count!

2. The game "Describe your neighbor" - the development of memory, attention, observation.

In principle, you can describe anything, not just a neighbor. The game is convenient because you can spend it with your child anywhere - on a walk, at home. You can arrange something like a competition. Together with your child, you choose an object familiar to both of you, a person ... anything. And you need to remember as many of its distinctive properties and signs as possible. You can name one by one, in turn. The loser is the one who cannot remember anything about the item when it is their turn.

3. The game "Puppeteer" - the development of motor memory.

Option 1. The teacher-"puppeteer" blindfolds the child and "leads" him, like a doll, along a simple route, holding his shoulders, in complete silence: 4-5 steps forward, stop, turn right, 2 steps back, turn left, 5-6 steps forward, etc.

Then the child is unleashed and asked to independently find the starting point of the route and go through it from beginning to end, remembering his movements.

Option 2. Children can do these exercises in pairs: one person is the "puppeteer", the other is the "doll".

Option 3. Movements can be gradually complicated by increasing the duration of the route and including a number of simple physical exercises: tilt the "doll", bend your arms, make you sit down, make a full turn over your left shoulder, etc.

4. "Do as I do!" (with matches) - development of memory and attention.

Children play in pairs. Initially, each child has 6 matches. One, the leader, lays out an arbitrary composition from 6 matches, then shows it to a partner for one or two seconds.

The partner from his matches lays out exactly the same figure from memory. Then the children switch roles. If the condition is successfully met, the number of matches gradually increases to 12-15.

Note: in principle, you can use not only matches, but also counting sticks, buttons, beads, pencils, hands, etc.

5. The game "We tell a fairy tale."

The amount of memory.

Age: 5 years and older

Option 1: the children sit in a circle, one begins to tell a fairy tale, the other continues. Everyone says 1 - 2 phrases, forcing the course of events in a fairy tale.

Option 2: choose the theme of the fairy tale. The task is not to go beyond the topic. Coming up with a fairy tale, children often kill, scare, destroy someone in it. In this case, at the end of the game, it is discussed to whom and why they want to talk about it, what feelings they experience.

6. Exercise "10 numbers"

The child is called 10 numbers. The child should try to remember them in the order in which they were called.

For example: 9 3 7 10 4 1 6 8 2 5

Game "Walking in the woods"

Purpose: development of visual memory;

Age: from 5 years old.

Imagine that we are in the forest! I will call you the birds. You must remember the ones I missed. So: magpie, crow, swallow, thrush, robin.

Task number 1: name all the birds you know

Task number 2: the picture is removed. The child is asked to remember those birds that were named at the beginning of the game.

Game "Smells and Sounds"

Purpose: development of olfactory and tactile memory.

Age: from 5 years old.

Imagine it's raining. You stand at the window and look out into the street. What do you see? Tell. Imagine raindrops hitting glass. Remember how it rains. What is rain noise? The rain stopped and we went outside. Remember the smell of earth, grass after the rain. What do you think the smell of rain-washed grass can be compared to?

Taste and smell game

Purpose: development of olfactory memory.

Age: from 5 years old.

Task #1: Imagine a lemon.

What does it taste like?

Do you remember what lemon smells like? Tell me about it.

Imagine that you are holding a lemon in your hand. What do you feel?

Task number 2: draw a lemon.

Task number 3: imagine an orange.

What does it taste like?

Remember what an orange smells like.

What color is an orange?

Imagine that you are holding it in your hand. What do you feel?

Task number 4: draw an orange

Task number 5: Tell us the difference between a lemon and an orange. How are they similar.

7. Game "Snowballs"

Purpose: development of emotional memory.

Age: from 4 years old.

Let's mentally play snowballs.

Task number 1: imagine snow. Remember what color it is. Is it always white?

Remember how the sun makes the snow sparkle, what snow can be compared to on a clear winter sunny day.

Task number 2: Remember how the snow crunches under your feet. What do you think, with what can you compare the crunch of snow under a person’s feet.

Task number 3: Imagine that you are holding handfuls of snow in your hands. What are you doing a ball of snow. What do you feel?

Game "Riddles"

Purpose: development of auditory memory

Age: from 5 years old.

I will give you a riddle, and I ask you to draw a riddle.

Attention! What kind of forest animal

Stood up like a post under a pine tree

And stands among the grass

Ears bigger than the head (hare)

Task number 1: What words can you say about a hare.

