Didactic games for children: the development of speech, sensory, physical development. Do-it-yourself card file with goals. Didactic games Didactic games for children 5 7

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.

Exercise. 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 appearance some trees and shrubs 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... (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 of animate 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…

Mother - 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 calls objects of living or inanimate nature and asks to name geometric figure that this item 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 … (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 learn to group plants according to their place of growth, to describe their 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 site kindergarten. 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.

guess the tree

Didactic task: Differentiate trees according to their main features: trunk, leaves.

Game rules: Act on the teacher's signal. Follow the order.

game action: Consider and name the similarities or differences between trees and leaves.

Didactic material: cards with the image of trees, leaves.

Game progress

The teacher distributes maple and birch cards to the children. The teacher asks the children to name the cards correctly.

Children name, compare trees, identify similarities and differences.

Maple and birch are trees. They have roots, one trunk, many twigs and leaves.

Maple has a dark trunk, while birch has a white trunk. In a maple, the leaf looks like a palm, and in a birch, the edges of the leaf are carved.

What tree is the leaf from?

Didactic task: Differentiate the distinctive features of the leaves of maple, birch, mountain ash, etc.

Game rules: Act on the signal of the educator. Follow the order. Speak clearly and distinctly. Answer the question with a complete answer.

Game action: Find out and name the leaf corresponding to the Tree.

Didactic material: cards with the image of leaves: birch, oak, maple, mountain ash.

Game progress

The teacher distributes leaves of different shapes to the children, and the children determine which tree they are from.

This leaf is from birch, that's why it's called birch.

This leaf is from oak, that's why it's called oak.

This leaf is from mountain ash, that's why it is called mountain ash, etc.

Third wheel

Didactic task

Game rules: Act on the signal of the educator. Put aside a card with an image of an animal that is superfluous.

game action: Find an extra animal on the card and put it aside.

Didactic material: cards with the image of domestic and wild animals.

Game progress

Children are given cards with the image of animals. Children must determine which animal is superfluous.

Lamb, cow are pets. They live next to humans. The fox is a wild animal, it lives in the forest. The fox is an extra animal. Etc.

fourth extra

Didactic task: Differentiate domestic and wild animals according to their main characteristics.

Game rules: Cover with a chip only the animal that is superfluous on the card.

game action: Find an extra animal on the card and close it with a chip.

Didactic material: cards for the game "The fourth extra" by the number of children. Chips.

Game progress

The children are sitting at the table. In front of them are cards divided into four cells. Three cells depict wild or domestic animals. The fourth cell shows a fruit or vegetable. Children must find an extra item and close it with a chip.

The teacher explains the rules of the game before starting the game:

The cards are in front of you. What is shown on these cards? (children's answers)

If animals live with humans, what do we call such animals? (homemade)

If animals live in the forest, what do we call these animals? (wild)

Look carefully at the card and close the extra item with a chip.

From garden to dining table

Didactic task: To consolidate the knowledge of general concepts in children: vegetables, fruits, fruits, seeds.

Game rules: Answer questions in order. Listen to peer responses and help when needed.

game action: The teacher reads the text and along the way lays out a picture of the actions on the magnetic board. As the story progresses, ask the children questions.

Didactic material: cards for a magnetic board: vegetables, fruits, fruits, etc.

Game progress

The teacher, in the course of his story, lays out plot pictures and asks the children questions:

Autumn has come. People went out into the field, to the beds and began to harvest. What can be collected in the beds? (children answer, and the teacher lays out: potatoes, tomatoes, cucumbers, zucchini, radishes, etc.)

People went out into the garden and began to harvest from the trees. What can be collected from trees? (apples, cherries, plums, pears, etc.)

Part of the harvest people ate. And they decided to save part of the crop for a long winter. We took vegetables: tomatoes and cucumbers. Washed them with warm water. Placed in glass jars, salted, poured with boiling water and covered with lids. What can be said about these vegetables, what was done with them? (canned vegetables, put in the cellar)

They took potatoes and poured them into a vegetable store.

We took fruits: apples, pears. Washed them with warm water. Then cut into slices and began to dry. When the apples and pears were completely dry, they put them in a bag and put them in a dry place. What do we call these fruits? (dried fruits)

Winter will come. Mom will get pickles and tomatoes from the cellar. He will get dry fruits, boil compote and everyone will remember summer again. Why?

Who eats what?

Didactic task: Clarify children's knowledge of the names of animals and what they eat. Develop observation and attention.

Game rules: Start picking up cards at the signal of the teacher. Perform actions without interfering with each other.

game action: Search for desired cards.

Didactic material: cards with the image of animals and what they eat, according to the number of children.

Game progress

In front of the children are cards with the image of animals. Children select the appropriate picture on the table of the animal teacher: for a cat - milk in a bowl, for a dog - a bone, for a pig - porridge, for a goat - grass.

What insect can you name?

Didactic task: To form the concept of an insect in children. Recognize and name representatives of insects: fly, butterfly, dragonfly, etc.

Game rules: Start your actions at the signal of the teacher. Whoever collects the picture first, calls it.

game action: Finding the right parts, putting together the whole picture.

Didactic material: cards with the image of insects by the number of children.

Game progress

On the tables in front of the children are split pictures depicting insects.

Children must collect cut pictures, guess the insect and name it. If the children find it difficult to name the insect, the teacher helps by making riddles:

She is sweeter than all the bugs

Her back is red.

And circles on it

Black dots (ladybug)

She has four wings

The body is thin, like an arrow,

And big, big eyes.

They call her ... (dragonfly)

A helicopter landed on a daisy at the gate -

Golden eyes, who is it? (dragonfly)

Drinks the juice of fragrant flowers.

Gives us both wax and honey.

She is sweet to all people,

And her name is ... (bee)

Chok, chok, yuk!

Flew to our garden ... (bug)

I don't buzz when I sit

I don't buzz when I walk.

If I spin in the air

I'm going to have a good time here. (beetle)

We'll spread our wings

Nice pattern on them.

We are spinning, fluttering -

What space all around! (butterfly)

Where is whose tail?

Didactic task: Consolidate children's knowledge of animal body parts.

Game rules: take cards in turn and only those that fit the main picture.

game action: Search for desired cards.

Didactic material: paired cards with the image of animals and the tails of these animals (according to the number of children).

Game progress

The teacher distributes cards with the image of animal tails to the children. On the table are cards with the image of animals without tails. Children take turns taking a card from the table and picking up the appropriate animal: a wolf, a fox, a bear, a squirrel, a hare, etc.

Find the same flower

Didactic task: Exercise children in finding objects similar to the image in the picture. To cultivate attentiveness, concentration, to form the speech of children.

Game rules: Act on the teacher's signal. Follow the order. Show only the item shown in the picture.

Game action: Take a card with a picture of a flower from the table and find a flower in a flower bed similar to the picture.

Didactic material: subject pictures depicting flowers. Model of a flower meadow with flowers.

Game progress

The teacher invites the children to the table, on which there are subject pictures. Children look at pictures, recognize flowers, name them. They choose pictures with the flowers they like and find flowers similar to the picture in the flower meadow and name them.

Help green friends

Didactic task: Exercise children in finding story cards that logically explain the situation. To cultivate attentiveness, concentration, to form the speech of children.

Game rules: Act on the signal of the educator. Follow the sequence. Lay out only those cards that fit the plot.

Game action: Take a story card from the table and lay it out in front of you.

Didactic material: story pictures depicting situations.

Game progress

The teacher distributes story cards. Children should pick only those that match the situation.

Children lead round dances around Bird cherry and Forest lilac.

Children draw bouquets of lilacs and bird cherry near flowering trees.

Children water and care for trees.

Children are photographed near flowers and flowering trees.

Children sing and play near Ivushka. Etc.

Look, guess and name

Didactic task: To form in children ideas about the basic properties of dishes: the material of manufacture. Give a general concept - glassware.

Game rules: Act on the signal of the educator. Take only one item.

game action: Take an object, name it and say what it is made of.

Didactic material: glass utensils: cups, spoons, biscuit bowl, saucers, etc., Malvina doll.

Game progress

Children take cards one by one (it is better to use real objects) and call:

This is a clear glass vase.

This is a glass of transparent glass with flowers.

This is a colored glass perfume bottle.

This is a dark glass medicine bottle.

This is a colored glass bottle. Etc.

How can you name all these things in one word? (these items are glass)

Pick the right clothes

Didactic task: Exercise children in distinguishing between winter and summer clothes. Cultivate attention, memory and logical thinking.

Game rules: Choose the right clothes for the doll.

game action: Finding the right clothes for the doll.

