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Team building games (teamwork). "Collection of games for team building to help the teacher

For younger students, the predominant type of activity is play. Through play, the child tries on social roles, joins in the system of social relations. At the same time, it is noteworthy that the main motive of such didactic games is not manipulation with objects, but the communication of children with each other, their interaction.

When using didactic games to unite the children's team, it is necessary to take into account that the cohesion takes place gradually and goes through different stages. Therefore, in each class, the goals and tasks realized in the course of work on team building differ significantly from each other. It is important for the teacher to take this into account when choosing a game, focusing on the results that he plans to get after it.

Stages of building a team of children in primary school

1 class

In the 1st grade, the team is at the nascent stage. Children know little about each other, do not have established communication links with each other. The teacher can propose to them, establish friendships and even unite in micro-groups (on the principles of intuitive sympathy).

2nd grade

Grade 2 is the period of formation of the foundations of the team. It is at this stage that interpersonal conflicts most often arise on the basis of different value orientations in children, and “isolated” schoolchildren may appear. Another problem is the manifestation of psychological barriers: if first graders behave sincerely and openly, then in the second grade children may become withdrawn, fearful, and hysterical.

Didactic games conducted with second graders should be aimed at forming general rules of behavior in a team, overcoming psychological problems.

Grade 3

In the 3rd grade, the team rallies. Children are ready to carry out social assignments in the classroom, show interest in joint activities. At the same time, it is during this period that the personal qualities of each child are most fully revealed, children are aware of their individuality.

When choosing didactic games for this stage, it is necessary to give preference to those that will give the child the opportunity to feel part of the team, show the importance of his activities for the whole class, push children to unite in groups to achieve their goals, and show support to each other.

4th grade

Pupils of grade 4 can be characterized as a formed team, whose members are interested in socially significant activities and can assess the behavior of their classmates, and bear common responsibility. In such a team there is an asset that leads the life of the class; children with leadership needs stand out.

V didactic games held in grade 4, children should be offered to act as an organizer, teach them mutual understanding and the ability to coordinate their actions with classmates, to coordinate common behavior. Games are recommended in which students must come up with a way to implement the assigned task, be able to choose their own option. It is worth paying attention to the plot of the games and moving from children's scenarios to practical situations.

Team building games in primary school by grade

Team building games for 1st grade

The easiest game in which children can get to know each other - "Ball" ... Its essence is that children become in a circle and one child gets a ball in his hands. He must give his name and pass the ball to a neighbor, who also introduces himself and gives the ball further. This continues until each first grader says his name.

This game can be carried out several times during the first two months, offering other tasks for the children:

  • give name and surname;
  • give a name and your favorite activity (toy, animal, color);
  • say your name and the names of your parents, etc.

To help children remember the names of classmates faster, it is recommended to conduct a game "We are going on a hike" in which it is used. Children are advised to pack up for the hike and take many things with them. Everyone should say the phrase "My name is ... and I am taking with me ...". In this case, the child must indicate such an object, the name of which begins with the same letter as his name. This game can be carried out several times, inviting children to gather in the library, a trip to the sea, to school, etc.

A rallying game can help to get more information about classmates, to identify children with similar interests or abilities. "The border" ... The rules are simple: children line up, the teacher draws the border at a distance of 2-3 meters from them. Then he announces the task:

  • who has a brother;
  • who is 7 years old;
  • who recently went to the cinema;
  • who likes to draw;
  • who has a cat at home, etc.

Schoolchildren to whom the indicated sign applies should cross this line and gather on the other side. The information that children learn after this game can serve as an occasion for further closer communication.

Team building games for grade 2

Conducting a game can defeat the child's insecurity and fear of doing something wrong. "Hello Friend" ... In it, children are invited to repeat a ready-made greeting ritual. For this . The children of the first group stand in a circle, and the members of the second group go inside it and also stand in a circle, turning to face their classmates. Thus, there should be couples who need to say hello to each other, repeating after the teacher his words and movements:

After that, the guys from the inner circle need to move to the right, going to the other partners, and say the greeting again. This can be repeated several times. In a situation where everyone acts according to the same template, the child will feel like an equal member of the team, will be able to liberate himself and overcome isolation.

Children in second grade need to be taught to talk about their feelings and be able to understand the mood and emotions of others. They have such an opportunity during the game. "What the Mood Looks Like" ... For its implementation, it is better to arrange the children in a circle and offer to continue the phrase "My mood today is like ...". A specific topic can be set for comparison: season, color, flower, animal, etc. To show an example of an answer, the teacher speaks first. At the end of the game, you can have a discussion, identify who is angry or sad today and why, and invite the children to help their classmates improve their mood.

If the children in the class still cannot or are ashamed to express their mood in words, you can suggest using facial expressions, postures, and gestures for this. In Game "For mushrooms" you need to choose a mushroom picker, and the rest of the students are offered to depict any mushroom, but so that by its appearance it is clear whether it is edible or not. A mushroom picker, examining frozen children, should divide them into two groups. After that, you can invite the children to speak out why they wanted to portray just such a mushroom.

A game is suitable for developing primary interaction skills "Ships and Rocks" ... Schoolchildren should be divided into two groups. Some will be "rocks" - they should sit around the room and sit down. The members of the other group are "ships", they must close their eyes and begin to move around the class in a chaotic manner. If such a "boat" approaches some kind of "rock", then the child who depicts it needs to hiss, imitating the sound of the surf. All participants must try to avoid a shipwreck.

After the game, it is important to discuss collisions and talk about companionship that can help you get out of trouble. Separately, it is necessary to point out the behavior of the guys who deliberately did not make any sounds so that the "ship" would hit them (if there was such a thing). In the course of the discussion, some rules of behavior in the team can be developed: not to create troubles for each other, to provide assistance, etc.

It is possible to teach children to the general rules of behavior, to develop the ability to act according to a given model during the game for primary grades "A fun game of spoons" ... Children squat in a circle and fold their arms behind their backs. Inside the circle there are spoons, the number of which is one less than the number of participants. Assignment for the children: at the word "spoon" they should pick up one spoon at a time. Whoever from the group does not have time to do this, he leaves the game and removes one spoon from the circle. As a result, the most attentive and diligent student should remain. It is better during the game not only to tell the children individual words, but to tell some story with spoons or the Lozhkin family.

To teach children to find the right way out of conflict situations, you can play with them "Conflict Island" ... If possible, it is worth creating an appropriate setting with the help of decorations. The schoolchildren are told that they are on an island whose residents are constantly quarreling because they do not know how to behave correctly. Children are invited to try to reconcile them, offering a way out of this situation:

  • the child fell into a puddle and his mother scolds him for staining his new trousers;
  • the boy does not want to share his toys with the children;
  • the girl tore up a friend's book;
  • the child tripped his friend, etc.

After discussing such conflicts, you can formulate rules for how to behave in a team.

Rallying games for grade 3

To help the child express his individuality, play will help to show his inclinations "Self-portrait" ... Children are given the task to draw themselves in an unusual form: instead of eyes, depict what they like to admire, instead of a mouth - their favorite food, instead of hair - what they like to think about, etc. After completing the assignment, you can arrange an exhibition of paintings.

Another game of this kind is the game "Business card" ... Children are encouraged to pick up a microphone and say their name. When everyone in a circle does this, they start over, but they add information about how old they are to the name. Then again, but they are already talking about what they can do best. The game can be continued as long as you like, giving the children all new tasks: what kind of music they like to listen to, what book they read, etc.

To convey to children the idea that although they are all different, it is necessary to stick together, to be one, it is recommended to play "Grape" ... Children are encouraged to examine a bunch of grapes, choose one grape and eat. Then a discussion is held that the grapes may differ slightly in size, shape, shade, but all together they form a bunch, to which they are firmly attached. Children should be invited to reflect on the questions:

  • If the grapes grew separately, would anyone notice them?
  • What will happen to the grape if it does not hold firmly on the branch?
  • How is it easier for the wind to pick a grape from a branch: when it is alone or in a large bunch?

To clearly see that the result of a common cause depends on the contribution that each of the team members makes, children will be able to play during the game "Magic Pictures" ... Divide the children into teams. Each receives a sheet of paper and colored markers. The task is given to draw a family of aliens (or wolves, hares, etc.). First you need to portray mom. After that, the children exchange sheets of paper and draw dad, then change again and continue to draw other family members. This continues until the leaves with drawings return to their owners. After that, all the drawings are reviewed and the best ones are highlighted. The authors of these works name exactly who they painted.

Another option for rallying games for children 6-10 years old is exercise "Funny drawing" ... Students are divided into two teams. They will draw, for example, a cow. The first participant is blindfolded and asked to draw a head. The rest take turns finishing the missing details. Then they evaluate the fruit of their joint efforts.

Children will learn the principles of cooperation and the ability to perform joint actions in the game. "Siamese twins" ... The guys need to split into pairs. In each pair, participants should stand close to each other, hug around the waist. Legs that are nearby should be fastened with a string. After that, these "twins" are invited to walk around the classroom, sit on a chair, lie down, jump, etc. Another variant of the game is to hold two hands of a pair of students and offer to draw or write something.

There are games that encourage children to form groups. One of them is a game "Molecules" ... Each child should receive a sign with a letter (number or pattern). Next, the task is given:

  • make up a word;
  • create an example;
  • make a recipe for borsch, etc.

Children need not only to unite, but also to correctly coordinate their actions in order to restore the correct sequence.

Rallying games for grade 4 children

Children can demonstrate organizational skills, the ability to direct the actions of others, and coordination during the game. "Building numbers" ... All students move around the classroom in a chaotic manner. After the leader's command: "We build a number ...", the children should line up in a figure representing the indicated number. When completing this task, some of the guys will have to command the others so that everything becomes correct and does not push each other.