Task number 2: Remember and repeat the riddle?

8. Game "Videoscope".

Purpose: development of arbitrary visual memory

Age: from 5 years old.

Children sit in a circle. In a circle, 1 - 2 (later more) postcards are passed one after another. Approximately every 10 seconds, the teacher gives a signal (clap) and the children pass a card to their neighbor on the right and receive another one. When the cards have passed in a circle 2-3 times they are put aside. Ask the children to remember and tell what is shown on the 1st card and so on. The rest add what someone forgot.

9. Game "Describe the subject"

Purpose: development of arbitrary visual memory.

Age: from 5 years old.

1. children sit in a circle. The teacher passes the object around. Children carefully examine it and, on a signal, pass it to a neighbor. The object is removed, the children must describe it.

2. a child comes out, 5-6 objects are laid out in front of him. He examines them carefully. Then he turns away and gives a description of the objects (the description is possible according to the scheme: color, shape, material)

10. The game “Which toy is missing? »

Goal: development of visual memory, attention span.

Age: from 3 years old

Place 4-5 toys in front of the child for 1 minute, then ask the child to turn away and remove one of the toys. Question to the child: “What toy is missing? ". The game can be complicated: do not remove anything, but only swap toys; increase the number of toys. You can play 2-3 times a week.

11. The game "Retelling in a circle"

Purpose: development of auditory memorization

Age: from 5 years old.

The facilitator reads the text, the participants of the game listen carefully. The retelling begins with any of the players, then clockwise. Everyone speaks one sentence at a time, then all together listen to the text again and complete the retelling, correct the mistakes made

12. Word game

Purpose: development of auditory memory

Age: from 5 years old.

Now I will give you a few words. Try to remember them. Attention!

Falcon, sieve, pine, old man, barn, snow maiden.

Task 1: name the words that you remember.

Task 2: What do you think these words have in common.

Task 3: if you know how to spell the letter "c", then write it.

13. The game "We remember together."

Purpose: development of auditory memory.

One child names an object. The second repeats the named word and adds some of his own. The third child repeats the first two words and adds a third, and so on.

14. The game "Remember a couple."

Read the first row of words to the child and ask them to memorize them in pairs. Then read only the first word of each pair, and the child should name the second word of the pair.

1 row: doll - play, chicken - egg, knife - cut, horse - sleigh, book - read, butterfly - fly, sun - summer, brush - teeth, mouse - mink, snow - winter, rooster - scream, cow - milk , lamp - evening.

2 row: beetle - chair, feather - water, glasses - mistake, fish - fire, ax - jelly, castle - time, matches - sheep, dove - father, modeling - tram, boots - boiler, comb - evening, ring - plant , cup - sea.

15. The game "Pairs of pictures."

Purpose: development of semantic memory

Age: from 5 years old.

Prepare 7-8 pictures related to each other in meaning. Arrange them in pairs in front of the child. The picture on which the tree is drawn is placed next to the image of the forest. Invite the child to carefully consider all the pictures and try to remember. After 1-2 min. Remove the pictures from the right row. Ask the child to look at the remaining pictures and name the ones that have been removed.

16. The game "Listen and perform"

Purpose: development of motor memory.

Age: from 4 years old.

The facilitator calls aloud several movements without showing them. You need to do the movements in the order in which they were given.

17. The game "Birthday of the doll."

Purpose: development of visual and auditory memory.

The adult reports that the doll's birthday has come and guests will soon come to congratulate the birthday girl. And what is the name of the guests, they will find out later. An adult takes out 4-5 toys and calls their names. Then all the guests sit down at the table, and tea drinking begins. The child should treat everyone with tea, addressing by name. The game can be changed by inviting different guests to the doll and calling them different names. The number of guests is gradually increasing.

18. Game "Pair of words".

Purpose: development of semantic memory

Age: from 5 years old.

Invite the child to memorize a few words (you can start with 5-6 words). Presenting each of them in tandem with another word. For example: a cat is milk, a boy is a car. Ask the child to remember the second words. Then you name the first word, and the child must remember and name the second word. The task can be gradually complicated by increasing the number of pairs of words and selecting pairs of words with distant connections.

19. Exercise "Autumn".

Purpose: development of semantic memorization

Age: from 5 years old.

I will read you a poem. I ask you to draw what is said in this poem.