Didactic material: silhouettes of dolls and doll clothes according to the number of children. Paintings of winter and summer landscapes.

Game progress

On the table in front of the children are silhouettes of dolls and winter and summer clothes. The teacher alternately shows a picture of the summer and winter seasons. Children should choose the appropriate clothes for the dolls.

Who are our helpers?

Didactic task: To consolidate children's knowledge of household items that facilitate the work of adults. To cultivate interest in mechanical objects, the desire to work themselves.

Game rules: Lay out only one card on a magnetic board and explain the purpose of this item.

game action: Search for desired cards.

Didactic material: cards with the image of household appliances: vacuum cleaner, washing machine, iron, ironing board, etc.

Game progress

Children take turns taking a card from the table with the image household item, attached to a magnetic board with explanations.

The vacuum cleaner is our helper. He helps us clean the trash from the floor.

The washing machine is our helper. She helps us do laundry.

The iron is our helper. He helps us iron the clothes.

The ironing board is our helper. On the ironing board we iron the laundry. Etc.

Let's build a rocket

Didactic task: Exercise children in composing a whole object from individual parts. Develop design skills. Cultivate attention, memory and logical thinking.

Game rules: Correctly pick up and fold the parts of the rocket.

Game action: Search for the desired position of the individual parts of the rocket. Execution of construction only according to the drawing-sample.

Didactic material: rocket blueprints. Constructor for each child.

Game progress

Children assemble a rocket according to the model from the designer.

The teacher tells the children that this is a sample drawing of a rocket.

We will be designers. Designers first consider their drawing, and then design a rocket.

Guess and name

Didactic task: Encourage children to solve riddles. Cultivate attention, memory and logical thinking.

Game rules: Pick the right item.

Game action: Search for the desired item. Complete the task only at the signal of the teacher.

Didactic material: a chest with cards-answers to riddles.

Game progress

The teacher reads the riddle, and the children must find the answer in the chest.

Cut, cut, cut

We help mom to sew. (Scissors)

I am small,

Thin and sharp

I'm looking for a way with my nose,

I drag my tail behind me. (Needle and thread)

All day today

I dressed the whole family.

Wait a bit, bear, -

There will be pants for you too.

I made a shirt for a bear.

I'll sew him pants.

Tell me who am I?

Well, of course ... (seamstress)

You will find me at the construction site

I'm fidgety and lively.

I nod my head all day

I drive nails into boards. (A hammer)

They beat Yermilka on the back of the head,

Well, he doesn't cry

Only the spout hides in the board! (Nail)

She got down to business

She screamed and sang.

Ate, ate, oak, oak,

Broken tooth, tooth. (Saw)

White sawdust is flying

They fly from under the saw.

Who is doing this

Windows and floors?

Ax and hammer

Without a hitch, without a hitch.

For the guys in our garden

He made the tables! (A carpenter)

What will we ride

Didactic task: Exercise children in naming the types of air, water and land transport: plane, train, ship.

Game rules: Show the appropriate card only at the signal of the teacher.

Game action: As the teacher lays out the picture on the magnetic board, the children find the necessary cards.

Didactic material: cards with the image of transport by the number of children.

Game progress

In the course of the story, the teacher puts a picture on the magnetic board.

Mishutka, Tiger cub and Frog-Quakushka decided to visit the children. We chose our vehicle and off we went. But what transport they chose, we will guess if we guess the riddles.

Where does the Frog live? (in the swamp)

The Frog-Quakushka came out from her swamp and sees that there is a big river in front of her.

A house floats on the river

It even has windows.

People ran into the house -

They took the Frog-Wah with them.

What did the Frog-Quakushka come to us on? (on the boat. Children show the corresponding card)

Who is the most important person on the ship? Who runs the ship? (captain)

The tiger cub lives very far away: beyond the seas, beyond the mountains. It takes a long time to drive by car, you can’t swim on a steamer, but you really want to visit the guys. And he decided to choose this transport:

It's a bird, a fake bird.

People are sitting inside

He speaks among himself

And at this time the fable bird

It flies across the sky.

What is this fairy bird? (airplane. Children show the corresponding card)

What does an airplane have and what doesn't a car have? (wings)

Who is the most important person on the plane? Who is flying the plane? (pilot)

The Frog-Wahoo floats on the steamboat. The tiger cub flies on an airplane. Where is Mishutka?

Where does Mishutka live? (in the forest)

That's right guys.

Mishutka came out of the forest and sees:

Near the forest there is a ladder,

The house is on the stairs.

The brothers were equipped to visit,

clinging to each other,

And rushed off on a long journey,

They just left smoke!

One brother Mishutka took it, and he brought it to the children in kindergarten. Mishutka did not even understand what he had arrived on.

What are these brothers? (wagons)

So how did Mishutka come to visit the guys? (by train. Children show the corresponding card)

After the children have guessed the riddles, Mishutka, Tiger Cub and Frog Frog appear.

Collect the picture

Didactic task: Exercise children in recognizing and naming individual parts of the transport. Develop imagination, fine motor skills, memory, patience, diligence.

Game rules: Start the action at the signal of the educator, observe the order.

Game action: Finding the right part and compiling the whole picture.

Didactic material: split picture depicting a rocket from 6-8 parts.

Game progress

Children collect a picture with the help of a teacher.

Guys, do you want to know how we will go on a trip today? (the teacher reads the riddle)

Miracle bird, scarlet tail,

Flew into a flock of stars ... (rocket)

- Andryusha will post it first. Bring your part of the picture. See what's on it? How should we position it?

Now Natasha will bring her part of the picture. Etc.

Turn your scooter into a car

Didactic task

Game rules

Game action: Finding the right parts.

Didactic material: cut parts for scooter and car. Crossbar, wheels, steering wheel, body, cab.

Game progress

On the children's tables are cut parts of the scooter, cabin, body. The teacher shows a picture of a scooter. Children lay out the scooter on their own. Next, the teacher suggests turning the scooter into a car. Children must install the cabin and body on the scooter on their own.

Lay out a traffic light

Didactic task: Practice making a whole out of separate parts. To cultivate attention, memory, friendships, imagination, design abilities.

Game rules: Act only after the teacher's signal and independently.

Game action: Finding the right details, drawing up a colored circle and consistently laying out the subject - a traffic light.

Didactic material: cut details of colored circles: yellow, green, red.

Game progress

Children collect the colored details of the circles and lay them out in sequence, depicting a traffic light.

Assemble the blueprint

Didactic task: Exercise in composing a whole from separate parts. To cultivate attention, memory, friendships, imagination, design abilities.

Game rules: Act only after the teacher's signal and independently.

game action: Search for desired drawing details.

Didactic material: Cutaway details of a five-part fire truck drawing.

Game progress

Children all collect cut pictures together.

Which car drawing did we collect? (drawing of a fire engine.

How did you guess it was a fire engine? (red car, phone number "01")

Assemble the blueprint

Didactic task: Exercise in the compilation of a whole subject from separate parts. To cultivate attention, memory, friendships, imagination, design abilities.

Game rules: Act only after the teacher's signal and independently.

Game action: Search for the required details of the drawing.

Didactic material: cut details of the drawing of the lunar rover from five to six parts.

Game progress

Children on the table collect individual parts of the drawing. Then, a lunar rover is assembled from a large designer.

Lay it out right

Didactic task: Exercise in the classification of transport by type: air, land, water. To cultivate attention, memory, friendships, imagination, design abilities.

Game rules: Act only after the teacher's signal and independently.

game action: Search for the desired traffic circle. All vehicles are divided into three groups.

Didactic material: cards with the image of types of transport: air, ground, water.

Game progress

Children follow the instructions of the teacher and differentiate transport according to the place of movement: air, land and water.

Divide the transport cards into three groups.

Sasha, name the transport of the first group (second, third)

How can one name the transport of the first, second, third group in one word? (air, water, ground)

What kind of transport do you have more on your table: air, water or land? (More land transport)

Where does ground transportation move? (ground transport moves on the ground)

What should be on the ground for the movement of land transport? (for the movement of land transport on the ground must be roads)

Ekaterina Elaeva
Didactic games for children 5–6 years old

CARD FILE OF GAMES

FOR CHILDREN 5 - 6 YEARS

DIDACTIC GAMES ON ECOLOGY

1. "WHAT GROWS WHERE?"

2. "WHAT IS SUPERB?"

3. "MY CLOUD".

4. "INSECTS".

5. "THIRD WHEEL".

6. "YES OR NO".

7. "FLOWERS".

8. "TELL WITHOUT WORDS".

9. "LIKE - NOT LIKE".

10. "HUNTER".

11. "LIVING AND NON-LIVING NATURE".

12. "GUESS WHAT PLANT".

