Story game school in kindergarten. Role-playing games in kindergarten

STORY-ROLE-PLAYING MOBILE GAMES WITH SPEECH for grades 1-4

Gracheva Marina Sergeevna, teacher physical education MBOU "Secondary School No. 3", Bratsk, Irkutsk Region.
Purpose: mobile games are a universal means physical education in preschool institutions and primary school in addition, they are the leading type of activity for children preschool age. The use of outdoor games allows you to enhance the possibilities of pedagogical influences, contributing to the successful formation of vital motor skills and abilities, a system of knowledge, mental and moral qualities of a person. “An outdoor game is a type of activity that is characterized by active creative motor actions motivated by its plot” (V.E. Grizhenya). The game can be played in a variety of conditions: in the hall, on the sports ground, in recreation, both during physical education lessons and during extracurricular activities, be used as a means of active recreation in a health camp. At the same time, the age and number of participants can be completely different and not regulated by anything.
This event might be of interest. physical education teachers, educators additional education, employees summer camps, organizers in kindergartens.
Description: games activate cognitive activity, developing observation, attention, motor memory, imagination, ingenuity. The social significance of the game is due to the fact that games are collective in nature and teach interaction, which is built on a sense of camaraderie, solidarity and responsibility. methodically correctly constructed and systematically used outdoor games have a positive effect on the cardiovascular, musculoskeletal, respiratory and other body systems. During the game, functional activity increases, large and small muscles are involved in the work, mobility in the joints increases, motor and visual analyzers improve.
Target: the formation of vital motor skills and abilities, a system of knowledge, mental and moral qualities of a person in the process of using outdoor games,
Tasks:
1. Education of the need for outdoor games;
2. Education of collectivism, interaction and mutual understanding; needs for movement, communication, independence, receiving positive emotions, novelty, self-affirmation;
3. Unleashing the potential of each child;
4. Comprehensive development of physical qualities;
5. Satisfying the biological and social needs of those involved.

The health of the younger generation today is of serious concern and is the concern of the state and society. To solve this problem, the formation of physical culture of the student's personality is of great importance, in promoting the development of which outdoor games are of great importance, allowing to instill a steady interest and form value orientations of the younger generation in the context of maintaining a healthy lifestyle.
The effectiveness of the process of physical education is directly related to the increase of creative initiative, independence, the expansion of physical education, the satisfaction of the actual needs of the child's personality in the process of physical culture and sports activities. All these tasks can be successfully solved by outdoor games.
N. K. Krupskaya called the game "a natural need of a growing child's body." An outdoor game has unlimited possibilities for the simple reason that it helps to satisfy many needs at the same time: in movement, self-affirmation, getting positive emotions, relaxation, communication, independence, new experiences, etc.
A large number of outdoor games are inherently very similar, differ in certain nuances of the rules, but have the same basic content: one or more drivers, catch up and catch other players, after which the caught players change places with them.
Your attention is invited to several options for outdoor games that have verbal accompaniment (recitative), which makes them more emotional and expressive, contributing to the development of creative imagination. These games are mainly used with children in elementary school.

1. "Two frosts"

Location:
Inventory: not required.
Preparing for the game: at opposite ends of the hall or platform, at a distance of 10-15 meters, “home” and “school” are marked with parallel lines. From among the players, two “frosts” are selected - “frost blue nose”, and “frost red nose”, all the other “guys”, who are located behind the line of the house. In the middle between "home" and "school" there are two "frosts".
Content and course of the game: frosts turn to the guys with the words:
“We are two young brothers, two frosts are remote!”
One of them, pointing to himself, says:
"I'm frost - red nose!",
another: "And I'm frost - blue nose!",
and together: “Which of you dares to set off on the path?”
The guys answer together:
“We are not afraid of threats and we are not afraid of frost!”
After these words, the players run from home to school. Frost catches, “freezes” those who run, and they immediately stop at the place where they were “frozen” by frosts. Then the frosts again turn to the guys with the same words, and the guys, having answered, run back to the house, helping out the “frozen” guys along the way, touching them with their hands, and they join the other players. After several runs, new frosts are chosen from among the players not caught, and those caught are counted and released, after which they join the rest of the players, after which the game starts over.
Rules:
The players should run out of the house only after pronouncing the words, and they should not run back to the house or stop in place.
If the player does not follow these rules, he is considered caught.
Caught must remain in the place where he was "frozen".
accelerations in alternation with pauses.
Pedagogical value: the game teaches to collective action and mutual assistance, teaches to run in an organized manner, at the same time and on a signal to join the game, while developing independence and initiative, creative imagination. The game develops speed, speed endurance, agility.
Guidelines:
Since the game is thematic in nature, it is advisable to play it in autumn or winter.
If the game is played in the air, then the recitative can be reduced to the words: “Which of you decide to go on a journey?”
Caught players, in order not to freeze from prolonged standing, can perform motor actions, such as jumping.
At the end of the game, the best guys who have never been caught in frost are marked, as well as the best pair of drivers.
If time permits, it is desirable that all players play the role of frost.
If the game is played in a mixed composition (boys and girls together), then you can choose boys and a girl as drivers, while the girl “freezes” the girls, and the boy “freezes” the boys.
The game can be played from 1st grade.


3. The choice of unprepared drivers.
4. The conduct of the game does not correspond to the season.

2. "Geese - swans"

Location: playground, gym, corridor, recreation.
Inventory: not required.
Preparing for the game: on the sides of the hall or platform, the “houses” of the “geese” are marked with a long line, between them is the “wolf lair”. One or more players are chosen as "wolves", the other as "mistress of geese"; the rest of the participants are “geese” and “swans”. The wolf becomes a den, the geese are swans in their house, the hostess is away from the geese.
Content and course of the game: the mistress of the geese comes up to the house and says loudly:
"Geese - geese!"
Geese answer: "Ha-ha-ha!"
The hostess asks: "Do you want to eat?"
Geese answer: "Yes Yes Yes!"
The hostess offers: "So fly home!"
Geese answer: “The gray wolf under the mountain, does not let us go home, sharpens his teeth, wants to eat us!” The hostess says: “So fly as you want, just take care of your wings!
Geese fly to their house, and the wolf catches them. Caught geese go to the wolf's lair, and the game continues.
Rules:
Geese fly out into the field, and the wolf begins to catch them only after the words of the hostess.
You can only fish up to the borders of the house.
When the wolf catches some geese, the game is over, choose new wolf and the mistress of the geese and the game starts over.
The predominant type of movement: acceleration with a change of direction in combination with pauses.
Pedagogical value: the game teaches to act in an organized manner in a team, simultaneously and quickly join the game, develops expressive speech skills, creative imagination, initiative, dexterity, courage.
Guidelines:
You need to learn the text before the start of the game.
When a small number of players take part in the game, then you can continue the game until the wolf catches all the geese.
If the game is being played for the first time, then the role of the “hostess” can be played by the teacher himself, who can correctly reproduce the recitative.
For the role of the hostess, it is better to choose one of the children exempted from physical education.
Children who are in the wolf's lair can be given some simple task (squats, jumping in place, etc.).
Organizational and methodological errors:
1. The players are not familiar with the recitative before the start of the game and therefore confuse the words.
2. The size of the site is too large.
3. A rare change of roles during the game.