Summer has passed

Autumn has come

In fields and groves

Empty and sad

The birds have flown

The days got shorter.

The sun is not visible

Dark, dark nights.

After the drawing is completed, the poem is memorized.

20. Game "Shop"

Purpose: development of auditory memory

Age: from 4 years old.

The facilitator can send the child to the "shop" and ask him to remember all the items that need to be bought. They start with one or two items, increasing their number to 4-5. In this game, it is useful to change roles and the stores themselves can be different: “bakery”, “milk”, “toys”, etc. Supermarket

21. Didactic game "Where is my sister?"

The game is intended for children 5-7 years old, but adults can also play it. At least 2 people can play.

Purpose of the game: to develop voluntary attention. Learn to find significant differences between similar objects.

Materials: two, and preferably four sets of nesting dolls (two are exactly the same). You can use painted nesting dolls or dolls. For the game, images of dolls can be prepared, differing in clothing details, hairstyles, patterns on the dress. The more details the child has to consider, the more difficult it is to search.

Game progress: Nesting dolls are placed in a row or randomly in front of the child. The location of the figures matters: if they are arranged in a row, the search is facilitated, and if it is chaotic, it becomes more complicated and requires more attention from the child. One of the nesting dolls is on the side. Task: who will help this matryoshka find her sister faster? The child picks up a nesting doll, examines it. The leader, together with the rest of the players, gives a signal: “One, two, three - look!”. Then, they clap their hands 3 or 5 times. If during this time the child does not find a similar nesting doll among others, he sits down in place, and the search continues with another one. The signals are the same. The winning child receives a token. Then the next matryoshka appears, and the search continues. If the child copes with the task quickly, the number of claps decreases, and if with difficulty, it increases.

You can complicate the game by adding a condition to it, under which the child should not look at the matryoshka - a sample during the search, but look for similarities only from memory. After the choice, the “two sisters” are compared and the leader determines whether the choice is correct or not. If errors are found, another child is included in the search or the player is allowed to find the "sister" by looking at the sample. The winner is the one who found the most "sisters" without errors.

22. Game "Cunning Dwarf" The game is intended for children 6-8 years old.

Purpose of the game: to develop voluntary attention and short-term memory.

Materials: a flat cardboard house with a cut-out window, a cap for a gnome (not necessary, but it will be more interesting with it), a set of paired pictures (exactly the same), pictures that differ from paired ones in 1 - 3 ways.

Game progress: An adult chooses a “cunning gnome” among the players who will be the leader. Then he tells the following story: a cunning dwarf kidnapped and bewitched animals and birds. And we must go in search of them and disenchant them. In the playroom, they find the gnome's house and knock on his door. The dwarf puts forward a condition: the children themselves must disenchant the animals and birds, but for this you need to be very careful. From the window of the house, the gnome only for a very short time shows the image of enchanted animals - because he does not want the children to find them! The child must remember what the bird or animal stolen by the gnome looks like, then find them among other similar images that the cunning gnome puts on purpose to confuse the players. If the child is wrong, the dwarf kidnaps him too, i.e. sits next to him. Then he shows another picture in the window, and the search continues.

The game is complicated by the fact that the cunning gnome sometimes offers children images that differ only in one or two details (for example, the same cats, in the same pose, but with different bows). This requires more attention from the participants in the game.

During the game or at its end, the “ransom” of the children abducted by the dwarf takes place. The gnome asks the children to guess riddles, remember tongue twisters, or complete some task: sing, dance, read poetry, etc. If the dwarf likes how his tasks are completed, then he lets the children go and the game continues.

Games are an essential element in the development and upbringing of a child. Didactic games help to establish the relationship between practical and mental actions, which is important for children of any age: at 2–3 years old, 3–4 years old, 4–6 years old.

Didactic game - view educational activities organized in game format. Classes implement the principles of the game, active learning, obey a set of specific rules, have a strict structure and a system of control and evaluation tools.

Didactic games for children 2-3 years old: how to develop a baby.

The games in question, as well as mobile, musical ones, are created by adults (teacher, parent) and are offered ready-made. First, children master the game with the help of its developers, learn the rules, norms of action, and over time, after mastering the necessary content, they begin to play them on their own.

Such classes are one of the leading ones in preschool educational organizations, therefore they are used by educators at all stages of children's development: the first younger group (2-3 years), the second younger group (3-4 years), the middle one - 4-5 years old, the older one - 5-6 years, preparatory - 6-7 years.