13. "WHAT IS THIS BIRD?"

14. "KNOW WHO'S SHEET".

15. "IT HAPPENS - IT DOESN'T HAPPEN" (with a ball).

16. "FIND A PAIR".

17. "FORESTER".

18."NATURE AND MAN" I

19. "NATURE AND MAN" II

20. "GET IT BY YOUSELF".

21. "WHO LIVES WHERE".

22. "BIRDS".

23. "DO NOT SNOOZE!" (birds wintering, migratory).

24. "NAME THREE ITEMS"

25. "NATURE AND MAN".

26. "FINISH THE OFFER".

27. "WHEN DOES IT HAPPEN?"

28. "IS IT TRUE OR NOT?"

29. "WHAT SEASON?"

30. "THIRD WHEEL" (plants)

31. "GUESS WHAT PLANT".

32."GOOD BAD".

33. "GOOD WORDS".

34. "GUESS WHAT A BIRD".

35. "GUESS, WE WILL GUESS".

36. "WHAT ARE THEY PLANTING IN THE GARDEN?"

37. "WHAT IF …"

38. "WHAT GROWS IN THE FOREST?"

39. STORE "FLOWERS"

40. "WHAT WHY?"

41. "FEED THE ANIMAL".

42. "GUESS THE INSECT".

1. "WHAT GROWS WHERE?"

Target. Learn children understand the processes occurring in nature; show the dependence of all life on earth on the state of the vegetation cover.

move games. The teacher names different plants and shrubs, and the children choose only those that grow in the area. If they grow up, the children clap their hands or jump in one place (you can choose any movement, if not, the children are silent.

Plants: cherry, apple, palm, rosehip, currant, apricot, raspberry, orange, lemon, pear, pineapple, etc.

2. "WHAT IS SUPERB?"

Target. To consolidate knowledge of the signs of different seasons, the ability to clearly express one's thoughts; develop auditory attention.

move games.The teacher names the season: "Autumn". Then he lists the signs of different seasons (birds fly south; snowdrops have blossomed; leaves on the trees turn yellow; fluffy white snow falls). Children name an extra sign and explain their choice.

3. "MY CLOUD".

Target. Develop imagination, figurative perception of nature.

move games. Children sit on blankets or squat, look at the sky and floating clouds. The teacher offers to dream up and tell what the clouds look like, where they can swim.

4. "INSECTS".

Target. To consolidate the ability to classify and name insects.

move games. Children become in a circle, the host calls the insect (a fly, and passes the ball to a neighbor, he calls another insect (mosquito) etc. Whoever cannot answer, leaves the circle. The host speaks "Flying Insect - Butterfly" and passes the ball next answer: "Mosquito" etc. At the end of the circle, the leader calls "Hopper" and the game continues.

5. "THIRD WHEEL".

Target. To consolidate knowledge about the diversity of birds.

move games. The teacher calls the birds mixed up, whoever notices a mistake should clap their hands (sparrow, crow, fly, bullfinch, etc.).

6. "YES OR NO".

Target. Consolidate knowledge children about the signs of autumn.

move games. The teacher reads the poem, and the children should listen carefully and answer "Yes" or "No".

Do flowers bloom in autumn? Harvest the whole harvest?

Do mushrooms grow in autumn? Are the birds flying away?

Clouds cover the sun? Does it rain often?

Is the prickly wind coming? Do we get boots?

Do fogs float in autumn? The sun is shining very hot

Well, do birds build nests? Can children sunbathe?

Do the bugs come? Well, what should be done -

Animals mink close? Jackets, hats to wear?

7. "FLOWERS".

Target. Pin skill children classify and name indoor and garden plants.

move games. Children become in a circle. The child names a houseplant (violet) and passes the ball to a neighbor, he calls another plant (begonia) etc. Whoever cannot answer, leaves the circle. In the second round, the leader names garden plants, and the game continues.

8. "TELL WITHOUT WORDS".

Target. To consolidate ideas about autumn changes in nature; develop creative imagination, observation.

move games. Children form a circle. The teacher offers to depict autumn weather with facial expressions, hand gestures, movements: It became cold (children shrivel, warm their hands, put on hats and scarves with gestures); cold rain is falling (open umbrellas, raise collars).

9. "LIKE - NOT LIKE".

Target. Learn children compare objects recognize objects by description.

move games. One child guesses the animals, while the others must guess them according to the description.

10. "HUNTER".

Target. Exercise in the ability to classify and name animals.

move games. Children stand in front of the line, at the end of the site - a high chair. it "forest" ("lake", "pond"). AT "forest" heading off "hunter"- one of the players. Standing still he says these words: “I am going to the forest to hunt. I will hunt for…”. Here the child takes a step forward d and says: "Hare", takes the second step and names another animal, etc. You cannot name the same animal twice. The winner is the one who reaches "the woods" ("lake", "pond") or moved on.

11. "LIVING AND NON-LIVING NATURE".

children about animate and inanimate nature.

move games. "Live" (non-living) nature, ”says the educator and passes one of the players an object (or throws the ball). Children name natural objects (the one indicated by the teacher).

12. "GUESS WHAT PLANT".

Target. Teach children describe an object and recognize it by description.

move games. The teacher offers the player to describe the plant or make a riddle about it. Other children have to guess what kind of plant it is.

13. "WHAT IS THIS BIRD?"

Target. Learn children describe birds according to their characteristics.

move games.Children are divided into two groups: one group describes the bird (or riddles, and the other must guess what kind of bird it is. Then the groups change places.

14. "KNOW WHO'S SHEET".

Target. Learn children recognize and name a plant by its leaf, find it in nature.

move games. Collection of leaves fallen from trees and shrubs. The teacher offers to find out from which tree or shrub the leaf is and find proof (similarity) with non-fallen leaves that have a variety of shapes.

15. "IT HAPPENS - IT DOESN'T HAPPEN" (with a ball).

Target. Develop memory, thinking, speed of reaction.

move games. The teacher pronounces the phrase and throws the ball, and the child nok should answer quickly: frost in summer (can not be); snow in winter (happens); frost in summer (can not be); drops in summer (can not be).

16. "FIND A PAIR".

Target. Develop at children thinking, ingenuity.

move games. The teacher distributes t children one sheet at a time and says: "Wind started to blow. All the leaves have scattered. Hearing these words, the guys are spinning with leaves in their hands. dayo teacher t command: "One, two, three - find a couple!" Everyone should stand next to the tree whose leaf they hold in their hands.

17. "FORESTER".

Target. Consolidate knowledge children about the appearance of some trees and shrubs (trunk, leaves, fruits and seeds).

move games. Selected "forester", the rest of the children are his assistants. They came to help him collect seeds for new plantings. "Forester"He speaks: "A lot of birches grow on my site (poplars, maples, let's collect seeds." "Forester" can only describe the tree without naming it. Children look for seeds, collect them and show them "Forester". That one wins who scored more seeds and was not mistaken.

18. "NATURE AND MAN" I

children about

move games. "What is man made?"- the teacher asks and throws the ball to the child. He answers: "Car". After several replies children the teacher asks t new question: "What is created by nature?" Children name objects of nature.

19. "NATURE AND MAN" II

Target. Consolidate and organize knowledge children about what is made by man, and what is given to man by nature.

move games. The teacher becomes in a circle, in his hands is a ball. He negotiates with the children in advance: the teacher names the objects, and the children answer with one word: "Human!" or "Nature!" For example, the teacher throws the ball to the child ncu and says: "Car!", baby nok answers: "Human!" The one who made a mistake leaves the circle for one horse.

20. "GET IT BY YOUSELF" (option 1)

Target. Learn children make sentences with a given number of words.

move games.Provide children with key words: autumn, falling leaves, snow, snowflakes. ask children come up with sentences of 4, 5 words. The first child to make a proposal gets a token.

(option 2)

move games. The teacher appoints a leader and asks t topic: "Seasons", "Clothing", "Flowers", "Forest". The child makes up words and says them to everyone else, for example: "Flowers, insects, opened". Children should come up with as many sentences as possible so that these words sound in them.

21. "WHO LIVES WHERE".

Target. Develop the ability to group plants according to their structure (trees, shrubs).

move games. Children will "squirrels" and "bunnies" and one child "fox". "Squirrels" and "bunnies" running across the field. On signal: "Danger is a fox!" - "squirrels" run to the tree "Hares"- to the bushes. "Fox" catches those who perform the task incorrectly.

22. "BIRDS".

Target. To consolidate the ability to classify and name animals, birds, fish.

move games. Children become in a circle. The host calls the bird (fish, animal, tree, for example, "sparrow" and passes the ball to a neighbor, he calls "crow" etc. Whoever cannot answer, he leaves the circle.

