Mixers - games (exercises) to raise the mood, remove the psychological barrier, dating. Games (exercises) to cheer up

  • 13.10.2019

The children stand in a circle, one of them shows any movement, while saying the first words of the song “If you like it, then do it ...”, the rest of the children repeat the movement, continuing the song: “If you like it, then you show it to others, if you like it, then do it…” Then the next child shows his movement, and so on until the circle is completed.

  1. A game "I'm throwing you a ball."

To defuse and cheer up, you can offer a ball game. In the circle, everyone will throw the ball to each other, naming the person to whom it is thrown, and saying the words: “I throw you a flower (candy, elephant, etc.).” The one to whom the ball was thrown must adequately answer.

  1. A game "Broken phone"

The participants take turns passing proverbs to each other, which the presenter called in the ear of the person sitting at both ends. Then each of them tells the proverb, which is transmitted to him from the other end.

There is no such person that the age without sin

Every untruth is a sin

You can't escape fate

Risk is a noble cause

You will earn money - you will live without need

When money speaks, the truth is silent

And steal wisely - trouble can not be avoided

Once stole - forever became a thief

Who is stronger is right

With whom you will lead - from that you will type

A smart lie is better than a stupid truth

Ran away - right, but caught - guilty

  1. A game "Understand me"

At the same time, all participants loudly pronounce their word, and the driver repeats all the words that they managed to hear.

5. A game "Merit Fair"

Participants of the game receive 2 sheets with the names " sell" and" buy" The host offers on one sheet, under the inscription " sell" write all his shortcomings that he would like to get rid of, and on another sheet under the inscription " buy" write the virtues that he lacks in communication. Then the sheets are attached to the chest of the participants in the game, and they become visitors to the Fair, start walking around and offer to buy (or sell) what they need. The game continues until everyone has gone around and read everything. possible options purchase and sale of the qualities required for it.

6. A game "Name an Emotion"

Passing the ball in a circle, the participants name the emotions that interfere with communication. Then the ball is passed to the other side and the emotions that help communication are called. Emotions can be expressed different means- through movement , posture, facial expressions, gestures, intonation.

7. Methodology "Your name"

Participants stand in a circle, and one, passing the ball to a neighbor, calls how full name. The task of the others is to name, passing the ball in a circle, as many variants of his name as possible (for example, Katya, Katyusha, Katerina, Katenka, Katyusha, Ekaterina). The task is repeated for each participant. Then everyone shares their impressions of what they felt when they heard their name.

8. A game "Associations"

A person who wishes is chosen and stands in front of the participants. The psychologist invites each person present, in turn, to say what associations he evokes, i.e. what it reminds us of: a plant, an object, an animal. What they felt, what comparisons were unexpected.

9. Exercise game "Bin"

Children write on sheets of paper negative thoughts, unpleasant incidents, stories, situations, crush the sheets and throw them into the bucket (forgetting this forever).

Caterpillar.

Age: from 7 years.
The group gets in line. Each of the group gives his hand to the back. To do this, the players spread their legs shoulder-width apart and give their hand back between their legs. At the same time, everyone also takes the hand of the person in front. The group starts moving back. In this case, the back begins to lie down on the floor. The group moves back until everyone is on the floor. The group is then asked to return to the starting position in reverse order.

Shadow leader.

Age: from 8 years.

One of the players leaves the room. The remaining members of the team choose a "leader", who sets any movements for the group and changes them after a while. The task of the newcomer is to determine the "leader". In case of luck, the "leader" himself goes out the door and the game is repeated with the new "leader".

Camel.

Purpose of the game: To cheer up the group.

Age: from 7 years.

The players stand in a circle and put their hands on each other's shoulders. The counselor says that now he will say the name of some animal in everyone’s ear, and then he will stand in the center and pronounce the names, and whose animal will be named, he must tuck his legs and hang on the neighbors. The leader comes up to everyone and says: "Camel." This must be done very carefully so that others do not hear what the neighbor is saying. Then the counselor stands in the center and says: "Listen carefully! Now I will name the animals. It is possible that I did not name some at all, so remember your animal for sure. So: Cat! Horse! Camel!!!".

Yes-no-yes.

Purpose of the game: Relieve tension and cheer up the group.

Age: from 12 years old.

Called three boys and three girls. The host keeps one member of the opposite sex out of six. And the rest are taken away so that they do not eavesdrop and do not peep. 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's for?
  • Do you want to know?

In the first series, the host points to the palm, and after agreeing to find out what it is for, shakes the participant's palm. In the second series, the facilitator points to the shoulder and, after the 3rd answer, gently hugs the participant's shoulder. In the third series, the presenter points to the lips and, after the 3rd answer, plays on the lip like a small one. After a friendly laugh, the host sits down, and the 1st participant takes his place. And a second member of the opposite sex is called for him. So in turn pass all six participants.


5.Story.

Purpose of the game: to cheer up the group.

Age: from 10 years.

The two go out the door. Everyone else is given the instruction: "When they enter, we will tell them what we have thought about them. interesting story(adventure, fantastic, romantic, scary, etc.). They have to guess it by asking us questions. In fact, for questions that end in a vowel, we will answer yes, and for questions that end in a consonant, we will answer no. We will not invent history. Volunteers themselves will come up with it by asking questions. Here their fantasy and imagination will be manifested.

6 . Boogie Woogie

Purpose of the game: Relieve tension and cheer up the group.

Age: from 7 years.

Hand in hand, everyone walks in a circle and sings:
We dance boogie-woogie, turning in a circle, and clapping our hands, we sing.
(Players clap their hands). Then they join hands again, go to the center of the circle and sing:
Boogie woogie, hey!
lifting one leg forward. Coming from the center of the circle:
Boogie woogie, hey!
Raise the leg forward again. Further, all movements are accompanied by such a song:
Right hand forward, and then back, and then forward again and shake a little.
The dance is repeated:
We dance boogie-woogie...
Continuing the dance game, the underlined words are replaced by: left hand, leg ..., ear ... etc. (as long as there is enough imagination and strength). This is a dance game, so it's good if it is accompanied by music.

Dwarf giants.

Purpose of the game: Relieve tension and cheer up the group.

Age: from 7 years.

The participants of the game stand in a circle. The host calls: dwarfs or giants. At the word, the dwarfs all squat, the giants all stand up. Those who made a mistake stand inside the circle, and then perform some task.

Bulb.

Purpose of the game: Relieve tension and cheer up the group.

Age: from 12 years old.

The host invites a boy and a girl to participate. The young man is given the task of screwing in an imaginary light bulb and not letting his "wife" interfere with it. The girl is informed that her "husband" wants to commit suicide and she must stop him. The young man and the girl do not know about each other's tasks.

Hall games.

Goal-by.

The leader divides the hall into two teams, the task of one of which is to shout "Goal!" When the leader raises right hand, and the other - "Miss!", when the host raises his left hand up. If the leader raises both hands at once, everyone should shout "Barbell!" together. Then the presenter has fun with raising his hands, in every possible way inciting and teasing the audience, for example, suddenly turning his back or saying that the first team for some reason screams quieter than the second.

Two gnomes.

Goal: set up the hall, draw attention to the stage.

The hall is divided into two halves. Each group learns their own words. When the presenter, after his phrase-question, shows his right hand, he shouts "Petka", when the left one - shouts "Vaska". When both hands are raised, two commands are shouted. Who is friendlier? Who is louder?
Leading
Children
Vaska, I have a plaid shirt.
I came to you kids to eat candy.
Leading
Standing on a sunny meadow beautiful house. And next to this house is a cheerful gnome. Dwarf, dwarf, what's your name?
Children
Petka, I have polka-dot pants.
I came from a fairy tale because I'm good.