Properly organized didactic games develop:

  • mental and cognitive abilities - children learn new information, generalize it and consolidate, expand their knowledge about various objects, phenomena of the surrounding reality, about the flora and fauna. Memory develops, all kinds of attention, observation, children learn to express judgments and conclusions;
  • speech- there is a replenishment of the active dictionary and its actualization in speech activity;
  • social and moral values- children learn the relationship between themselves and adults, between objects of animate and inanimate nature, children learn to empathize, give in to each other, be fair, considerate towards the other.

Usually, the games under consideration are divided into 3 main groups:

  1. Games with objects (toys)- are aimed at the direct perception of a thing and action with it, therefore, the child gets acquainted with the characteristics of this object, its shape, color. When working with several toys, children can compare them with each other, find common and different. This type of task allows you to organize independent activities, develops the ability to occupy yourself and not interfere with others in the group.
  2. Board games- aimed at getting to know the surrounding reality, flora, fauna, phenomena of animate and inanimate nature. Such tasks contribute to the development of speech skills, logic, mindfulness, teach modeling life situations, make decisions, train self-control skills.
  3. word games- develop thinking and speech of preschoolers. These games are based on speaking, which allows you to train the ability to solve various mental problems: describe the properties and characteristics of things or phenomena, highlight their main features, compare different objects (phenomena) with each other, guess them according to the description.

Didactic games for children (2-3 years old or older) are conducted by a teacher or parent, at the same time, he organizes activities through familiarization with the content and rules of the game, its course of action, through a clear example of how to play. The game ends with a summing up of its results and analysis, which allows you to identify the individual characteristics of children.

The benefits of didactic games

The games in question develop:

  • speech- children hear the speech of an adult and other preschoolers, therefore, vocabulary is replenished. In addition, the guys answer questions, describe something, reason, therefore, they train the available speech data, they are being improved;
  • thinking- preschoolers expand their knowledge about objects, phenomena, flora and fauna, learn new information, can compare existing experience with what they have received, train memory, logic, mathematical abilities;
  • Attention- children train listening skills and understanding what needs to be done, how to play the game correctly, therefore, they become more attentive, focused, able to regulate their actions;
  • physical qualities- there is a development of the motor system, children become mobile, active, learn to control their movements, manage them, the child's psyche is formed in terms of the ability to be active.

Speech development

Didactic games aimed at developing speech skills are recommended to be selected taking into account the age indicator. Such classes replenish the active vocabulary of the kids and teach to distinguish the sounds of pupils. senior group.

Didactic games for children 2-3 years old:

  1. "Wood". The goal is to develop the skill of using prepositions in speech, activating speech skills acquired earlier. Description - the educator reads a short poem and visually shows that ON is on top, and UNDER is on the bottom. After playing the action, he discusses with the children what else happens ON and UNDER. Text:

  1. "The doll is sleeping." The goal is to develop speaking and listening skills. Additional props - a doll and a lullaby (crib). Description - the task of the preschooler is to put the doll to sleep: shake it, sing a lullaby, put it in the crib and cover it with a blanket. The next stage of the game - the teacher explains that while the doll is sleeping, you need to talk in a whisper so as not to wake her up. At the same time, you need to bring the preschooler to a conversation, ask to talk about something. The final stage is to announce that the doll has woken up and now you can talk in full voice.

Classes for preschoolers 4-5 years old:

  1. "Where can you do something?" The goal is to develop the ability to use verbs in speech, listening skills, social and moral values. Description - children answer the teacher's questions: "What can be done on the playground?" (relax, play, ride downhill, run, chat, etc.), “What can you do in nature (in a clinic, in the country, etc.)?”.
  2. "What, what, what." The goal is to develop the ability to use definitions for various objects, phenomena in speech, to activate the existing vocabulary. Description - the teacher calls the words, and the preschoolers in a chain name the properties characteristic of these words. For example: a cat is affectionate, striped, fluffy; coat - warm, autumn, brown.

Games for the senior group:

  1. "vowel sounds". The goal is to develop the skills of isolating vowel sounds from the composition of a word. Description - the teacher calls a word consisting of one, two or three syllables (it all depends on the individual capabilities of the preschooler), children identify vowel sounds by ear and name them.
  2. "Superfluous word". The goal is to develop auditory attention, enrich the vocabulary and clarify the lexical meaning. Description - the teacher calls a chain of words, the task of the pupils is to find an extra word and explain their choice. For example: October, January, summer, June, August; jeans, dress, shoes, sweater, coat.