23. "DO NOT SNOOZE!" (birds wintering, migratory).

Target. Develop auditory attention, speed of reaction.

move games. Dayo caregiver t all children the names of birds and asks to carefully follow: as soon as their name is heard, they should stand up and clap their hands; who misses his name, goes out of games.

24. "NAME THREE ITEMS" (option 1).

Target. Exercise in the classification of objects.

move games. Children must name objects that correspond to this concept. The teacher says: "Flowers!" and throws the ball to the child. He answers: "Chamomile, cornflower, poppy".

(option 2)

The caregiver divides children into two teams. The first child names the flower and passes the ball to the other team. She must name three names of flowers and pass the ball to the first team, which, in turn, also names three flowers. The team that named flowers last wins.

25. "NATURE AND MAN".

Target. Consolidate and organize knowledge children about what is made by human hands, and what is by nature.

move games. “What is man made? - the teacher asks and throws the ball to the player. After several replies children he asks t new question: "What is created by nature?" The children answer.

26. "FINISH THE OFFER".

Target. Learn to understand the causal relationships between phenomena; exercise in the correct choice of words.

move games. caregiver (or child)starts a sentence: “I put on a warm coat because…”. The child who completes this sentence constitutes the beginning of a new one.

27. "WHEN DOES IT HAPPEN?"

Target. Refine and deepen knowledge children about the seasons.

move games. The teacher calls the season and gives the chip to the child. The child names what happens at this time of the year and passes the chip to the next player. He adds a new definition and passes the token, and so on.

28. "IS IT TRUE OR NOT?"

Target. Learn children find inaccuracies in the text.

move games.The teacher says: Listen carefully to the poem. Who will notice fables more, what does not actually happen?

Warm spring now. Likes to sit in the river.

Our grapes are ripe. And in winter among the branches

Horned horse in the meadow “Ga0ga-ga, the nightingale sang.

Jumping in the snow in summer. Quickly give me an answer -

Late autumn bear Is it true or not?

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

29. "WHAT SEASON?"

Target. Learn to perceive a poetic text; educate aesthetic emotions and experiences; consolidate knowledge about the months of each season and the main features of the seasons.

move games. Writers and poets in their poems sing of the beauty of nature at different times of the year. The teacher reads a poem, and the children should highlight the signs of the season.

30. "THIRD WHEEL" (plants)

Target. To consolidate knowledge about the diversity of plants.

move games.The teacher tells the children: “You already know that plants can be cultivated and wild. I will now name the plants mixed: wild and cultivated. Whoever hears an error should clap their hands. For example: birch, poplar, apple tree; apple, plum, oak, etc.

31. "GUESS WHAT PLANT".

Target. Learn to describe an object and recognize it by description; to form the ability to choose the most striking sign of a plant.

move games. The teacher invites the child to name one of the most characteristic features of the plant, the rest of the children must guess the plant itself. For example, a white trunk (Birch); red hat with white dots (fly agaric) etc.

32. "GOOD BAD".

Target. To consolidate knowledge about the rules of behavior in nature.

move games. The teacher shows the children the schematic rules of behavior in nature. Children should tell as much as possible about what is shown in the pictures, what can and cannot be done, and why.

33. "GOOD WORDS".

Target. Cultivate love for nature, the desire to take care of it.

move games.The teacher says: “There are many different kind words, they should be said to everyone more often. Kind words always help in life, and evil words harm. Remember kind words, when and how they are said. Come up with different kind words that you can refer to ... a cat, a flower, a doll. friend, etc.

34. "GUESS WHAT A BIRD".

Target. Learn to describe a bird and recognize by description.

move games. The teacher invites one child to describe a bird or make a riddle about it. Other children have to guess what kind of bird it is.

35. "GUESS, WE WILL GUESS".

Target. Systematize knowledge children about garden plants.

move games.The driver describes any plant in the following order: shape, color, use. Children must recognize the plant from the description.

36. "WHAT ARE THEY PLANTING IN THE GARDEN?"

Target. Learn to classify objects according to certain criteria (according to the place of growth, according to the method of their application); develop speed of thinking, auditory attention, speech skills.

move games. The teacher asks about what is planted in the garden and asks children answer"Yes" if what he calls grows in a garden and "No" if it does not grow in the garden. Whoever makes a mistake will lose.

37. "WHAT IF …"

Target. Learn to notice the consequences of your actions in relation to nature.

move games. The teacher sets a situation for discussion with the children, as a result of which the children come to the conclusion that it is necessary to observe the measure and protect nature. For example: What happens if you pick all the flowers? destroy the butterflies?

38. "WHAT GROWS IN THE FOREST?"

Target. Strengthen knowledge about forest (garden) plants.

move games. The teacher chooses three children and ask them to name that grows in the forest. The teacher says: "Mushrooms!" Children must name the types of mushrooms in turn. The teacher tells other children: "Trees!" The children name the trees. The child who names the most plants wins.

39. STORE "FLOWERS"

Target. Learn children group plants by place of growth; describe their appearance.

move games. Children play the role of sellers and buyers. To make a purchase, you need to describe the plant 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, then issue a purchase.

40. "WHAT WHY?"

Target. Learn to name the seasons and the corresponding months.

move games. The teacher calls the time of the year and passes the chip to the child, he must name the first month of this season and give the chip to another child who names the next month, etc. Then the teacher calls the month, and the children call the season.

41. "FEED THE ANIMAL".

Target. Learn to divide words into parts, pronounce each part of the word separately.

move games. Children are divided into two teams. The first team names the animal, and the second lists what it eats, trying to highlight two-syllable words, and then three-syllable ones.

42. "GUESS THE INSECT".

Target. Consolidate knowledge children about insects.

move games. The teacher thinks of a word, but only says the first syllable. For example: the beginning of the word ko ... Children pick up words (mosquito). Whoever guesses first gets a chip. child wins with the most chips.

CARD FILE OF GAMES

FOR KIDS

6 – 7 YEARS

DIDACTIC GAMES ON ECOLOGY

1. "WHAT GROWS WHERE?"

Target . To teach children to understand the processes occurring in nature; show the dependence of all life on earth on the state of the vegetation cover.

Game progress . The teacher names different plants and shrubs, and the children choose only those that grow in the area. If they grow up, the children clap their hands or jump in one place (you can choose any movement), if not, the children are silent.

Plants: cherry, apple tree, palm tree, rosehip, currant, apricot, raspberry, orange, lemon, pear, pineapple, etc. .

2. "WHAT IS SUPERB?"

Target. To consolidate knowledge of the signs of different seasons, the ability to clearly express one's thoughts; develop auditory attention.

Game progress . The teacher calls the season: "Autumn." Then he lists the signs of different seasons (Birds fly south; snowdrops bloomed; the leaves on the trees turn yellow; fluffy white snow falls ). Children name an extra sign and explain their choice.

3. "MY CLOUD".

Target . Develop imagination, figurative perception of nature.

Game progress . Children sit on blankets or squat, look at the sky and floating clouds. The teacher offers to dream up and tell what the clouds look like, where they can swim.

4. "INSECTS".

Target. To consolidate the ability to classify and name insects.

Game progress . Children stand in a circle, the host calls the insect (fly ), and passes the ball to a neighbor, he calls another insect (mosquito ) etc. Anyone who cannot answer is out of the circle. The host says "flying insect butterfly ” and passes the ball, the next one answers: “Mosquito " etc. At the end of the circle, the host calls "Hopper ' and the game continues.

5. "THIRD EXTRA".

Target . To consolidate knowledge about the diversity of birds.

Game progress . The teacher calls the birds mixed up, whoever notices a mistake should clap his hands (sparrow, crow, fly, bullfinch, etc.).

6. "YES OR NO".

Target . To consolidate the knowledge of children about the signs of autumn.

Game progress. The teacher reads the poem, and the children should listen carefully and answer “yes” or “no”.

Do flowers bloom in autumn? Harvest the whole harvest?

Do mushrooms grow in autumn? Are the birds flying away?

Clouds cover the sun? Does it rain often?

Is the prickly wind coming? Do we get boots?

Do fogs float in autumn? The sun is shining very hot

Well, do birds build nests? Can children sunbathe?

Do the bugs come? Well, what should be done -

Animals mink close? Jackets, hats to wear?

7. "FLOWERS".

Target. To consolidate the ability of children to classify and name indoor and garden plants.

Game progress. Children become in a circle. The child names a houseplant(violet ) and passes the ball to a neighbor, he calls another plant (begonia ) etc. Anyone who cannot answer is out of the circle. In the second round, the leader names garden plants, and the game continues.