3. "We are funny guys"

Location: playground, gym, corridor, recreation.
Inventory: not required.
Preparing for the game: a square is drawn on the court, the dimensions of which depend on the number of players. A leader is chosen from among the players.
Content and course of the game: the players hold hands, forming a circle, in the center of which is the leader. The game begins with the fact that the players walk in a circle in a predetermined direction, pronouncing a recitative:
“We are funny guys, we love to jump and jump,
But try to catch up with us!
One, two, three - run!"

After pronouncing these words, the players open their hands and try to run out of the marked square. The driver tries to knock down any of the players, after which the caught player becomes the driver's assistant.
Game options: all of them are held according to the rules of the main version of the game, but they have a different plot and role-playing basis.
Owl is an owl.
From among the players (small animals), an Owl is selected - an owl that sits in the middle of the circle, the players walk in a circle and pronounce a recitative:
It's dark in the forest, everyone is sleeping for a long time,
But only one owl does not sleep,
He sits on a bitch, turns his head,
But suddenly, how it will fly!

After pronouncing the recitative, the owl tries to catch up and overpower the children.
Mustachioed catfish.
A line is drawn on the ground, this is the “shore”, on the one hand land, on the other water. A leading "catfish" is selected, which stands in the "water" at a distance of 4-5 meters from the shore. All the rest are standing in the same place, but at a distance of 1.5 -2 meters, facing the shore and reciting:
Catfish do not sleep under stones
He moves his mustache
Fish, fish, don't yawn
Everyone swim to the shore!

After these words, the catfish tries to catch up and overpower the fish.
Vaska cat.
On the site, a cord is pulled onto the pegs at a height of 50-70 centimeters from the ground. The leader is chosen - “Vaska the cat”, who sits on the floor or on a chair at a distance of 3-4 meters from the cord.
Cat Vaska says the words:
On the bench, at the gate
Vaska the cat is resting.
Vaska guards the mice,
He pretended to be asleep.
Quiet mouse, don't make noise
Don't wake the cat Vaska!

Children carefully, without touching the cord, crawl and approach the cat.
After the words of the last line, the cat says meow, and begins to catch mice that run away from him, not crawling under the cord, but running around him from any direction. The mice tagged by the cat are captured by the cat. The game continues until the last mouse is caught, which then becomes the driver.
Rules:
The players do not have the right to run away before the entire recitative is uttered.
The driver does not have the right to touch players who are outside the square.
The game continues until the number of leading and forming a circle is approximately the same.
Pedagogical value: the game contributes to the education of restraint, determination, ingenuity, brings up orientation in space and the ability to run fast.
Guidelines:
Strict adherence to the rules must be ensured so that the players do not run out until the last word has been said.
It is necessary to ensure that the driver is in the center of the circle and does not leave it ahead of time.
To ensure the safety of those involved, it is necessary that the free zone outside the square be at least 3 meters.
In order for the game to be interesting, you can make the players form a circle, standing with their backs to the leader.
Organizational and methodological errors:
1. The players are not familiar with the recitative before the start of the game and therefore confuse the words.
2. The players always go in one direction, and do not alternate the direction of movement during the next repetition of the game.
3. Players are always offered the same game option.

4. "Blind Bear"

Location:
Inventory: not required.
Preparing for the game: a large circle is drawn on the site - a “lair”, in which the playing “cubs” are located, from among the players a driver is selected who is blindfolded - this is a “blind bear”.
Content and course of the game: the players stand around the bear at a distance of 2-3 meters and, at the signal of the leader, begin to clap their hands. The bear goes to the sound of clapping and, at the signal of the leader, they begin to clap their hands. The bear goes to the sound of clapping and tries to catch one of the players who are running away from it.
Rules:
Whoever is caught by a bear becomes a blind bear.
If the bear leaves the playground (dens), the players say loudly:
"Where did you put your foot?
You go bear to the den!

The cubs must constantly clap their hands.
Recitative: The game may start with:
We are animals, cubs,
The shaggy bear catches us,
It's not easy to catch us
Even though we are small!

The predominant type of movement: walking, running, with a change in direction of movement and stops.
Pedagogical value: the game brings up the ability to navigate in space without the use of a visual analyzer.
Guidelines:
If there are many players, you can choose several blind bears.
You can give the bear the opportunity to lift the bandage while standing in place in order to orient, then put on the bandage and continue the game.
It is better to learn recitative before starting the game.
If the bear does not cope, then it can be changed before the end of the game.
Organizational and methodological errors:
1. Playing area too large.
2. Non-optimal number of bears for the game.
3. Rare change of drivers.

5. "Painter and paints"

Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: two parallel lines are drawn at a distance of 10-20 meters and a gymnastic bench. On the side, between the lines, they draw the house of a “painter”, which is selected from among the players, the driver is selected, the rest of the players become “paints”.
Content and course of the game: paints sit on a gymnastic bench or on the ground behind the line. The driver distributes between the playing colors of paints: red, blue, yellow, black, etc. The painter takes a place in the house. On a signal, a painter approaches the driver and asks him:
I came to you for paint
I do coloring
May I have some paint?

The driver answers:
"And what to give you?"
The painter names any paint color. A participant in the game with the name of this paint quickly gets up from the bench and runs to the second line.
Rules:
The painter must catch up with the paint and take it to his house.
If the painter does not catch the paint, then she returns to her house and changes color, after which the game is repeated.
The winner is the painter who has caught the most paints, or the paints that have never been caught.
The predominant type of movement: acceleration with a change in direction of movement in alternation with pauses.
Pedagogical value: the game develops imagination, expressive speech skills, dexterity, speed of reaction.
Guidelines:
If there are many players, then several colors can be called at the same time.
It is also possible to choose several painters.
If there are several painters, then 2-3 players can be paints of the same color.
Organizational and methodological errors:
1. Too many paint colors, which will result in many colors not being named.
2. Rare change of the painter, which leads to its overload.

6. "Sparrows - jumpers"

Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children stand in a circle at arm's length, a circle is drawn in front of their feet, the leader is chosen from among the players - "cat", the rest playing "sparrows".
Content and course of the game: playing - "sparrows" jump and jump out of the circle, and the driver - "cat", standing in a circle, tries to overpower them.
Rules:
The driver has the right to spot the players only within the circle.
The winner is the player who made the most jumps in and out of the circle before the end of the game.
Captured players can become cat helpers.
The game ends when the "cats" catch all the "sparrows".
Recitative: before the start of the game, the players standing outside the circle - “sparrows” pronounce the words:
We are sparrows, we are crumbs
Teasing, teasing an angry cat
The cat has been catching us for a long time
Don't get caught anyway!

Pedagogical value: the game contributes to the development of dexterity and attention, the driver develops observation, quick wit and quickness.
The predominant type of movement: jumping.
Guidelines:
If there are a large number of guys, then you can divide them into several teams or by gender.
If the level of preparedness of the players is high enough, you can give the task to jump on one leg, arbitrarily changing the foot.
As a cat, you need to choose the most dexterous driver.
In order for the load to be evenly distributed between the players, you can simply give penalty points to those players who were caught by the “cat”.
If the players are well enough prepared, you can place them with their backs to the circle and jump backwards.
Organizational and methodological errors:
1. The dimensions of the circle are too large.
2. The players are not given the task to count the number of jumps.
3. The manager does not encourage the players to be active and they just stand without jumping.

7. "Bird in a cage"

Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: depending on the number of participants in the game, a circle is drawn, the players are located around the circle. One of the players stands in the center of the circle - this is a “bird in a cage”, next to which there is a driver (“bird-catcher”), all other players are located outside the circle.
Content and course of the game: the players try to help out the “caged bird” by running into the circle and touching it with their hand, and the driver tries to tarnish the rescued players.
Rules of the game:
The driver can only catch players who are within the circle.
If he succeeds, then the caught players become "caught birds" and take a place in the center of the circle.
If they manage to help out the caught "bird", then the player who did this becomes the driver or the caught "bird".
Recitative: the game can begin with words pronounced by the driver:
I am a very skilled birder!
There is a cage and there is a knack
I will catch many birds
Woodpeckers, sparrows, tits.

The players behind the "cage" "birds" answer:
We won't leave a bird in a cage
Woodpecker, sparrow, titmouse.
Even though we look at you
We will release the bird!

The predominant type of movement: short accelerations with a change of direction.
Pedagogical value: the game develops a sense of camaraderie and mutual assistance, expressive speech skills.
Guidelines:
If the "birder" caught a "bird", she should tell everyone about herself (for example, say the name, where she lives, what she eats).
As a birder, you need to choose the most dexterous driver.
Organizational and methodological errors:
1. Insufficient motivation of players to provide revenue.
2. Lack of interdisciplinary connections in the game (lack of a story about a caught bird)

8. "Hares in the garden"

Location: playground, gym, recreation.
Inventory: chalk, carrots cut out of cardboard, heads of cabbage.
Preparing for the game: two concentric circles are drawn on the floor (platform): an outer circle with a diameter of 7-9 meters, and an inner one 3-4 meters. From among the players, a driving “watchman” is chosen, who is in the middle of a small circle, in the “garden”. The players represent "hares" and are located outside the large circle. In the space inside the small circle, carrots and cabbage are scattered, thus, the closer to the center of the circle, the more it is.
Content and course of the game: the game begins with the hares pronouncing a recitative, after which the hares try, jumping on two legs, to enter the garden, take one carrot or cabbage and return beyond the line of the large circle, and the watchman tries to catch up with them and knock them over.
Rules:
The watchman has the right to catch hares only in the garden.
Hares that have been caught can return to the game if they put the carried away carrot or cabbage back in place.
The hare has the right to take no more than one head of cabbage or carrot at a time.
A hare that has been stained and has no carrots or cabbages is out of the game.
The game ends when there are no carrots and cabbage left in the garden.
The winner is the hare who managed to take out the largest number of vegetables from the garden.
Game options:
Hares must jump only on the left or only on the right foot.
Hares must jump in a squat - "hare jumps".
Caught hares are out of the game.
In the game, you can use the dialogue between the watchman and the hares:
Watchman:"Bunnies, where have you gone?"
Bunnies: “We rested in cabbage!”
Watchman: "Didn't you eat the leaves?"
Bunnies: "Only touched the tail!"
Watchman:(wiggles finger) "You should be punished!"
Bunnies: "So try to catch up with us!"
Recitative: the game begins with the words spoken by the hares:
Grows thick in the garden
And carrots and cabbage!
We'll get there
Let there be a watchman
No problem!

The predominant type of movement: jumps - accelerations with a change in direction of movement.
Pedagogical value: the game develops imagination, expressive speech skills, jumping ability, dexterity, ingenuity, ability to take risks.
Guidelines:
When playing the game, you need to carefully monitor that the players do not take away more than one carrot or cabbage.
You need to make sure that the hares are jumping, not running.
When playing the game in the fall in the air, you can use a real carrot.
Organizational and methodological errors:
1. Insufficient number of “vegetables” on the court for the normal conduct of the game.
2. Too large or small garden size.

9. "Through bumps and stumps"

Location: playground, gym, recreation.
Inventory: gymnastic stand.
Preparing for the game: on one side of the court a line is drawn, beyond which the players are located. At 10-20 meters from it, a jumping stand is placed - a “Christmas tree”. Three or four leading “bees” become near the counter.
Content and course of the game: at the signal of the leader, the guys go out from behind the line and go, raising their legs high, to the counter (Christmas tree), uttering a recitative:
We went out to the forest lawn, we raise our legs higher,
Through bushes and hummocks, through branches and stumps,
Who walked so high, did not stumble, did not fall!

With these words, the children stop near the Christmas tree and continue to say:
Look, the hollow of a tall Christmas tree, angry bees fly out!
The bees begin to circle around the Christmas tree and buzz:
Zhi-Zhi-Zhi - we want to bite!
The players answer:
We are not afraid of a swarm of bees - let's run home as soon as possible!
- and run over the line, raising their knees high, imitating running through the forest.
The bees try to catch up with the fleeing ones, touch them with their hand - “sting”.
Rules:
You can run away only after the words: “Let's run home soon!” Those who ran away prematurely are considered caught.
Players stung by bees are out of the game.
Bees can catch players only after the words: "Angry bees fly out." Those caught earlier do not count.
The predominant type of movement: running with a high hip lift with a change in direction of movement.
Pedagogical value of the game: the game develops imagination, expressive speech skills, dexterity, ingenuity, ability to take risks.
Guidelines:
The text must be learned before the start of the game.
One of the freed players can be specifically chosen to speak the recitative.
Organizational and methodological errors:
1. The game is played with children who do not know recitative.
2. The distance does not correspond to the preparedness of the children.
3. Before the start of the game, it is not told what kind of insects bees are and their significance in nature.

10. "Magic Grass"

Location: playground, gym, recreation.
Inventory: bunch of grass, phantom, small object.
Preparing for the game: the driver is chosen - “wolf”, the children are randomly located on the site.
Content and course of the game: The participants of the game say the words together:
We are not afraid of the gray wolf, gray wolf, gray wolf,
Stupid wolf, click teeth, click teeth, click teeth,
The wolf will not catch me, because there is magic grass!

After these words, the driver begins to catch the children, who, seeing that they will inevitably be caught, can throw their bunch of grass with the words:
You don't eat me, here's the magic herb!
The wolf must first pick up the grass, and while he does this, the player has the opportunity to run away.
Rules:
You can only throw grass once.
Players caught by the wolf are out of the game, or become the wolf's helpers.
Pedagogical value:
Guidelines:
With a large number of players, choose several wolves.
If girls and boys play together, let one wolf (boy) catch up with the boys, and the she-wolf (girl) catch up with the girls.
You can choose several wolves that will take part in the game in turn.
Organizational and methodological errors:
1. One driver is selected with a large number of players.
2. The game is played on too large a platform, which increases the load on the driver and reduces on the rest of the players.
3. The opinion of the players themselves is not taken into account (the drivers are appointed by the leader themselves).