Development of thinking

Didactic games aimed at developing thinking will be useful not only for children aged 2–3, but also for the middle and older groups. Properly organized classes contribute to the training of all stages of the intellectual formation of thinking.

Namely:

  • visual-effective - the child establishes causal relationships through the solution of simple practical problems;
  • visual-figurative - a preschooler establishes connections using a figurative representation of an object, phenomenon;
  • verbal-logical - the establishment of various relationships between words and concepts at a generalized (abstract) level.

Didactic games for children 2-3 years old: how to develop a child's thinking.

Tasks for the development of thinking in the younger group:

  1. "Who loves what." The goal is the development of visual-effective thinking, the synthesis of knowledge about animals. Description - the teacher lays out cards with representatives of the fauna and food for them, the children are invited to feed each representative.
  2. "Words are reversed." The goal is the development of visual-figurative thinking, the ability to analyze. Description - the teacher calls the word, and the pupils need to name the opposite word: narrow - thick, long - short, etc.
  3. "Summarize the words." The goal is the development of verbal-logical thinking, the ability to combine words into groups. Description - the task of children is to summarize the words given in the teacher's chain. For example: a cow, a horse, a ram are domestic animals.

Games for the middle group:

  1. "The Lost Toy" The goal is the development of thinking, the ability to concentrate. Description - several toys are placed in front of the child, they are asked to carefully look at them and remember, then the preschooler closes his eyes, one toy is removed and asked to see which toy is hidden. This game can be complicated if the toys are interchanged, while the preschooler must remember the sequence in which the objects were.
  2. "Find the treasure." The goal is the development of logical thinking, spatial orientation, the ability to act according to the scheme. Description - an object is hidden in the room and a map of its location is drawn, the task of the children is to find the object using the map. The task can be complicated if it is carried out on the playground.

Exercises for older preschoolers:

  1. "Continue the word." The goal is to develop the speed of thinking and consideration. Description - the teacher calls the initial syllable, and the child must come up with a word that begins with this syllable. You can complicate the task and offer to come up with several words for one syllable.
  2. "Similar - not similar." The goal is the development of logical thinking, the ability to analyze, evaluate objects, phenomena, and argue your answer. Description - the teacher arranges various objects in the room in advance, the task of the preschooler is to find similar objects, describe what they have in common, prove his point of view.

Development of attention

Didactic games for children (2-3 years and older) for the development of attention train the ability to listen carefully to the teacher, to monitor the situation in the group, which in turn leads to memorizing the necessary information.

Exercises for younger preschoolers:

  1. "Lotto". The goal is to train visual attention, thinking, speech development. Additional material - paired cards with pictures, one set of cards remains with the teacher, the second set is distributed to children (each with a card). Description - the teacher shows a card, a child who has the same picture quickly raises his card and describes it.
  2. "Guess what to do." The goal is to train auditory attention, the ability to correlate their actions with the actions of the teacher. Additional material - a tambourine, colored flags for each child. Description - the teacher picks up a tambourine, the children take the flags. If the tambourine sounds loud, then preschoolers wave flags, if it is quiet, they keep their hands on their knees.

Games for the middle group:

  1. "Buttons". The goal is to develop memory and attention, the ability to find ways to memorize objects. Materials - buttons, a chess board. Description - the pupils are divided into pairs, each receives his own set of buttons. The first player places three buttons on his playing field anywhere, the second player remembers the location of the buttons, the items are covered, and the second player repeats the location of the buttons on the field, then the correctness of the task is checked. Then the players change, the second sets the buttons, and remembers the first. The game can be complicated: 1) by setting not 3, but a larger number of buttons, 2) setting the time to memorize and reproduce the pattern.
  2. "Noisy pictures". The goal is to develop involuntary attention. Material - cards on which various objects are depicted with lines. Description - children look at pictures with several images and must name the objects that are drawn there. Complicating the task: pupils first memorize objects, and then call them from memory.
  1. "Find differences". The goal is to train the ability to arbitrarily switch and distribute attention. Material - a card with pictures that have differences. Description - the task of the child is to find all the differences. You can complicate the exercise if you select images that differ in some details.
  2. "Builders". The goal is to train observational abilities, distribution and concentration of attention. Material - cards with 4 drawings, pencil. Description - there are 4 drawings on the card - 1 is completely drawn, and in 3 others there are no details, the child's task is to finish the remaining drawings so that he gets 4 identical images.