Express your creativity, your option of action in joint activities - this opportunity is provided to students during the game "Living sculpture" ... The teacher invites the first participant to go to the center of the class and take any position he wishes. Then he asks the next participant to join him, also choosing his own pose. This continues until everyone takes a place in the overall composition. After that, you can take a photo of the sculpture and invite the children to come up with a name for it.

Enough difficult task the children have to do in the game "Stand in a circle" ... It will need to show consistency, a sense of "neighbor's shoulder". Schoolchildren need to be gathered in a spacious room. First, they must close their eyes and move randomly around the classroom. At the same time, they should try not to hurt or push each other. At the signal of the teacher, everyone should stop. On the second signal, the children should try to create a circle. At the same time, they should not talk and touch each other with their hands. After everyone has stopped, you need to invite everyone to open their eyes and see if they have a circle.

Self-assessment and assessment skills of classmates, expressing one's opinion, collective cohesion - all these qualities are developed during the game. "Colored spider web" ... Children need to stand in a circle. The first participant receives a ball of thread. He must wrap a finger on his hand with a thread several times and call his character traits "I ...". Then he continues: "I like ... because he (a) ..." and rolls the ball of thread to the one he named. The next player does the same. The game continues until all the children are tied into one cobweb. It is allowed for one child to be selected several times. In this case, it is necessary to ensure that there are no children left who are not included in the common web. After the game, it is recommended to discuss that there is something good in every person, you need to be able to notice it. And, of course, it is worth paying attention to the fact that these threads symbolize friendly relations, collective bonds between children.

The development of team cohesion is facilitated not only by games, but also by any cooperative activity, which is aimed at achieving common goals. Proceeding from this, the use of the proposed games must be complemented by conducting, mutual support, moral qualities, the implementation of collective creative deeds or collective projects that are socially significant for children.

The more favorable the environment and microclimate in the team, the higher the indicators of its effectiveness and success. Psychological comfort directly affects the entire work process and its results. For this reason, establishing high-quality interaction between team members is the direct responsibility of any leader and leader. Team building games in this case will serve as one of the most effective methods. The fourth lesson is entirely devoted to them. Next, we will introduce you to many simple games, but first, let's say a few words about the basic goals of any such events.

Team Building Goals

Each person can be called an individuality, because he has his own character, opinion and perception of the work process. In order for the work to argue and be productive, you need to competently build the interaction of the above personal characteristics of people. Based on this, the most important goal of team building games is to identify the most valuable qualities of each team member and their implementation into the working mechanism.

In parallel with this, exercises for the formation of team unity also perform several related functions:

  • Help team members find the most comfortable position for themselves
  • Reveal interpersonal sympathies and establish informal connections
  • Build teamwork and team problem solving skills
  • Optimizes the level of emotional and psychological compatibility of players

Any trainings, exercises and team building games can be conducted in different formats, representing creative, business, intellectual or sports competitions. It is also important that they can be carried out both locally (i.e. in the office) and with the whole team leaving somewhere - to a recreation center, to a sanatorium or a sports club, to nature, etc.

Team building is a structured process. This means that the conduct of activities aimed at team building is subject to a certain algorithm. Simply put, they should be carried out as follows (this sequence applies to any teambuilding event):

  • The presenter introduces the participants to the goals and objectives of the event
  • The moderator voices the group norms for the conduct of the event (this should include sincerity, respect, the desire for trust and emancipation, freedom of opinion, speech and choice, non-disclosure of the specifics of the process outside the team, etc.)
  • An exercise, game or set of activities is being carried out
  • The results are collectively discussed and the results are summed up (participants share emotions, impressions and opinions, voice suggestions and wishes)

Let's clarify right away: if you decide to conduct one or two exercises for your team, the office where you work may well be suitable for this. But if you have a task to conduct a large-scale training with many games, it is best to go out of town or rent a large auditorium or conference room. The games and exercises themselves are suitable for both large and small teams, but as we describe each game, if necessary, we will provide small explanations. For convenience, we have also divided the games into those that are more suitable for holding in the office and on the road.

Office games for team building and team building

Relieve tension

The game, as the name implies, is aimed at under intense loads. The facilitator gives the participants the task of counting in order of priority, but without any agreement. Please note that if two people call a number at the same time, the game starts over. It is forbidden to talk, but you can use gestures and facial expressions. To complicate the game, you can give the task to keep score with your eyes closed. The essence of the game is that team members anticipate each other's actions, pay attention to non-verbal signals and establish an emotional connection with each other.

Sing a song

The facilitator instructs the participants to stand close to each other. Then, together with the team, he chooses a song, the words of which everyone knows. After that, the players take turns clockwise or counterclockwise to speak the words of the song in the correct order. If the song gets confused or someone is wrong, the game should be started over. The task is to finish singing the song to the end.

Getting to know better

The presenter instructs the participants to stand in a row in height. He then gives the command to silently rebuild in the established sequence. The task may be to line up in alphabetical order(by the first letter of the first or last name), by the day or month of birth, by age or by hair color (from light to dark or vice versa). This team building game allows team members to get to know each other better, improves non-verbal communication and understanding without words.

We create together

A great example of a team building game. The presenter prepares the attributes for the game in advance and independently: Whatman paper, stickers, applications, pictures, photographs, fabric, markers, paints - everything with which you can create a colorful and beautiful collage or picture. Then all the participants gather around a large table, and the presenter gives the task to create a picture or a collage on a specific topic, for example, "Our team", "Working life", "Hard in learning" or "The best team". Such joint creativity contributes to the rallying, disclosure and implementation of abilities, demonstration of talents, knowledge and skills. In addition to this, players constantly communicate and interact with each other, listening, voicing their ideas, finding compromise solutions.

Preparing gifts

The team is divided into pairs. In a pair, one partner takes one hand of the other partner with one hand, so that each has one free hand. The presenter, having prepared in advance boxes of different sizes, wrapping paper and ribbons, instructs the players to start the game. The bottom line is that each couple should wrap the gift: close the box, wrap it in paper, tie it with a ribbon. The pair that completes the task the fastest will win. This exercise perfectly develops the ability to understand each other without words, to catch and read non-verbal gestures, to achieve one goal together.

Drawing in the office

A wonderful exercise for team building, which can be performed by everyone: both those who can draw and those who cannot. We have already considered one of its varieties (“Create together”). A large team can be divided into subgroups to maintain a competitive spirit (but this is not necessary). Participants themselves prepare the tools for the work (paints, pencils, felt-tip pens, Whatman paper or even easels, etc.) and begin to create their own work of art together. You can make funny drawings, paint serious pictures, or reproduce famous canvases. The host can also arrange competitions for several teams, and according to the results, distribute the 1st, 2nd and 3rd places and present the corresponding prizes.

Draw blindly

Another kind of team building game where you need to draw. It can be used both as a comic one-time event, and as part of a large training session. Although in to a greater extent the exercise is suitable for office work. The presenter prepares a large sheet of Whatman paper, felt-tip pen or marker in advance. The team is divided into pairs. Assistants blindfold players. The presenter gives the task to draw an object (from a simple one, such as a square, to a complex one, such as an animal). Participants take one tool together with their hands (you can also draw in turn, so that each continues the picture of the other) and begin to draw the given object. This fun and laid-back game is great for training understanding without words and bringing people closer to each other.

We do everything synchronously

A very simple but entertaining team building game. During the game, everyone can stay at their jobs. The presenter instructs the players to take turns to perform some action, for example, sit down, stretch their arms, turn their heads, raise one leg, grab a handle, etc. The task of the rest is to perform the same action synchronously with the first player. Synchronicity here is an indicator of how much people in a team feel each other, how they understand each other without words. At the same time, everyone's mood rises, because sometimes a group execution of an action looks very comical, and there are a lot of inventors in teams.

We get the prize

An excellent team game in the form of a comic competition. The facilitator instructs the participants to stand around the table, in the center of which is the prize. Players grasp each other's thumb, which acts as a joystick, and immediately close their eyes. But the last player in the chain leaves his eyes open. It is he who, controlling the movement of his neighbor's finger, must transmit the impulse to the first in the chain. The first in the chain, without opening his eyes and understanding what movement needs to be done, should get a prize. The presenter acts as an independent judge. The presented exercise stimulates the players' desire to achieve a common goal and learn to understand each other.

Clap together

A simple and fun team building game. The presenter gives the participants the task to arrange themselves in a circle and assigns the player with whom the game begins. At the signal, everyone should take turns clapping their hands as quickly as possible. Nothing complicated, but this game is good at developing sensitivity, understanding of non-verbal cues and team spirit.

Off-site team building and team building games

Create a shape

The facilitator gives the participants the task to sit in a circle. The distance must be sufficient for free movement (for this reason, this game is suitable for large teams). At the signal from the leader, the participant, without saying anything, chooses one of his colleagues and takes exactly 15 steps towards him. After that, again without saying anything, he explains to his partner what figure he wants to portray (square, circle, house, crescent, etc.). Then they create this shape together. Such an exercise for team building perfectly trains the ability to work in pairs, to understand the other without words, to use. Also, this game helps managers to identify leaders and followers, active and passive players.

Transferring the item

Another game in which team building is the main goal. Players must sit in a circle. Then the presenter approaches the first participant and gives him an imaginary object with a gesture, and also indicates the direction of its transfer. Anything can act as an object, for example, a monkey.

The first player passes the monkey to the second, etc. round. At one point, the presenter says “Stop!” And asks who has the monkey. At first everything seems simple, but then the game gets more complicated, because it consists of a minimum of three rounds.

At the end of the first round, the facilitator makes sure everyone understands the rules and begins the second round. Two imaginary objects appear here: a monkey and a parrot are launched in a circle. They are launched from different participants and move to different directions... Then everything goes according to the same scenario: “Stop! Who has a monkey and a parrot? " The members will now start to get confused. Next comes the third round. The host launches three objects - a monkey, a parrot and a coconut - again in different directions and from different players.