Rain.

Goal: set up the hall, draw attention to the stage.

The host invites everyone in the hall to illustrate the change in weather conditions, namely the beginning of the rain. He talks about how the weather changes, and the audience repeats his movements.

The sun shone first. - Silence in the room.
- But here is a small, small, almost imperceptible rain. - knock with one finger of the right hand on the palm of the left.
- A little stronger ... - two fingers.
- Even stronger ... - three fingers.
- And now it's raining heavily. - four fingers.
And a terrible downpour! - all clap with a full palm.

Then you can demonstrate a gradual improvement in the weather, that is, do everything in reverse order, eventually returning again to heavy rain and announcing the next number to applause.

Scarf.

Goal: set up the hall, draw attention to the stage.

The host invites everyone in the hall to introduce themselves ... scarves. But scarves are not ordinary, but able to carry out two simple commands: wrapped and unwound. At the command of the host, "Shake it up!" all "scarves" hug an object or a person, whom the presenter will name, at the command "Unwound!" - Raise your arms to the sides. Then the presenter begins to wrap and unwind scarves in every possible way, for example, like this:

Wrapped up on itself ... - unwound!
- Wrapped up on the back of the front seat ... - unwound!
- Wrapped up on the hand of a neighbor on the left ... - unwound!
- Wrapped up on a neighbor ... - unwound!

5. How an elephant sneezes.

Goal: set up the hall, draw attention to the stage.

The hall is divided by the host into three approximately equal parts, then each of the parts is offered its own word, which the spectators that make up it must learn to speak in unison and loudly in chorus. The word for the first part is "Boxes!", for the second - "Cartilage!", and for the third - "Dragged!". Each group, under the guidance of the facilitator, rehearses the pronunciation of their word several times, then, at the command of the facilitator, they all together loudly pronounce each their own. And then.. the presenter, mimicking the announcer from the program in the "World of Animals", says: "Well, my little friends, we heard an elephant sneezing, so let's wish him good health, and we ourselves will watch the next number of our program ... ", and the next performance is announced.

Fish.

Goal: set up the hall, draw attention to the stage.

Imagine that my left hand is the sea (makes a wave-like movement), and my right hand is a fish (with my right palm it depicts a fish that swims, wriggling). When a fish jumps out of the sea (i.e. raises the right hand over the left hand), you clap. So, let's get started. The leader initially makes slow movements. Then he introduces deceptive movements, then speeds up the pace, arranging a standing ovation.

Firework.

Goal: set up the hall, draw attention to the stage.

The host proposes to arrange a festive salute in the hall. The most daring spectators will help in this. Two people are invited to the stage. One gets the role of a matchbox, which stands at the right backstage close to the edge of the stage, the second - the role of a match. Standing in the middle of the stage, the match will have to proudly walk to the box and, striking the box with its head, will catch fire. The presenter invites the viewer in bright red clothes, who will play the role of a spark. The next four spectators become the wick. Lined up in a line, they stand in the middle of the stage. Next, the viewer is invited to play the role of a gun. Placed at the left wings, the gun should be able to say loudly<бах>. And, finally, 5-8 spectators in bright clothes are invited from the audience. They squat in front of the stage in a circle and after the signal of the gun they will have to stand up with the words<тили-тили>and the audience applauded loudly. After the rehearsal, a salute is arranged, the presenter comments on what is happening:<Гордая спичка шагает к коробку, чиркнув головкой по коробку, загорается, появляется огонек. Спичка с огоньком шагает к фитильку. Огонек бежит по фитильку к пушке. Пушка стреляет. Загорается салют под аплодисменты зрителей>.

Beauty heart.

Goal: set up the hall, draw attention to the stage.

The host invites everyone to remember the words of the verse of the song: The heart of a beauty is prone to treason
And to change, like the wind of May. And he offers to sing a song without words to the whole audience. Words are replaced in turn. Word<сердце>replace by touching the hands on the left side of the chest. We perform the song, replacing the first word with a gesture. After introducing each gesture, we sing the whole song until we replace all the words with gestures. Here's what happens: Touching the hands to the left side of the chest -<сердце>. We circle the contour of our face with our hands -<красавицы>. We make a tilt of the body -<склонно>. We depict horns above the head -<к измене>.
Everyone sits cross-legged and change legs, lower one, throwing the other -<и к перемене>. Blow -<как ветер>. Stretch out a palm with five fingers -<мая>

Nose - floor - ceiling.

Goal: set up the hall, draw attention to the stage.

The leader in turn calls “nose”, “floor”, “ceiling”, pointing with his index finger. The task of the players is to carry out the tasks of the leader without error (if the “floor” is called, everyone should point to the floor). So it is with the rest of the words. The host tries to confuse the players, pointing out something other than what he was called. For example, he said "nose", but pointed to the ceiling.

Guys, get up.

Goal: set up the hall, draw attention to the stage.

The host offers to execute his commands only if he pronounces the appeal “guys”. For example: "Guys, clap your hands," everyone should clap. “Now stomp,” no one should stomp, since the appeal “guys” was not said.

Outdoor games.

Burners.

Age: from 7 years.

Participants, divided into pairs, hold hands. The couples become one after the other in a string. Ahead, 3-5 m from the first pair, is the driver.

Everyone speaks in unison:

Burn, burn bright.

To not go out.

Look at the sky

The birds are flying

The bells are ringing…

The driver stands with his back to the players. Starting with the words “look at the sky”, he looks up. At this time, the last couple separates their hands and goes forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching his hand before they join hands again. Whom the "burner" catches, with that becomes a couple in front of the string. The rest drives. If the “burner” has not caught anyone, he “burns” again - he catches the next pair. The "burner" has no right to look back and peep. Otherwise, a couple prepared to run may exchange queues with another. No one should start running before the word "ring" is spoken. The "burner" can catch the runners only as long as the couple does not join hands.

Musical chair.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: 7-13 years old

Chairs are placed in the center, 1 less than the number of participants. Children walk or run around the chairs to the music. Suddenly the music stops, you have to have time to take a chair. Those who do not have enough are out of the game. We remove 1 chair and everything continues.

Inventory: chairs according to the number of children, musical accompaniment.

Chain-forged.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: from 9 years.

Two teams are playing. They become, holding hands, facing each other, at a distance of 5 - 7 meters. One of the teams starts the game with the words: “The chains are forged, unforge us.” The second team answers in chorus: “Which of us?”. The first team calls out the name of one of the players on the opposing team. The named player leaves his team and runs to the opposing team in order to break the chain, i.e., disengage the hands of the players. If he succeeds, he takes the player who unhooked 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 team with the most players after a certain amount of time wins.

Zhmurki.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: from 7-13 years old.

The driver is blindfolded, or he simply closes his eyes. He must, with his eyes closed, hurt one of the players. The players run away from the driver, but do not go beyond the site. They must necessarily give a voice, calling the driver by name, or shouting: "I'm here." The player who was hit changes places with the driver.

Enchanted castle.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: 7-13 years old.

Two teams are playing. The first team must disenchant the "castle", and the second team must prevent them from doing so. The "castle" can be a tree or a wall. The team defending the "castle" must be blindfolded. They are located on the playground as they want. Two of them are located near the "castle" - the main gate. Players who need to cast a spell on the “castle”, at the command of the host, begin to silently move towards the main gate. Their task is to go through the gate and touch the "castle". The task of the second team is to hit those who are moving towards the "castle". Those who get hit are out of the game. Before the game, one condition must be stipulated: is it possible for the team to move blindfolded or must they stand still.

