Summary of a role-playing game on a dhow journey. Trip around the world

Summary of the role-playing game

« Journey into the forest »

Akimova Margarita Anatolyevna

Teacher of the highest qualification category

MADOU No. 77 “Teremok”

Naberezhnye Chelny

Age group : average

Tasks:

    Educational:

develop interest in the general concept of the game plot, the ability to act in a coordinated manner;

develop and enrich play actions with toys based on the enrichment of individual play actions;

formcommunication skills in “game collusion”, distribution of roles and role-playing dialogues.

    Educational:

nurturing friendly relationships between children, interest in a common plan and coordination of actions.

    Educational:

teach game interactions in a subgroup game, the ability to build a plot of 3 - 4 meaningful episodes.

Expected result :

    Expanding children's understanding of the variety of ways to use toys, substitute objects and play activities.

    Formation of skills for independent organization of the game, distribution of roles, creative development of the plot of the game.

    The ability of pupils to play in an organized manner in small groups, to join in and leave the game.

Activities : gaming, theatrical, musical.

Individual work : to help children discover their abilities - Sasha, Milana.

Preliminary work : conversations about the professions of a doctor, nurse, pharmacist, driver; excursion to the medical office; viewing illustrations; viewing slides. Reading fiction: V. Mayakovsky “Who to be?”, D. Rodari “What do crafts smell like”, S. Mikhalkov “What do you have?”, K. Chukovsky “Aibolit”, Z. Alexandrova “My Bear”, A. Krylov “The rooster got sick with tonsillitis.”

Equipment:

Toys - animals;

Tree models;

Attributes for the games: veterinary hospital, pharmacy;

3 white coats, 3 caps;

Steering wheel;

A surprise moment (a basket of apples), “Chokopai” mushrooms;

A tape recorder with recordings of the song “Merry Travellers”, fun music for physical education;

Sound writing;

Dove (origami);

Room interior;

Construction material;

money (paper).

Progress:

A carrier pigeon flies into the group accompanied by music and brings the children a sound letter from the forest inhabitants (the phonogram of the letter sounds).

V.- Children, do you want to help the forest animals? (children's answers).

V. - How can you get to the forest? (children's answers).

The teacher guides the children to choose a vehicle (there are many of us, so it is best to go by bus).

Children independently choose a driver from among the boys (counting table).

The driver offers to take a seat on the bus.

The teacher reads a poem:

I'm swinging and flying at full speed

I am the driver myself, I am the engine myself!

I press the pedal

And the bus rushes into the distance.

V.- And so we went (the song “Merry Travelers” sounds).

V.- So we arrived in the forest. The driver invites everyone to get out.

Under model trees, children see animals, pay attention to a squirrel, it looks out of a hollow.

Squirrel - I, a squirrel, live in the forest and I gnaw nuts, but there are no supplies left, I hid them in the forest. But I can’t find them.

V.- Children, let’s help the squirrel find supplies and arrange a “Forest Canteen” for the animals.

D/i “Edible - not edible.”

Children walk around the group, find mushrooms, berries, and nuts.

They set a table for the animals in the clearing.

Squirrel thanks the children and treats them to “Chokopai” mushrooms (photo for memory).

The teacher draws the children's attention to a bunny crying under a bush.

Bunny - The fox kicked me out of the house and now I have nowhere to live.

Q. - How can we help him? (children's answers).

V.- Let's build a house for the fox. What can it be built from? (children's answers).

Children build a house for the fox from a large builder and furnish it with home decorations.

V.- Let's tell the fox: - fox come out and look at the house.

The teacher turns on the music, the fox comes out and dances with the children (physical education).

V.- Children, at the edge of the forest, I saw the “Veterinary Hospital”, let’s take the bear there.

Children go to the clinic, animals are sitting in line there, the teacher invites the children to take any animal so that they are not afraid to go to the doctor (the teacher takes on the role of the doctor). The doctor examines them, listens to complaints, prescribes treatment. A nurse is chosen according to a counting rhyme (girls). The nurse writes a prescription for medications. With prescriptions, children go to the “Forest Pharmacy” and buy the necessary medicines there.

They return to the forest clearing and treat forest animals.

Q - Now all the animals are healthy again and they want to thank you for your help.

The hedgehog gives the children a basket of apples. The children thank them.

V. - And now it’s time for us to say goodbye to the forest animals and return to kindergarten. The driver offers to take a seat on the bus.

The teacher analyzes the game: Where were we? Who did you meet? Who did you help? What did you like most? Children get off the bus and wash their hands. The teacher distributes treats.

List of used literature:

1 . Program FROM BIRTH TO SCHOOL. Basic general education program for preschool education / Ed. N. E. Veraksy, T. S. Komarova, M. A. Vasilyeva. - M.: MOSAIC-SYNTHESIS, 2010.

2. Role-playing games for older preschoolers: a practical guide / N. A. Vinogradova, N. V. Pozdnyakova. - 3rd ed. - M.: Iris-press, 2009. - 128 p. - (Preschool education and development);

3. Role-playing games for preschool children / N.V. Krasnoshchekova - Rostov-on-Don: Phoenix, 2010.

Plot-role-playing game in older preschool age.

Developed by teacher Ekaterina Mikhailovna Slesareva.

Topic: "Travel."

Goal: 1. Continue to develop in children the ability to creatively develop the plot and change the playing role as the plot unfolds. Activate children's verbal interaction in play; develop the ability to build a plot together.

2. Continue to form the norms and values ​​accepted in society. Continue to develop children's communication skills and interactions with adults and peers.

3. Expand your understanding of the work of a passenger train driver, tour operator, tour guide and the work of a travel agency. To consolidate and generalize children’s ideas about the work of adults. Foster a respectful attitude towards the work of adults.

4. To arouse preschoolers’ interest in learning about the sights of the city of St. Petersburg.

Game material: sign "Travel agency", computer, telephones, bus, map, booklets, tickets, soft modules, substitute toys, fragments of costumes for the driver, conductor, travel agent (badge, headscarf), tourist (backpack, camera, telephone, video camera) , souvenirs (magnets, postcards, figurines), money, credit cards, magazines.

Preparing for the game: excursion to a travel agency; examination of illustrations depicting a passenger train, train driver, conductor; conversation about the work of a tour operator, tour guide, train driver, conductor; outdoor game "Train", didactic games "Ride, sail, fly", "Who needs what", "Professions"; viewing photo illustrations about St. Petersburg; conversation about St. Petersburg, the northern capital of our Motherland; manual labor: making passports, phone models, banknotes, booklets, “Travel Agency” signs; reading fiction "Peter 1 the Great" N.F. Vinogradova, L.A. Sokolov "Great Travelers" M. Zoshchenko.

Playing roles: tour operator (travel agent), tourists, tour guide, train driver, conductor, hairdresser, salesman, waiter.

Game Guide:

1) Creation of a game situation - episode No. 1 (Travel agency). I bring out colored travel booklets and talk with the children about their purpose: -Guys, yesterday I was sorting out old books and found these interesting books (I show them). What do you think they are for and where they can be found? (answers, children’s reasoning). The teacher dreamily: “Yes, how wonderful it would be to go on some kind of trip... it’s a pity that we don’t have such a wonderful travel agency.” (Pause. It’s possible that the children themselves will offer to create such a travel agency, if the children don’t do it, then : -Guys, let’s organize such a travel agency together. Remember we went on an excursion. What do we need for this? (children list what is needed). Where can we place our agency? (Children choose a place and They take out the traveler's box.) - Well done, I also think that it will be very convenient here. There is a table, a map, an armchair, a sofa, a sign can be hung here.

I think clients will be comfortable and comfortable. - Guys, who do you think the “clients” are? (Children's answers: Tourists are people who are going on a trip). - Guys, who works at the travel agency? (Children's answers: tour operators, travel agents, director, tourism manager...) - What do travel agents do? (Children's answers: they offer a place to travel: vouchers, show the route on the map, advertise the chosen route, book tickets, hotels, organize meetings, see off tourists and excursions...) - Today, I will be the tour operator, and you will be the tourist clients? (I put on a badge, the children take their backpacks).

Hello, please come in. Make yourself comfortable. Where would you like to travel? (children's answers). - Today, I can offer you last minute trips to St. Petersburg for one day. Get acquainted. (I distribute booklets of the city of St. Petersburg). - Do you agree to visit the northern capital of Russia? (children's answers). - What kind of transport would you like to travel by? (children’s answers: by bus, train, plane...). - Fine! Now we will see what tickets are available. Unfortunately, there are no bus or plane tickets. Available only for the Troitsk-St. Petersburg train, March 8 at 15:00, ticket price... rubles. Do you agree?

The total cost of the trip... rubles, how will you pay in cash or by credit card? To arrange a trip, I need your passport. - Here you go (I’m handing out booklets and tickets). I remind you that the train leaves on March 8 at 15:00, your seats in carriage No. 1 are indicated on the ticket. Don't forget to pack the necessary things and please don't be late. Have a nice trip!

2) Creating a game situation - episode No. 2 (Train). We have collected our things, tickets in our hands (the teacher looks around). We will go to St. Petersburg by train, but we don’t have a train... I wonder where we can get a train? (I lead the children to the decision to build a train, we determine the location of the train and begin to build). Well done! The train is waiting for us. Who will be the train driver? (children's suggestions). Yes, I agree with you. Sasha is really very responsible and attentive. Who will be the guide? (children's suggestions). I agree with you, Nastya is kind and caring. And you and I will be passengers. - Our train is getting ready to set off. Attention, attention, boarding the train Troitsk - St. Petersburg begins. Dear passengers! Don't forget your things at the station! (The child conductor checks the tickets; announces when the train departs and the names of the stations.)

The teacher shows a sample of communication:

Dear conductor, here is my passport and ticket. (As the game progresses, create a situation of contacting the conductor: tea, magazines. The conductor announces the final station: the city of St. Petersburg. Reminds passengers not to forget their things and says goodbye).

3) Creation of a game situation - episode No. 3 (Tour of the city of St. Petersburg). The teacher-tour guide meets the tourist guests at the train:

Hello, dear tourists! I am your guide Ekaterina Mikhailovna, I am glad to welcome you to our city of St. Petersburg. I invite you to take a walk around our beautiful city. (we look at the city slides):

1 slide. - This is a monument to Peter 1. He founded St. Petersburg. Last year the city turned 310 years old.

Peter on a rearing horse,

On a mighty horse.

All - movement and flight

Rus' leads.

The monument also has another name: “The Bronze Horseman”.

2 slide. -And now we will walk along the embankment of the Neva River. The name of the river comes from the Finnish word and means "swamp". The Neva River flows through the territory of the Leningrad region and St. Petersburg. You can ride along the river on boats, speedboats, and river buses. There is a port on the Neva River for various sea vessels: cargo and passenger. Look at the legendary warship moored to the bank of the Neva River. It's called the cruiser Aurora.

3 slide. -Our city is famous for its large number of bridges. There are 324 of them in total.

The city can't sleep in the summer:

White night the fairy tale lasts

And you are in a hurry to see

How bridges are raised.

The bridges are not ordinary, but drawbridges. In winter, while the Neva River is frozen, the bridges are motionless. Repairs are being carried out, and in warm weather, ships can pass along the Neva, but only from 2 a.m. to 5 a.m., at which time the bridges are raised.

4 slide. - And now I invite you to our summer garden. I invite you to sit on the benches and admire the sculptures and bedek (Slide of the park).

5 slide. - This is a monument to Ivan Krylov. Do you know who Ivan Krylov was? (Children's answers). Sure enough, he wrote fables; he had a pen and a notebook in his hand. Do you know his fables? (Children's answers). Look closely at the pedestal of the sculpture to depict the animals he wrote about. There is a monkey and a lion here...

6 slide. - And St. Petersburg is famous for its fountains. Peter 1 was very fond of the sea and fountains, as a symbol of victory over the sea elements. Before Peter 1, people did not know what fountains were. Peter 1 called fountains “water games.” The fountain season opens in April. Admire the beauty of the singing, colorful fountains.

Slide 7 - And now we will take a walk along Nevsky Prospekt - this is the main street of St. Petersburg. There are 240 buildings on Nevsky Prospekt.

8 slide. - Now we have approached the mint. Coins and medals are minted here. We have 2 mints in our country: Moscow and St. Petersburg, to find out which mint the coin was made at, you need to look at the mark under the right paw of the eagle. If the first letters are SP, then this coin was made at the St. Petersburg Mint, and if the first letter is M, then the Moscow Mint.

Slide 9 - There are a lot of lions in St. Petersburg. They guard the city - standing, sitting, resting. Sculptures of lions are symbols of power, military valor, and belonging to the royal family. Peter 1, when he was building the city, really wanted St. Petersburg to be a strong, glorious city, so he ordered that as many lion sculptures as possible be installed in the city. They were made of stone, copper, cast iron, concrete... Lions are still being installed and no one has been able to count them accurately. Look at this unique fence, which consists of sculptures of 29 identical lions holding heavy cast iron chains in their teeth. In the courtyard of the Children's Academy of Arts there are amazing lions - colorful and cheerful! The children decorated them.

10 slide. - Walking along Nevsky Prospekt, we saw many amazing places. Do you have a sweet tooth among you? Now we will go to the chocolate museum. This is where those with a sweet tooth can truly indulge! After all, this is not only a museum where you can admire the exhibits, but also a store where you can buy and even try the exhibit you like. Look on the shelves there are luxurious sweets in the form of animals, toys, chess pieces, and dolls. Here you can choose a gift for both an adult and a child. I suggest you choose and buy yourself a souvenir as a souvenir. (Children buy a chocolate souvenir).

Dear tourists, our walk has come to an end. But you still have free time before the train, you can go shopping and buy souvenirs as a keepsake, or visit the “Beauty Salon” and get your hair done by the capital’s stylists, or have a snack in a cafe. Please don't be late for the train. It departs at 18:00. (Children disperse into zones, continue the game independently, united in micro groups of 2-3 children. The teacher watches the game).

The summary was prepared by teacher Sirik Lyudmila Anatolyevna.

TARGET:

To make children want to play the role-playing game “Journey by Sea”.

TASKS:

Clarify and expand children's ideas about professions on a ship.

Clarify and expand children's understanding of the structure and functioning of a ship.

Ensure the development of children’s ability to use auxiliary materials to create attributes in the game.

Ensure the development of children’s ability to play in large groups, consult and help each other.

Improve children's ability to be attentive to each other.

Systematize children's ideas about certain rules of behavior in various situations.

Ensure the development of initiative, organizational and creative abilities of children.

Convince children that in the game it is necessary to follow the rules and norms of behavior in the game.

To help develop children’s ability to enjoy themselves when they please others.

Create a desire to understand that you need to think through your actions and work together to achieve your goal.

EQUIPMENT: toy car steering wheel, building material, binoculars, “doctor” set, “groceries from the store”, dishes, sheets of paper, felt-tip pens, sailor collars, caps, medical worker’s cap, chef’s hat, headphones, map - diagram, screen, “passengers’ belongings ", various clothes, toiletries, a letter from little men, a "walkie-talkie".

PRELIMINARY WORK: Looking at illustrations of ships, getting acquainted with the structure of a ship, examining marine attributes, getting to know the professions of people on the ship, reading L. Tolstoy’s story “The Jump”, “Shark”, getting acquainted with the physical map of the world, solving problem situations “One second before...”, “ What would happen if...”, looking at illustrations on this topic.

1. GAME MOMENT:

Guys, we received a telegram from our friends - little men. Listen to what they write to us: (reading)

Hello, dear friends! We're in trouble! Come quickly and save us. We are looking forward to seeing you. Your human friends.

2. CHOICE OF TRANSPORT.

I wonder what we should go there with?

CHILDREN: by plane, by bus, by train, etc.

I quietly take out the card.

Look, they sent us another map. Perhaps this is our path.

CHILDREN look at the map.

So what is the best way for us to travel?

CHILDREN: We will go on a ship to save our little friends.

3. BUILDING A SHIP.

Then let's get to work. Let's build the ship faster. What can we make it from?

CHILDREN: we will build from chairs.

A ship has a bow, a steering wheel, an anchor, and sides.

What is a steering wheel, who knows.

CHILDREN: This is the rudder of the ship.

How can I do that.

CHILDREN: Tie a toy car steering wheel to a high chair.

How to make an anchor.

CHILDREN: tie a wooden brick to a rope.

What else should you take on a trip?

(please note that we take only the most necessary things, which are hard to do without.)

CHILDREN: binoculars, map, medicine, food, change of clothes.

Everything is fine, but what have we forgotten?

CHILDREN: Come up with a name for the ship. And what will we call it?

CHILDREN: “Fast”, “Rescuer”, “Breeze”, “Friendship”.

Which name is more suitable?

CHILDREN: choose.

Now let’s decide who will do what.

(Selecting a group of children)

CHILDREN: agree among themselves who does what.

Who will make the steering wheel?

CHILDREN: Choose 2-3 children.

Who will make the anchor.

But who will write the name of the ship.

CHILDREN: prescribed.

Girls, you will decide among yourselves who will collect medicine, food, things, etc.

We need to hurry to save our friends - little men. So how will we work?

CHILDREN: Friendly, calm, give in to each other and help each other.

CHILDREN BUILD A SHIP from chairs, tie an anchor, attach a steering wheel, attach a name, place household items.

Let's see if our ship is ready. We haven't forgotten anything.

Report on the completion of your work.

CHILDREN REPORT IN GROUPS,

CONSTRUCTION TEAM:

We tried very hard to complete the work in a short time. The case is strong and reliable. The ship is clean and tidy. We guarantee the reliability of the ship.

GIRLS:

Products delivered on board are of the best quality. Clothes are prepared for all occasions. Medicines, bandages, brilliant green were prepared in the required quantities.

The name of the ship is written and attached to the side and bow of the ship.

The anchor is securely tied and will not let you down.

The ship's helm is made using the most advanced technology. He's in good hands.

The binoculars and map were delivered on board the ship and are in the captain's wheelhouse.

I really liked your progress reports. We are preparing to sail.

4. TEAM SELECTION.

What else do we need to do to sail to our human friends?

CHILDREN: choose the ship's crew.

Who is on the team?

CHILDREN: captain, sailors, doctor, nurse, cook, radio operator, navigator, etc.

(selection of ship crew and distribution of roles).

Tell us what qualities doctors should have and what they should do.

CHILDREN: the doctor examines the patient and prescribes treatment, and the nurse gives a pill, gives an injection, and bandages it. Doctors must be kind, clean, neat and quickly help a person in trouble.

And who is best suited for this position.

CHILDREN: choose, decide.

Who knows what the cook on the ship is called?

CHILDREN: cook.

What should a cook be able to do first?

CHILDREN: cook deliciously

Who is suitable for this role? The cook must have assistants.

CHILDREN:

Why do we need sailors?

CHILDREN: They keep the ship clean. They help everyone. They work in the engine room.

And who will be our sailors?

CHILDREN:

Why did you choose them?

CHILDREN: Because in the group they come to everyone’s aid and know how to do everything.

Who we haven't chosen yet.

CHILDREN: captain and navigator.

What should a captain be like?

CHILDREN: brave, courageous, fair, kind, cheerful, resourceful, etc.

And who will be our captain?

CHILDREN are discussing a candidate for the role of captain.

Who is a navigator?

CHILDREN: A person who helps the captain navigate the ship through the sea.

Children choose a navigator.

The rest will be passengers on the ship.

(Children put on attributes - collars and hats).

Who boards the ship first?

CHILDREN: ship crew.

5. CHILDREN'S READINESS TO PLAY.

Captain, command.

CAPTAIN: Team, form up!

CHILDREN ARE BUILDING.

CAPTAIN: Is the crew of the ship "Druzhba" ready to sail?

(Roll call takes place. Each child takes a step forward, says his role and name. Then they take their places on the ship.)

Now who can board the ship?

CHILDREN: passengers.

(They line up one after another and board the ship. The sailors help everyone get settled.)

Navigator: Sailor Sasha, help the woman with the child.

Sailor Sasha: Yes! Let me carry your suitcase to the cabin.

Woman: Thank you. You are very kind.

Navigator: Sailor... escort the elderly man to the cabin.

Sailor: Yes! Please follow me. Be careful here, the stairs.

(etc.).

Captain: Everyone took their places.

Navigator: Passengers have been accepted on board. Everyone is settled in their cabins. They are waiting for the ship to sail.

Captain: Give up the mooring lines.

The sailor raises the anchor.

Captain: Raise the sails.

Sailors: Yes! They raise their hands up and wave.

(turn on the sound of the sea music).

6. PROBLEM SITUATION.

The captain takes binoculars and looks.

Navigator: It got colder and the sky was clouded.

Captain: A storm is coming. We urgently need to send a telegram, maybe the nearest bay will receive us. ... compose a message and take it to the radio operator.

Guys, help the navigator write a message. We talk and he writes it down.

CHILDREN: There is a strong storm at sea. We ask the nearest bays to accept our ship. Let us know who has space on the pier.

The navigator writes down and takes the telegram to the radio operator.

Radio operator: puts on headphones and taps his fingers on a radio made from a construction set. (the navigator stands nearby).

Radio operator: Sent the telegram. Waiting for an answer.

(adjusts headphones and speaks).

Shelter Bay is ready to receive us.

The navigator writes a message on a piece of paper and goes to the captain.

Navigator: Oh, what a heavy rain! And it's terribly cold.

(depicts that it is cold, damp).

Passengers depict rain and wind; clap their hands and buzz.

The navigator gives the sheet to the captain.

The captain reads and gives the command.

Captain: Sailor... right rudder.

Captain: Sailor... check the passengers and report.

Sailor: Yes!

Sailor...: Captain, the passengers are all right.

Sailor...: No incidents on the ship.

Captain: Thank you, everyone is free.

Navigator: Captain, we are mooring.

The captain commands:

Passengers go ashore.

(Children get up and go out).

Doctor, examine everyone.

(examines everyone).

Cook to feed everyone.

(claps palm to palm).

Captain: Team ashore.

(their owner meets them on the shore).

You have arrived at Shelter Bay. We are very glad to see you. How can we help you?

Captain: Thank you very much for being able to give us rest. Everything is fine with us, there are no casualties or destruction. We will wait out the storm and move on.

Captain: Sailors, inspect the ship. Troubleshoot and report back.

Cook: Everyone has been given a packed lunch.

Doctor: Everyone is healthy. There are no wounded.

The sailors straighten the chairs and restore order.

« The owner” plays a game with passengers “If you like it, then do it this way...”

The navigator reports to the captain: The rain has passed, the sea has calmed down. The ship is ready to sail.

Captain: Where's my map? I have to check our route.

Everyone take their seats.

7. THE JOURNEY CONTINUES

- Give up the mooring lines.

Sailor: Yes and raises anchor.

(music sounds like the sound of the sea).

The captain looks through binoculars.

So we have arrived, our friends - little men - are waiting for us on the shore.

Navigator: But what is it?

Sailors in chorus: Shark!

Navigator: Call everyone upstairs.

Captain: This is what happened to our friends - the little men

Doctor: A shark has settled near the coast of their country. And they cannot relax, swim or sunbathe.

Kok: So what should we do now?

Captain: We'll drive her away now!

Game "Shark"

All players swim in the sea (run or flounder in an imaginary sea). At the “shark” signal, children are united in groups of 2-3 people. The “shark” only eats alone. “Shark” - the driver takes such a player to land, and the game continues. At the end of the game, the children make a big circle, the “shark” runs while the gate is open. At the signal, the gate closes and the “shark” finds itself in a circle.

- after the game the captain gives the command

Navigator, bring the ship to port.

Navigator: Yes! Allow me to do it!

Captain: Do it!

And the sailors and I will swim to the shore. (Everyone portrays swimmers.)

On the shore, there is a screen with dolls, 2 children are hidden behind the screen.

1st: You are strong and brave guys. And most importantly - friendly!

2nd: You saved our country from a shark. Thank you very much!

(Everyone sings the song "True Friend")

8. Summary

Captain: Get to your places! Getting ready to sail home! (children take their seats)

Dolls (children): Ask everyone to close their eyes on the ship. They pronounce words - spells so that the ship "Friendship" is quickly home.

Navigator: Here we are at home!

Captain: Passengers leave the ship!

(passengers get off and say words of gratitude)

The captain thanks the crew for their excellent service.

Fisherman and fish A large circle is drawn on the floor or on the platform. One of the players - the fisherman - is in the center of the circle, he squats down. The rest of the players, the fish, circle around the circle and say in unison: “Fisherman, fisherman, catch us on a hook.” At the last word, the fisherman jumps up, runs out of the circle and begins to chase the fish, which scatter throughout the area. The one who is caught becomes a fisherman and goes to the center of the circle. Owl The guys stand in a circle. One of the players goes to the middle of the circle, he will portray an owl, and all the others will represent bugs, butterflies, and birds. At the command of the presenter: “The day comes - everything comes to life!” - kids run in circles. The owl is “sleeping” at this time, that is, it stands in the middle of the circle, eyes closed, one leg bent under itself. When the leader commands: “Night is coming, everything freezes!”, the players stop and stand motionless, hiding, and at that moment the owl runs out to hunt. She looks out for those who are moving or laughing, and takes the guilty ones into her circle. They become owls, and when the game is repeated, they all “fly out” to hunt together. Hunters The players scatter around the site. Three hunters stand in different places, each holding a small ball. At the manager’s signal: “Stop!” - all the players stop, and the hunters aim the ball at one of them. The “killed” replace the hunters. The players have the right to dodge the ball, but must not move from their place. If the player after the command “Stop!” left his place, he replaces the hunter. Seine All players are fish, except two fishermen. Fishermen holding hands run after the fish. They try to surround it, closing their hands around the fish. Gradually, a whole chain is formed from the caught fish - a “net”. Now the fish are caught with a seine. The last two players not caught are the winners; when the game is repeated, they are the fishermen. Kolobok Children squat down and move around in a circle. In the center of the circle is the driver - the “fox”. The players roll the ball - the “bun” to each other so that it moves away from the “fox”. The driver is replaced by the player who rolls the bun so that the “fox” can catch it. Watch out, Pinocchio! One of the players has a cap on his head. He is Pinocchio. The driver tries to catch up and tarnish the one who is running with the cap. However, this is not so easy to do: the players pass the cap to each other as they run. When the driver stains Pinocchio, they... change roles. Jumping Sparrows Draw a circle on the floor or playground of such a size that all players can freely fit around its circumference. One of the players is the “cat”, he is placed in the center of the circle, the rest of the players - the “sparrows” - stand behind the circle at the very line. At the leader’s signal, the “little sparrows” begin to jump inside the circle and jump out of it, and the “cat” tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a “cat”, and the “cat” becomes a “sparrow”. The game is repeated again. Burners The participants of the game stand in pairs at the back of each other's heads. The driver stands in front of all the couples and says loudly: Burn, burn clearly, so that it doesn’t go out. Look at the sky: Birds are flying, Bells are ringing. One, two, three, last pair, run! After the last word “run”, the players of the last pair run forward (each on their side) to the designated place, and the driver tries to delay one of the runners with a touch of his hand until the players meet. The one who was detained stands next to the driver in front of the first pair, and the second becomes the driver. Game continues. The playing cockerels (one from each team) enter a circle with a diameter of 3 meters and take the starting position for the fight, crouching on two legs or standing on one (the right hand holds the left leg, and the left arm is bent in front and pressed to the body or vice versa). Objective: push the enemy out of the circle. The most dexterous is you! Draw two circles on the ground with a diameter of up to a meter. The circles are located nearby. Place a puck, cube, ball, town in the center of the circle. Two or two teams of three to four people can play. At the leader’s signal, the children must use a toy sword, saber, or gymnastic stick to knock out this object (objects) from the “enemy’s” circle, protecting their own. The guys seem to be fighting with swords and sabers. The winner is the one or those who, having knocked out the object to the opponents, did not allow it to their own. Throw into the ring In a room or in the schoolyard, hang the ring at a height of about 1.5 meters. And each participant is given a stick up to 50 centimeters long. You need to run from a distance of 10-15 steps to the ring, throw the stick so that it passes through it, and catch it again. If the player completes the task, he wins two points; if he doesn’t have time to catch the stick and it falls to the floor - one point, but if he throws in such a way that he misses, the throw is simply not counted. The game lasts five minutes. Whoever scored the most points won. Don't fall for the bait To play you need a rope 2-3 meters long with a weight tied at the end - a bag of sand. The players form a circle, in the center of which stands the driver with a rope in his hands. He begins to spin it so that it rotates just above the ground. The guys jump over the rope. The driver gradually raises the plane of rotation of the rope higher and higher until one of the participants “falls for the bait,” that is, fails to jump over the rotating rope. The one who gets caught drives. Game continues.

Summary of the role-playing game “Journey to the Mysterious Island” in the preparatory group


Author. Makarova Nadezhda Leonidovna, teacher of the MDOU combined type kindergarten No. 30 Kipen, Leningrad region.
Description. I offer a summary of the role-playing game “Journey to the Mysterious Island” for children in the preparatory group. This work will be of interest to teachers of preschool institutions who work with children of this age category.
The relevance of conducting role-playing games. Role-playing games allow you to develop children's creative abilities and their imagination. In the game, children learn to get used to the image of a particular character and play a certain role. They are of great importance in the social adaptation of the child and the realization of his potential in the future. In the role-playing game, the child’s personality, his intelligence, will, imagination and sociability are successfully developed, but most importantly, the role-playing game generates the desire for self-realization and self-expression.
Target. To develop in children the ability to combine various thematic plots into a single game plot; establish and regulate contacts in a joint game.
Tasks. 1. Expand the range of children's games, teach them to play together (discuss the plot, come up with new roles and game actions), help create a game environment taking into account the theme of the game and an imaginary situation, teach them to name their role, verbally determine the events depicted, the location of the players (here is the sea , this is a ship, it is sailing to a mysterious island, etc.).
2. Reinforce in children the sequence of days of the week, the number and order of counting, the names of geometric shapes, measuring objects using a conventional measure, and orientation in space.
3. Activate children's vocabulary: cabin, navigator, boatswain, porthole, cook, travel agency, courier, cruise.
4.Develop creative thinking, imagination, and fantasy in children.
5. Cultivate friendly relationships and a sense of teamwork in children.
Preliminary work. Examination of photographs, illustrations, pictures depicting various ships. Construction of ships from various building materials and paper. Reading “Native Man” by V. Korzhikov, “Shark” by L. N. Tolstoy. Making attributes for the game. Watching the cartoon "Boniface's Vacation." Conversation after watching the cartoon. Writing stories on the topic: “What if I went on a trip.”

Game attributes. Modules for building a ship, seven multi-colored (according to the colors of the rainbow) flags, caps, binoculars, an anchor, small toys from Kinder surprises, a conventional measure - braid, napkins, wallets, money, tickets, a computer, bananas, a cutting board.

Progress of the game.