Most interesting moment occurs when items are transferred to one player, and he must understand what he has in his hands and who needs to transfer what. After another "Stop!" in most cases, no one understands who has what.

This game improves the interaction of people and the quality of their communication. Everyone laughs and laughs - the mood rises and the tension is relieved. Between rounds, you can discuss how best to transfer items without confusing them or losing order. Among other things, the exercise allows you to identify the leaders in the group and establish their ability.

We conquer the rock

Good away team building game. The facilitator should prepare a long bench (several small benches or a large log) and instruct the players to line up on it, hugging each other tightly (in principle, a similar exercise can be performed against a wall). This is followed by two options for action: in the first, the participants are calculated in order, and the leader indicates a new sequence of numbers in which everyone should line up. The second option - the players, starting from the first, move along the "rock" in order to stand up again in the same order. The task of the participants is not to step on the floor, not to fall off a "cliff", not to talk. If someone falls down or speaks, they are either eliminated, or the game starts over.

We play the "headball"

it sports exercise, which is best included in some kind of on-site training. Develops the ability to work in pairs. The presenter gives pairs of players the task to lie on their stomachs opposite each other, then puts the ball between their heads. Players must get to their feet holding the ball with their heads and not dropping it. If the ball falls before the competitors are up, the pair will try again. The couple that got up first wins.

Tie a knot

A simple and fun game, the essence of which is that the participants must tie a knot using only one common rope (or rope), without letting go of it. Quite a comical exercise that lifts the mood, liberates people and brings them closer to each other. If the team is large, it can be split into two or more smaller teams. For a change, one team can tie a knot and the other untie it.

Playing Silver Cobra

This wonderful team building game is more like a quest. Considering that it requires a lot of space, it is better to carry it out in nature or in a large room. The game is based on the old Brazilian legend of the silver cobra. In the legend, she was described as a weapon, but in reality a cobra is a group of people - strong and powerful, while one person is powerless and weak.

At least 25-30 minutes should be devoted to the game, and from 10 to 15 people can participate in it. The presenter instructs the participants to stand in a circle and put their hands on the shoulders of the neighbor standing in front - the resulting figure is the very cobra. Participants close their eyes and feel the backs of their nearest neighbors with their hands, trying to remember their feelings.

Then, on command, everyone disperses around the room or clearing and walks with their eyes closed for a minute. It is advisable that everyone keeps their hands straight in front of them to avoid accidental collisions with each other. After that, the presenter gives a signal by which the participants again stand in a circle. The task is to recall the sensations of the back of the person who stood in front at the beginning, and build the same sequence. This good game helps to relax, laugh and recharge with positive, get to know colleagues better, change the environment, learn to get out of difficult situations and trust your feelings. And, of course, it makes the team more friendly and more integral.

We arrange a photo marathon

The meaning of this team building game is as follows: the team is divided into small subgroups (from 2 to 5 people) and the facilitator distributes to each of them lists of places or things that need to be photographed. So, the task can be to capture the interior of a cafe or theater, a monument, a pigeon or a dog, a specific street or bridge, a building or even a person - anything can be used. To complicate the task, you can give the task to photograph several objects at the same time. For example, take a photo with a sign with the name of the company, balloon, cat and chocolate bar. Such tasks help people to work together, learn, get to know each other better and open up. In addition, pleasant emotions and curious photographs will remain as a keepsake.

Looking for treasures

This game of team building can be carried out both independently and by resorting to the services of specialized institutions. In the first case, the presenter hides several tasks somewhere in the city in advance and gives hints to the participants in advance. They, in turn, look for these places and perform the assigned tasks. In the second case, you need to contact the quest room, of which you can find a lot today. You can initially discuss the topic with the players, or you can make a surprise. However, quest rooms offer not only to look for treasures, but also to overcome all kinds of obstacles, solve creepy puzzles, get out of an enclosed space, etc. Naturally, for completing the quest, you must be given a prize without fail. The effect of completing quests is beyond praise: the development of intuition, deduction and, the establishment of trusting relationships and the formation of a community of the team, the disclosure of creative potential and the manifestation of individual skills and abilities.

We play animals

To play this team building game, you need to prepare in advance - make a lot of cards with the names of family members of various animals. For example, "Daddy elephant", "Mommy elephant", "Daughter elephant", "Son elephant", "Grandma elephant", "Grandfather elephant", etc. The diversity of the “fauna” also depends on the number of people in the team. In general, the more players and species of animals, the better. The leader divides the team into several small groups of 5-6 people, hands out cards to everyone and the participants get to know them. At the signal from the leader, the players disperse across the territory. Everyone must find their family by making sounds appropriate to their “own” animals. As soon as all the families are gathered, the presenter gives a signal and the players sit on chairs or stumps, but sit on each other by seniority: grandfather-grandmother-dad-mom-son-daughter, etc. The winner is the team that completed the task correctly the fastest. This exercise is a great workout for teamwork and an opportunity to get to know each other better.

Building a figure

The facilitator instructs the participants to stand in a circle, close their eyes and form a specific figure, for example, a rectangle, triangle or rhombus. Almost always in the process of this game of team building and fuss, but as the task is completed, one leader is determined, who will arrange people in the correct order. Once the figure is ready, the participants discuss whether the figure is level or not (eyes still closed). You can open your eyes only when everyone decides that the figure is even. The exercise can be made more difficult by setting a time limit for the task in advance. It is best to play this game in a large room or outdoors.

Building trust

The team is divided into several groups of 5-6 people (if the team is small, you do not need to divide). Each player in turn turns away from the others and falls back so that they can catch him. Catching a player is a must. Those who catch should cross their arms, grasping each other's wrists, and those who fall should cross their arms over their chest. The game can be made more difficult if a person falls from a height, for example, from a chair, a tree stump or a windowsill. But it is still recommended to play this game away in order to avoid injury. As a result of the exercise, colleagues will trust each other more. At the end of the game, you can discuss the behavior of all participants together.

The games we have reviewed are quite enough to diversify team life, unite the team and increase the efficiency of its work. But in addition to them, you can use several unusual ways.

Unusual ways to team up

Based on the descriptions, you yourself will be able to determine how and where it is best to carry out these activities. We offer you five unusual ways to build a team, but if you want, you can find or come up with a lot more yourself.

Product study

An excellent game not only for team building, but also for increasing the level of professionalism. Suitable for organizations that are involved in the implementation of a product. The bottom line is that each team member in all details and details examines the sold product by the appointed date. On the specified day, a large meeting is held, at which all participants, speaking in turn, talk about what they have learned, describing all the advantages and features of the product or service. Along with building team spirit, this is just an exercise. At the end of the game, everyone can share their impressions, advantages and disadvantages of their colleagues' performances.

Steam room

This team building technique has gained immense popularity in Japan. It consists in the fact that the whole team (both management and ordinary employees) go to the bath together. Men go with men, women - with women, but if, for example, you go to the sauna and take your bathing accessories with you, you can go all together. This "exercise" immerses the team in a relaxing atmosphere, promotes pleasant and easy-going friendly communication, forms trusting relationships and brings team members closer together.

The zombie apocalypse

The presented team building game is very popular today in the corporate culture of American companies. It is quite costly in terms of finance, but it is worth it. Basically, the game is a mixture of quest, paintball and carnival. The organizers rent an abandoned house or other building, negotiate with professional actors who will play the roles of zombies. The employees are given paintball equipment and weapons. The task of the team is to get out of the building alive, defeat (outwit or "kill") zombies and come to the aid of humanity. By the way, similar trainings for rallying are also relevant for the American military, because they not only train survival skills, but also help identify leaders and outsiders, unite the team and form a community of goals.

Winemaking

This kind of team building training immerses people in an informal environment and allows them to get to know each other better. The exercise involves finding a rental vineyard and hiring a consultant. In a few hours, team members will have time to work together to learn the characteristics and methods of making wine, suppress the grapes and come up with a name for their own drink. A few months later (when the wine is ready) the owners of the vineyard deliver the wine made by the team to the office. As a result, the participants enjoy the fruits of collective work, share emotions and impressions of the drink, become more friendly and united.

A dark room

As a leader and leader, you should observe and study all team members as you conduct team building exercises, games, and training. The results can be discussed with the participants. So, you can discuss what the atmosphere in the team is, how friendly people are with each other, how productively tasks are solved and goals are achieved. Based on the findings, you can identify team problems and outline an action plan to correct and eliminate them.

Systematic and regular holding of such events allows:

  • Increase the productivity of interpersonal and professional communication
  • Increase the efficiency of individual team members and the team as a whole
  • Develop teamwork skills
  • Optimize team relationships
  • Develop skills in finding solutions to difficult and non-standard problems

The games and exercises we have considered do not exhaust the whole variety of methods of team building. Today there is great amount thematic sites and literature on teambuilding, where you can find more than a dozen interesting tasks. With the goal of forming an effective and friendly team and using a creative approach for this, you can reach truly unprecedented heights and create a team that will be able to move any mountains.

And, continuing the conversation about the methods of team building, we want to tell you about one more thing that is very popular today. It is called "Rope Course". We did not begin to describe it in this lesson, because it has a lot of its own subtleties and peculiarities. We will tell you in detail about this course, its nuances and components (games, tasks and exercises) in the next lesson.

Do you want to test your knowledge?

If you want to test your theoretical knowledge on the topic of the course and understand how it suits you, you can take our test. In each question, only 1 option can be correct. After you have selected one of the options, the system automatically proceeds to the next question.

In solving the task of rallying the squad, games and training exercises for rallying will help you.

It is advisable to conduct these games during the entire camp shift (from the first to the last day), taking into account the logic of its development.