Crows and sparrows.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: 7-12 years old.

Two parallel lines are drawn at a distance of 1 meter. Another 4-5 meters are measured from them, and they are drawn along the line. The first two lines are the start lines, the second are the “houses”. Teams line up with their backs to each other near the first lines. Each team is given a name - one "crows", the other "sparrows". If the host said "crows", then the crows are catching up with the sparrows, who are trying to escape to their "house". All captured sparrows become ravens. The same thing happens, only in reverse, if the host said "sparrows".

From circle to circle.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: 7-13 years old

Several circles are drawn. The players are in these circles. Between them is the driver, who does not have the right to enter the circles. It is impossible to stay in a circle for a long time. Players must constantly run from one circle to another. The task of the driver is to hit the player while he is not on the territory of the circle. The player who was hit becomes the driver.

Traffic lights.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: From 7-13 years old.

Two lines are drawn on the site at a distance of several meters from one another. The space between the lines is considered "expensive". The participants of the game, or the organizer of the game, choose the leader of the "traffic light" by drawing lots or a counting rhyme. All players, except for the driving "traffic light", line up behind one of the lines. "Traffic light" guards on the "road". Standing with his back to the players, he names a color. If the player finds the named color “on himself” (clothing, bow, hairpin, etc.), he takes it with his hand and calmly crosses the “road”. If nothing suitable was found, he can only quickly run across to the other side (without running out of the "road"). A "traffic light" should catch violators. The one whom the "traffic light" touches becomes a "traffic light" himself.

Third wheel.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: from 7 years.

The players stand in pairs facing the center, forming two circles. Two drivers - one runs away, the other catches up. They run around the circle, and they can only go through the circle on one leg. The fleeing player can stand up to any pair in front. The one who turned out to be the third (last) becomes the evader, and now the second player is catching up with him.

Fishing rod.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: From 7 years.

A fishing rod is a jump rope. One of its ends 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" spins the "fishing rod", trying to hit the legs of the players with it. "Fish" must protect themselves from the fishing rod by jumping over it. They should not interfere with each other, and also not leave their places. If the "fisherman" managed to catch the "fish", that is, touch the "fishing rod", then the caught "fish" takes the place of the "fisherman". It is necessary to observe the condition: the rope cannot be raised above 10 - 20 centimeters.

Equipment: jump rope.

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

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

1. "Clown"

To conduct this game, you need to split into 2-3 teams and prepare 2-3 boxes of matches. More precisely, not the whole box is needed, but only its upper part. The inner, retractable part, together with the matches, can be set 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 as quickly as possible to all members of your team, while hands should be behind your back. If someone's boxes fell, the team starts the procedure again.

Accordingly, the winning team is the one that completes the transmission of the box faster.

2. "Apple"

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

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

3. "Sandal"

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

4. "Toucan"

Toucan is a fish that fishermen often dry by stringing on long ropes. Now we, like a toucan, will "string" on a long, about 15 m long rope, at one end of which a pine cone is tied. All members of the team must pass this bump through all the clothes from top to bottom, passing the bump to each other in turn. Naturally, the winning team is the one whose last member is the first of all the teams to pull out a pine cone from the trouser leg 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 the rope with both hands, get tangled, forming a living ball that the driver must unravel. His 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, with their arms crossed as is recommended when carrying the wounded. Another player, who will be "jumping", becomes his back to them on a chair. He stands on the edge of the chair and falls back like a wax stick. Standing behind with crossed arms 8 people catch him. The sharpness of sensations and the success of the fact that a comrade is caught capture and captivate the guys. The fear that their friend might hit makes the guys hold on tightly to each other.

7. "Coon circles -1"

The whole group, blindfolded, holds on to a rope ring. On command, you need to draw a certain figure - a triangle, a square, etc.

8. "Throw out on the fingers"

For the whole group, for “one-two-three”, you need to throw out such numbers on your fingers so that their sum is equal to that given by the leader. The exercise is repeated until the result.

The group must count in order up to N (either equal or greater than the number of participants), with only one person saying each number. You can't agree on who says what. As soon as several people say a number at the same time, or no one says it for a long time, the count starts from the beginning. Optional rule: Each person must say at least one number.

The group must count in order to a number (either an equal or greater number of participants), and each number should be spoken by only one person. You can't agree on who says what. As soon as several people say a number at the same time, or no one says it for a long time, the count starts from the beginning. Optional rule: Each person must say at least one number.

11 . Two people stand with their backs to 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 member of the group holds on to a rope. The task is to tie the rope into a knot. You can’t let go of your hands, you can only move along the rope (if someone lets go of your hands, the exercise starts from the beginning). Option - then untie the tied knot with the same rules. An option is to untie the knot tied by the leader.

13. "Plates - 1"

The group is given several plates. The group must, without stepping on the carpet, cross the plates through it. Condition: at least one foot must always be on each plate. Otherwise, the plate is taken away.

14. "Ant trail"

The group is divided into two parts and stands on a long board on both sides of the middle. The task is for the two subgroups to swap places. If someone steps on the ground or touches the ground, the exercise starts from the beginning.

15. "Rug"

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

16. "Rope for hands"

The rope is stretched just below the waist of the tall man in a group. The group stands holding hands. The task is for everyone to pass over the rope without hitting it. Note: in order for group work to proceed, you must either introduce a rule that you cannot jump, or introduce "blind", "dumb" people.

17. "Plates in a circle"

The plates are arranged in a circle, their number is equal to the number of participants. It is necessary, without stepping on the floor, for everyone to simultaneously jump a circle from plate to plate. The plates are sized so that only one person can fit on each.

18. Octopussy

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

19. "Synchronous, out of sync"

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

20. "Engine"

The troika consists of a driver, a train and a train. The locomotive stands first with its eyes closed. The driver stands third and drives the train. Everyone holds on to the belt in front of the person standing. Turn 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 about who liked which role (leader, follower, mediator for transmitting information).

21. "The blind man and the guide"

Everyone stands in a circle, counts on the first or second and is divided into pairs. In pairs, stand next to each other. The one in front 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 a while, the partners switch roles and the game continues.

22. "Customs"

Host: “I propose to practice observation, the ability to analyze the behavior of another person. So, our group is passengers going on an airplane flight. 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 leaves. One of the group members hides an object, after which the "customs officer" is let in. past him

"passengers" pass one at a time, three attempts are given to determine the smuggler.

23. "Monster"

We all acknowledge various disadvantages. But are they really that scary, if you think about it? Imagine that in the center of our circle there is a scarecrow - an unsympathetic one, sort of like they put it in the garden

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

First, everyone takes turns naming various shortcomings: "Scarecrow such and such", and then each of us will say what are the good 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 "pluses" and "minuses" of these qualities are discussed.

24. "Stand in a circle"

All participants gather in a tight group around the leader. At his command, they close their eyes and begin to randomly move in any direction, while everyone is buzzing like bees collecting honey. After a while, the host claps his hands, everyone instantly falls silent and freezes in the place where the signal was caught. After that, the host 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 takes place in complete silence. When all the participants in the game take their places and stop, the leader will clap three times, everyone will open their eyes.

25. "Count to ten"

Everyone stands in a circle, without touching each other with elbows and shoulders. At the signal of the leader, everyone closes their eyes, lowers their noses down and tries to do what six-year-olds can do: count from one to ten. But the trick is that everyone will count together. The game has one rule: each number must be spoken by only one person. If two people say a number, the count starts from the beginning. Several attempts are made. The leader can make a bet with the group. At the end of the analysis of what happened.

26. "Line up for height"

Everyone stands in a tight circle, closes their eyes and mouths, i.e. become deaf and blind. At the leader's command, they should line up in order of height. When everyone takes their places and stops, the leader 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-mutes. Their task is to line up in the calendar order of their birthdays. The leader of the line should be a person born, for example, on January 1, and the last one should be someone who was born at the end of December. Before the game, they agree that it is more convenient to start the “conversation” with the announcement of the month of their birth, and then agree on the date. When the line is lined up, everyone opens their eyes, mouths and ears and says their birthdays.

You can repeat the exercise for a few times.

28. "Make eye contact"

All players stand in a circle, facing each other, "go silent", lower their heads and look at the toes of their shoes. At the signal of the leader, everyone raises their eyes and looks at one of the people standing in the circle. If two eyes meet, they approach each other, stretch out their hands (embrace). The task of the group is to form as many pairs as possible at once.

29. "Transmission 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 one of the four feelings by touch: fear, joy, curiosity, sadness. The task of the driver is to determine by touch 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, cause any reaction from the Forsaken.

Horde Restrictions: You can't touch the Forsaken, and you can't yell in their ear.

Restrictions for the Forsaken: you can not lower and hide your eyes, you must look straight.

The game begins at the expense of "Five" leading. Continues 1-2

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

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 golden chair, everyone will only talk about good qualities this person. If a person orders a Black chair, everyone will talk about him. weaknesses, its shortcomings.

As a rule, most people want to sit on the Black Chair, but it is advisable to start the game from 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 GAMES

The identified leader can become the main link in the chain of relationships between the leader and the group.

1. "Rope"

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

The guys stand in a circle and take the rope with both hands, which is inside the circle. 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 inactivity of the guys, then one of the participants offers some kind of solution: for example, to pay off and then build a triangle by serial numbers, and then directs the actions.

The practice of this game shows that usually these functions are taken over by the leaders.

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

2. "Karabas"

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

Most often, more sociable, striving for leadership guys get 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 uninitiated is the group of the detachment that does not get up at all.

3. "Big family photo"

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

It is proposed that the guys imagine that they are all a big family and everyone needs to be photographed together for a family album. You must select a "photographer". He should arrange the whole family for photographing. The "grandfather" is chosen first from the family; he can also participate in the arrangement of the members of the "family". No more settings are given for children, they must decide for themselves who to be and where to stand. And you wait and watch this entertaining picture. The role of "photographer" and "grandfathers" is usually taken by 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 the shift, can open up new leaders for you and reveal the like-dislike system in groups. After the distribution of roles and arrangement of "family members", the "photographer" counts to three. At the expense of "three!" Everyone together and very loudly shout "cheese" and make a simultaneous clap of their hands.

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

So, the first task. Now each team should say a single word in unison. "Begin!"

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 takes on.

Second task. Here it is necessary that half the team quickly stand up without agreeing on anything. "Begin!"

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

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

Usually, the leader 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" for himself. This can be explained by his desire to transfer the responsibility of the commander to the shoulders of someone else.

Task four. We flew to Mars and we need to somehow accommodate in a Martian hotel, and there is only a triple room, two double rooms and one single room. You need to distribute as quickly as possible who will live in which room. "Begin!"

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

The proposed number of rooms and rooms in them is made for a team consisting of 8 participants. If there are more or fewer participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single.

This technique will give you quite complete system leadership in a team. 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 the last place in the team is occupied by the leader-organizer. Who will lead your detachment depends not only on personal sympathies, but also on the type of activity, the direction of the life of the detachment in a given shift.


GAMES - POLLS

Target: take the pressure off and get back to work. Draw games differ from all games in that they can only be played once with one team. In terms of their content, prank games are a kind of riddle-joke, after solving which the participants understand that they were played a joke on.

1. "Have you seen a ghost?"

Players line up shoulder to shoulder to each other, the leader stands 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 facilitator raises his right hand) The player repeats the dialogue and gesture with the next player, and so on until the end. The second time, without changing words, the host raises left hand, for the third time - crouches and stretches the left leg forward. The whole chain also sits shoulder to shoulder with outstretched arms, and the leader pushes the person sitting next to him. The entire squad falls in a chain.

2. "Do you know Jacek?"

Another version of the game "Have you seen a ghost?" Those who wish, 8-10 people, line up in a column and squeeze their shoulders very closely. The host adjusts to the first and asks: "Do you know Jacek? Jacek is like that!" And shows, stretching his arms to the level of his 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 starts the circle again, but the hands remain at the level of the abdomen. Repeat again - hands at knee level. And finally, the hands almost touch the floor. When everyone is in such an awkward position, the host says: "Do you know Jacek? Jacek is like that!" And with these words, he strongly pushes the first player with his 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 can be asked questions that are answered only by “yes”, “no”, “I don’t 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 - "no", the soft sign - "I don't know". After some time, the host himself composes a detective story and is very happy about it.

4. "Love story"

Another version of the game "Detective". Two who wish - 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 ask 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 soft signs, then the circle says "don't know" and "doesn't matter", optionally. The drivers are given instructions: “We came up with a love story without you. You must find it out by asking questions that would provide only unambiguous answers: “yes”, “no”, “we don’t know.” What you understand, then tell. confused, they need a little help.In the end, the counselor thanks the drivers for telling everyone their "wonderful love story."

5. "Monument of Love"

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

The third leader, one at a time, calls either a girl or a young man, offering them:

You are a sculptor, in front of you is an unfinished monument of Love made of clay, 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 sits down on their knees in a circle. One host 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 smell the summer, the sun blinds you. You see that a scarlet flower grows in the middle of the clearing, you lean towards it, 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 leader at this moment comes up to 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 another, each phrase you must repeat in unison. Can you?

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

(repeat)

We love funny Games(repeat)

Lost, already lost!

But you only said two sentences.

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

8. "I'm going camping..."

One phrase is said in a circle: "I'm going camping and taking with me ... (the participant names any thing)" You can also pass a ball or a toy. The leader 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 the "secret" word.

9. "Who is the Egyptian donkey?"

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

If the presenter guesses, then he remains, if not, then he again leaves the door to change the "donkey". If the presenter guesses, then now, as if inadvertently, they ask him to be an "Egyptian donkey", and he should shout the loudest: "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 wishes is taken out of the hall or simply away from the location of the general circle so that he does not see or hear the rest. The host says: “So that’s it. Now we’ll poke 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 must 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 the loudest and beats his chest harder with his fist. So, two attempts. Here. He will ask, and we will yell. After two attempts, he will point to someone. We will all be as if surprised and say that he guessed right. The one who was shown as the wildest monkey goes out. We think of someone, it seems, for real, and when the second presenter returns and will start asking, the first time we will scream, and the second - we will breathe in for a cry and it will become clear. Any questions? The game proceeds according to this instruction. It is good to remove not one, but three or four people at the beginning.

11. "Step Over the Clock"

Several clocks 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 hosts guide the player so that he does not inadvertently step on the clock, suggest what he needs to do, how to go.

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

12. "Put your nose back"

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

13. "MPS"

The facilitator's task is to guess the intended person in the group, asking any questions about him to each player. 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 the neighbor is saying. Then the counselor stands in the center and says: "Listen carefully! Now I will name the animals. It is possible that 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 hall. The host keeps one member of the opposite sex out of six. And the rest are taken away so that they do not eavesdrop and do not peep. 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's for?

Do you want to know?

In the first series, the host points to the palm, and after agreeing to find out what it is for, shakes the participant's palm. In the second series, the facilitator points to the shoulder and, after the 3rd answer, gently hugs the participant's shoulder. In the third series, the presenter points to the lips and after the 3rd answer, stretches his lips to the participant as if he wants to kiss, and then plays on the lip like a little one. After a friendly laugh, the presenter sits down in the hall, and the 1st participant takes his place. And a second member of the opposite sex is called for him. So in turn pass all six participants.


THEATER

Theatrical performances, in which absolutely all the children of the group take part and do everything easily, cheerfully, successfully, are, of course, impromptu performances. Impromptu releases from the fear of failure, impromptu allows not to be an actor, impromptu implies momentary creation, and therefore, imperfect, unpurified form, with mistakes, incidents, funny situations. All the failures of the participants in the impromptu 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 as a host psychological task, while the school theater (ethical theater, drama studio, etc.), occupied by theatrical performances literary works, is created in the name of aesthetic and moral tasks. And the psychological task consists in the psychological emancipation of the student, in the formation of a sense of dignity in him.

The method of organizing an impromptu theater is extremely simple. The text for "Voice-over" is compiled, usually fabulous, fantastic, detective, so that entertaining events unfold on the stage. Then all the characters of the performance are fixed, they are indicated on the cards. These cards are distributed among the children who came 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 characters, the actors appear from behind the scenes and perform everything that the "Voice-over" reports.

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

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

"... Night. The Wind howls, the Trees sway. 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 turns his hooves and neighs thinly. Not far from him, Sparrow perched on a perch, he dozes, sometimes opens one or the other eye.On the street, on a leash, the Dog sleeps ... The trees rustle, because of the noise you can’t hear how the Gypsy thief makes his way into the stable.Here he grabs Horse by the bridle... Sparrow chirped anxiously... Dog barked desperately... Gypsy leads the Horse away. "The owner leads the Horse to the stall. The dog jumps for joy. The sparrow flies around. The trees rustle, and the Wind continues to howl... The owner strokes the Horse, throws hay to him. The owner calls the Mistress into the house. Everything calms down. The Dog is sleeping. The Sparrow is dozing on his Standing, the Horse falls asleep, he occasionally shudders and quietly neighs ... Curtain!

The plot should not be known to the children, or the audience, or the 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, touch different areas human life, every time to surprise children. unexpected twists and turns in the course of action.

For a broader idea of ​​the possibilities of the impromptu theatre, here is another text that serves as a support for the actions played out on the stage:

"... The sea. The sea is worried. It is in constant motion. The Philosopher is sitting on the Stone near the shore. He went deep into thoughts, does not notice anything around. From the side it seems that he is dozing. how the Shark swam up and opened its predatory mouth, intending to eat the Philosopher.He does not notice how a flock of merry Dolphins drives the evil Shark into the Sea.

The philosopher sits immersed in thought. Nothing can bring him out of his thoughts about the meaning of life. He is so motionless that the appeared Seagull takes him for a stone and sits on his head.

A Merchant with a Basket appears on the shore. He spent the whole day selling goods in the market. Tired, dragging the Basket across the sand. The Merchant sees a lone figure of a man sitting on a Stone and moves towards it.

Noticing the man, the Seagull flies away with a cry. The philosopher retains his former 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 get to the Basket with clothes. They pick her up and run away.

The merchant sees how his basket with money and clothes is being stolen, quickly swims to the shore and shouts: "Save!". From the scream, the Philosopher wakes up and rushes to help. Of course, saving a person for the Philosopher is the same as saving the highest value.

The merchant fights off the Philosopher. Soon they are on the beach. The jokers run further and further away.

The merchant rushes along the coast, begging the Philosopher to give him clothes for a while in order to catch the pranksters. 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 thought.

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

Dolphins arrive - discuss the situation. The seagull screams, gives advice to the naked Merchant. Philosopher. imperturbable.. Dolphins swim away. The seagull is flying away.

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

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

The curtain.

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

"... Village, summer, night... Noise and howl, swaying. Trees, Wind...

A Villager walks along the road. There is a Fence to 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 Villager.

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

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

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

Finally, his house is visible. Our hero. holds out his hand to open the door. The Ghost appears... "Ah, when will it all end?!" yells our hero. And the Ghost circles around him. The villager is in despair, he put 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 has a towel in her hand. She swings the Towel, drives the Ghost away. He hides behind the corner of the House.

Our hero tells the Mistress, his wife, why he is so frightened ... The Ghost around the Corner repeats his words, like an echo, slowly creeps up again 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 shouted ... The ghost disappears forever.

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

The curtain"

And you can also put on children's fairy tales ("Turnip", "Teremok", "Rocked Hen", etc.).


Russian folk games

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

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

1. "Grandma sing"

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

2. "Polar bears"

The playing field is limited. All players move around the court, two drivers join hands and salute others. The third joins them if he is salat, and the fourth and third form their pair of leaders.

All players are divided into two groups, lined 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 came to you.

Why did they come?

We choose a bride.

How cute are you?

We are this cute.

She is our fool.

We will learn it.

What will you teach?

Pletochka.

She will cry.

We will comfort her.

- What will you comfort?

We are her gingerbread.

4. "Bug"

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

5. "In the kings"

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

King, king, I am your servant!

Why are you my servant?

And whatever you make me do, I'll do it.

Kiss the king on the mouth and all to clean.

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

6. "Set"

The girls sat on a bench and thought of a place for themselves on the right for

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

7. "To the neighbor"

Everyone sat in pairs. Who was left without a pair leads.

Do you love your neighbor?

See him (the couple kiss).

If not love, then you need to quickly name the name of the other and change places with his girlfriend. The leader must take any place.

8. "Grandfather Mazai"

The leader leaves. Players make up their own minds about what they did

together. The leader arrives.

Hello grandfather Mazai! Get out of the basket.

Hello kids sweeties. Where did you leave, 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. "Cat and rags"

The leader is a cat. All the rest are fluff. They squat down, and the cat must knock down one of them. The flywheel must hold.

10. "Smoking room"

They passed a lit torch, for whom it went out - a smoking room. If they passed the candy that they bit off, then whoever ran out of it was a greedy person. The game was accompanied by the words:

Once upon a time there was a smoking room,

There lived a fool.

Like a smoker

Like a fool.

The legs are small

The soul is short.

Don't die smoker

Don't die fool.

Like a smoker

Like a fool.

The legs are small

The soul is short.

The smoking room is alive

The fool lives. The latter makes a phantom.

11. "Gardener"

The leading gardener comes out, and everyone agrees who will be which flower.

The host speaks following words:

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

What happened to you?

In love.

In whom? -AT...

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

This old Russian game is now known as "Broken Phone". It involves 5-10 people. They sit in a row or in a semicircle. One of the players is chosen as the leader. He sits first in a row, comes up with any phrase and whispers it softly into the ear of the player sitting next to him. He quietly informs the next player, and so on. Then the host goes to the one who sits last in the row and asks what was passed to him. He loudly repeats what he heard.

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

1. It is necessary to transmit the phrase in the ear and so that others do not hear. But you need to speak clearly, without distorting words on purpose. The one who breaks this rule sits last in the row.

2. You can not ask again and talk nonsense.

13. Salki

The plot of this game is very simple: one driver is chosen, who must catch up and knock down the players who have scattered around the court.

But this game has several options that complicate its rules.

1. The tagged player becomes the driver, while he must run, holding on to the part of the body for which he was tagged. The first player the driver touches becomes the leader himself.

2. The salted player stops, stretches 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 "bewitch" everyone. To make it faster, there can be 2-3 people driving.

14. "Hide and Seek"

The driver stands in a conditional place with his eyes closed. This place is called "kon". While the driver is loudly counting up 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 one of the hidden players, he loudly calls his name and runs to the horse. As a sign that the player has been found, you need to knock on the horse against a wall or tree. If the found player runs to the end and knocks there before the driver, then he is not considered caught. He steps aside and waits for the end of the game. The driver must "knock" as many hidden players as possible. The next time the driver becomes the player who was found and "caught" last. (Or, by the decision of the players, first.) Every time the driver moves far from the horse, the hidden players can sneak up to the horse and knock there. 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". Geese are in one, their owner is in the other. Between the "houses under the mountain" lives a "wolf" - a driver. 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 does not let us go home.

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

16. "Burners"

The players line up 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 brightly

To not 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 must also strive to take one of the places of the first pair. The one who did not have enough space becomes the leader. Instead of the words "last pair", the driver may say: "Fourth pair", or "Second pair". In this case, all players need to be very careful and remember what they are in the column in a row.

17. "At the bear in the forest"

Two lines are drawn on the site at a distance of 6-8 meters from each other. Behind one line is the driver - "bear", behind the other - the "house" in which the children live. Children go out of the "house" to the "forest" to pick mushrooms and berries. They approach the bear's lair with the words:

"At the bear in the forest

Mushrooms, I take berries.

The bear doesn't sleep

Everyone is looking at us."

On the last words The "bear" jumps out of the "lair" and tries to overpower the children who run away to their house. A player tagged with a "bear" becomes a "bear".

18. "Colorful"

The leader is chosen - "monk" and the leader - "seller". All other players think in secret from the "monk" of the color of paints. Colors must not be repeated.

The game begins with the driver coming to the "shop" and saying: "I, a monk, in blue pants, came to you for paint." Seller: "For what?". Monk: (names any color) "For the blue."

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

"Monk" starts the game from the beginning.

If there is such a paint, then the player who has guessed 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 guessed again and the game is repeated.

19. "Blind Man's Buff"

The game takes place on a small limited area where there are no dangerous obstacles. The driver is blindfolded, or he just closes his eyes. He must, with his eyes closed, touch one of the players. The players run away from the driver, but at the same time they do not go beyond the site and be sure to give a voice - they call the driver by name or shout: "I'm here." The salted player changes roles with the leader.

20. Alyonushka and Ivanushka

The players stand in a circle and hold hands. Alyonushka and Ivanushka get out, 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'm here, Ivanushka!". As soon as Ivanushka 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 the Cossacks, the other - the robbers. The Cossacks have their own house, where during the game there is a watchman. His duties include guarding the captured robbers. The game begins with the fact that the Cossacks are in their house and give 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 records indicating the location of the next mark, the traces may also be false in order to confuse the Cossacks. After 10-15 minutes, the Cossacks begin searching. The game ends when all the robbers are caught, and the one who was seen by the Cossacks is considered to be caught.

The game is best played on a large territory, but limited by any signs. At the end of the game, the Cossacks and the robbers change roles.

22. "Rod"

A fishing rod is a jump rope. One of its ends is in the hand of the "fisherman" - the driver. All players stand around the "fisherman" no further than the length of the rope. "Rybak" starts spinning the "fishing rod", trying to hit the legs of the players with it. "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. "Fish" should not leave their seats. If the "fisherman" managed to catch the "fish", i.e. touch the "fishing rod", then the place of the "fisherman" is taken by the caught "fish".

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

23. "Cats and mice"

Two people are chosen for the game: one is a "cat", the other is a "mouse". In some cases, the number of "cats" and "mice" may be greater. This is done in order to spice up the game.

All other players stand in a circle, holding hands - "gates". The task of the "cat" is to catch up (to touch with the hand) the "mouse". In this case, the "mouse" and "cat" can run inside the circle and outside. The players standing in a circle sympathize with the "mouse" and help her in any way they can. For example: having passed the "mouse" through the "gate" into the circle, they can close them 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. "Slower 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 leader. But getting to the driver is not easy. The players move only under the words of the driver: "You drive more quietly, you will continue. Stop!" At 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 to hell. Game continues. Who will be able to take the place of the driver?

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. One of the teams starts the game with the words: "Ali Baba!". The second team answers in chorus: "About what, servant?". The first team says again: "Fifth, tenth, Sasha is here for us!". 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 disengage the hands of the players. If he succeeds, he takes the player who unhooked 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 team with the most players after a certain amount of time wins.

26. "12 Sticks"

This game requires a plank and 12 sticks. The plank is placed on a flat stone or a small log to make it look like a swing. All the players gather near these "swings". 12 sticks are placed on the lower end, and one of the players hits the upper end so that all the sticks scatter. The driver collects sticks, and the players at this time run away and hide. When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. The found player is out of the game. Any of the hidden 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 have been found and the driver has managed to save his wands. The last player found becomes the leader.

27. "Elephant"

This game is played by two teams of boys of 6-8 people. One of the teams should line up in a column. Each player bends down, presses his head to the belt of the person in front and at the same time holds on to him with his hands. This team is the "elephant". The second team must "climb" the elephant. It's done like this. The first player gets up from the side of the "elephant's tail", runs up and, pushing off 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 from the "back" and not even touch the ground with their feet. Then all the other players from the "riders" team jump. 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 pass with the riders 8-10 meters.If the "elephant" succeeded, 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.


SHIRT GAMES

1. "King of the Hill"

There is an ancient and downright ineradicable custom among the guys who have gathered together. As soon as they come across a low hill, a mound, someone who is the most combative climbs to the very top of the hill and shouts defiantly: "I am the king of the hill!" Yes, and takes a proud, defiant pose. Here the guys from all sides rush to storm the hill. Everyone is trying to take its very top and overthrow the self-proclaimed king.

A merry fast-paced fight flares up. It is not customary to fight too seriously, to grapple in a real fight. Guys mainly push or pull each other down the slopes of the hill, avoiding blows, sharp pushes and other rough tricks. And now another "king" of friendly laughter rolls head over heels down the hill. However, he is also satisfied: he was still the "king of the mountain."

To hold this folk game, a hill is made of snow. The participants in the game should not be more than 10-15 people at the same time. Younger teenagers do not take part in it together with the older guys. It is 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 hill". This removes unnecessary competition. After all, we must remember that it is not a sports championship, but a fun folk game.

2. "Two frosts"

The game requires a small area 6x12 m in size. Its boundaries are marked with sticks, flags, snowballs, 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. Hand in hand, they address the crowd:

We are two young brothers, two daring Frosts.

I am Frost - Red Nose, one announces.

I am Frost - the Blue Nose, - another one appears and asks with a mock threat in his voice:

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

The guys usually already know what to answer in chorus here:

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

Older guys, sometimes, are 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 Frost and is the first to rush to run, dragging everyone else over the opposite border of the site, where Frost cannot run. Sometimes no one dares to do it. Then one of the Frosts announces that everyone who does not run on the count of "three" will be frozen.

One two Three!

Everyone rushes to run across the site, and the Frosts try to put their hands on them. The salted person must stop, spreading his arms to the sides and freezing without moving, as if "frozen". Other players can "unfreeze" it by touching it with their hand. Then he runs along with everyone for the opposite boundary of the site.

Having counted the “frozen”, both Frosts again ask the rest of the players if they decide to set off on the path, and, if necessary, count to three.

Crossing the platform reverse side, the players are trying to help out the "frozen", but the Frosts protect them and try to "freeze" someone else. After several runs, the number of "frozen" is counted and those who want to try themselves in the role of "Frost" are offered. Preference is given to never "frozen" and rescued others.

Rules: 1. You can run across the site only after the words "We are not afraid of Frost!" or on the count of three. Then it is already impossible not to run, otherwise you become "frozen". The same threatens those who fled, but returned back. 2. "Frozen" should not move until it is "unfrozen" by the one who touches it with his hand. But if the person trying to rescue the "frozen" is touched by Frost at that moment, then he himself must freeze in place. It happens that with acceleration, he still touches the "frozen", but he must remember that such a release is no longer valid, you cannot run after it, otherwise you are out of the game. 3. Those who run over the long side of the site are considered tagged. But behind the short side is salvation: Frosts cannot run there. 4. Guarding the "frozen", the drivers cannot hold them with their hands. 5. Sometimes they agree that Frosts take the "frozen" for the second time to their ice chamber, where it is no longer possible to help them out until the change of drivers.

3. "Third extra (with strap)"

10-40 guys play on a small playground or in the hall. Choose two leaders. The rest form a circle, facing the center in pairs, one in front of the other.

The beginning is the same as in all variants of the common game "Extra Man": one driver runs away from the second and can get ahead of any pair. Then the one standing behind turns out to be third, and therefore superfluous, and must run away from the second driver.

The peculiarity of this game is that the second driver in his hand has a belt, belt or tourniquet twisted from a scarf, scarf, just a piece of rope. Waving a belt or, conversely, hiding it behind his back, the second driver runs around the players, trying to pinch (quilt) the belt of the first driver before he stands in front of someone's pair. If it was possible to tag him, he must toss the belt up and run away himself, and the tanned must now catch up with him in order to tag him.

The situation is constantly changing, and all players have to be on the alert, especially those standing last in pairs. After all, drivers now and then use unexpected tricks. For example, the second driver imperceptibly passes the belt to one of those standing in a pair, while he himself continues to chase the first driver. He runs away, but only caught up with the player holding the belt, as he whips the driver. Then he throws up the belt and runs away, becoming the new first driver. The former one turns into the second driver, and must, picking up the belt, catch up with the escaping. The former second driver, who used a "military trick", stands in the remaining incomplete pair.

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

Rules: 1. Drivers must 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. Only one blow with a belt is allowed, and it is playful. 4. The evader may move ahead 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 the arm of any of the pair, and the third one runs away.

4. "Golden Gate"

Of the 6-20 participants in the game, two stronger ones are chosen. They step aside a little and agree which of them will be the Sun and which will be the Moon (Moon). Those who have chosen the roles of the sun and the moon become facing each other, join hands and raise them, as if forming a gate. The rest of the players, holding hands, go through the "gate" in a string. While singing your favorite songs. When the last one goes through the gate, they "close": the Sun and the Moon lower their raised hands 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 divided into groups. Then the groups arrange a tug-of-war, holding hands or using a rope, stick, etc.

This is the kind of game. Those who go through the "gates" do not sing, but those who represent the "gates" say in recitative:

Golden Gate

They don't always miss.

Regardless of the topic, work in a group begins with the stage of working capacity formation, the main goal of which is to create such a group atmosphere, such a “climate of relations” and such a state of each group member (the level of openness, trust, emotional freedom, cohesion in the group) that would allow successful work, move forward in terms of content. The presented exercises can also be used as an addition to or modification of the content of the lessons.

1. Exercise "Running Lights"

Target - prepare the group for the upcoming joint work and create an appropriate environment.

Instruction: children write their name on pieces of paper and attach it to their clothes.
After that, the teacher asks to imagine that we are a single garland in which there are running lights, you need to light your own light, for this you need to say your name in a circle.

2. Exercise "My name is ..."

Target - acquaintance, removal of tension, constraint, increase in cohesion of the group.

Instruction: say your name and perform some movement. The group unanimously repeats the statement and movement of everyone.

3. Exercise "Acquaintance".

Target -

Instruction: each in turn says his name and positive trait, starting with the letter that the name begins with. For example: my name is Tatyana - tactful.

4. Exercise “Greetings!

Target - acquaintance, increase the cohesion of the group.

Instruction: divide into three groups. One group is "Europeans", the other is "Africans", the third is "Japanese". Europeans greet with a handshake, the Japanese bow with their palms clasped, and the Africans, bouncing on the spot, make the sound “uu”.

5. Exercise "Who am I at the moment."

Target- creating conditions for identifying the mood of children and their readiness for work.

Instruction: children are asked to indicate which animal they associate themselves with at the moment. Reflection.

6. Exercise "Claps"

Target -

Instruction: stand in a circle, on command, starting from the first, each participant successively makes one clap. Claps should go one after another, we make only one clap. The first time, as a trial version, the second time.

7. Exercise "Rain Mood".

Target - energizing exercise, raising the mood of the participants.

Instruction: Let's imagine that the mood is rain.

a) Touch your palms to the palms of a neighbor and, listening to the instructions, tap your palms, depicting rain.

The rain has started and is slowly tapping on the pavement... it is getting faster... and now its sounds are getting louder, now it is gaining strength and hitting the pavement even harder, now it is pausing... and slowly ending.

b) Place your right hand on the knee of the neighbor sitting on the right, and your left hand on the knee of the neighbor on the left. We will also depict rain ...

8. Exercise "Molecules".

Target -

Instruction:“Imagine that we are all atoms that move randomly, sometimes unite into molecules. I call any number, and your task is to unite according to the number that you heard .

9. Exercise "Seasons"

Target - activation of group members, increasing group cohesion, dividing students into groups (by birthday).

Instruction: The task is to unite in groups without words, according to the time of the year of their birth. So, there should be 4 groups: those who were born in summer, spring, autumn and winter. Use only non-verbal means.

10. Exercise "Line up for growth."

Target- creating conditions for cooperation in a group, developing the ability to interact with each other,

Instruction: B please stand in a circle, close your eyes. Your task is to line up with your eyes closed. You can line up according to the color of the eyes, the color of the hair, the warmth of the hands.

11. Exercise "Fun exercise" ... "(used mainly for younger students)

Target -

Instruction: Picture what I say:

You are awakened kittens, stretch your paws, release your claws, raise your muzzles.

And now, we are stretching up like giraffes ...

Let's jump like a kangaroo to become as agile and strong.

And now we are pendulums, heavy bulky, swinging from side to side.

Now let's become an autumn leaf swaying in the wind. We fly like a torn leaf.

Now let's take a deep breath and turn into air balloons, let's try to jump up and take off gently and smoothly.

We pick flowers - squatting.

12. Exercise "Original"

Target - raising the mood and activating the group members.

Instruction: Walk diagonally in your original way.

13. Exercise "Make a figure"

Target - creating conditions for cooperation in the group, raising the mood and activating the group members.

Instruction: All in a circle. On command, you need to silently, without talking to each other, stand in a certain way, as you hear, so that you get a figure (triangle, square, circle).

14. Exercise "Who ever ..."

Target - emancipation, removal of emotional stress, self-disclosure.

Instruction: The group members sit in a circle. The facilitator calls certain actions. Those who made them stand up, and everyone else clap for them. For example. “Who climbed a tree to save a cat?. Who fell asleep with chewing gum, and woke up in the morning and chewed it again? Who cried at the movie? Who made their own ice cream? Etc. anyone around the circle can ask a question.

15. Exercise "Count".

Target - developing the ability to feel each other in a group, increasing group cohesion.

Instruction: I will name the numbers. Immediately after the number is called, exactly as many people as the number sounded should stand up (no more and no less). For example, if I say "four", then four of you should get up as quickly as possible. They can sit down only after that. How do I say thank you. You must complete the task in silence. Tactics for completing the task should be developed in the process of work, focusing on the actions of each other.

16. Exercise "Sit like..."

Target - emancipation, removal of emotional stress, self-disclosure.

Instruction: Without leaving your chair, sit as you sit:

Chairman ex. commissions.

"Battered dog".

Criminal in the dock.

Bride at the wedding.

Astronaut in a spacesuit.

17. Exercise "Smile like ..."(used mainly for younger students and younger teenagers)

Target - emancipation, removal of emotional stress, self-disclosure.

Instruction: Smile the way you smile

You are your mother.

Dog to its owner.

The sun itself

Very polite Japanese.

The cat in the sun.

18. Exercise "Broken phone"

Target - creating conditions for trusting, collective relations, increasing group cohesion.

Instruction: the leader is given a phrase, and then it is passed around in a circle. As a rule, at the end it is noticeably distorted, the teacher can conclude that in this way the information received from people is distorted, and rumors are born.

19. Exercise "One - A, Two - B"

Target - raising the mood and activating the group members.

Instruction: The first participant calls a number, and the second - a letter of the alphabet, etc.

20. Exercise "It's great!"

Target - emancipation, removal of emotional stress, self-disclosure, self-esteem increase.

Instruction: A student comes to the center of the circle and talks about any of his qualities, skills or talents, / for example, “I can dance”, I can jump over puddles, etc. / In response to each statement, the rest answer in chorus “That's great!” And give a thumbs up.

21. Exercise "Fruit"

Target - removal of emotional stress, division of the group into teams.

Instruction:- Please pay for: / remembering the name of the fruit that was said /

Apples.
Pears
plums
Peaches
Bananas.

22. Exercise "Fruit Salad".

Target - liberation, removal of emotional stress, mood improvement.

Instruction:(After dividing into fruits) - I call the name of the fruit and everyone who belongs to it changes places, when I say “fruit salad”, then all the fruits should change places.

23. Exercise "Our Motto"

Target - creating conditions for cooperation in the group, raising the mood and activating group members, self-disclosure.

Instruction: The task is to choose a team captain and come up with a team motto that reflects your good mood. For example: “The sun is shining for me, there is no better day today!”

24. Exercise "Typewriter".

Target - production positive emotions, coherence of work in a group, team building.

(The phrase "I'm in a great mood!" is posted on the board.)

Instruction: Now we will pronounce the entire alphabet, all 33 letters. Please remember your letter, which you will pronounce when we calculate, someone will be a space, a period and an exclamation mark.

So we are the letters of the alphabet. We will print the offer - I'm in a great mood! We will print like this: the desired letter stands up and pronounces its name, and the signs, when the turn reaches them, clap their hands once.

25. Exercise "Cabbage"

Target - the development of positive emotions, the creation of a positive emotional mood, team building.

Instruction: Put on the captain the maximum number of things. Then we will count how many things were on it.

26. Exercise "Find your mate."

Target - development of positive emotions, team building.

Instruction: The facilitator distributes cards on which the name of the animal is written. The names are repeated on two cards. The inscription should be visible only to the one who received the card.

Your task is to find your partner. At the same time, you can use expressive means, you can’t say anything, make the characteristic sounds of “your animal”. When a couple is found, do not talk. When everyone pairs up, the results are summed up.

27. Exercise "Ladies and gentlemen"

Target - children identifying certain preferences, increasing group cohesion.

Instruction: Look at the one sitting opposite you. Now you close your eyes and all together at the same time go and change places with the one you have chosen. Until you sit down, do not open your eyes.

28. Exercise "Compliments - compliments"

Target - activation of group members, increasing self-esteem of students.

Instruction: Two teenagers of either gender stand in the center of the circle and take turns complimenting each other. The one who gives the last compliment wins. Then another pair is called.

29. Exercise "Telling a story in a circle"

Target - creating conditions for cooperation in the group, raising the mood and activating the group members.

Instruction: The host begins to tell: “Kolya and Misha are bosom friends, they always went home together after school. But one day Misha did not wait for Kolya and went home alone. And the thing was that ... ”The next one continues, etc.

30. Exercise "Collective account".

Target - creating conditions for cooperation in the group, raising the mood and activating the group members.

Instruction: Participants stand in a circle with their heads down. The task is to name the number in order, fulfilling 3 conditions:

a) no one knows who will call the next number.

b) it is impossible for the same participant to name two numbers in a row.

c) you can not call the numbers together, that is, by two or more players. In this case, the teacher asks to start all over again. Discussion.

By the nature of our activity, we often have to change our social circle, make acquaintances, join new teams. Often, members of a new group at the first stages of joint work feel constrained, treat colleagues with distrust, which affects the overall results. Psychological training games for the team, aimed at getting to know each other better, will help to overcome awkwardness and defuse the situation.

1. Exercise "Acquaintance".

For this game, the participants sit in a circle and take turns saying their name, as well as two of their qualities, starting with the same letter as the name. The next participant must name all the previous names, and only then introduce themselves.

The exercise helps to remember the names of new acquaintances and learn something interesting about them.

2. Exercise "Associations".

It is more interesting to play this game in a team whose members are already more or less familiar with each other and where an initial opinion has been formed about everyone.

As in the previous game, the participants sit in a circle facing each other and choose one leader. The host leaves the room, and the rest at this time make him one of those present. After the person to guess is determined. The facilitator returns to the room and each in turn asks different questions. For example: “What flower do you associate with this person?” “What fairy-tale character does this person look like?” According to the answers, the leader tries to guess the "invisible man", and when the riddle is solved, a new leader is selected, and the game continues.

Training allows you to understand how others see and perceive you.

3. "Time Machine".

The game is a bit similar to the previous one in that its task is to find out the opinion of others about yourself. For her, the team needs to be divided into pairs in such a way that the pair includes people who were previously poorly acquainted and practically did not communicate with each other. This approach gives more interesting results, but it is not necessary to strictly fulfill this condition. After the partners have been identified, they must take turns telling each other what they think their interlocutor was like in childhood. What character he had, what he loved and what not, how he looked. This exercise, among other things, helps to establish friendly relations between people who, for some reason, did not communicate before.

4. "In silence."

This is a psychological team building game. Participants are given the task as quickly as possible (for example, in a minute) to be divided into groups according to any sign (eye color, month of birth, presence / absence of pets). But this must be done in silence, in complete silence. After the signal to start, players tend to fuss and have a fuzzy idea of ​​​​how to proceed further. But then the leaders leading the process are usually identified, and the rest of the participants perform the task, focusing on their instructions.

Playing in a relaxed way reveals the most enterprising and adaptive employees; Plus, it's a great workout to lift your spirits.

The most common exercise in groups is “Introduction”: when the participants of a training write their names on pieces of paper, put them in triangles and put them on the table so that everyone can see the name written on the piece of paper. Then everyone takes turns introducing themselves and briefly talking about their hobbies. For example: “I, Mikhail, my hobby is to cook “Oatmeal” in the morning!

Such exercises and psychological games for the team allow not only to get to know everyone present, but also to defuse the atmosphere at the training or in the team.

Write in the comments what exercises do you do?