8. "TELL WITHOUT WORDS."

Target . To consolidate ideas about autumn changes in nature; develop creative imagination, observation.

Game progress . Children form a circle. The teacher suggests depicting autumn weather with facial expressions, hand gestures, movements: it became cold(children shrivel, warm their hands, put on hats and scarves with gestures ); cold rain is fallingopen umbrellas, turn up collars ).

9. "LIKE - NOT LIKE".

Target . Teach children to compare objects, recognize objects by description.

Game progress. One child guesses the animals, while the others must guess them according to the description.

10. "HUNTER".

Target. Exercise in the ability to classify and name animals.

Game progress . Children stand in front of the line, at the end of the site - a high chair. It "forest » (« lake", "pond "). A "hunter" is sent to the "forest" - one of the players. Standing still, he utters these words: “I am going to the forest to hunt. I will hunt for ... ". Here the child takes a step forward and says: “Hare”, takes a second step and names another animal, etc. You cannot name the same animal twice. The winner is the one who reaches "forests" ("lakes", "ponds ”) or moved on.

11. "LIVING AND NON-LIVING NATURE".

Target . To systematize the knowledge of children about living and inanimate nature.

Game progress . "Live" (inanimate) nature, ”says the educator and passes one of the players an object (or throw the ball ). Children name natural objectsthe one indicated by the teacher ).

12. "GUESS WHAT PLANT"

Target. Teach children to describe an object and recognize it by description.

Game progress. The teacher offers the player to describe the plant or make a riddle about it. Other children have to guess what kind of plant it is.

13. "WHAT IS THIS BIRD?"

Target. Teach children to describe birds according to their characteristic features.

Game progress. Children are divided into two groups: one group describes the bird(or riddles ), and the other must guess what kind of bird it is. Then the groups change places.

14. "KNOW WHOSE SHEET".

Target . To teach children to recognize and name a plant by a leaf, to find it in nature.

Game progress . Collection of leaves fallen from trees and shrubs. The teacher offers to find out which tree or shrub the leaf is from and find proof (resemblance ) with non-fallen leaves that have a variety of shapes.

15. "IT HAPPENS - IT DOES NOT HAPPEN" (with the ball).

Target . Develop memory, thinking, speed of reaction.

Game progress . The teacher pronounces the phrase and throws the ball, and the child must quickly answer: frost in the summer (can not be ); snow in winter(happens ); frost in summercan not be ); drops in summer(can not be ).

16. "FIND A PAIR".

Target . Develop in children thinking, ingenuity.

Game progress . The teacher distributes one sheet to the children and says: “The wind blew. All the leaves are scattered. Hearing these words, the guys are spinning with leaves in their hands. The teacher gives the command: “One, two, three - find a couple!” Everyone should stand next to the tree whose leaf they hold in their hands.

17. FORESTER.

Target. To consolidate children's knowledge about the appearance of some trees and shrubs(trunk, leaves, fruits and seeds ).

Game progress . A "forester" is chosen, the rest of the children are his assistants. They came to help him collect seeds for new plantings. "Forester" says: "A lot of birch trees grow on my site (poplars, maples ), let's get some seeds." "Forester" 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.

18. "NATURE AND MAN" I

Target. To consolidate and systematize the knowledge of children about what has been done by man, and what nature has given to man.

Game progress . "What is man made?" - the teacher asks and throws the ball to the child. He replies: "Machine." After several answers from the children, the teacher asks a new question: “What is created by nature?” Children name objects of nature.

19. "NATURE AND MAN" II

Target . To consolidate and systematize the knowledge of children about what has been done by man, and what nature has given to man.

Game progress. The teacher becomes in a circle, in his hands is a ball. He negotiates with the children in advance: the teacher names the objects, and the children answer with one word: “Man!” or "Nature!" For example, the teacher throws the ball to the child and says: “Machine!”, The child answers: “Man!” The one who made a mistake leaves the circle for one horse.

20. "THIN YOURSELF" ( option 1 )

Target. Teach children to make sentences with a given number of words.

Game progress. Offer children reference words: autumn, leaf fall, snow, snowflakes. Ask the children to come up with sentences of 4, 5 words. The first child to make a proposal gets a token.

(option 2)

Game progress. The teacher appoints a leader and sets the topic: “Seasons”, “Clothes”, “Flowers”, “Forest”. The child comes up with words and says them to everyone else, for example: "Flowers, insects, opened." Children should come up with as many sentences as possible so that these words sound in them.

21. "WHO LIVES WHERE".

Target. Develop the ability to group plants according to their structure(trees, shrubs).

Game progress. Children will be "squirrels" and "bunnies", and one child will be a "fox". "Squirrels" and "bunnies" run around the clearing. On a signal: "Danger - a fox!" - "squirrels" run to the tree, "Hares" - to the bushes. "Fox" catches those who perform the task incorrectly.

22. "BIRDS".

Target. To consolidate the ability to classify and name animals, birds, fish.

Game progress. Children become in a circle. The host calls the bird (fish, animal, tree... ), for example, “sparrow” and passes the ball to a neighbor, he calls “crow”, etc. Whoever fails to answer is out of the circle.

23. "Don't Yawn!" ( wintering, migratory birds).

Target. Develop auditory attention, speed of reaction.

Game progress. The teacher gives all the children the names of the birds and asks them to carefully follow: as soon as their name is heard, they should stand up and clap their hands; who misses his name, out of the game.

In the second version of the game, it is recommended to use the names of animals.

24. NAME THREE OBJECTS (option 1).

Target. Exercise in the classification of objects.

Game progress. Children must name objects that correspond to this concept. The teacher says: "Flowers!" and throws the ball to the child. He answers: "Chamomile, cornflower, poppy."

(option 2)

The teacher divides the children into two teams. The first child names the flower and passes the ball to the other team. She must name three names of flowers and pass the ball to the first team, which, in turn, also names three flowers. The team that named flowers last wins.

25. "NATURE AND MAN".

Target. To consolidate and systematize the knowledge of children about what is done by human hands, and what is done by nature.

Game progress. “What is man made? - the teacher asks and throws the ball to the player. After several answers from the children, he asks a new question: “What is created by nature?” The children answer.

26. "FINISH THE OFFER."

Target. Learn to understand the causal relationships between phenomena; exercise in the correct choice of words.

Game progress. caregiver(or child ) begins the sentence: "I put on a warm coat because ...". The child who completes this sentence constitutes the beginning of a new one.

27. "WHEN DOES IT HAPPEN?"

Target. Clarify and deepen children's knowledge of the seasons.

Game progress. The teacher calls the season and gives the chip to the child. The child names what happens at this time of the year and passes the chip to the next player. He adds a new definition and passes the token, and so on.

28. "IS IT TRUE OR NOT?"

Target. Teach children 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. Likes to sit in the river.

Our grapes are ripe. And in winter among the branches

Horned horse in the meadow “Ga0ga-ga, the nightingale sang.

Jumping in the snow in summer. Quickly give me an answer -

Late autumn bear Is it true or not?

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

29. "WHAT SEASON?"

Target. Learn to perceive a poetic text; educate aesthetic emotions and experiences; consolidate knowledge about the months of each season and the main features of the seasons.

Game progress. Writers and poets in their poems sing of the beauty of nature at different times of the year. The teacher reads a poem, and the children should highlight the signs of the season.

30. "THIRD EXTRA" ( plants)

Target. To consolidate knowledge about the diversity of plants.

Game progress. The teacher tells the children: “You already know that plants can be cultivated and wild. I will now call the plants mixed: wild and cultivated. Whoever hears an error should clap their hands. For example: birch, poplar,Apple tree ; apple tree, plum,oak etc.

31. "GUESS WHAT PLANT"

Target. Learn to describe an object and recognize it by description; to form the ability to choose the most striking sign of a plant.

Game progress. The teacher invites the child to name one of the most characteristic features of the plant, the rest of the children must guess the plant itself. For example, a white trunk (Birch ); red hat with white dotsmuhomo p), etc.

32. "GOOD - BAD."

Target. To consolidate knowledge about the rules of behavior in nature.

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

33. "KIND WORDS".

Target . Cultivate love for nature, the desire to take care of it.

Game progress . The teacher says: “There are many different kind words, they should be said to everyone more often. Kind words always help in life, and evil words harm. Remember kind words, when and how they are said. Come up with different kind words that you can refer to ... a cat, a flower, a doll. friend, etc.

34. "GUESS WHAT A BIRD"

Target. Learn to describe a bird and recognize by description.

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

35. "GUESS, WE WILL GUESS".

Target . To systematize the knowledge of children about the plants of the garden and garden.