During the organizational period, rallying games should be of an introductory nature, contain simple tasks and take a short time. Examples of such games might be:

    Atoms-molecules (all)

Participants roam "in chaotic Brownian motion." Each of them is an atom. The presenter announces, into a molecule, from how many atoms they should be built.

    Man to man (everything)

Participants are divided into pairs. The scorching one gives commands that are performed by each pair. For example: hand to hand, back to back, ear to ear, etc. The figure gets more complicated. After this command "Man to Man", each participant seeks for himself new pair... The task of the stinging one is to have time to find a mate. The one left without a pair becomes a new scorching one.

    Build (all)

The squad is divided into 2 teams, which, as quickly and accurately as possible, must be built according to any parameters: height, eye color, hair length, leg size, number of pockets, birthdays, length of an outstretched arm, etc.

    Formation - 2 (senior, middle)

Playing in a circle. Everyone closes their eyes.

Instructions: Build a circle, triangle, square, rhombus, etc. in complete silence.

    Crocodile + (all)

It is necessary to depict something using all the team members, for example: various letters, shapes; orchestra, electric train, centipede, tank; fans whose team is losing; spectators watching a cool action movie; people in line for sausage; patients at the dentist's office; famous paintings, etc.

    Putanka (all)

The driver turns away. Participants, standing in a circle and holding hands, begin to get confused with each other, forming a living ball (the counselor himself can confuse, playing with the children). The driver's task is to untangle this tangle without tearing his hands.

    Caterpillar (all)

The detachment becomes one after another in a column, holding the neighbor in front by the waist. After these preparations, the leader explains that the detachment is a caterpillar, and now it cannot be torn apart. The caterpillar should, for example, show how it sleeps; how he eats; how he washes; how does exercise, etc.

    Impulse (all)

The players form a circle and hold hands, the one who is blazing transmits an "impulse" - a handshake - in one direction. The time for which the "impulse" will return to it is recorded. We need to increase the pace.

  • 33 (Senior, Medium)

Playing in a circle. The detachment counts up to 33 in order, and the person who gets a number containing 3 or a multiple of 3 must give his name instead of the number. In case of an error, the game starts over from this person.

    Sit on your knees (senior, middle)

Participants stand in a circle, look at the back of each other's head. Their task is to sit on each other's knees and hold out in this position for 30 seconds.

    Gatherings (all)

According to the leader's clap, the players form pairs: one of the participants crouches halfway so that the other can sit on his lap.

The last 2 people drop out of the game (or join the host). The game continues until one pair remains.

    Hooray! I am loved (senior)

The participants form a circle. Look at the toes of their shoes. On the clap of the presenter, they must look one of those present in the eyes. If the pair matches, they say the words “Hurray! I am loved!!!" and go out of the circle. The game continues until all pairs match. The game is played with an even number of players.

    Group rating (middle, senior)

Material: pens, paper.

The participants are divided into two groups. Everyone's task is to guess (make an estimate)

    the total weight of the opposite group,

    the total length of the shoes of the opposite group,

    the total number of pets of the opposite group,

    the total age of the opposite group,

    overall growth of the opposite group.

Approximately on the 3rd day of the shift, you can hold the general camp event "Trail of Trust", where the units are invited to perform various tasks (not for speed, but for quality), moving around the stations.

Each station is a rallying game, selected based on the age characteristics of children and safety measures. You can come up with some interesting idea. Well, this game will go well at night, when each station will be marked with a burning candle.

You can also move between stations in a special way: holding hands, putting your hands on your waist, etc.

You can complicate the task and, based on the legend, declare that the team has one blind (a person is blindfolded), a lame (a leg is tied up), etc.

Tasks should be aimed at the interaction of children in the detachment and their joint creative solution to various kinds of tasks, for example:

    Path

A rather winding path is drawn on the ground. One person from the squad is blindfolded. The task of the detachment: to show him the way in such a way that he goes the path from beginning to end without ever stumbling.

    Swamp

At a short distance from each other, 4-5 "islands" are drawn from large to small, the guys need to move to the last island. Condition: first, everyone must gather on the island, and only then move on.

    Blind train

"Little trains" (a column of children of 3 people, eyes are open only for the last one) must get to a certain object in the room, while not talking. (The "engines" of the older units may be "longer" and they may have obstacles on the way).

    The abyss

This game requires a parapet, long bench or pool side. Children line up along the edge shoulder to shoulder, facing the counselor. Their task: to go from one end of the formation to the other, in turn, facing the guys and holding on to them, with your back to you.

    Minefield

A "minefield" of 5 by 5 or more is drawn. The presenter has a map of the minefield. The task of the detachment: to cross the minefield with the least losses. If a person stands on a mine, the presenter claps. The man stands at the end of the column.

    Pyramid

It is proposed to build a pyramid with as small a base as possible (determined by the number of legs of the entire squad).

    Web

Ropes are pulled between the posts or trees at the level of the neck and ankles, and between the ropes there are elastic bands that imitate cobwebs.

Only one person can pass through one cell. You cannot touch the rubber bands, it is forbidden to talk. The task is to go through the web without hitting it.

    Equilibrium

The squad is divided into groups of several people who form a ring, standing facing inward, holding hands and leaning back. Their task is to sit down together and stand up together.

    Save the little men

A line is drawn on the asphalt, on one side of the line there are players, on the other - pencils (little men) are scattered. The task of the players, without using any available means and without stepping over the line, is to save the little men.

During the main period of the shift, you can increase the duration of the rallying games, complicate their tasks. The main period games can be:

    Silent Mail (Middle, Senior)

Material: 2 sheets of paper, 2 markers.

A group of players sit close enough in single file one after another. The first and last players receive one sheet of paper and markers each. The last player draws some kind of image (object, living creature, etc.) on a piece of paper. At the same time, other players should not see what was drawn. After that, the last player draws with his finger on the back of the neighbor exactly the same image as on the piece of paper. The neighbor, even if he did not quite understand what it was, draws with his finger on the back of his next neighbor what, in his opinion, was drawn on his back. The first player, after drawing something on his back, must transfer this image to paper. As a result, the two options are compared.

    Brownian motion (senior)

Everyone closes their eyes and begins to randomly move around the room, colliding, diverging again. At the signal from the leader, the participants, without opening their eyes, grab the partner closest to them and try to determine who was caught.

    Get to know me (all)

One or more participants sit in a circle with their eyes closed. The remaining players come up to him / him and stretch out their hands. The task of "fortune-tellers" is to guess the person by the hand. Modifications to this game are possible. For example, you can recognize a person by their voice, knees, etc.

    Subject transfer games (middle, senior)

    Clown

To carry out this game, you need to split into 2 - 3 teams and prepare 2 - 3 boxes of matches. More precisely, not the entire box is needed, but only its upper part. The inner slide-out part, together with the matches, can be put aside. In order to start the game, all teams line up in a column, the first person puts the box on his nose. The essence of the game is to pass this box from nose to nose to all members of your team as quickly as possible, with your hands behind your back. If someone's boxes fell, the team starts the procedure again. Accordingly, the team that completes the transfer of the box faster is considered the winner.

    Apple

This game is again associated with the transfer of an item by two or more teams. This object will now be an apple, and you will need to hold it, squeezing it between your chin and neck. An apple can be substituted for an orange or a tennis ball.

    Sparkle

A similar game, but you need to transfer a match, gradually breaking it off circle by circle.

    Running gnome (middle senior)

Children stand in a circle and close their eyes (this is important). The counselor begins the game: he stomps loudly, first with his right foot, then with his left. The neighbor on the left, hearing the stomp, transmits the signal further, first with his right and then with his left foot. At first, the running of the gnome will "slow down", "sink" on someone, but gradually the speed of transmission of the stomp will increase and the effect of the gnome running in a circle will appear.

    Japanese theater (all)

In this theater, there are only three roles: the beauty (defeats the knight, defeats the dragon), the knight (defeats the dragon, defeats the beauty) and the dragon (defeats the beauty, defeats the knight)

The squad is divided into two teams. The teams secretly agree on who will be portrayed (one team shows one role). Next is a demo. The winning team gets 1 point.

    We count to twenty (middle, senior)

The participants disperse around the room. They should be evenly distributed throughout the room and in no case form a row or circle. As soon as everyone finds a comfortable place for themselves, he closes his eyes.

Purpose of the exercise: The group should count from one to twenty. (For a small number of players, it is enough to count to ten.) The following rules apply: one player cannot name two numbers in a row (for example, four and five), but during the game each participant can call more than one number. If several players call the same number at the same time, the game starts over. Participants do not need to agree on a game strategy in advance. You cannot talk during the task.

At the end of the main period, which is the peak of the mood and activity of children (12-15 day shift), you can start a long (2-5 days) game "Wish tree" or "Your secret friend"

    Wish tree

To start this game, you will need to divide the children into 2 groups, write the names of the children on the pieces of paper and let each of them draw out. In this case, one group pulls out the names of people from another group. Next, the teams choose a name for themselves and carry out a toss which team will start the game. In the detachment place, a tree is created, with branches on which the names of the children are written, but the tree is still without leaves. Then each child writes his wish on a piece of paper and attaches it to his own branch. One group becomes magicians for two days, fulfilling the wishes of the children of the other group. If the child liked how the wizards fulfilled his wish, he paints his leaflet with a bright color. Then the roles change.

    Your secret friend

This game is similar to the previous one, but here each member of the squad draws out the name of another person and does not tell anyone. For several days, each child secretly makes someone (so that someone does not guess) gifts, surprises, in general, something pleasant. The counselor plays a big role here as a mediator. At the end of the game, the secrets are revealed and the children will find out who their secret friend was for several days.

At the final stage of the shift, you can play previous games and see how the quality of assignments has changed. The peculiarities of this period are that the children have learned to understand and accept each other as much as possible, they almost do not need words to complete tasks together, the detachment acts as a whole in solving problems. The rallying games themselves of the final period are of a more serious nature, for example:

    Rhythm (all)

Performed in pairs. Two people stand facing each other and agree on their roles: one is the presenter, the second is the mirror. Participants' hands are raised to chest level and palms are turned towards each other. The presenter arbitrarily moves his hands, and the one who plays the role of a mirror tries to reflect these movements in the same rhythm. The roles change several times.

    Transfer of feelings by touch (middle, senior)

One of the participants stands in the center of the circle and closes his eyes. He knows that now the rest of the participants will come up to him in turn and by touching will try to convey one of the 4 feelings: fear, joy, curiosity, sadness. About what kind of feeling will be transmitted to him, the participants conspire in secret from the driver, whose task is to determine by touch what feeling was transmitted to him.

    Magnet (all)

The guys stand in a line against the wall, they are told that they "stuck" to it. One goes to the center. This is a "magnet". He closes his eyes, concentrates and begins to "pull" people to him. The one who feels like he was "pulled out of the glue" joins the magnet and they start pulling together. Observing the order in which people will "unstick" from the wall, one can look at the attitude towards the "magnet" person, and by the speed of "unsticking" one can judge the degree of cohesion of the detachment.

At the farewell fire, along with "Caterpillar", "Clown", "Crocodile +", you can play the following games:

    My neighbor (middle, senior)

Invite the players to take turns naming what they like and what they dislike about their neighbor. Then what they love from the neighbor, they kiss, and what they don't like, they bite.

    Dirty Dancing (All)

It is necessary to stand in a column, holding the neighbor in front by the waist. To the music (it can be performed personally), everyone starts dancing together, for example, lambada (any other dance is possible). After a while, the music stops and you need to hug the waist of the neighbor who stands in front of your neighbor in front, the music plays again and everyone dances again, but in a more uncomfortable position. Then everything repeats itself, only you need to reach out to the one who is two, then three, and so on, the person in front of you.

    Tangle (all)

Children sit in a circle. The presenter takes a ball, winds the end of the thread in his palm, then throws the ball to any participant with the words: "I like you because ..." or "I like the way you are ...". Further, this participant also winds a thread on his palm and throws a ball to another person, continuing the phrase "I like you because ...".

Target: relieve psychological stress, study interpersonal relationships in a group.

Conducting psychological games and exercises in a group requires the presenter to have certain skills and abilities. First of all, when choosing games, it is necessary to take into account the psychological mood of the group, to constantly record the changes in the mood of the participants in order to make a decision in time to stop the game. After completing the exercise, it is necessary to conduct reflection in the group.

1. "Clown"

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

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

Accordingly, the team that completes the transfer of the box faster is considered the winner.

2. "Apple"

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

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

3. "Sandalik"

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

4. "Toucan"

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

5. "Tangle"

The same rope is tied into a ring. The driver leaves the room or turns away, and the rest, holding on to the rope with both hands, get tangled, forming a living ball, which the driver must unravel. Its task is to form a circle again.

6. "Jump without a parachute"

For this game, four pairs of participants stand on one side of the chair, facing each other, crossing their arms, as is recommended when carrying the wounded. One more player who will be "jumping" becomes with his back to them on a chair. He stands on the edge of a chair and falls back like a wax stick. 8 people standing behind with crossed arms catch him. The acuteness of the sensations and the success of the fact that a comrade is caught capture and carry away the guys. The fear that their comrade might hit, makes the guys hold on to each other tightly.

7. "Raccoon circles -1"

The whole band, blindfolded, is holding onto a rope ring. On command, you need to depict a specific figure - a triangle, a square, etc.

8. "Throw it out on your fingers"

The whole group on "one-two-three" should throw out such numbers on the fingers so that their sum is equal to the one given by the presenter. The exercise is repeated until the result.

The group must count in order to N (either equal or more participants), and each number must be pronounced by only one person. It is impossible to agree on who pronounces what. As soon as a number is pronounced by several people at the same time or no one pronounces it for a long time, the counting starts from the beginning. Optional Rule: Each person must say at least one number.

The group must count in order to a number (either equal to or greater than the number of participants), with only one person speaking each number. It is impossible to agree on who pronounces what. As soon as a number is pronounced by several people at the same time or no one pronounces it for a long time, the counting starts from the beginning. Optional Rule: Each person must say at least one number.

11 ... Two people stand with their backs against each other. You need to sit down together and stand up together. The same thing - standing facing each other and holding hands and leaning back. A variant of the exercise is a group of several people standing in a ring.

12. "Knot"

Each of the group holds onto a rope. The task is to tie the rope into a knot. You cannot let go of your hands, you can only move along the rope (if someone lets go of the hands, the exercise starts from the beginning). Option - then untie the tied knot with the same rules. Option - to untie the knot tied by the leader.

13. "Plates - 1"

The group is given several plates. The group should, without stepping on the carpet, cross over it on skeet. Condition: there must be at least one leg on each plate at all times. Otherwise, the plate is taken away.

14. "Ant trail"

The group splits into two and stands on a long board on either side of the middle. The task is to swap places for two subgroups. If someone steps on the ground or touches the ground, the exercise starts over.

15. "Rug"

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

16. "Rope by the hands"

The rope is stretched just below the belt itself tall man in a group. The group stands holding hands. The task is for everyone to pass over the string without touching it. Note: for group work to take place, you should either introduce a rule that you cannot jump, or introduce "blind", "dumb" people.

17. "Plates in a circle"

Plates are located in a circle, their number is equal to the number of participants. It is necessary, without stepping on the floor, all at the same time jump a circle from plate to plate. The plates are sized so that only one person can fit on each plate.

18. "Octopus"

Long ropes are tied to the ring, a tennis ball is placed in the ring. The task is to carry the ball around the column without dropping it (carry it over the field). Option: a balloon in a large ring.

19. "Synchronous, not synchronous"

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

20. "Train"

The troika consists of a driver, a train and a locomotive. The locomotive stands first with closed eyes. The driver is in third and is driving the train. All hold onto the belt in front of the one standing. Turning to the right, left, the brake is done by shaking hands on the belt. After a while, the roles change and the game continues. The game is played in silence.

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

21. "The Blind One and the Guide"

Everyone stands in a circle, calculates for the first or second and is divided into pairs. In pairs they stand one after another. The one ahead closes his eyes, the partner puts his hands on his belt and, at the command of the leader, begins to lead him around the room. After some time, the partners change roles and the game continues.

22. "Customs"

Host: “I propose to practice observing the ability to analyze the behavior of another person. So, our group is passengers on the flight of an airplane. One of them is a smuggler who is trying to take a unique piece of jewelry out of the country.

So who wants to be a customs officer?

Whoever takes on this role comes out. One of the group members hides an object, after which the "customs officer" is allowed in. Past him

"passengers" pass one by one, three attempts are given to identify the smuggler.

23. "Monster"

We all admit to ourselves different flaws. But are they really, if you think about it, scary? Let's imagine that in the center of our circle there is a scarecrow - unsympathetic, sort of like they put it in the garden

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

First, everyone in turn calls various flaws: "Scarecrow such and such", and then each of us will say how good are those qualities that

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

At the end of the exercise, the "pros" and "cons" of these qualities are discussed.

24. "Stand in a circle"

All participants gather in a close group around the presenter. At his command, they close their eyes and begin to chaotically move in any direction, while everyone buzzes like bees collecting honey. After a while, the presenter claps his hands, everyone instantly falls silent and freezes in the place where he found the signal. After that, the presenter claps his hands twice. Without opening their eyes and without touching anyone with their hands, the participants try to line up in a circle. This happens in complete silence. When all the participants in the game take their places and stop, the presenter will slap three times, everyone will open their eyes.

25. "Counting to ten"

All stand in a circle without touching each other with elbows and shoulders. At the signal from the presenter, everyone closes their eyes, lowers their noses and tries to do what six-year-old children can do: count from one to ten. But the trick is that everyone will count together. There is one rule in the game: only one person must pronounce each number. If two people say a number, the count starts from the beginning. Several attempts are made. The host can make a bet with the group. At the end, an analysis of what happened.

26. "Build by Growth"

All stand in a tight circle, close their eyes and mouths, i.e. become deaf-blind-mute. At the command of the leader, they must line up in a row by height. When everyone takes their places and stops, the presenter gives a signal and everyone opens their eyes. You can make several attempts at a time.

27. "Birthdays"

All players close their eyes (it is better to use bandages) and turn into deaf-blind-mute. Their job is to line up in the calendar order of their birthdays. The head of the line should be a person born, for example, on January 1, and the last should be the one who was born at the end of December. Before the game, they agree that it is more convenient to start the "conversation" with the message of the month of their birth, and then agree on the number. When the line is lined up, everyone opens their eyes, mouths and ears and names their birthdays.

You can repeat the exercise several times for a while.

28. "Meeting of Glances"

All players stand in a circle, facing each other, "go numb", lower their heads and look at the toes of their boots. At the signal from the leader, everyone raise their eyes and look at one of the people standing in the circle. If two people meet with their eyes, they come up to each other, stretch out their arms (hug). The task of the group is to form as many pairs as possible at once.

29. "Transfer of feelings by touch"

One of the participants stands in the center of the circle and closes his eyes. He knows that now the rest of the participants will come up to him in turn and try to convey by touch one of the four feelings: fear, joy, curiosity, sadness. The task of the driver by touch is to determine what feeling was transmitted to him.

30. Horde Raid on the Forsaken

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

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

Horde Restrictions: You cannot touch the Forsaken or shout in their ears.

Restrictions for the Detached: you cannot lower and hide your eyes, you must look straight.

The game begins at the score "Five" of the host. Lasts 1-2

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

31. "Gold and Black Chair"

Everyone sits in a circle with a chair in the center. Anyone can sit on this chair, and if he orders a gold chair, everyone will only talk about good qualities this person. If a person orders a Black chair, everyone will talk about his weaknesses, his shortcomings.

As a rule, the majority wants to sit on the Black Chair, but it is advisable to start the game with the Golden Chair. The one who wants to go out first, then he chooses the next player.

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

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


LEADER IDENTIFICATION GAMES

The identified leader can become the main link in the chain of the counselor's relationship with the group.

1. "Rope"

For this game, take a rope and tie the ends so that a ring is formed. (The length of the rope depends on the number of guys participating in the game.)

The guys stand in a circle and take hold of the rope that is inside the circle with both hands. Assignment: "Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle." First, there is a pause and complete inaction of the guys, then one of the participants proposes some kind of solution: for example, to settle accounts and then build a triangle by serial numbers, and then directs the actions.

The practice of this game shows that leaders usually take over these functions.

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

2. "Karabas"

The next similar game will be the game "Karabas". To conduct the game, the children are seated in a circle, the counselor sits down with them, who offers the conditions for the game: "Guys, you all know the tale of Buratino and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word." KA-RA-BAS "and I will show a certain number of fingers on outstretched hands. And you will have to get up from chairs without an agreement, and as many people as I show your fingers. This game develops attention and quickness of reaction."

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

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

3. "Big family photo"

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

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

This game, played in the middle of a shift, can open up new leaders for you and uncover the likes-dislikes system in groups. After assigning roles and placing "family members", the "photographer" counts to three. On the count of "three!" All together and very loudly shout "cheese" and simultaneously clap their hands.

Here's another one leader identification option consisting of several games. To do this, the guys are divided into two or three equal in number of team members. Each team chooses a name for itself. The counselor offers the conditions: "Now the commands will be executed after I command" Start! "The winner will be the team that completes the task faster and more accurately." In this way, you will create a competitive spirit that is very important for the guys.

So, the first task. Now each team must say one word in unison. "Let's start!"

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

Second task. Here it is necessary that half the teams stand up quickly without negotiating anything. "Let's start!"

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

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

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

The fourth task. We flew to Mars and we need to somehow accommodate in a Martian hotel, and it only has a three-bed room, two double rooms and one single room. You need to distribute as soon as possible who will live in which room. "Let's start!"

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

The proposed number of rooms and rooms in them is compiled for a team of 8 participants. If there are more or less participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are three, double and one single.

This technique will give you a pretty complete team leadership system. You can finish it with some kind of team-building game. (See below)

It should be noted that the main types of leadership are emotional and intellectual leadership. Not last place the team is occupied by a leader-organizer. Who will lead your squad depends not only on personal sympathies, but also on the type of activity, the direction of the squad's life in this shift.


GAMES - DRAWINGS

Target: relieve stress and tune in to work. Draw games differ from all games in that they can only be played once with one team. In terms of their content, the games-practical jokes are a kind of riddle joke, having solved which the participants understand that they were being tricked.

1. "Have you seen a ghost?"

The players line up with their shoulders to each other, the leader is the first. He asks the player standing next to him a question to which he answers according to the given scheme:

Have you seen a ghost?

Over there (the presenter raises right hand) The player repeats the dialogue and gesture with the next player and so on until the end. The second time, without changing the words, the leader raises his left arms, the third time - squats and stretches his left leg forward. The whole chain also sits shoulder to shoulder with outstretched arms, and the leader pushes the one sitting next to him. The entire squad falls in a chain.

2. "Do you know Jacek?"

Another version of the game “Have you seen the ghost?” Those who wish are 8-10, line up in a column and squeeze them very tightly with their shoulders. The presenter adjusts to the first one and asks: "Do you know Jacek? Jacek is like that!" And he shows by stretching his arms to the level of the head. The first asks the second: and repeats the movement of the leader. The second - at the third, etc. Moreover, the hands remain in the same position. Then the leader begins the circle again, but the hands remain at the level of the abdomen. Repeat again - hands at knee level. Finally, the hands almost touch the floor. When everyone is in such an uncomfortable position, the presenter says: "Do you know Jacek? Jacek is like that!" And with these words, he strongly pushes the first player with the body.

3. "Detective"

One player is told that now everyone will come up with some kind of detective story, and he will have to guess it, while he will be able to ask questions that are answered only "yes", "no", "I do not know." After explaining the rules, the player is asked to go out the door.

No plot is invented, it's just that if the player's question ends with a vowel, then everyone answers "yes", if the consonant is "no", the soft sign is "I don't know." After some time, the presenter himself composes a detective story and is very happy about it.

4. "Love story"

Another version of the game "Detective". Two interested persons - a guy and a girl - are taken out of earshot. The counselor says that they will now come up with their own love story. Upon the return of the driver, they will be asked questions, if in the last word of their question the last letter is a vowel, then the circle answers: "yes!" and if - a consonant, then - "no!" If the word ends with soft signs, then the circle says: “we don’t know” and “it doesn’t matter,” by choice. The driver is given the instruction: "We came up with here without you love story... You should get to know her by asking questions that would provide only unambiguous answers: "yes", "no", "we do not know." What you will understand, then you will tell. If the drivers are confused, you need to help them a little. In the end, the counselor thanks the drivers for telling everyone their "wonderful love story."

5. "Monument to Love"

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

The third presenter calls the girl, then the young man one by one, offering them:

You are a sculptor, before you is an unfinished clay monument of Love, you must complete it.

(the player "sculpts" the monument at his own discretion). When the sculptor has finished the work, the presenter says:

Now replace the girl (boy) in your creation.

6. "Hypnosis"

Everyone kneels in a circle. One presenter invites everyone to close their eyes for a hypnosis session, listen only to his voice and follow his instructions: “Imagine that you are walking in a beautiful clearing in the forest, you hear the birds singing. You can smell summer, the sun is blinding you. you see that in the middle of the clearing is growing The Scarlet Flower, you bend over to him, squat down. On its petal, you notice a small dewdrop that beckons you, and you, standing on all fours, try to lick it off with your tongue. Now freeze for a second. "

The players do everything.

The first presenter at this moment approaches the second and says:

"Comrade General, a group of search dogs has arrived at their destination!"

7. "Phrases"

I will say three phrases one after the other, you must repeat each phrase in chorus. Can you?

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

(repeat)

We love funny Games(repeat)

Lost, already lost!

But you said only two phrases.

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

8. "I'm going on a hike ..."

One phrase is said around the circle: "I go on a hike and take with me ... (the participant names any thing)" You can pass a ball or a toy at the same time. The presenter says who goes on a hike and who does not. The bottom line is that after this phrase, the player must say the word "Please", and then the leader will take him on a hike. The game goes on until everyone guesses about the "secret" word.

9. "Who is the Egyptian donkey?"

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

If the leader guesses, then it remains, if not, then again goes out the door to change the "donkey". If the leader guesses, then now, as if inadvertently, they ask him to be an "Egyptian donkey", and he should shout out louder than anyone: "I !!!". When the second leader comes and asks: "Who is the Egyptian donkey?", Everyone pretends that they are going to shout, but they are silent, only the first leader shouts.

10. "Wild Monkey"

This game is also known as "Egyptian Donkey". One person who wants to is taken out of the hall or simply farther from the location of the common circle so that he does not see or hear the rest. The presenter says: "So so. Now we will joke him (her). He will return, and we will say that there is a symposium of the wildest monkeys and he needs to determine who is the wildest. For this, - we say, - you have to ask: “Who is the wildest monkey here?” Everyone screams? “Me! Me! "With two attempts you have to guess who this monkey is. And the wildest one is the one who screams loudest and hits himself harder in the chest. So, two attempts. Here. He will ask, and we yell. After two attempts, he will point to someone. We will all be surprised and say that he guessed right. The one who was shown as the wildest monkey comes out. We seem to think of someone for real, and when the second presenter will return and will start asking, the first time we will scream, and the second time we will take some air to scream and - it will become clear. Do you have any questions? The game proceeds according to these instructions. It is good at the beginning to remove not one, but three or four people.

11. "Step over the clock"

Several hours are placed in front of the player at a short distance from each other. The player is then blindfolded and asked to step over the clock. The presenters guide the player so that he does not inadvertently step on the clock, tell him what he needs to do, how to go.

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

12. "Put your nose back"

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

13. "Ministry of Railways"

The task of the leader is to guess the person in the group, asking any questions about him to each player. The players, answering the question, talk about their neighbor on the right, because MPS stands for "my right neighbor".

14. "Camel"

This must be done very carefully so that others do not hear what is being said to a neighbor. Then the counselor stands in the center and says: "Listen carefully! Now I will name the animals. Perhaps I did not name some at all, so remember your animal for sure. So: Cat! Horse! Camel !!!".

15. "Yes, no, yes"

Three boys and three girls are called from the audience. The presenter keeps one out of six participants of the opposite sex. And the rest are taken away so that they do not eavesdrop or spy on. It is agreed with the remaining participant that he will answer the question in the sequence "Yes" - "No" - "Yes". And so three times for three answers.

The facilitator asks the following questions:

Do you know what this is?

Do you know what it is for?

Do you want to know?

In the first episode, the presenter points to the palm, and after agreeing to find out what it is for, shakes the participant's palm. In the second series, the presenter points to the shoulder and, after the third answer, gently hugs the participant on the shoulder. In the third episode, the presenter points to the lips and after the third answer, pulls his lips towards the participant as if he wants to kiss, and then plays on the lip like a small one. After a friendly laugh, the presenter sits down in the hall, and the 1st participant gets up in his place. And for him a second participant of the opposite sex is called. This is how all six participants pass in turn.


THEATER EXPROMT

Theatrical performances, in which absolutely all the children of the group take part and do everything easily, cheerfully, successfully - these are, of course, impromptu performances. Impromptu frees from the fear of failure, impromptu allows you not to be an actor, impromptu presupposes momentary creation, and therefore imperfect, unrefined form, with mistakes, incidents, funny situations. All the failures of the participants in the improvised scene are justified in advance. Impromptu: no one prepared for the game; no one knew what his role was; none of the actors is an actor, so his behavior is free, he only outlines the action of the character and acting skills are not required from him.

The impromptu theater has a psychological task as the leading one, while the school theater (ethical theater, drama studio, etc.), occupied with theatrical performances literary works, is created in the name of aesthetic and moral goals. And the psychological task consists in the psychological liberation of the student, in the formation of his sense of dignity.

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

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

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

"... Night. The Wind is howling, The Trees are swaying. A Gypsy-thief makes his way between them, he is looking for a stable where the Horse sleeps ... Here is the stable. The Horse is sleeping, he is dreaming of something, he slightly fiddles with his hooves and whinnies a little. Not far from him perched on a perch Sparrow, he dozes, sometimes opens one or the other eye. On the street, the Dog sleeps on a leash ... The trees are noisy, because of the noise you can not hear how the Gypsy-thief makes his way into the stable. The Horse by the bridle ... The Sparrow chirped alarmingly ... The Dog barked desperately ... The Gypsy leads the Horse away. The Dog is bursting with barking. . The owner leads the Horse into the stall. The dog jumps for joy. The sparrow flies around. The trees are noisy, and the Wind continues to howl ... The owner strokes the Horse, throws him hay. The owner calls the Mistress into the house. Everything calms down. The Dog sleeps. The Sparrow slumbers on his own. The Horse falls asleep while standing, he occasionally shudders and whinnies quietly ... Curtain! "

The plot should not be known to children, spectators or actors. Therefore, having played one performance, it is necessary to re-create the text for another performance. We should not forget about the effect of novelty for children: the plots should be different, relate to different spheres of a person's life, surprise children every time. unexpected turns in the course of action.

For a broader understanding of the possibilities of impromptu theater, we present one more text that serves as a support for the actions performed on the stage:

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

The philosopher sits lost in thought. Nothing can take him out of thinking about the meaning of life. He is so motionless that the Seagull that appears takes him by the stone and sits on his head.

A Merchant with a Basket appears on the shore. All day long he was selling goods in the market. Tired, drags the Basket across the sand. The merchant sees the lonely figure of a man sitting on the Stone and walks towards him.

Noticing the person, the Seagull flies away with a cry. The philosopher retains the same thoughtfulness.

Approaching the Philosopher, the Merchant asks to look after the Basket ... He undresses and goes to plunge into the Sea.

At this time, two Jokers appear on the shore. They see the Philosopher, immersed in thoughts, stealthily creep up to the Basket with clothes. They take her away and run away.

The merchant sees how his Basket with money and clothes is kidnapped, quickly swims to the shore and shouts: "Save!" From the cry, the Philosopher awakens and rushes to help. Of course, saving a person for a Philosopher is the same as saving the highest value.

The merchant fights off the Philosopher. Soon they find themselves on the shore. The jokers run farther and farther.

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

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

Dolphins are sailing - discussing the situation. The seagull screams, gives advice to the naked Merchant. Philosopher. unfazed .. Dolphins swim away. The seagull flies away.

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

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

A curtain.

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

"... Village, summer, night ... Noises and howls, swaying. Trees, Wind ...

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

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

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

An Owl flies out from behind a tree, it screams, frightens both the Resident and the Cat. Both scream again - how. can.

The hapless Villager now takes the third road to his home. He walks cautiously, looks around, flinches every minute ...

Finally, his House is visible. Our hero. reaches out to open the door. The Ghost appears ... "Ah, when will this all end ?!" - our hero yells. And the Ghost is circling around him. The villager is in despair, he clasped his head in his hands and is no longer looking for a way out ...

The Mistress, the wife of our hero, runs out of the House. She is holding a Towel. She waves the Towel, chases the Ghost away. He hides around the corner of the House.

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

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

A curtain"

You can also stage children's fairy tales ("Turnip", "Teremok", "Ryaba Chicken", etc.).


Russian folk games

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

Traditionally, game culture, which includes, along with games proper, game forms in communication, work, cognitive activity, constitute an integral and most important part of a huge complex folk culture... Most folk games can still be used today.

1. "Grandma to sing"

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

2. "Polar bears"

The play area is limited. All players move around the site, two drivers join hands and salute the others. The third joins them if he is salat, and the fourth with the third form their own pair of leaders.

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

Boyars, and we have come to you.

Young, and we have come to you.

Why did you come?

We choose the bride.

How sweet are you?

This is sweet to us.

She's a fool with us.

We will learn it.

What will you teach?

A whip.

She will cry.

We will comfort her.

- What will you console with?

We are her gingerbread.

4. "bug"

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

5. "The kings"

The king was chosen, all the other players were servants.

King, king, I am your servant!

Why are you my servant?

And what you don’t make me do, I will do everything.

Kiss the king on the mouth and everyone is clean.

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

6. "To the set"

The girls sat on the bench and made a choice for themselves a place on the right for

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

7. "To the neighbor"

All sat in pairs. Who was left without a pair drives.

Does the neighbor love?

See him (couple kissing).

If not, then you need to quickly name the other's name and swap places with his girlfriend. The presenter must take any place.

8. "Grandfather Mazai"

The host leaves. Players figure out what they did all

together. The host comes.

Hello Grandpa Mazai! Get out of the basket.

Hello kids, sweet candy. Where did you drop out, what did you do?

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

9. "The cat and the mahotki"

The host is a cat. All the rest are scammers. They squat, and the cat must knock one of them down. The mahot must hold on.

10. "Smoking room"

They passed a lighted torch, from whom it was extinguished - a smoking room. If they passed a candy that was bitten off, then who ran out of it - a greedy person. The game was accompanied by the words:

Once upon a time there was a smoking room

Once upon a time there was a dork.

Like a smoking room

Like a dork.

The legs are small

The soul is short.

Don't die smoking room,

Don't die, you dork.

Like a smoking room

Like a dork.

The legs are small

The soul is short.

The smoking room is alive

The dork is alive. The latter makes a fant.

11. "Gardener"

The leading gardener leaves, and everyone agrees on who will be what flower.

The host speaks the following words:

I was born a gardener, I got really angry, I got tired of all the flowers, except ...

What's the matter?

In love.

In whom? -V...

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

Nowadays, this old Russian game is known as "The Broken Phone". It involves 5-10 people. They sit in a row or in a semicircle. One of the players is chosen as the host. He sits first in a row, thinks up any phrase and whispers it quietly in the ear of the player sitting next to him. He quietly reports it to the next player, etc. Then the presenter approaches the one who sits last in the row and asks what was conveyed to him. He loudly repeats what he heard.

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

1. Pass the phrase in the ear and so that others do not hear. But you need to speak clearly, without distorting words on purpose. Anyone who breaks this rule sits down last in a row.

2. You can not ask again and say nonsense.

13. "Salki"

The plot of this game is very simple: one driver is selected, who must catch up and attack the players who have fled around the court.

But this game has several variations that complicate its rules.

1. The salted player becomes the driver, while he must run, holding his hand to the part of the body for which he was shocked. The first player that the driver touches becomes the driver himself.

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

14. "Hide and Seek"

Driving, stands in a conventional place with closed eyes. This place is called "kon". While the driver counts loudly to 20-30, all the players are hiding in a certain area. After the end of the count, the driver opens his eyes and goes in search of those who have hidden. If he sees any of the hiding players, he loudly calls his name and runs to the stake. As a sign that the player has been found, you need to knock on a wall or a tree at stake. If the found player reaches the end and knocks there before the driver, then he is not considered caught. He steps aside and waits for the game to end. The driver must "knock" as many of the hidden players as possible. The next time the player who was found and "caught" by the last one becomes the driver. (Or at the decision of the players - first.) Every time the driver moves away from the horse, the hidden players can sneak up on the horse and knock on it. In this case, they will not be considered detected.

15. "Geese"

On the site, at a distance of 10-15 meters, two lines are drawn - two "houses". In one there are geese, in the other - their owner. Between the "houses under the mountain" there lives a "wolf" - the driving one. The owner and the geese conduct a dialogue between themselves, known to everyone from early childhood:

Geese, geese!

Ha-ha-ha.

Do you want to eat?

Yes Yes Yes.

So fly!

We can not. The gray wolf under the mountain won't let us go home.

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

16. "Burners"

The players line up in a column in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says:

"Burn, burn, clear,

In order not to go out.

And one, and two, and three.

Last couple run! "

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

17. "At the Bear in the Forest"

On the site, two lines are drawn at a distance of 6-8 meters from each other. Behind one line is the driver - the "bear", behind the other - the "house" in which the children live. Children leave the "house" in the "forest" to pick mushrooms and berries. They approach the bear den with the words:

"The bear in the forest

I take mushrooms and berries.

And the bear does not sleep

Everyone is looking at us. "

At the last words, the "bear" jumps out of the "den" and tries to grease the children running away to their home. A player who has been hardened by a "bear" becomes a "bear".

18. "Little colors"

The driver is chosen - "monk" and the leader - "seller". All the rest of the players guess the colors of the paints in secret from the "monk". Colors should not be repeated.

The game begins with the fact that the driver comes to the "store" and says: "I, a monk, in blue pants, came to you for a paint." Seller: "For which one?" Monk: (names any color) "For blue."

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

"Monk" starts the game from the beginning.

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

19. "Zhmurki"

The game takes place on a small, limited area with no dangerous obstacles. The driver is blindfolded, or he simply closes his eyes. He must, with his eyes closed, insult one of the players. The players run away from the driver, but at the same time do not go outside the site and always give a voice - they call the driver by name or shout: "I am here." The salted player changes roles with the driver.