11. "Samovar"

Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: the driver is chosen - this is a “samovar”, all the other children are different “sweets” become in a wide semicircle.
Content and course of the game: the driver (samovar) starts the game with the words:
The samovar is boiling, he asks for tea!
Leading asks: What will the tea be?
Samovar answers, for example:
“With raspberry jam and good mood!”
Leading answers:
"There is such sweetness!"
After that, the “raspberry jam” player must run around the semicircle, as indicated in the diagram, and the samovar tries to stain it.
If there is no such sweetness that the leader called, then the leader says:
There is no such sweetness, you drink - ka, tea on the other!
After that, the game is repeated, and the samovar names another sweet.
Rules:
If the driver has stained the player, then he becomes the new driver.
At the end of the game, the most successful players are marked.
Players are not allowed to run around the semicircle until the words of the recitative are spoken.
Pedagogical value: the game develops attention, imagination, resourcefulness.
Guidelines:
You can name two sweets at once.
If the children cannot come up with a name for the sweet themselves, then they can be prompted.
Organizational and methodological errors:
Children are not familiar with the plot of the game and do not know the words of recitative.

12. "Teremok"

Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children stand in a circle - this is a "teremok".
The following animals are chosen by the counting: “mouse-norushka”, “frog frog”, “chanterelle-sister”, “bunny-know-it-all” and “bear-trap”, which become outside the circle.
Content and course of the game: the players forming the teremok walk, holding hands in a circle, uttering a recitative:
There is a teremok in the field, a teremok,
He is not low, not high, not high,

A mouse runs - norushka, stops in front of the "doors" and knocks on it with the words:
"I'm a mouse - norushka, let me into the teremok",
after which it goes inside the circle. Further, the frog runs and asks:
“Who, who lives in the little house? »
“Who, who lives in a low place?”

The mouse answers: “I am a mouse norushka. And who are you?"
I am a frog
The mouse invites the frog:
"Come live with me"
And thus all the other animals enter the circle, and the bear appears last and says:
"I'm a bear - a trap",
after which all the animals run out of the circle, and the bear tries to catch them.
Rules:
The game continues until the bear catches two or three animals (by agreement), after which the players change roles.
Animals, escaping from the bear, can run through the tower, but the bear does not have the right to do this.
Pedagogical value:
Guidelines:
Before the game, you need to familiarize the children with the content of the fairy tale.
All children during the game should be in different roles.
It is necessary to explain to the guys playing the role of animals that you can use the tower as protection by running through it.
The game is best played outdoors.
Organizational and methodological errors:
1. Children perform only one role in the game.
2. Animals, escaping from the trap bear, run too far from the tower.
3. The game is played in an unsuitable room.

13. "Baba Yaga"

Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children become in a circle, in the center of which the leader is “Baba Yaga” (girl) or Kashchei - immortal (boy).
Content and course of the game: players approach Baba Yaga (if it is a girl) and tease her by reciting:
Baba Yaga - bone leg
She fell off the stove and broke her leg.
Went to the garden, frightened the people.
I ran to the bathhouse, scared the bunny!

After these words, Baba Yaga, jumping on one leg, tries to catch the fleeing.
If Baba Yaga cannot catch up with anyone for a long time, she says:
Oh, old, I have become completely,
Or maybe a little rest,
I want Nina
(says the name of any player) ask,
To catch children for me.
Kashchei in this case says:
Oh, I've become quite old,
Resting too long
I want to ask Misha
To catch children for yourself!

Rules:
If a baba is a yaga, or Kashchei caught someone, the one who is caught becomes a new baba yaga.
Pedagogical value: the game develops imagination, attention, resourcefulness.
Guidelines:
If the driver is a boy, then the players say recitative:
Old Kashchei ate sour cabbage soup,
He ran through the forest, scared away all the animals,
He ran across the field, broke his leg on a hare!

If the game is held for the first time, the leader himself can act as a driver.
If a player cannot knock anyone down for a long time, he needs to be replaced.
Organizational and methodological errors:
1. Children do not know the text of the recitative, so they get confused.
2. Playing area too big.
3. Unnecessarily long stay of one player in the role of Baba Yaga or Kashchei.
4. The game is held for children of middle school age.

14. Greedy Chef

Location: playground, gym, recreation.
Inventory: skittles or sausages cut out of cardboard, or pencils, a hoop.
Preparing for the game: a “cook” is chosen as a counting rhyme, which becomes a “kitchen”, which is a square or circle 2x3 meters in size. A hoop is placed in the middle of the kitchen, in which sausage pins are placed. Children - "kittens" become around the kitchen.
Content and course of the game: kittens randomly move around the kitchen with the words:
Pussy crying in the hallway
Kittens have great grief:
Greedy cook poor pussies
Doesn't let you grab sausages!

After that, the kittens run into the kitchen, trying to carry away sausages from there, and the cook tries to touch them. Players tagged by the chef remain in the position in which they were tagged. The game continues until all sausages are stolen.
Rules:
Caught kitten gotta come up interesting name his posture, and after that he can continue the game.
You can't take more than one sausage at a time.
If the cook has caught a kitten that has already carried away some sausages, he must return one of them to the kitchen.
The game continues until all sausages are stolen.
Kittens are noted who managed to carry away a lot of sausages.
Pedagogical value: the game develops attention, imagination, resourcefulness.
Guidelines:
When playing the game, skittles, pencils, or something else can be used as sausages.
"Voicing" of the game at first can be carried out by the leader himself.
Organizational and methodological errors:
1. Children do not know the content of the text well.
2. Children are not told about the need to help animals.

Sports event for grades 1-4 with disabilities. Station travel

Role-playing game"SCHOOL"

preparatory group

Target: 1. Expand, clarify and concretize children's knowledge about the school.

2. To instill in children the desire to learn.

3. To instill respect for the work of the teacher and the work of school employees.

4. Activate vocabulary: school supplies, recess, bell, teacher's room.

Previous work:

Target walk to school. Excursion to the school. Talk about the school with a display of school supplies. Looking at pictures of the school. Didactic game"Collect a portfolio" Memorizing poems about the school Reading stories about the school. Learn the song "What they teach at school" Drawing "Our school" Manual labor: make small notebooks, books, a teacher's magazine for the game

"to school", prepare rags and chalk.

Role-playing game "Journey to Moscow by plane"

preparatory group

Target: 1. Develop curiosity in children, expand knowledge about Moscow - the capital

our Motherland, its sights.

2. Deepen and expand the knowledge of children about the work of the airport, about airport employees.

3. Develop children's constructive ability when working with large building material and paper.

4. Vocabulary activation: airport, stewardess, walkie-talkie, customs, tour guide.

Previous work:

Observation of aircraft in the sky. Excursion to the airport. Conversations about the work of pilots, stewardesses, about the work of the airport. Mobile game "Airplanes" Didactic game "We go, we fly, we swim" Examination of photo illustrations about Moscow. A conversation about Moscow, the capital of our Motherland Design: we build an airplane from large and small building material. Drawing “Airplanes are flying” Application “Airplane” Manual labor: making cups for airplane passengers, making souvenirs for Muscovites, making airplanes for games on a walk. Reading stories about pilots, memorizing poems about Moscow.

STORY-ROLE-PLAYING GAME "RAILROAD"

preparatory group

Target: 1. Deepen, expand and concretize children's knowledge about work

2. Give children information about what kind of ships are, where they sail, what they transport.

3. To instill in children respect for the work of water transport workers.

4. Vocabulary activation: gangway, captain, captain's bridge, helm, deck, sailors, pier, mast.

Previous work:

Reading stories about sailors, about water transport. Consideration of illustrations about water modes of transport. Viewing slides or cartoons (“In the port”) about steamships and the operation of river transport. A conversation about the work of sailors, about the work of water transport. Didactic game "On land, in the sky, on the water" Board game-lotto "Transport" Application "Steamboat on the river" Manual labor: making binoculars, a horn, colored flags for a mast, a life buoy.

STORY-ROLE GAME "ZOO"

Senior group

Target: 1. Enrich and concretize the knowledge and ideas of children about wild animals and

their habits and conditions of captivity.

2. Raise respect for the work of zoo workers.

3. Instill love for animals, cultivate a sense of kindness and pity.

4. Vocabulary activation: hunter, guide, animals of Africa, animals of the North, animals of Australia, marsupials.

Previous work:

Excursion to the zoo or menagerie in order to get acquainted with the life of animals in captivity. A conversation about the zoo, why they were created, how animals live there. Reading - “Where the sparrow dined”, “Children in a cage”, etc. Memorizing poems about wild animals. Examination of illustrations about the zoo, about wild animals. Sculpting "Zoo Animals" Drawing "What I saw at the zoo" Designing from the building material of the zoo, cages for animals.

Role-playing game"POLYCLINIC" ("HOSPITAL")

middle group

Target: 1. Enrich, expand and systematize children's knowledge about the medical profession,

about the operation of the clinic.

2. To cultivate respect and gratitude for the work of a doctor, a nurse.

3. Vocabulary activation: ophthalmologist, therapist, pediatrician, surgeon, phonendoscope, x-ray,

procedures, thermometer, prescription.

Previous work:

Excursion to the medical office. Supervision of the work of a nurse, a doctor. The teacher's story about the work of a doctor in a clinic, an oculist, a surgeon, a pediatrician, a therapist, a radiologist. Consideration of photo illustrations about the work of doctors of various specializations. Conversation with children “How my mother and I went to see a doctor” Puppet theater “Doctor Aibolit” Reading stories about the work of a doctor (B. Zhitkov “Collapse”, S. Marshak “Ice Island”, etc.) Didactic games: “To whom what needed for work”, “Who can name more actions” Manual labor: making a thermometer, phonendoscope, mustard plasters for the game “to the hospital”.

Role-playing game "HAIRDRESSER"

middle group

Target: 1. Enrich children's knowledge about the work of a hairdresser.

2. To cultivate polite treatment, respect for the work of a hairdresser.

3. Vocabulary activation: hairdresser, master, scissors, comb, hairstyle,

hair dryer, haircut, cuts, bangs, shaves, refreshes with cologne, styling foam, winds on curlers, pay money to the cashier.

Previous work:

The teacher's story about the profession of a hairdresser, about work in a hairdresser. Examination of paintings, photo illustrations about the work of a hairdresser. Conversation with children "How my mother and I went to the hairdresser." Excursion to the hairdresser. Supervision of the work of the master. Reading the stories of B. Zhitkov "What I saw", S. Mikhalkov "At the hairdresser's" Manual labor: making toy scissors, combs. Collect attributes for the game: used clean boxes and jars of creams, perfumes, deodorants, shampoos. Didactic games "We will not say what we saw, but we will show what we did"

"What are these things for?"

STORY-ROLE-PLAYING GAME "ROAD TRAFFIC" ("DRIVERS")

Senior group

Target: 1. Enrich and concretize children's knowledge of the rules of the road.

2.. Raise respect for the work of the driver, policeman.

3. To teach polite treatment in the process of communication "driver - passenger",

"driver - policeman".

4. Vocabulary activation: traffic rules, traffic police post,

traffic controller, crossroads, traffic light, crosswalk, passenger, pedestrian.

Previous work:

Monitoring the work of transport at the intersection with a traffic light and a zebra. Excursion on the street. Red (observation of the movement of cars) Meeting with traffic police officers in order to familiarize themselves with the profession. Conversation about the rules of the road. The study of road signs. Reading: S. Mikhalkov "Uncle Styopa - a policeman", B. Zhitkov "Traffic light", etc. Memorizing poems about the rules of the road Examining photo illustrations about the work of the traffic police. Didactic games: "Dominoes - road signs", "Transport" Games on the layout "Crossroads" Outdoor game "One, two, three - run to the sign!" Drawing "Observe the rules of the road" Application "Car at a traffic light" Manual labor: making a model of a traffic light, road signs, driver's licenses.

STORY-ROLE GAME "SHOP"

Average age

Target: 1. Expand the knowledge of children about the work of the seller in the store.

2. To cultivate a respectful and polite attitude towards the work of the seller.

3. Vocabulary activation: seller, buyer, pay at the cash desk, showcase, goods, scales, cashier, weigh, wrap things, names of products, household appliances, clothes.

Previous work:

1. Excursion to the nearest store in order to observe the work of the seller.

2. Conversation with children “How my mother and I went to the store (vegetable, grocery, household goods, household)”

3. The story of the educator about the profession of the seller.

4. Looking at pictures or photo illustrations about the work of the store.

5. Didactic games: "Who will name more items for shops: "Toys", "Products", "Dishes", "Clothes", "Who will name more actions."

6. Drawing "Grocery Store"

7. Modeling "Vegetables and fruits for the store"

8. Manual labor: making a cash register, checks, money for the game "to the store"

STORY-ROLE GAME "SPACE"

preparatory group

Target: 1. To enrich and systematize the knowledge of children about the work of astronauts, about flights to

2. To cultivate curiosity, the desire to be like astronauts.

3. Vocabulary activation: space, outer space, universe, planets,

spacecraft, spacewalk, communication with the Earth.

Previous work:

1. The teacher's story about space and astronauts.

2. Examination of photo illustrations about space rockets, about the work of astronauts on Earth and in space.

3. Conversation with children about the first cosmonaut Yu. Gagarin, about the first woman cosmonaut V. Tereshkova.

4. Reading stories and books about space.

5. Drawing "Space Rocket"

6. Application "Cosmonaut"

7. Construction: building a rocket from large building material

games in preparatory group acquire a social character in children. The child seems to try on different social roles, copies adults, gains communication experience. This form of communication is a real school of life for a child. Plot-based role-playing games become a kind of mirror of the relationships of surrounding adults. On the other hand, such a game is a convenient form of correction of the child's behavior and attitude in any situation. The thematic card index of games will help the teacher to correctly plan this form of work for a whole year.

Organization of the game

The plot - role-playing game in the preparatory group requires careful preparation. Depending on the goals and objectives, the educator thinks over not only the theme, plot, selects equipment, but also takes into account the psychological compatibility of children intended for certain roles. The project of the game provides for a way to select participants, ways to resolve possible conflicts, ways to reconcile conflicting children.

Most often, conflicts arise in a group because of the distribution of roles, because of the unwillingness to accept into the game someone who previously could not cope with his role. The task of the educator is to convince the participant of his abilities, to teach him to be tolerant and tolerant, to help develop a sense of mutual assistance and support.

In the preparatory group, the teacher rarely chooses a role. The teacher asks leading questions, gives advice, directs, helps to understand the situation.


Goals and objectives

When developing a project of a plot-role-playing game, it is necessary to clearly set a goal that regulates the algorithm of actions plotly and psychologically. The main tasks of the game form of work in the preparatory group:

  • formation of awareness of different emotional states;
  • developing communication skills with adults and peers;
  • expansion of ideas about professions;
  • deepening knowledge of the ethics of conduct;
  • the formation of ideas about the school, mode;
  • development of creative imagination;
  • education of independence, goodwill, tolerance.


Inventory

The file cabinet of story-role-playing games includes a careful selection of game resources. When compiling a project, the educator thinks over the inventory of the game, which would allow the child to show imagination, creative imagination, resourcefulness:

  • Widely use toy imitations of real household items: dishes, tools, household appliances, etc.
  • Be sure to use toys that represent certain characters: dolls, animals.
  • Wardrobe items or professional items are important: a doctor's coat, a teacher's pointer, a waiter's apron, a chef's hat, etc.
  • The interior of the play space is created using toys - markers: a toy tent, kitchen furniture, a children's board, a ship model, etc.

All types of equipment help children immerse themselves in the world of the game, form ideas about the use of certain items, about their purpose.


Getting ready for school

In the preparatory group, children take a course in psychological, intellectual and physical training to school life. In the minds of many children, the school already exists as a place for lessons, calls, and homework. Sometimes a frightening school image develops in the child's imagination. The card file offers the School project, which includes role-playing games that adapt the child in the system of school relationships. These games will help you learn what a lesson is, how it is customary to turn to a teacher, how to assemble a backpack yourself, what a change is. Children get the opportunity to be in the role of teacher and student. The "School" project may include an excursion to the school class, reading stories about first graders, learning songs and poems about first graders. All this gradually forms a positive expectation of serious life changes and creates a sense of self-confidence.


We educate the reader

AT modern world the role of the book is noticeably lost. Unfortunately, even the traditional reading of fairy tales to children in many families has been replaced by watching cartoons. The library is not the most popular place for young parents. However, the role of the book cannot be overestimated in the development and upbringing of children. The book remains the basis of school education. The project "Library" is designed to form children's interest in books, develop the need to read, the ability to carefully handle books, and gives an idea of ​​the profession of a librarian.

Before the game, you need to take the children on a tour. There, the guys will see and understand what a library is, who a librarian is, sit in the reading room, get acquainted with forms and catalogs. These impressions are reinforced by the game "Library". Children act out an appeal to the librarian, learn to “treat” books, and bookmark them. The library will help to learn about the variety of books, the guys talk about their favorite book. The game "Library" will teach you to carefully stack books on the shelves and carefully look for the right book. The role-playing game "Library" develops a culture of behavior, teaches polite treatment and calm communication.

The project "Library" may include game programs "Literary Lounge", "Visiting a Fairy Tale" with a dramatization of fragments, a story about the author.


My family

The card file of role-playing games is always presented in a variety of ways in the theme "Family". For every child, the family is a model of the whole world. Relationships between parents and children, communication with grandparents form a model of relationships with other people. The Family project includes role-playing games:

  • "Daughters - mothers";
  • "Family dinner";
  • "Visiting Grandma";
  • "Mom got sick";
  • "Younger brother";
  • "Day off";
  • "Mom's helpers", etc.

In preparation for the game, you can invite children to talk about their families, about the holidays in the house. Reading stories and poems to the family is recommended.


Let's go shopping

The project "Shop" is aimed at the formation of the social role of the seller - the buyer in children by means of a role-playing game. Before starting the game, children can be asked which store they go to with their parents, what they sell there, what adults ask the seller about. The guys get acquainted with the words "buyer", "seller", "goods", "counter", "scales", "department", "showcase", "delivery", "check", "packaging".

The game "Shop" requires compliance with the culture of communication, knowledge polite words. You can only play the Grocery Store or the Bookstore to begin with. Then it will be interesting to organize a whole supermarket, where the children of the buyers will visit different departments. Pay attention to the ability of the guys to correctly name the product, describe it, find differences, clearly pronounce the request, use the learned words - terms. A cafe can also be opened here, where buyers can rest.


"In the hospital"

The project "Hospital" is aimed at getting acquainted with the medical professions, forming the need to conduct healthy lifestyle life, observe the rules of hygiene. These role-playing games are good to carry out during the period of preventive measures against colds and infectious diseases. During the game, the guys use their own experience of communicating with health workers.

Children replenish the vocabulary with medical terms: doctor, doctor, nurse, patient, clinic, card, certificate, temperature, syringe, phonendoscope, stretcher, thermometer, heating pad, iodine, brilliant green, surgeon, ambulance.

The game "Hospital" gives each child the opportunity to be in the role of a doctor, nurse, patient, parent of a sick child. The situations of reception in the doctor's office and calling the doctor to the house are played out. You can set the plot of the ambulance call. In such game situations, it is appropriate to analyze the causes of diseases: hypothermia, tasting snow, swallowing small objects, injuries due to pampering.

Service sector

Plot - role-playing games "Cafe", "Barbershop", "Atelier", "Mail" can be organized as separate projects or combined with the projects "Family" and "Shop". The purpose of these games is to form ideas about professions in the service sector, develop a culture of behavior in public places, foster respect and interest in work. It should be borne in mind that children rarely visit the studio, so it will be difficult for them to develop the plot of the game on their own.


"Cafe"

In the game "Cafe", the guys alternately play visitors, waiters, confectioners, administrator. Children learn to place an order, politely serve customers. Playing in a cafe, the guys get acquainted with the culture of eating: how to eat cake, ice cream, fruits. Family or friends can come to the cafe. Puppets can be visitors. The waiter of the cafe should kindly talk about the menu, offer something tasty. You can play a birthday celebration in a cafe. One of the game situations can be an invitation to the chef of a cafe and an expression of gratitude to him. A cafe may have a cloakroom where visitors can drop off their belongings, take a number, and when they leave, they will receive their belongings back. For the next game, invite the children to draw a menu, come up with the name of their cafe, think about what this cafe liked.


"Studio"

Children usually know almost nothing about the work of the atelier. The Atelier project must necessarily begin with an acquaintance with this service sector, with professions in the atelier, with the names of fabrics, accessories, and clothes. Children will learn about threads for embroidery, knitting, appliqué. The child should be able to describe a thing, its color, purpose. Children can play in the dollhouse. Young fashion designers can design new clothes for their favorite dolls. The Atelier project can even include fashion shows, where the role of the spectator must also be played. You can bring your favorite animal to the studio and order warm clothes for it. The game "Atelier" develops imagination, creative fantasy, forms a taste and sense of style. Encourage imagination and come up with new thing for a doll in his own studio.


"Salon"

Implementing the "Hairdressing salon" project, the educator invites the children to play the role of masters and visitors. You can play a scene with a crying child - a doll who needs to be persuaded to cut his hair. The game "hairdresser's" teaches polite treatment, the ability to describe a hairstyle, name the color of the coating for nails, indicate the length of the hair. It is interesting to organize a hairdressing salon for pets. Customers may be favorite toy animals.


"Mail"

The Post project introduces children to the work of postmen, teaches them how to send letters and parcels. Have the children draw holiday cards and send them in the mailbox. Then the postman will distribute the messages. Before the New Year, children can write letters to Santa Claus. You know how the envelope is sealed, the stamp is pasted. It is interesting to beat sending and receiving a package from grandma. Mail will help to pack everything and deliver it to the addressee.


Theatre

The role-playing game "Theatre" allows children to learn that theater is the whole world different professions. The guys buy a ticket, present it at the control, hand over things to the wardrobe, go to the auditorium. And behind the scenes the theater lives big life: the make-up artist, costume designer help the actor prepare for the performance, the director directs his game. The theater does not exist without an orchestra and a conductor. Small game fragments of the "Theatre" project are gradually formed into a general idea of ​​the theatrical life. Children talk about their trip to the theater with their parents. Theater is impossible without dramatizations of fairy-tale fragments or poems. The teacher talks about different theatrical genres. An interesting game is puppet theater, where children can try themselves as puppeteers.

Plot - role-playing games - a harmonious way of upbringing, education and development of children. They provide an opportunity for psychological correction. Such games unite children, teach cooperation and friendship.

Municipal state preschool educational institution"Orda Kindergarten No. 1"

"Modern role-playing games for preschool children"

Abstract of the plot-role-playing game "School"

preparatory group

Educator:

Kulinko Svetlana Yurievna

2016

(Slide number 1, 2)

Target: Introduce preschoolers to the role-playing game "School"

Tasks:

Expand, clarify and concretize children's knowledge about the school

Instill in children the desire to learn

To instill respect for the work of the teacher and the work of school staff

Activate vocabulary: school supplies, recess, bell, class, director's office

(Slide #2)

Roles and role-playing activities

(Slide 3)

Teacher:

teaches a lesson, fills out a journal, calls to the board, asks children, writes on the board, checks notebooks, puts marks.

Students:

sit at a desk, write in notebooks, on the board, answer questions, raise their hand.

Director:

gives orders to teachers, directs them to lessons, writes the lesson schedule, distributes students into classes, attends lessons, gathers teachers for the teachers' council.

Security guard:

protects the school from hooligans, monitors discipline at breaks, checks changeable shoes.

Subject - game environment

(Slide 4,5,6)

Easel, magnetic board

Laptop, projector, interactive whiteboard

The pencils

Rulers

Notebooks in a cage

Magazine

Pointer

Doll in school uniform

Checkout letters

erasers

Recipe

Briefcase

Pencil case

Counting sticks

Chalk

Numbers

subject pictures

Set of syllables

Primer

call

The prospect of enriching the subject-game environment

Selection fiction about school

Make an album "School outfits different countries»

preliminary work

Conversation about school, about school supplies

Excursion to the museum(Slide number 7)

Excursion to the school(Slide number 8, 9)

Construction from Lego school(Slide number 10)

Independent organization of the gaming environment(Slide number 11)

Memorizing poems about school

Manual labor: to make attributes for the game "to school"

Showing, examining, trying on school uniforms of past years ( school uniform, aprons - white, black)(Slide number 12)

Methods and techniques for managing story-role-playing games

Participation in the game for the purpose of showing game actions, game statements

Conversations with children

looking at pictures

Compilation of the story "How can I play this game"

Guided tours

Reading fiction

Production in the presence of children and together with them of game aids, equipment

Construction and subsequent beating of various plot buildings

1 - stage of work

Target. Introduce children to the game "School"

Tasks:

Study the literature on the plot - role-playing games

Select and organize game material

Develop a synopsis of a role-playing game

2 - stage of work

Target. Instill in children the desire to learn.

Tasks:

Arouse interest in school, desire to study at school

Systematize and expand children's ideas about school

Continue to teach the skills of role-playing interaction (friendly tone, restraint of gestures, location of partners to each other)

Cultivate a friendly attitude towards your loved ones, those around you

3 - stage of work

Target. The development of children's speech based on deepening knowledge about the school

Tasks:

Enrich children's vocabulary through play

Activate vocabulary: pencil case, notebook, ruler, globe

Continue to develop the grammatical structure of speech

Improve phonemic awareness

Improve the ability to compose stories about objects and about the content of the picture

Develop verbal and logical thinking

Game progress:

(Slide number 13)

Educator: Guys, I will tell you a story that happened this morning. I was walking to school in the morning and saw a briefcase lying on the grass, so lonely, helpless. I see my grandmother is coming. I ask her: -Grandma, it's not you, the briefcase, lost? She replies: - No, I did not have such a portfolio.

The car stopped at the kindergarten, I asked the driver: - Uncle, is this not your briefcase? He carefully looked at the briefcase and said sternly: - No, I had another one.

I went closer to the briefcase, and he said to me: - Look at me carefully, am I not yours? I told him: - No, I have never had this, but I can help you. I have child friends from my prep group. They are so kind, sympathetic, smart and quick-witted. Here we come to you with a portfolio. Guys, can we help the portfolio?

Children: - Yes!

Educator: - Briefcase, if you want, you can stay with us!

Portfolio: Thank you. I like you very much!

Educator: Do you want to know what is inside the portfolio?

There are assistants for each student in the classroom. And what kind of helpers you will find out by guessing riddles.

(After the children have guessed the riddle, the riddle-objects appear on the table)

She speaks silently

Not clear and not boring.

You talk to her more often

You will become four times smarter (textbook)

Now I'm in a cage, then in a line,

Feel free to write on me

You can also draw

What is me? (notebook)

I love directness

I am straight

Make a straight line

I help everyone (line)

How does he give you a job,

The pencil (eraser) worked in vain

If you sharpen it

Draw whatever you want!

Sun, sea, mountains, beach,

What is this? (pencil)

In this narrow box

You will find pencils

Pens, eraser, paper clips, buttons,

Anything for the soul (pencil case)

(The teacher opens the parcel, the children help)

Children take out school supplies from there - a pen, a pencil, a notebook, paints, an eraser, a ruler, a textbook, a pencil case.

Educator: - What words can combine all these items?

Children: - School supplies

Educator: - Do you know how a kindergarten differs from a school?

I will name what is in kindergarten and you will call what to eat instead at school.

Kindergarten - school

Head-Director

educator-teacher

Class groups

Desk tables

Classes - lessons

Toys - briefcase

Sleep-do not sleep

play-learn

No call - there is a call

Do not give marks - give marks

Educator: - Guys, do you want to go to school?

Children: - Yes!

Educator: - Why do they use the bell at school?

Children: - To start and end the lesson

Educator (portfolio): - I made sure that you are really smart, kind, quick-witted and sympathetic children. You know a lot about the school, I'm interested in you and I'll be happy to watch how you play.

Educator: - Guys, do you want to play school?

Educator: - And who do we need for the game?

Children: - Teacher, students, director, security guard, cook.

Educator: - Let's distribute the roles.

The teacher and children assign roles.

Educator: - Guys, what does the teacher do?

Educator: - What should be a teacher?

Children: - Kind, smart, polite, demanding, know a lot, patient.

Educator: Oh! After all, we forgot to say, what kind of students should be?

Children: Obedient, raise your hand in the lesson, you can’t shout out in the lesson, you must carefully listen to the teacher.

Educator: - What do you think the principal does at school? What is he?

Children: - Kind, observant, talking on the phone, looking into the classroom.

(Slide number 14)

Educator: - Let's choose a profession suitable for everyone.

Educator: - I will be a teacher. Dasha, Marina, Yegor, Valera are students, Bogdan is the director, Sofya, Valeria are cooks, Seryozha is a security guard. Do you agree? Then you can switch roles.

Educator: - Let's prepare our jobs. Choose who needs what. Children and the teacher take their places, the cook girls put on caps and aprons, the director takes a place at the teacher's table, picks up the phone, the guard sits at the door, keeps order at the school.

Teacher: Is everything ready? So, today we will play the role-playing game "School". Before the start of the game, we must consult with you and decide which lesson will be held in our school.

Children: Math lesson

Educator: Okay, after the lesson, I suggest you go to the dining room. Do you agree?

Children: Yes

Educator: - But, first, we need to turn the group into a class.

In an organized classroom, on the desks are school supplies made by children in advance: small notebooks, pencils, pens, albums, diaries.

The bell rings for the lesson, the teacher goes out the door, the children sit at their desks. The teacher enters with a magazine in his hands. The children get up.

Teacher: Hello guys!

Children: - Hello!

Teacher: - Sit down, please! Now we have a math lesson. What is today's date? (children call, teacher writes on the board)

Get colored pencils and pens out of your briefcase, we will need them.

Teacher: - Let's play the game "Who knows, he counts further"

(Name the numbers in order, the one who knows the next number continues further)

Teacher: - And now let's work on the interactive whiteboard and solve "Machine Problems" (interactive game "Machine School")

(Slide number 15)

Students take turns approaching the interactive whiteboard and completing tasks.

Teacher: - Next task (the teacher distributes worksheets with the task)

The sheet contains letters and numbers. Children should circle all letters with any colored pencil in a square, and numbers in a circle.

Teacher: - Tolya, what are you going to do? (repeat teacher's task)

Did a great job!

And now we will have a little rest and have a physical education minute.

Pinocchio

Pinocchio stretched,

(raise your hands through the sides up, stretch, rising on your toes)

Once bent over

Two bent over

(body tilt forward)

Raised hands to the side,

The key is apparently not found.

(turn right, left)

To get us the key

You need to get on your toes.

Well done guys, have a seat!

Didactic game: "Connect the dots and color"

Teacher: You did a great job! You did well in class today! The lesson is over, put your desks in order, put your school supplies in your briefcase. The guard calls for change.

The attendants will check the order and wash the board. Now big change. Do you want to eat?

Teacher: - Guys, I invite you to go to the dining room.

(Slide number 16)

The cooks set the table.

Pupils sit down at the table, "lunch"

The bell rings for class.

The second lesson is drawing.

(Slide number 17)

Teacher: What season is it now?

Children: - Spring.

Teacher: - What signs of spring do you know?

Children: - The birds are back, it's raining, the sun is shining brightly, the buds are swelling on the trees.

Teacher: - Well done! I propose to draw spring with colored pencils.

Pupils do the task of the teacher, the teacher praises the children.

Educator: - So today's school day at school has ended. I was not mistaken in you, you are really kind, sympathetic and smart guys. I think at school you will study only for "5".

Educator: - Guys, did you like to play school?

Children: - Yes!

Educator: - Really, everything turned out interesting? Why do you think it was interesting to play? What lesson do you remember? What was the most memorable?

I summarize the children's answers.

Educator: - This is because we played together, without quarrels, we agreed on everything. You are just great! We will definitely play at school.

(Slide number 18)

Nadezhda Rogozhina
Role-playing game "School". Summary of the game lesson in the preparatory group

Goals:

- foster goodwill, a sense of camaraderie, love for the school;

Develop speech, creative activity, mental independence in solving practical problems;

Learn how to dialogue properly.

Expand, clarify and concretize children's knowledge about the school.

To instill respect for the work of the teacher and the work of school staff.

Game material:building material, notebooks, textbooks, pens, pencils, a bell, briefcases, pencil cases, cardboard.

Preparing for the game:

- an excursion to the school, a conversation with school employees: a teacher, director, janitor, cleaner, barmaid, observing their work.

Reviewing and reading children's books on the topic "School".

Showing a movie or cartoon about school life.

Conversation on the painting "At the lesson".

Memorizing poems about school

Learn the song "What they teach at school"

Drawing "Our school"

Manual labor: make small notebooks, books, a teacher's magazine for the game "to school", prepare rags and chalk.

Game progress:

V. - Children, in next year you will go to school. What do you think it takes to get into school? (Answers of children). What do children do at school? (Answers of children).

V. - guys, let's play school today.

Q. - where are the lessons?

D. - in the classroom.

V. - right, guys! And who conducts the lessons?

D. is a teacher.

V. - guys who want to be a teacher!

V. - how many applicants. Let's choose a counter:

The gnome was looking for gold!

And he lost his cap!

Sat down, cried, - how to be!

Come out! You lead!

V. - Lerochka, you will be a teacher, and the rest of the children will be students.

V. - children start the game, but first let's build a class (Children arrange chairs, a screen, a board)

Children leave the group. The teacher takes a seat at the teacher's table.

The song is about first graders. Children enter an imaginary classroom. Greet teachers and each other. They give flowers. Each child takes their place.

"The Bell Rings"

Lesson 1. Literacy education.

The teacher enters the classroom, introduces himself, introduces himself to the children and begins the lesson.

D / game "Name the first sound in the word"

D / game "Make a word"

D / game "Pyramid" (division of words into syllables)

At the end of the lesson, the teacher summarizes and sets a homework assignment: read the fairy tale “Fox and Cancer, draw up a diagram of the word “fox”.

"bell rings"

The teacher announces the beginning of the break. Reminds the children to get ready for the next lesson and invites them to go to the cafeteria for lunch (a surprise moment is possible - a sweet treat).

"bell rings"

Lesson 2 Painting.

Children take their places in the classroom at their desks.

Teacher: - Children, we have a drawing lesson now. Each of you has a family, and so do I. I suggest you draw your family. And I'll draw mine.

Children begin to complete the task.

While the children are drawing in the group, quiet, calm music sounds.

"The Bell Rings"

The teacher announces the end of the lesson and offers to place the drawings in the exhibition. Children come to the screen and place drawings.

"The Bell Rings"

Lesson 3 Physical Education.

The teacher starts the lesson with a warm-up. Gives the command:

Equal! Attention! Right! Step march in a circle! And now in pairs to me! Stay where you are! Open up!

1. exercise "Clock"; 2. exercise "Mill"; 3. jumping exercise.

Game competition "Obstacle race".

The teacher gives the children a homework assignment: practice jumping with a rolling pin.

"The Bell Rings"

V. - Guys, I liked the way you played today, you coped well with your roles, you were polite, you behaved well at school. The next time you play the game "School", I suggest a lesson in labor. What holiday will be soon?

D. - New Year!

V. - That's right, here we are with you and we will do crafts for the New Year holiday, and then we will decorate our group with them.