Game progress. The leader describes any plant in the following order: shape, color, use. Children must recognize the plant from the description.

36. "WHAT ARE THEY PLANTING IN THE GARDEN?"

Target. To teach to classify objects according to certain characteristics (by place of growth, by the way they are used); develop speed of thinking, auditory attention, speech skills.

Game progress . The teacher asks about what is planted in the garden and asks the children to answer “yes” if what he calls grows in the garden and “no” if it does not grow in the garden. Whoever makes a mistake will lose.

37. "WHAT WILL BE IF..."

Target. Learn to notice the consequences of your actions in relation to nature.

Game progress . The teacher sets a situation for discussion with the children, as a result of which the children come to the conclusion that it is necessary to observe the measure and protect nature. For example: "What will happen if you pick all the flowers? ... destroy the butterflies?"

38. "WHAT GROWS IN THE FOREST?"

Target. To consolidate knowledge about forest (garden) plants.

Game progress . The teacher chooses three children and asks them to name what grows in the forest. The teacher says: "Mushrooms!" Children must name the types of mushrooms in turn. The teacher says to other children: “Trees!” The children name the trees. The child who names the most plants wins.

39. SHOP "FLOWERS"

Target. Teach children to group plants according to their place of growth; describe their appearance.

Game progress . Children play the role of sellers and buyers. To make a purchase, you need to describe the plant 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, then issue a purchase.

40. "WHAT FOR WHAT?"

Target. Learn to name the seasons and the corresponding months.

Game progress. The teacher names the season and passes the chip to the child, he must name the first month of this season and give the chip to another child who names the next month, etc. Then the teacher calls the month, and the children - the season.

41. "FEED THE ANIMAL."

Target. Learn to divide words into parts, pronounce each part of the word separately.

Game progress. Children are divided into two teams. The first team names the animal, and the second lists what it eats, trying to highlight two-syllable words, and then three-syllable ones.

42. "GUESS THE INSECT".

Target. Strengthen children's knowledge about insects.

Game progress. The teacher thinks of a word, but only says the first syllable. For example: the beginning of the word ko ... Children pick up words (mosquito ). Whoever guesses first gets a chip. The child with the most chips wins.

DIDACTIC GAMES FOR THE DEVELOPMENT OF ORAL SPEECH

43. "GET YOUR MATTER."

Target. Teach children to listen to the sound of words; exercise in independent naming of words and a clear pronunciation of sounds in them.

Game progress. The teacher invites the children to find a mate. To do this, one of the children says a word, and the other responds with a similar word, for example:parsley - parsley . The children who made up a couple step aside and come up with words that are similar in sound (car - tire , sock - sand ), but the child who picked up the rhyme should answer.

44. "WHAT DOES IT MEAN?"

Target . To teach children to group words according to meaning, to understand the direct and figurative meaning of words.

Game progress . The teacher asks the children: “Is it possible to say that? How do you understand this expression? Children explain phrases.

Fresh breeze -chill .

Fresh fish -recently caught , unspoiled I.

Fresh shirt -clean, washed, ironed .

Fresh newspaper -new, just bought .

Fresh paint -dry .

fresh head -rested .

45. "WHO MORE WORDS COME UP".

Purpose of the game . Activate vocabulary, expand horizons.

Game progress . Children form a circle. The teacher names the sound and asks the children to come up with words in which this sound occurs. One of the players throws the ball to someone. The child who caught the ball must say the word with the set sound. Anyone who did not come up with a word or repeated what someone had already said skips a turn.

46. ​​"SEARCH".

Target. Exercise children in the use of adjectives that agree with nouns.

Game progress. Children should see as many objects of the same color as possible around them within 10 - 15 seconds (or the same shape, or from the same material) . At the signal of the teacher, one child begins to list items, other children complete. The one who correctly names the most items wins.

47. "Think up for yourself."

Target . Teach children how to correctly compose sentences with a given number of words.

Game progress. Key words are given: autumn, leaf fall, snow, snowflakes. You need to make a sentence of 3, 4, 5 words. The first child to make a proposal gets a token.

48. "DOES IT HAPPEN OR NOT?"

Target. Develop logical thinking, the ability to notice inconsistency in judgments.

Game progress. The teacher says: “Now I will tell you stories. In my story, you should notice that. What doesn't happen. Whoever notices, let him clap his hands.

In the evening, when I was in a hurry to kindergarten, I met a mother who was taking her child to school.

At night the sun shone brightly and the stars burned.

Apples ripened on the birch ».

Children find contradictions in sentences.

49. PUZZLE GAME.

Target

Game progress . The children are sitting on the bench. The teacher makes riddles. The child who has guessed the riddle comes out and guesses himself. For guessing and guessing riddles, the guys get chips. The one with the most chips wins.

50. "CORRECT THE MISTAKE."

Target . Teach children to understand the meaning of the sentence.

Game progress . The teacher reads the sentences. They made mistakes that the guys should correct.

The goat brought food to the girl.

The ball plays with Sasha.

The road goes by car.

Gena broke the ball with glass . Etc.

51. "REMEMBER DIFFERENT WORDS."

Target . Learn 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. Each child must name a word and say it to the next participant; The next participant says the same word. So, in turn, all the children must say one word at a time. After three rounds the game stops. You can't repeat the same word twice. The one who did not manage to quickly name the word or repeated what was already mentioned leaves the circle.

52. "STOP! STOP, STOP!".

Target . Exercise in independent naming of words and a clear pronunciation of sounds in them.

Game progress. Children stand 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 answers: “Brown!” - and passes the wand to the next. Anyone who cannot say anything about the animal is out of the game.

53. "WHAT, WHAT, WHAT?"

Target . Learn to select definitions that correspond to a given example, phenomenon.

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

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

Coat - warm, winter, new, old. Etc.

54. "WHO MORE REMEMBERS".

Target . Expand children's vocabulary.

Game progress. The teacher asks to look at the pictures and tell what the objects do: a blizzard (sweeps, vyuzhit, purzhit ); rain (pours, drizzles, drips, drips, starts ); crow (flies, croaks, sits, eats).

55. "THINK ANOTHER WORD."

Target . Expand children's vocabulary.

Game progress. The teacher asks the children to make phrases according to the example:milk bottle - milk bottle .

Cranberry jelly - ... (cranberry jelly ).

Vegetable soup - ... (vegetable soup).

Mashed potatoes - ... (mashed potatoes ). Etc.

56. "WHAT DID I SAY?"

Target. To teach children to distinguish several meanings in a word, compare them, find common and different.

Game progress . The teacher says that there are words that we use often, and we call many different objects with the same word: head (dolls, onion, garlic, human head ); needle(at the syringe, at the spruce, at the pine, sewing, at the hedgehog ); nose(at a person, at a teapot, at an airplane ); leg; a pen; wing, etc.

57. "REVERSE"

Target . Develop in children quick wit, quick thinking.

Game progress . educator (or child ) calls the word, the children pick up a word with the opposite meaning to it (far - close, high - low).

58. "ADD A SYLLOGUE"

Target . To develop in children phonemic hearing, speed of thinking.

Game progress . caregiver(or child ) says one syllable and throws the ball. The one who catches the ball must complete the word, for example, ma - ma, books - ha, etc. The child who completed the word again throws the ball to the teacher (or child ).

59. "SAY A WORD."

Target. Teach children to choose single-root words.

Game progress. The teacher reads a poem, and the children must add words related to the word "snow".

Quiet, quiet, as in a dream,

Falls to the ground...snow).

Fluffs are all sliding from the sky -

Silvery…(snowflakes).

Here's some fun for the kids

Getting stronger...snowfall ).

Everyone is running,

Everyone wants to play... (snowballs).

Like a white down jacket

Dressed up...(snowman) .

Next to the snow figurine

This girl…(Snow Maiden ).

Like in a fairy tale, like in a dream

Decorated the whole earth ... (snow ).

( I. Lopukhina )

- What words did you choose? What word do they all look like?

60. "SAY DIFFERENTLY."

Target. Learn to choose synonyms.

Game progress. The teacher says that in this game, children will have to name words that are close in meaning (for example,cold - frost ).

61. "SAY WHAT YOU HEAR."

Target. Develop phrasal speech.

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

62. "ADD THE OFFER."

Target. To develop the speech activity of children, the speed of thinking.

Game progress. The teacher says the beginning of the sentence, and the children must complete it with new words to make a complete sentence. For example, a teacher: “Mom bought ...” “...books, notebooks, sweets ...”, the children continue.

63. FIND THE OPPOSITE WORD.

Target. Teach children to select words that are opposite in meaning in tasks of various types.

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

64. "SAY A WORD WITH THE REQUIRED SOUND."

Target. Develop phonemic hearing, speed of thinking.

Game progress. The teacher says: “Come up with a word with a sound (a) - and throws the ball to any of the players. The child answers: "Hat" - and throws the ball to the next player, etc. round. Then the teacher calls another sound, and the game is repeated again.

65. "WHERE WAS I?"

Target. To teach children to form forms of the accusative plural of animate nouns.

Game progress. The teacher says: “Guys, guess where I was? I saw jellyfish, seahorses, sharks. Where was I? (On the sea ).

- And now you ask me riddles about where you were. Tell who you saw. The main thing in this game is not guessing, but making up a riddle.

66. "WE SHOULD SAY DIFFERENTLY."

Target. Teach children to choose words that are close in meaning.

Game progress. The teacher says: “One boy was in a bad mood. What words can be used to describe it? I coined the word sad. Let's also try replacing words in other sentences." It's raining (pouring ). Clean Air (fresh ).

67. "WHAT'S WRONG?"

Target. Develop auditory attention and speech; accustom to detect semantic inconsistencies; choose the right words according to the content of the text.

Game progress. The children are read the poem twice and asked to find the discrepancy.

Is it true or not that snow is black like soot,

Sugar is bitter, coal is white, but a coward, like a hare, dare?

That cancer can fly, and a bear can dance a mastak,

That pears grow on willows, that whales live on land,

That from dawn to dawn the pines are felled by mowers?

Well, squirrels love bumps, and lazy people love work,

Don't girls and boys take cakes in their mouths?

If the children do not name all the mistakes, then the teacher reads the poem again.

68. "WHO WILL FIND A SHORT WORD?"

Target. Learn to divide words into syllables.

Game progress. The teacher tells the children that you can find out the length of a word in steps (or clapping ). He says the word "soup" and steps at the same time. The teacher says that only one step turned out, so 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 incorrectly divides the word into syllables is out of the game.

69. "WHAT ELSE ARE THEY TALKING ABOUT THIS?"

Target. Reinforce and clarify the meaning of ambiguous words.

Game progress. Tell me, please, what else can you say:

It's raining: it's raining... (snow, winter, dog, smoke, human ).

Playing ... (music, girl ).

Bitter … (pepper, medicine ).

70. "NAME THE INSECT WITH THE REQUIRED SOUND."

Target . Develop phonemic sound, speed of thinking.

Game progress . The teacher asks the children to remember the names of insects that have sounds(a), (k). Whoever says the most words wins. For example: butterfly, mosquito, dragonfly, etc.

71. "WHO KNOWS, LET IT CONTINUE."

Target. Reinforce the use of generalizing words in speech.

Game progress. The teacher calls generalizing words, and the children - a specific concept, for example, "Insect is ...". Children: "Fly, mosquito, ...".

72. "KNOCK YES KNOCK, FIND THE WORD, DEAR FRIEND".

Target . Teach children to divide words into syllables (parts).

Game progress . Children become in a circle, the teacher is in the center with a tambourine in his hands. The teacher hits the tambourine 2 times, the children must name insects that have 2 syllables in the name (mu-ha, ko-mar); then strikes 3 times - three-syllable words (stre-ko-za, mu-ra-wei, ba-boch-ka, etc.)

FORMATION OF ELEMENTARY MATHEMATICAL SKILLS

73. "Think up yourself."

Target. To form the ability to use the same object as a substitute.

Game progress. The teacher (or the leader) suggests that each child choose one object (cube, leaf, cone, etc.) and dream up: what do the objects look like?

74. "WHAT IS IT?"

Target . To teach children to create images in their imagination based on the characteristic features of objects, to notice the unusual in the most ordinary things; develop fantasy.

Game progress. Children stand in a circle, the teacher stands in the center of the circle. He puts the object (or objects) and invites the guys to think what it looks like. Then the teacher throws the ball to one of the children. This child must answer, the rest of the children complete his answer.

75. "MAKE NO MISTAKES!"

Target. Develop speed of thinking; to consolidate knowledge of what children do at different times of the day.

Game progress . The teacher names different parts of the day (or the actions of children). Children should answer in one word: “Let's have breakfast " or "We wash ourselves ” (or name part of the day).

76. "HOW ITEMS?"

Target . Teach children subject count; develop quantitative representations, the ability to understand and name numerals.

Game progress. Find and name identical objects (two three ...), and then those that meet one at a time. The task can be changed: find as many identical objects as possible.

77. "WHAT HAPPENS?"

Target

Game progress.

_ What happens wide? (River, tape, road, street ).

78. "JOURNEY"

Target . Teach children to find their way by landmarks.

Game progress . The teacher chooses one or two leaders who, according to noticeable landmarks (trees, shrubs, flower beds, buildings) determine the path. According to it, all children must come to a hidden toy.

79. "COATS".

Target . Develop quantitative concepts.

Game progress . Children stand in a circle. The teacher explains the rules of the game: “I will count to 5, and as soon as I say the word “five”, everyone should clap their hands. When pronouncing other numbers, you do not need to clap. Children, together with the teacher, count in order, at the same time bringing their palms together, but not clapping them. The teacher plays the game correctly 2-3 times, then starts making mistakes: when pronouncing the number 3 or some other (but not 5 ) he quickly spreads and joins his hands, as if he wants to clap. Children who repeated the movement and clapped their hands take a step out of the circle and continue to play around the circle.

80. "FIND AN OBJECT OF THE SAME SHAPE."

Target. Clarify children's ideas about the shape of objects.

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

81. "WHO AM I?"

Target. Learn to name the specified plant.

Game progress. The teacher points to a plant. The one who first names the plant and its shape (tree, shrub, grass ) gets a token.

82. "GUESS WHAT'S IN THE BAG"

Target. To teach children to describe the signs of an object, perceived by touch.

Game progress. The teacher puts natural material in a bag: pebbles, twigs, nuts, acorns. The child must identify the object by touch and talk about it without taking it out of the bag. The rest of the children must identify the item from the description.

83. "WHAT IS LIKE WHAT"

Target. Develop imagination, counting skills; to consolidate ideas about artificial objects (for children we call them “non-nature” objects) and geometric shapes.

Game progress. The teacher calls the object “non-nature” to the children, and the children must guess what geometric figure it looks like.

FORMATION OF A COMPLETE PICTURE OF THE WORLD

84. "EARTH, WATER, FIRE."

Target . To consolidate the knowledge of children about the inhabitants of various elements.

Game progress . The players stand in a circle, in the middle - the leader. He throws the ball to the child, while saying one of four words:earth, water, fire, air . If the host says, for example,Earth , the one who caught the ball must quickly name the animal that lives in this environment; at the word "the fire » - drop the ball. The one who makes a mistake is out of the game.

85. "And I."

Target . Develop intelligence, endurance, a sense of humor.

Game progress . The teacher says that he will tell a story. During the pause, the children should say: "And I" - if the words fit the meaning. If the words do not fit the meaning, then nothing needs to be said. For example:

I go one day to the river ... (and I).

I tear flowers and berries ... (and I).

86. "WHAT HAPPENS?"

Target . Learn to classify objects by color, shape, quality, material; compare, contrast, select names that fit the definition.

Game progress. The teacher asks: “Tell me, what is green?”(Cucumber, crocodile, leaf, apple, dress, tree).

_ What happens wide? (River, tape, road, street ).

For each correct word, the child receives a token. The child with the most words wins.

87. "WHAT'S CHANGED?" (fun game).

Target. Develop observation skills in children.

Game progress . The driver closes his eyes and turns away from the children. Three children at this time change something in their appearance: they unbutton a button, remove a hairpin, change their shoes. Then the driver opens his eyes, and he is offered to find changes in the appearance of the guys.

88. FIND WHAT I WILL DESCRIB.

Target . Teach children to find a plant by description.

Game progress . The teacher describes the plant, naming its most characteristic features. The first person to guess and name the plant gets a token.

89. "Unusual Blind Man's Bluff" (fun game)

Target . Develop observation.

Game progress . Two players are blindfolded, the rest of the children come up to them in turn. Blindfolded players compete to see who gets to know their friends the most.

In this case, it is allowed to use only several methods of identification: by a handshake; by whisper; by coughing; by touching the hair, ears, nose.

Whoever recognizes the arc correctly gets a point. The player with the most points wins.

90. CROCODILE (emotional-didactic game).

Target . Develop dexterity, observation, attention.

Game progress . The driver is selected (he will be a crocodile ”), which stretches its arms forward one above the other, depicting a toothy mouth. The rest of the children put their hands in the "mouth". "Crocodile" with a calm look distracts children, sings songs, stamps his feet and suddenly closes his hands - "mouth". Whoever gets caught becomes a "crocodile".

91. "WHO ARE YOU?"

Target . Develop auditory attention, speed of reaction.

Game progress . The teacher comes up with a story in which all the children get roles. Children become in a circle, the teacher begins the story. At the mention of the character, the child should stand up and bow. Children should be very attentive and follow not only their role. But also for the roles of neighbors. The child who did not hear about his role and did not get up leaves the game.

92. "WHO ( WHAT) FLYING?

Target . To consolidate children's knowledge about animals and birds.

Game progress . Children stand in a circle. The selected child names some object or animal, raises both hands up and says: "Flies." If an object that flies is named, all children raise both hands up and say: “Flying”. If not, the children do not raise their hands. If one of the children makes a mistake, he leaves the game.

93. "GUESS IT!"

Target. To teach to describe an object without looking at it, highlighting essential features in it, to recognize an object by 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, then passes the chip to the one who will guess the object. Having guessed, the child describes his object and passes the chip to the next child, etc.

94. "WHO KNOWS MORE?"

Target. Develop memory, resourcefulness, ingenuity.

Game progress. The teacher says: “I have a glass in my hands. Who's to say what it can be used for?" Whoever names the most actions wins.

95. "WHO NEED WHAT".

Target. Exercise children in the classification of objects; to develop the ability to name objects necessary for people of a certain profession.

Game progress. The teacher says: “Let's remember what people of different professions need to work. I will name the profession, and you will say what a person of this profession needs to work. In the second part of the game, the teacher names the object, and the children say what profession it can be useful for.

96. "REPEAT ONE AFTER ANOTHER."

Target. Develop memory, attention.

Game progress. The player names anyinsect, animal, bird , for example, a beetle. The second repeats the named word and adds his own(beetle, mosquito …) etc. The one who makes a mistake is out of the game.

97. "DO YOU REMEMBER THESE VERSES?"

Target. Develop memory, attention, sense of rhyme.

Game progress. The teacher reads excerpts from poems, and the children should say the missing words, for example:

Where did the sparrow eat?

At the zoo at…(animals ).

You don't stand too close:

I'm a tiger cub, not...(pussy).

wind across the sea... (walks)

And the boat...pushes ).

98. "FLY - DOES NOT FLY".

Target. Develop auditory attention; cultivate endurance.

Game progress . Children stand in a circle, the teacher is in the middle. He names an object and throws the ball. If the object flies, then the child to whom the ball flies must catch it, if not, throw it away with his hands. Whoever makes a mistake goes out of the circle and misses one move.

MBDOU Bakalinsky kindergarten "Rainbow"

CONSULTATION FOR EDUCATIONERS

THE SIGNIFICANCE OF DIDACTIC GAMES

FOR OLDER CHILDREN

Completed by: teacher of the senior group

Alchinova S.N.

2018

THE SIGNIFICANCE OF DIDACTIC GAMES FOR OLDER CHILDREN.

The game occupies an important place in the life of a child, and therefore is considered by pedagogical science as one of the main means of education. In the practice of kindergarten, games are widely used: didactic, role-playing, construction, sand games, outdoor games.

The game occupies a significant place in the life of a preschool child, has a significant impact on its development and is the main activity.

In all the variety of a child's game, it is possible to distinguish two types that are fundamentally different from each other - a story game and a game with rules. Both types of games have their own specific developmental value, and the most important task of a practical teacher and parents is to create conditions conducive to their development. The peculiarity of games with rules is that they accumulate all other types of games, become dominant game form in senior preschool age. In these games, the child, as it were, plays the role of an adult with a gradual complication of the conditions of the game. Games with rules arise from role playing with an imaginary situation, their content is a rule and a task. The motive of these games is contained in the very process of the game, but is already mediated by a specific task.

Games with rules are divided into didactic and mobile. Didactic games are educational games. The purpose of these games is to form the cognitive activity of the child by solving didactic problems. Each didactic game has a task, game actions and game rules. Didactic games are both a teaching method and an independent gaming activity. Depending on the material used, games with objects (toys, natural materials, etc.), desktop-printed and verbal games are distinguished.

I present to your attention the multifunctional developmental manual "Colorful Family".

Didactic objectives of this manual:

  1. Develop fine motor skills
  2. Develop sensory perception.
  3. Develop spatial orientation.
  4. To promote the development of high-quality counting within 10 in forward and reverse order.
  5. Develop syllabic analysis skills.
  6. Develop sound analysis skills.
  7. Enrich vocabulary.
  8. Contribute to the improvement of lexical and grammatical structures (coordination of adjectives with nouns, coordination of numerals with nouns).
  9. Develop connected speech.

Game Options

"ASSEMBLE THE CATERPILLAR"

Purpose: to develop fine motor skills, visual perception, the ability to distinguish and name colors.

  • Collect a caterpillar of any color by connecting the bellies. What color caterpillar did you get?

"LONG AND SHORT"

Purpose: to consolidate ideas about length and color, replenish vocabulary (“longest”, “shortest”).

  • Find and show the longest (shortest) caterpillar. What color is she?

"WELL, CALCULATE"

Purpose: to consolidate the skill of quantitative counting within 10 in forward and reverse order.

  • Take all the caterpillars and arrange them in order from the shortest to the longest. Count how many caterpillars there are. Try counting backwards.

"LOOK AND REMEMBER"

  • Lay out five caterpillars in front of you from left to right. Look closely at them for one minute. Close eyes. Try to name in order the caterpillars of what colors are on the table. Open your eyes and check.

"WHAT CHANGED?"

Purpose: to consolidate the skill of ordinal counting, to develop visual perception, memory, thinking and speech.

  • Lay out five caterpillars in front of you from left to right. Look closely at them for one minute. Close eyes. Open your eyes and see what has changed. What color caterpillars are gone? What color caterpillar appeared?

"COLLECT AND NAME"

Purpose: to develop orientation in space, visual perception, memory, thinking, speech, the ability to distinguish colors.

  • Place the red, yellow, blue, pink and green caterpillars in front of you. Which caterpillars lie to the left of the pink caterpillar, and which ones to the right? What color caterpillar lies between the yellow caterpillar and the pink caterpillar? (Etc.)

"I HEAR - I COLLECT"

Purpose: to develop phonemic hearing, fine motor skills.

  • Collect the caterpillar from the abdomens when you hear a sound: one sound - one abdomen. We collect a red caterpillar if the given sound is a vowel; green caterpillar - if the sound is a soft consonant; blue caterpillar - if the sound is a solid consonant

"PICTURES FOR CATERPILLARS"

Purpose: to encourage the differentiation of hard and soft consonants.

  • Collect blue and green caterpillars. Give them pictures.

“ONE, TWO, THREE, NAME THE PLACE OF THE SOUND”

Purpose: to encourage to determine the place of sound in a word (beginning, middle, end).

  • The child takes a picture, determines the place of the sound in the word.
  • An adult offers three schemes from the abdomen of caterpillars. The child lays out the pictures under the diagrams in accordance with the location of the given sound.

"MAKE A SCHEME"

Purpose: to consolidate the skills of sound analysis, the ability to distinguish consonant sounds by deafness and sonority, hardness and softness, to develop fine motor skills.

  • Make up the sound scheme of the word. Determine consonants, deaf or voiced, pick up the right bellies. Count how many sounds are in a word.

"ONE, TWO, THREE - DIVIDE THE WORDS INTO syllables"

Purpose: to develop fine motor skills, syllabic analysis, the ability to determine the stressed syllable.

  • Children divide words into syllables and collect schemes from the abdomen. When introducing children to stress, we additionally use a yellow caterpillar, its bellies with an accent sign - stressed syllables.

"COUNT"

Purpose: to exercise in agreeing numerals with nouns.

  • Count the caterpillars. Count the bellies of the caterpillars.

"WHICH? WHICH? WHICH?"

Purpose: to exercise in agreeing adjectives with nouns.

  • What caterpillar? What is the head? What is the belly?

"WELL - KA TELL"

Purpose: to develop coherent speech, fantasy, creative imagination.

  • Take the caterpillar that you like best. Give her a name and tell her about her.

In the methodology of speech development, well-known and proven over the years in practice are widely represented. game exercises. I suggest using puzzles as game techniques.

« Rebus - riddle, in which the desired word or phrase is depicted by a combination of figures of letters or signs ”(S.I. Ozhegov). Puzzles are one of the most popular and interesting puzzles. Thanks to them, you can learn to see and solve problems outside the box. Rebuses are called gymnastics of the mind. Unlike a simple riddle based on a verbal description, the rebus not only expands vocabulary, but also develops logical, imaginative thinking, trains visual memory, attention and spelling.