20. "Alyonushka and Ivanushka"

The players stand in a circle and join hands. Alyonushka and Ivanushka are chosen, they are blindfolded. They are inside the circle. Ivanushka must catch Alyonushka. To do this, he can call her: "Alyonushka!" Alyonushka must be distracted: "I am here, Ivanushka!" As soon as Ivanushka has caught Alyonushka, other guys take their place and the game starts from the beginning.

21. "Cossacks-robbers"

The players are divided into two groups. One depicts Cossacks, the other - robbers. The Cossacks have their own house, where the watchman is during the game. His duties include guarding captured robbers. The game begins with the Cossacks being in their house and giving the robbers the opportunity to hide (10-15 minutes). While the robbers are hiding, they must leave traces in the course of their movement: arrows, conventional signs or notes where the place of the next mark is indicated, traces may be false in order to confuse the Cossacks. After 10-15 minutes, the Cossacks begin their search. The game ends when all the robbers are caught, and the one whom the Cossacks saw is considered caught.

It is better to play the game on a large territory, but limited by any signs. At the end of the game, the Cossacks and robbers change roles.

22. "Fishing rod"

A fishing rod is a skipping rope. One end of it is in the hand of the "fisherman" - the driver. All players stand around the "fisherman" no further than the length of the rope. The "fisherman" begins to spin the "fishing rod", trying to hit the players with it on the legs. The "fish" must protect themselves from the "fishing rod" by jumping over it. So that the "fish" do not interfere with each other, there should be a distance of about half a meter between them. "Fishes" should not leave their seats. If the "fisherman" managed to catch the "fish", i.e. touch the "fishing rod", then the caught "fish" takes the place of the "fisherman".

Two conditions must be observed: the rope can be twisted in any direction, but it must not be lifted from the ground higher than 10-20 centimeters.

23. "Cat and mouse"

Two people are selected for the game: one is a "cat", the other is a "mouse". In some cases, the number of "cats" and "mice" may be higher. This is done in order to bring the game to life.

All other players stand in a circle, holding hands - "gate". The task of the "cat" is to catch up (touch with the hand) the "mouse". In this case, the "mouse" and "cat" can run inside the circle and outside. Those who play in a circle sympathize with the "mouse" and how they can help it. For example: by passing the mouse through the "gate" into a circle, they can close it for the "cat". Or if the "mouse" runs out of the "house", the "cat" can be locked up there, i.e. lower, close the gate.

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

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

24. "Quiet ride"

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other. The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the driver. But getting to the driver is not easy. The players move only under the words of the driver: "The quieter you go, the further you will. Stop!" On the word "stop" all the players freeze. The driver, who had previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back, beyond the line. The driver can make the frozen guys laugh. Whoever laughs also goes back beyond the line. Game continues. Who will be able to take the place of the leader?

25. "Ali Baba and Breaking Chains"

The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters. The game starts with one of the teams with the words: "Ali Baba!" The second team answers in unison: "What about, servant?" The first command says again: "On the fifth, tenth, Sasha will come here!" In this case, the name of one of the players of the opposing team is called. The named player leaves his team and runs to the opposing team in order to break the chain, i.e. will unhook the players' hands. If he succeeds, he takes the player who disengaged his hands to his team. If the chain is not broken, then he remains in the opposing team. The teams start the game in turn. The winner is the team in which after a certain time there will be more players.

26. "12 sticks"

This game requires a board and 12 sticks. The board is placed on a flat stone or small log to make it look like a swing. All the players gather around this "swing". 12 sticks are placed on the lower end, and one of the players strikes the upper end so that all the sticks fly apart. The driver collects the sticks, while the players run away and hide at this time. When the sticks are collected and laid on the board, the driver goes to look for those who have hidden. The found player is eliminated from the game. Any of the hiding players can sneak up to the "swing" unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players are found and the driver has managed to keep his sticks. The last player found becomes the driver.

27. "Elephant"

This game involves two teams of boys of 6-8 people. One of the teams must line up in a column. Each player bends down, presses his head to the belt of the one in front and at the same time holds on to him with his hands. This team is "elephant". The second team must "climb" the elephant. This is done like this. The first player gets up from the side of the "elephant's tail", runs up and, pushing himself against the back of the last player - the "elephant", makes the largest possible jump on the elephant's back. "He must" land "so as not to fall off the" back "and even Then all the other players from the “riders” team make jumps. If one of them could not resist and fell off the “elephant”, then the game stops, and the teams change places. If everyone jumped successfully, and no one fell , then the "elephant" must go 8-10 meters with the riders. If the "elephant" succeeds, then the game also stops and the teams change places.

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


OIL GAMES

1. "King of the Hill"

There is an ancient and downright ineradicable custom among the guys who got together. As soon as they come across a low hill, a mound, someone most militant climbs to the very top of the hill and shouts with a challenge: “I am the king of the hill!” And he takes a proud, defiant pose. Here guys from all sides rush to storm the slide. Everyone is trying to take the very top and overthrow the self-appointed king.

A merry, fast-paced struggle flares up. It is not customary to fight too seriously, to get caught up in a real fight. The guys mostly push or pull each other off the slopes of the hill, avoiding blows, sharp jolts and other rough tricks. And now the next "tsar", with a friendly laugh, rolls head over heels down the hill. However, he is also pleased: he was still the "king of the mountain".

To play this folk game, a slide is made of snow. The participants in the game should not be more than 10-15 people at the same time. Younger adolescents do not take part in it together with older children. It's better for them to play the game separately.

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

2. "Two frosts"

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

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

We are two young brothers, two daring Frosts.

I am Frost - Red nose, - one announces.

I am Frost - Blue Nose, - another introduces himself and asks with a feigned threat in his voice:

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

The guys usually already know what they need to answer in chorus:

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

Older children are sometimes embarrassed to recite in chorus. It is enough if at least one of the players (this may be one of the organizers of the game) utters an answer to Frosts and the first to rush to run, dragging everyone else behind him beyond the opposite border of the site, where Frosts cannot run. Sometimes no one dares to do this. Then one of the Morozov announces that everyone who does not run to the count of "three" will be frozen.

One two Three!

Everyone rushes to run across the site, and Frosts are trying to brush them with his hand. The bitten must stop, spreading his arms to the sides and freezing without movement, like "frozen". Other players can "unfreeze" it by touching it with their hand. Then he runs along with everyone for the opposite border of the site.

Having counted the "frozen" ones, both Frosts again ask the rest of the players if they will not dare to set off on a path-path, and, if necessary, count to three.

Running across the area in the opposite direction, the players are trying to help out the "frozen", but the Frosts are guarding them and are trying to "freeze" someone else. After a few runs, the number of "frozen" ones is counted and those who want are offered to try themselves in the role of "Frost". Preference is given to those who were never "frozen" and who helped others out.

Rules: 1. You can run across the site only after the words "Frost is not terrible for us!" or on the count of "three". Then you can't help but run, otherwise you become "frozen". This also threatens those who fled, but returned back. 2. "Frozen" should not move until he is "defrosted" by the one who touches him with his hand. But if someone who is trying to help out the "frozen" will be harassed at this moment by Frost, then he himself must freeze in place. It happens that with overclocking it still touches the "frozen" one, but the latter must remember that such liberation is no longer valid, you cannot run after it, otherwise you will be out of the game. 3. Those who run over the long side of the site are considered salted. But behind the short side is salvation: Frosts cannot run in there. 4. Guarding the "frozen", drivers cannot hold them with their hand. 5. Sometimes it is agreed that Frosts will take the "frozen" a second time to their ice tower, where they can no longer be rescued until the change of the drivers.

3. "Third extra (with a strap)"

10-40 children play in a small area or in a hall. Choose two drivers. The rest form a circle, facing the center in pairs, one in front of the other.

The beginning is as in all variants of the widespread game "The third is extra": one driver runs away from the second and can stand in front of any pair. Then the one standing behind turns out to be the third, which means that it is superfluous, and must run away from the second driver.

The peculiarity of this game is that the second driver has in his hand a belt, belt or harness, twisted from a scarf, shawl, just a piece of rope. Waving a belt or, conversely, hiding it behind his back, the second driver runs around the players, trying to hit (lash) the first driver with a belt before he gets in front of someone's pair. If you succeed in hitting him, you need to throw the belt up and run away himself, and the jacked one must now catch up with him in order to paint him.

The situation is constantly changing, and all players have to be alert, especially the last in pairs. After all, drivers every now and then use unexpected tricks. For example, the second driver quietly passes the belt to someone standing in a pair, and he continues to chase the first driver. He runs away, but only caught up with the player holding the belt, as he lashes the driver. He then tosses the belt and runs away, becoming the new first driver. The former turns into the second driver, and must, having picked up the belt, catch up with the fleeing one. Former second the driver who has used the "military trick" joins the remaining incomplete pair.

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

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

4. "Golden Gate"

Of the 6-20 participants in the game, two stronger ones are chosen. Those move a little to the side and agree which of them will be the Sun and which will be the Moon (Month). Those who have chosen the roles of the sun and the moon face each other, hold hands and raise them, as if forming a gate. The rest of the players, holding hands, walk in a line through the "gate". At the same time they sing their favorite songs. When the last one walks through the gate, they "close": the Sun and the Moon lower their raised arms and the one who walked last is between them. The detainee is quietly asked where he would like to be, behind the moon or the sun. Then all the players again go through the "gate", and again the last one is stopped. This is repeated until everyone is grouped. Then the groups arrange a tug-of-war holding hands or using a rope, stick, etc.

The variation of this game is as follows. Those walking through the "gate" do not sing, but those who represent the "gate" say in a recitative:

Golden Gate

Not always skipped.



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