Educator. Children, let's play with you. What game do you want to play? (Children's answers).
Educator. Okay, we're going on a sea cruise! What will we sail on? (Children offer different options - choose a ship).
Educator. Guys, what day of the week do you think is best to travel? Why? What is the day of the week called today? (Children's answers). Let's not delay our voyage! Let's go traveling today!
Educator. Let's think about where we're going? (Children's answers. I offer the children seven multi-colored (according to the colors of the rainbow) flags, on one side of each flag a letter is written.) Guys, if you arrange the flags by color in the same order as a rainbow, then you will find out where we will go on the cruise. (Children complete the task and read the word “islands”). Yes, to the islands!


Together with the children, we decide what we need to prepare for the trip and assign roles. We choose an agent to work in a travel agency, a courier to purchase vouchers, a supermarket seller, a supply manager to purchase the necessary goods for the cruise (a set of small toys, wet wipes, four knives). The rest of the children are ship designers (we build the ship from modules).
When everything is ready for the trip (tickets have been purchased, goods have been purchased, and most importantly, the ship has been built), the children choose a captain, a navigator, and a cook. The rest of the children will be sailors.
Boarding of the ship is announced. The captain checks the tickets, it turns out that the tickets were bought from a travel agency to the “Mysterious Island”. Everyone takes their places on the ship. The captain gives the command to the navigator. The ship departs from the pier (a recording of the sound of the sea and a ship signal sounds).
During the journey, children play with their tickets. The tickets are unusual, with tasks. On one side of the ticket you need to count the number of objects, and on the reverse side you need to find the differences in the picture depicting two ships.


So the ship approaches its destination unnoticed, but a problematic situation arises. There is no ship pier on this island.
Educator. Children, how can you get to the island? (Children's answers).
The captain suggests getting to land using a life preserver. Children imitate swimming with a lifebuoy to the song “Chunga-Changa” by V. Ya. Shainsky and land on the island. On the island we listen to birdsong (a recording of bird voices sounds). Next, the children try to imagine what can grow here, how beautiful it is here.
Educator. Children, it is very hot on the island, you can take off your shoes and walk barefoot on the sand. (At this time, small toys from Kinder surprises that the children wanted to play with accidentally fell apart.) How can you collect the toys? (Children's answers). Yes, of course, now you and I will turn into monkeys and collect toys with our toes. (Children collect toys with their toes and put them in a basin.)
Educator. Who do you think lives on the island? (Children's answers). We put together a cut-out picture and find out what kind of funny people live here.


Educator. Children, how can you imagine what kind of home they might have? What might their house be called? (Children's answers). We will now come up with a home for them using these pictures. (The game “Wonderful Things” (TRIZ) is being played. This game can be found in the book “Amazing Stories” by L. E. Belousova. The house is green, made of rubber, four-story, moves on chicken legs, a guitar is always playing in it, the smell of strawberries in the house. We discuss with the children whether it is comfortable to live in such a house. The game “Good - Bad” (TRIZ) is played.)


Educator. Children, if this island is mysterious, there must be treasures here? (The game is played: “Find the treasure.” Three children are blindfolded. According to the specified plan, they look for treasures. The plan is voiced by the captain. The children quickly find the treasure, but they cannot open it without guessing the following spell (a recording from a tape recorder sounds): “There are two objects - one of them grows here on the island, the other is in your group and in the music room. Both of these objects begin with one sound and end with a sound, but another. Each word has five sounds. Children guess the word "banana" and the word “tambourine.” A treasure opens (a beautiful antique chest prepared in advance), and there are bananas.)
Educator. Guys, we are on an unusual island, it’s so mysterious, and it’s hot here. Maybe we can turn these bananas into ice cream? (The children happily agree.) Then let's wash our hands first. (A finger game is played. “Wash your big finger, wash your index finger, wash your middle finger, ring finger and little little finger.” Children wash their fingers using wet wipes.
The cook distributes bananas. The children are faced with a problematic situation - there are not enough bananas for everyone. What to do? Children, using a conventional measure (braid), divide the bananas in half, then cut, peel, insert an ice cream stick into one side of the banana and roll the banana in cocoa. It turns out ice cream and everyone treats themselves.


Educator. Guys, let's take a look at the magic chest where the bananas were. (The children look into the chest, it turns out to have a second bottom. There the children find souvenirs from the inhabitants of the island - jewelry with a shell.)
The journey is coming to an end. We have to go back to kindergarten. Children close their eyes and say the magic words: “One, two, three, four, five - we are in kindergarten again.” And they end up in a group. They look at their jewelry and plan to go to the mysterious island again, so that next time they can get acquainted with the marine inhabitants of the island.