Development of physical qualities

Didactic games for children (2-3 years and older) for training physical qualities are necessary for general development preschooler. Physical activity can be formed not only in physical education classes, but also in a group or at home.

When doing exercises, children learn to coordinate their movements, become hardy and healthier.

Games for younger students:

  1. "Mirrors". The goal is to consolidate the ways of walking, jumping, running and other movements, developing the ability to come up with new movements. Description - the children form a circle, they will be “mirrors”, the leader stands in the center of the circle and demonstrates movements, the rest repeat after him. Whoever repeats the best - becomes the leader.
  2. "Naughty ball". The goal is to develop the ability to throw a sports equipment with two hands from the chest. Description - children stand at the intended line and perform actions under the poem that the teacher says:

We hug the ball gently

Let's push him away casually.

And now let's catch up together:

We need to pity him!

Exercises for the middle group:

  1. "Who quickly". The goal is to develop the speed of reaction, the formation of the ability to hear and understand the conditions of activity, to perform all actions correctly. Description - divide the children into groups, put a hoop in front of the groups, the first from each column take the hoop, raise it above their heads and lower it through the body to the floor, step over the projectile and go to the end of the column. The teacher carefully observes all groups and awards a flag to the one who correctly completed the exercise. The group with the most flags wins.
  2. "Mousetrap". The goal is to develop speed of reaction, the ability to navigate in new situations. Description - 2 groups are formed from children, 1 group - mice, 3 small circles are created from 2 groups - mousetraps, the task of children is to catch all the mice. The teacher is the leader of the game, voices the actions: the mice run through the mousetraps, but as soon as the teacher says “Stop”, the mousetraps close, the “mice” caught are in a circle.

Tasks for older preschoolers:

  1. "Owl". The goal is to develop movement coordination. Description - the group is divided into 2 teams - butterflies and bees, 1 child is chosen as an owl. At the command of the teacher - “day”, the teams run around the clearing, “night” - all the children freeze, the owl goes hunting and takes those who have moved. The game ends when the owl catches 2-3 butterflies or bees.
  2. "Zhmurka". The goal is to train the ability to navigate in space. Description - children form a circle, two players are selected: one is blindfolded, and the other is given a bell. The task of the first player is to catch the second eyes closed.

Card file of didactic games for the younger group of kindergarten

"What is the subject?" (games with toys, objects) - children take out various objects from the bag and name them, describe their characteristics.

"Find the same items" ( board game) - children receive cards with several drawings, among which you need to find the same ones.

Olya's helpers ( word game) - the teacher takes the doll and asks the children, pointing to his hands: “What is this?” (hands), “What are they doing” (take, draw ...). And so for every part of the body.

Didactic color learning games for young children

Didactic games help to introduce preschoolers to primary colors and their shades. First, the kids learn red, blue and yellow, then orange, green and black are added to them.

Basic didactic games with children:

  1. Games with objects Children need to match the colors of two objects. For example: arrange colored pencils in jars with the corresponding color; make several colored pockets in a shoe box and put pebbles in them; plant a butterfly on a flower of the same color, etc.
  2. Table games- Children need to choose the right color for something. For example: prepare stencils with fruits, trees, flowers and other objects and ask the children to choose the appropriate color from pieces of colored paper (apple - red, ball - yellow, spruce - green); pick up paper clips of the same color as the picture.
  3. word games Children need to describe what colors they see. For example: a teacher shows a drawing to preschoolers and asks them to name the colors that the artist used. This task can be complicated if you use not just children's drawings, but reproductions of paintings.

After studying the primary colors, they move on to the study of shades, from light to dark tones. Here you can use self-prepared palettes and clothespins with flowers, give a task - pick up a clothespin for the corresponding color of the palette; or assemble a caterpillar from various shades, for example, starting with red, moving to orange and yellow.

Card file of didactic games for middle groups of kindergarten

AT middle group card file of games can be compiled on the following topics:

  1. "Child and Health". To study the daily routine, children are invited to look at pictures with images of the daily routine and arrange them in order and comment: the morning starts with exercises, breakfast, etc. Such a game introduces children to a healthy lifestyle, develops speech, attention and memory.
  2. "Healthy foods". The following games will help memorize fruits and vegetables: children take out a model of a product from a bag and describe it (“this is an apple, it is round, red and smooth); the teacher names the characteristics of the fruit / vegetable, and the children guess it; children try products with their eyes closed and name them, say what the fruit / vegetable tastes like.
  3. "Dangerous Items" The purpose of such games is to introduce children to dangerous objects that should not be played or taken without the permission of adults. For example: the teacher prepares cards with dangerous and safe items and asks the pupils to sort them into two groups, explaining their choice. You can complicate the task by offering to tell the children what injuries dangerous things can cause (cut, bruise, etc.).

Card file of didactic games for senior groups of kindergarten

Didactic games in senior groups:

  1. Item games: description of the properties of objects, finding common and different, comparing objects, posing problematic questions. For example, why the oval does not roll.
  2. Board-printed games: mathematical tasks - count birds, animals, tasks for attentiveness, thinking - pick up items for something (dress a girl / boy, set the table, put things in cabinets, etc.), find a pair for something, tasks for development social relations - the study of various professions, ways of behavior in public places.
  3. Word games: naming in one word a group of objects, phenomena, animals, plants, a story about the profession of parents, guessing riddles, compiling stories (“continue the sentence”).

Didactic games for the development of coherent speech in preschoolers

The development of speech is one of the important tasks of pedagogy: the better coherent speech is developed, the more successfully the child learns, since he knows how to form and formulate thoughts, knows how to use speech as a tool for communication and influencing other people.

Didactic games that help develop coherent speech:

  1. "Zoo". The goal is the development of coherent speech, the ability to describe a picture, to compose a mini-story. Description - children receive pictures with animals, their task is to carefully examine them, and then in turn describe the depicted animal according to the scheme: appearance, what it eats.
  2. "Good bad". The goal is the development of coherent speech, logical thinking, the ability to describe the heroes of a fairy tale, and build reasoning. Description - pupils, together with the teacher, describe the characters of the heroes of fairy tales, find positive and negative character traits, reason for what they can praise this / that hero (for example, what is good about the fact that the Serpent Gorynych has three heads).

DIY didactic game

Didactic games for kids:

  1. "Feed the bun." The goal is to develop fine motor skills in children. Description - You will need two small plastic containers, one of them should be round. Glue a funny face (kolobok) to the lid, make a hole in place of the mouth, put the beans in the second jar. The task of the child is to feed the kolobok, i.e. transfer the beans to a jar with a face.
  2. "Carnations and rubber bands". The goal is to train fine motor skills, visual, color and spatial perception, the study of geometric shapes. Description - cut out a square of the desired size from plywood, color it, fix stationery studs at an equal distance throughout the space, the task of the child is to create various geometric shapes using bank rubber bands, simple items(e.g. spruce).

Classes with children of the middle group:

  1. "Box of Feelings" The goal is the development of motor skills, imagination, the ability to determine an object by its shape. Description - take a shoe box, make two holes in the lid and sew fabric sleeves to them, put various items in the box and cover with a lid. The task of the children is to put their hands in the sleeves, find the object, guess and describe it.
  2. "Musical Candies" The goal is the development of auditory attention, memory, thinking. Description - put various objects into the eggs from under the kinder surprise - beads, cereals, paper clips, sheathe blanks with fabric in the form of sweets (each sound should have a pair). The task of children is to find pairs of identical candies.

Games for older preschoolers:

  1. "The World of Flora and Fauna". The goal is to develop the ability to observe, analyze, generalize, instill love for wildlife, for a careful attitude towards it. Description - cut out representatives of flora and fauna, stick on cardboard. The task of the children is to consider a card with an animal or plant, describe it, highlight the main characteristics, etc.
  2. "Mosaic". The goal is the development of attention, logical thinking, color perception. Description - prepare various geometric shapes from colored paper, except for a circle. The task of the children is to make a mosaic of these figures in such a way that the same colors do not touch each other.

Didactic games allow you to develop all important processes: speech, attention, thinking, imagination. Such classes are useful not only for children 2-3 years old, but also for the middle and older groups. A variety of games allows the teacher to choose the one that will be aimed at the development of each child.

Video about what didactic games are necessary and useful for children

Didactic games for the formation of the syllabic structure of the word in children:

Musical didactic game:

Do-it-yourself games for the development of speech breathing: