Physical education "do as we do, do better than us." Do as I do - outdoor game (competition)

Outdoor games strengthen the child’s body. An hour of active daily rest can compensate for up to 40% of the physiological need for movement. Besides positive influence on performance, developing the student’s skills in playing in a peer group, dynamic pause fosters children's interest in independent outdoor games and mastering program material on physical education.
If weather do not allow activities outside, suggested games for younger children school age can be carried out in the gym or school recreation

Do as I do!

Like many children's games, this game requires a driver. When he is chosen, the rest of the participants stand around him in a semicircle. Now the driver makes some movements, and the rest of the players need to repeat them exactly (we advise you not to choose a person who does acrobatics).

The driver can raise his arms, squat, stomp, jump, dance or do whatever comes into his head. Those players who make mistakes (and there will probably be many of them) change the driver. At the same time, from several people who made a mistake, the driver chooses a replacement for himself. The game lasts until the children lose interest in it.

Guess who am I?

They choose a driver and blindfold him, the players stand in a ring around him. Then they walk in a circle, saying sentences.

So we played, we played,
And now we stand in a circle.
Guess the riddle:
Find out who called you!

One of the players shouts: “Tell me who I am!” In response, the driver calls his name. If he guessed right, he changes places with the one shouting, but if not, the game continues. There are no winners or losers in this game. The game lasts until the children lose interest in it.

Sly Bunny

To play the game you need to choose a “rabbit”, that is, a driver. The rest of the participants stand around him.

Someone gives a command, and the players begin to raise and lower their hands. The “rabbit’s” task is to break out of the circle. The participants try in every possible way to prevent this, for which they energetically wave their hands.

If, despite their efforts, the “rabbit” still manages to escape, then he chooses a replacement, for example, the one who interfered with him the most.

12 pebbles

What you need to play: 12 pebbles, a ball.

The game is very simple and at the same time interesting. You need to collect 12 medium-sized pebbles and put them in a pile. At equal distances from this pile, you need to mark the starts with twigs or small stones; you can simply draw several starting lines on the ground.

The players' task is to throw a ball to break a pile of pebbles. First, the ball is thrown from the first line closest to the pebbles, then from the second, then from the third, and so on. The most accurate participant who manages to break a pile of pebbles from the farthest distance wins the game.

The most agile

What you need to play: a ball.

This is a variation of the famous game "dodgeball".

A driver is selected, and the remaining players are divided into two teams and stand opposite each other at a distance of 4–5 meters. Between the groups in the middle of the site, the driver draws a line and stands on it.

The players' task is to throw the ball to each other and knock out the driver, who, dodging the ball, can only run along the line. If the ball hits the driver, all players scatter. Then the driver tries to disgrace the runners, in turn throwing the ball at them. The one he hits with the ball becomes the driver. If the driver misses, he continues to be the driver.

Participants agree on the time of the game in advance. The winner is the one who has never found himself in the role of driver.

Collect the spikelets

What you need to play: skittles.
To bake new bread,
magnificent and tall
We need to save it in the field
every spikelet!

Participants in the game, blindfolded, must collect as many “spikelets” scattered around the site within a certain time (one minute). Skittles are used as “spikelets” and are collected in a small plastic bucket.

Bells

Children stand in a circle. Two people come out into the middle - one with a bell or bell, the other is blindfolded. Everyone sings:

Tryntsy-bryntsy, bells,
Called, daredevils:
Digi-digi-digi-don,
Guess where the ringing comes from!

After these words, the “blind man’s buff” catches the dodging player.

Bird without a nest

Players are divided into two equal teams. The first team - “nests” - lines up in a circle, the second - “birds” - is freely located inside the circle.

At the command of the presenter “All birds, take flight!” the birds leave their nests and fly after the leader, imitating the movements of their wings with their hands. Suddenly the presenter says: “Birds, go to the nests!” The players run to the players standing in a circle and stand behind any of them, placing their hands on his shoulders. The driver also tries to occupy one of the nests. The player left without a nest becomes the driver. After this, the players change places and roles, and the game starts over.

You can also play to music.

Pack

Equipment: gymnastic wall, benches.

Children are slowly running around the hall - this is a “flock of birds”. Ahead is the leader, he leads the pack. You can't overtake the leader. The flight lasts 30–60 seconds. At the signal “kite!” the flock scatters. Everyone tries to find some kind of shelter (benches, wall, etc.). The last bird to hide is eliminated from the game for one repetition. The game is repeated 3-4 times. The running pace is set by the leader.

At the end of the game, the leader is noted for maintaining the required running pace and choosing the most interesting route.

Express train

Inventory: flags.

The players are divided into teams, and flags are placed 6–7 m from each team. On the command “march!” the first players quickly walk (it is forbidden to run) to their flags, go around them and return to the columns, where they are joined by the second players, together they make the same path again; etc. The players hold each other by the elbows and move their arms while walking, imitating the movements of a steam locomotive. When the “locomotive” (front player) returns to the place with the full “train”, he must sound a long whistle.

The team that arrives at the station first wins.

Card index of games and exercises for the development of mental processes.

DEAR TEACHERS!

1. “Do as I do”

Goal: development of voluntary attention, the ability to focus on a visual signal when performing an action.

Description of the game: children stand behind each other. Hands lie on the shoulders of the person in front. At the first signal from the leader, the first child raises up right hand, at the second signal - the second child, etc. When all the children raise their right hands, at the next signal they begin to raise them in the same order left hand. Then, at the leader’s signal, the children must lower first their raised right hand, then their left.

The game is repeated twice, with an increased pace. And the second time the child who made a mistake is eliminated from the game. This continues until there is only one winner left.

2. “Arrange posts”

Goal: development of voluntary attention, ability to focus on sound signal when performing an action.

Game description: children march one after another. The commander is ahead. When the commander gives a signal (claps his hands or blows a whistle), the last child must immediately stop and stand at his post without moving, while the rest continue to walk. So the commander arranges all the children in the order he has planned (ruler, circle, corners, etc.). Then a new commander is appointed, and so on, until every child is a commander.

3. “Colored triangles” (additional)

Goal: development of voluntary attention and verbal memory.

Description of the game: children are given paper, colored pencils and asked to draw, under dictation, a triangle, a square, a circle, a square again, etc. A total of 10-12 figures. When this work is completed, children are warned about the need to be careful, because the instructions are pronounced only twice: “You need to shade all the triangles, one circle and two squares with a red pencil” or: “You need to shade all the circles, green with a pencil all the squares, and with a red pencil all the triangles.” If the children cope with the first task, then next time the conditions can be made more difficult.

4. “Don’t miss the profession”

Description of the game: children sit in a circle and carefully listen to the words spoken by the presenter. Whenever the name of a profession appears among the words, children should clap their hands.

Word options:

LAMP, DRIVER, SCISSORS, MECHANIC,

LINDEN, TURNER, STEELWORKER, APPLE,

CHATTER, ARCHITECT, PENCIL, BUILDER,

THUNDERSTERM, HOOP, JOINER, MILL,

WEaver, PARROT, BAKER, MINER,

LEAF, TOUR GUIDE, TEACHER, HAY,

PATIENCE, PASTRY CHECKER, GLASSES, RIVER,

SELLER, NOTEBOOK, LAW, HAIRDRESSER,

FANTASY, TRACTOR DRIVERS, VETERINARIAN, SPOON,

BIRD, FLOWER, FIRE, ECONOMIST,

DRAGONFLY, TYPIST, MACHINE GUN, JUMPER,

TEAPOT, PHOTOGRAPH, BUTTERFLY, MUSICIAN,

PIE, ARTIST, CANDLE, NEWSPAPER,

CONTROLLER, JOKE, SUN, FIELD GODDER,

HEAD, SHORE, DRAWGER, GROVE,

ACCOUNTANT, SAMOVAR, GEOLOGIST, COAT,

SINGER, BALLERINA, DICTIONARY, DIVER,

WALTZ, MACHINE GUNNER, SKATES, PAINTER,

SANDWICH, CLIP, JUDGE, SMILE,

CONSCIENCE, ENGINEER, FROST, FIRE,

CLAY, SCULPTOR, FAT MAN, PILOT,

AGROGNOME, OCEAN, COMPASS, POLICEMAN,

POWER, FASHION DESIGNER, PRESIDENT, FIREFIGHTER,

SPEECH, INVESTIGATOR, MEMORY, ELECTRICIST, LIVESTOCK BREEDER, LIAR, STUBBORN, SCOUT.

5. “Don’t miss the plant.”

Goal: developing the ability to switch attention, broadening one’s horizons.

Description of the game: children sit in a circle and carefully listen to the words spoken by the presenter. Whenever the name of a plant appears among the words, children should clap their hands.

Word options:

SCHOOL, ROSE HIP, CHAMOMILE,

FRAME. HOUSE, CAR,

RASPBERRY, POPLAR, DIESEL LOGO,

ANT, DECATER, CLOVE,

NAIL, MUSEUM, THEATER,

GAME, WILLOW, ROAD,

TIGER, BIRCH, AIRPLANE,

WHEAT, ROSE, SNAKE,

OAK, DOLL, MUSHROOM, ORILE,

SPARROW, BAOBAB, CHESTNUT,

PALMA, TENT, CINEMA,

KANGAROO, KIWI, HOCKEY,

CITY, DOG, BANANA,

Cornflower, JUG, MILK,

TULIP, PUMPKIN, TEREMOK,

FOREST, FIR, PINE, ROAD,

BOOK, ART, MUSIC,

ASPEN, BALLET, SLIPPERS,

PARQUET, IVY, DANDELION, MIMOSA...

The game is repeated twice. Children who make mistakes a second time are eliminated from the circle until one remains (the champion).

Goal: development of voluntary attention, self-control, self-discipline, as well as consolidation of counting skills.

Description of the game: a certain number is selected, for example, 4. Children stand in a circle and count clockwise in turn: 1,2,3... When it’s their turn to fourth child, he does not pronounce the number, but claps his hands. Next, children take turns counting up to 10. You can choose two forbidden numbers (4,7). Children who make mistakes a second time are eliminated from the circle until one remains (the champion).

7. "Bird, not a bird"

Goal: development of arbitrariness of attention, speed of reaction.

Game description: An adult reads poems about the animal world. The children's task is to listen carefully and, if a word is heard that does not mean a bird, give a signal - stomp or clap. Be sure to ask your child what is wrong. Clarify: “Who is the fly?”

The birds have arrived: The birds have arrived:

Pigeons, tits, Pigeons, tits,

Flies and swifts... Herons, nightingales,

Perches and sparrows.

The birds have arrived:

Storks, crows, pigeons, tits,

Jackdaws, pasta, Sticks and swifts,

Butterflies, siskins.

The birds have arrived:

Pigeons, tits, birds have arrived:

Swans, martens, pigeons, tits,

Jackdaws and swifts, storks, cuckoos,

Seagulls and walruses. Little buns

Swans and ducks

The birds have arrived: And thanks for the joke!

Pigeons, tits,

Lapwings, siskins,

Jays and snakes.

The birds have arrived:

Pigeons, tits,

Seagulls, pelicans,

T-shirts and eagles.

8. “Who will be who?”

Goal: development of thinking, attention, imagination, speech.

Description of the game: children sit in a circle. The presenter, addressing each child in turn, asks a question (you can use a ball):

“WHO WILL BE (OR WHAT WILL BE)

...EGG, CHICKEN,

BOY, ACORN,

SEED, CAVIAR,

CATERPILLAR, FLOUR,

IRON, BRICK,

FABRIC, STUDENT,

SICK GIRL

KIDNEY ON A TREE, PUPPY,

CALF, BOARD,

CHICKEN, KID,

When discussing answers, it is important to emphasize the possibility of multiple options. For example, an egg can produce a chick, a crocodile, a turtle, a snake, or even a fried egg.

9. “Find the extra word”

Goal: development of processes of generalization, abstraction, and identification of essential features.

Description of the game: a series of words is read to children. Each series consists of 4 words. 3 words in each series are homogeneous and can be combined based on a common feature, and one word differs from them and must be excluded. Invite the children to identify the word that is redundant. The peculiarity of this exercise is that here you need to carry out mental operations without relying on visualization.

APPLE, ORANGE, CUCUMBER, PEAR.

MILK, Cottage cheese, sour cream, bread.

SPOON, PLATE, PAN, BAG.

DRESS, SWEATER, SHIRT, HAT.

SOAP, BROOM, TOOTH PASTE, SHAMPOO.

BIRCH, OAK, PINE, STRAWBERRY.

SHIP, TABLE, TRAM, CAR.

TABLE, CHAIR, BED, TEAPOT.

HORSE, CAT, DOG, PIKE.

TREE, BIRCH, OAK, STRAWBERRY.

CUCUMBER, TURNIP, CARROTS, HABER.

VIOLET, CHAMOMILE, CARROTS, CORNFORNOW.

DOLL, CAR, ROPE, BOOK.

CHERRY, GRAPES, POTATOES, PLUM.

DESK, BOARD. STUDENT, HEDGEHOG.

MILK, TEA, LEMONADE, BREAD.

LEGS, ARM, HEAD, BOOT.

10. "What does it look like"?

Goal: development of imaginative thinking

Description of the game: the very concept of figurative thinking implies operating with images, carrying out various operations (mental) based on ideas. Therefore, efforts here should be focused on developing in children the ability to create various images in their heads, i.e. visualize.

Assignment: you need to come up with as many associations as possible for each picture. The quantity and quality (originality) of images is assessed. The exercise is good to do with a group of children in the form of a competition.

11. Tasks on making a given figure from a certain number of sticks.

Goal: development of imaginative thinking.

Problems involving changing figures, to solve which you need to remove a specified number of sticks.

“Given a figure of 6 squares. You need to remove 2 sticks so that 4 squares remain.”

“Given a figure that looks like an arrow. You need to arrange 4 sticks so that you get 4 triangles.”

"Make two different squares from 7 sticks."

Problems whose solution involves rearranging sticks in order to modify a figure.

“In the figure, rearrange 3 sticks so that you get 4 equal triangles.”

“In a figure consisting of 4 squares, rearrange 3 sticks so that you get 3 identical squares.”

"Make a house out of 6 sticks, and then rearrange 2 sticks so that,

it turned out to be a flag."

“Arrange 6 sticks so that the ship turns into a tank.”
"Say the opposite"

Goal: development of thinking, activation of memory, vocabulary, speed of reaction when selecting the right word.

Description of the game: children sit in a circle. The presenter throws a ball to them one by one, while pronouncing a word to which the child must choose a word that has the opposite meaning. After this, the child returns the ball to the leader.

USEFUL

action verbs

FALL ASLEEP

GET UP

HEAT

PAINT

Set fire to

PULL OUT

CUT

INVITE

13. “Who can’t do without something.”

Goal: development of verbal and logical thinking.

Description of the game: an adult reads a series of words. From these words you need to choose only two, the most important ones, without which the main subject cannot do. For example, garden... what are the most important words: plants, gardener, dog, fence, earth? What can’t a garden exist without? Can there be a garden without plants? Why?.. Without a gardener... a dog... a fence... land?.. Why?"
Each of the suggested words is analyzed in detail. The main thing is for children to understand why this or that word is the main, essential feature of a given concept.

Sample tasks:
Boots (laces, sole, heel, zipper, shaft)
River (shore, fish, fisherman, mud, water)
City (car, building, crowd, street, bicycle)
Game (cards, players, fines, penalties, rules)
Reading (eyes, book, picture, print, word)
War (plane, guns, battles, guns, soldiers)
School (teacher, students, tables, chairs, books, notebooks)

14. “What did I say?”

Goal: development of thinking and speech.

Game description: there are words that we use to name many different objects. For example, a head - in a person, a doll, the head of an onion, garlic, a rocket. Children are asked to suggest their own ideas for the following words:

NEEDLE (syringe, spruce, pine, hedgehog, for sewing)

BELL (by the bicycle, doorbell)

NOSE (in a person, an airplane, a ship, a teapot)

EYE (on a doll, on a needle, on a cat)

LEG (chair, mushroom, furniture, child)

HANDLE (for a child, a kettle, a suitcase, at the door)

ZIPPER, EYE, NECK, TOUCH, WING.

15. "Snowball"

Goal: development of verbal mechanical memory, activation of attention, consolidation of general concepts.

Number of players: any.

Game description: Children stand in a semicircle. The first child names a word from a well-known group (toys, dishes, transport, etc.) and passes the ball to the other. The second child repeats this word and adds his own. The third child repeats the previous two words and adds his own. And so on in a circle, the children pass the ball to each other and the number of words repeated increases until the ball returns to the first child. Recommended number of children for the game – 8 -12 people

Goal: development visual memory, attention, color perception.

Description of the game: children must carefully look around them for 10-15 seconds and remember as many objects (or their details) of the same color, for example, red, as possible. Then the children turn to face the teacher, who gives the task to list all the red objects in the group. One child begins the list, then the others help him. You can't repeat yourself.

A comment: for children younger age time can be increased. An adult must ensure that all children participate in the game.

17. "Znayka"

Goal: development of visual memory, attention, speech.

The game can be played after an art class or children's drawing in free activity.

Necessary equipment: easel with a picture.

Description of the game: children choose “Knowledgeable”, he stands with his back to the easel with his drawing. The children take turns asking him all sorts of questions. They may touch color range drawing, objects depicted on it, their location. The “knowledgeable” person must answer them quickly and correctly. It turns out to be interesting to find out whether the child even remembers what he drew and how.

18. "On the Bridge"

Goal: development of communication skills, motor dexterity.

Age: 5-6 years.

Number of players: two teams.

Description of the game: an adult invites children to cross the bridge over the abyss. To do this, a bridge is drawn on the floor or on the ground - a strip 30-40 cm wide. According to the condition, two people must walk along the “bridge” at the same time from both sides towards each other, otherwise it will turn over. It is also important not to step over the line, otherwise the player is considered to have fallen into the abyss and is eliminated from the game. The second player is eliminated along with him (because when he was left alone, the bridge turned over). While two children are walking along the “bridge”, the rest are actively “cheering” for them.

Complete encyclopedia modern educational games for children. From birth to 12 years Voznyuk Natalia Grigorievna

"Do as I do"

"Do as I do"

This game can be played with a child aged 10-12 months. It is aimed at developing attention.

Beat the drum, clap your hands, wave your hand, blow, conduct the orchestra. At this time, the baby should look at you and repeat your movements.

From the book Encyclopedic Dictionary of Catchwords and Expressions author Serov Vadim Vasilievich

Do what you must, and let it be what will be From French: Fais ce que tu dois, et advienne qui pourra. French proverb. The expression is often found in the works of L. N. Tolstoy, so sometimes he is mistaken

From the book All the masterpieces of world literature in brief. Plots and characters. Foreign literature of the 20th century. Book 1 author Novikov V.I.

Whatever you do, do it quickly from the Bible. The Gospel of John (chapter 13, v. 27) contains the words of Jesus addressed to the traitor Judas, who was slow to give symbol to the Roman soldiers who came to seize his teacher: “Then Jesus said to him, “What are you doing, do it quickly.” Sometimes

From the book The Complete Encyclopedia of Modern Educational Games for Children. From birth to 12 years author Voznyuk Natalia Grigorievna

Do with Me What You Will (Do with Me What You Will) Novel (1973) Part One. Twenty-eight years, two months, twenty-six days. On May 4, 1950, in Pittsburgh, a man is kidnapped from school yard seven-year-old Elina. This is her father Leo Ross, who was deprived of his rights after divorcing his wife

From the book Total Control by Parks Lee

“Do as I do” This game can be played with a child aged 10-12 months. It is aimed at developing attention. Beat the “drum”, clap your hands, wave your hand, blow, “conduct the orchestra”. At this time, the baby should look at you and repeat your

From the book How to Set a Goal and Motivate Yourself to Achieve It author Iskhakov Eduard Robertovich

Do as I do The passenger's task is to become as invisible as possible. The best way To do this, repeat the driver’s actions. The driver leaned 20 degrees - and the passenger leaned 20 degrees. The driver ducked and the passenger ducked. The worst thing a passenger can do is

From the author's book

Technique “Do little or start small” Make a plan with a reduction in the amount of things to do (make it easier) and specific date and the start time of the first step - IF YOUR GOAL is “To eat a white elephant on January 1st” - then you should have a plan “How to eat a white elephant in small

From the author's book

The technique “Take small steps, but every day” Take small steps, small specific actions so that they become a habit, we have the habit of brushing our teeth, washing our face, cleaning our shoes, and there is always time. Spend 10 minutes a day studying

GOAL: to attract to classes physical culture, instill ideas about healthy life, increase emotional mood, develop physical qualities, strengthen running, jumping, walking skills.

EQUIPMENT: stands, hoops, gymnastic benches, hoop stands, buckets, brooms, balloons, rope.

H O D D O S U G A

Children in sports uniform enter the hall and line up in two lines.

HOST: Look, admire

For cheerful preschoolers.

Olympic hopes

Now they go to kindergarten.

HOST: And now - In order, in order

Get in line quickly

To warm up, to warm up,

I invite preschool children,

WARM-UP TO RHYTHMIC MUSIC

Formation in two columns and in two teams “Monkeys” and “Boasters”.

MONKEY RELAY

At the signal, leaning on your hands and feet, run around the rack in a “snake” and run back in the same way, passing the baton to the next participant.

RELAY RACE “RUNNING IN HOOPS”

At the signal, the first participant catches the second participant and together they run in a hoop to the stand and back, passing the baton to the next participant. The second one catches the third one and does the same.

RELAY “DON’T FALL”

At the signal, run along the gymnastics bench, climb into the hoop-stand, run around the stand and run back in the same way, passing the baton to the next participant.

ESTAYFETA “DRIVE THE BALL WITH A BROOM”

At the signal, the first participant drives with a broom balloon to the opposite counter and drives it into the bucket and runs back with the ball in his hands, passing the baton to the next participant.

COMPETITION “WHO WILL PULL WHOM”

At the signal, the tug of war begins.

ACTIVE GAME “SLICY FOX”

Children stand in a circle with their eyes closed. The driver runs around the circle and touches one of the players, who, at a signal, open their eyes and repeat three times (quietly, louder, louder) “Sly fox, where are you?”

The driver raises his hands up and says: “I’m here!” The players scatter, and the fox catches (spots) them. The stained one is temporarily eliminated from the game. At the signal, the children form a circle again, those caught are counted, and the game is repeated. At the end of the game, the best drivers and not caught players are celebrated. The fox should not give himself away until the children call her three times.

The game lasts 5-7 minutes.

HOST: Summing up. The presenter thanks the participants for their active participation in the competition.

LITERATURE:

“Russian folk outdoor games” by M.F. Litvinov. Moscow 1986

"Organization physical education holidays in kindergarten" T.I. Osokina, E.A. Timofeeva, Moscow 1987

“Game and organization of children’s lives” by A.P. Usov, 1962

“Sports games and exercises for children preschool age» G.Lehnert, I.Lakhman, Moscow,

1977

“Sports and entertainment events in kindergarten”, V.A. Shumilova, 2002

Lesson on memory development for preschoolers 6-7 years old

Description of work: This program will be useful primarily for educational psychologists and educators kindergarten when working with children starting from senior preschool age (6-7 years). Classes are preceded by psychological diagnostics of visual and auditory memory. The goal of the program: to maximally promote the development of memory as a cognitive process in preschool children
Tasks:



The program is designed to provide:



Principles of program construction:



Methodology:

Goal: to maximize memory development as cognitive process in children
Tasks:
1. development of voluntary memorization as the basis of the cognitive sphere in preschool children;
2. development of operational, short-term memory in a child;
3. development of indirect memorization in a child.
The program is designed to provide:
1. cognitive development child;
2. creating conditions for the development of the child’s personality and abilities;
3. optimal load on the child in order to protect him from overwork.
Principles of program construction:
1. Availability of the proposed material, compliance age characteristics children;
2. Systematicity and consistency in carrying out correctional work;
3. Personality-oriented approach to children.
The program provides the possibility of implementing individual approach to the child, work with various subgroups of children, taking into account their age and psycho-physiological characteristics.
Classes are held once every 2 days.

Thematic planning of correctional and developmental work with children:

Lesson 1.





Outdoor game "Puppeteer"


Goal: development of visual memory skills



Lesson 2.

Sedentary game "Describe your neighbor"
Goal: development of visual memory skills


Goal: development of visual memory skills
Two people play. In front of them lie two identical sets of buttons (Diensha blocks), in each of which not a single button is repeated. Each player has a playing field - it is a square divided into cells. The player who starts the game places 3 buttons on his field, the second player must look and remember where each button is. After this, the first player covers his playing field with a piece of paper, and the second must repeat the same arrangement of buttons on his field.


Goal: development of indirect memorization skills
Fun party; Joy; Dark forest; Disease; Despair; Fast man; Courage; Sadness; Deaf old woman; Warm wind


Goal: development of visual memory skills

Didactic game"Find differences".
Goal: development of visual memory skills development of indirect memorization skills
Children are shown two almost identical drawings and asked to find how one drawing differs from the other. Then one of the cards is removed. The child’s task: remember what was shown on the first card.

Lesson 3.

Didactic game “Selection of paired pictures”
Goal: development of indirect memorization skills
Each participant receives 4 cards, which depict different objects. Children look carefully and then turn them over with the pattern down. The presenter opens one of his cards. Children's task: remember and open a card with the same image.

Sedentary game "Camera"
Goal: development of visual memory skills

The game is played with a group of children. One person is selected appearance which children must remember. Then he leaves the room and changes something in his appearance (an adult can help a child). After which he returns and the children must find the difference.

Didactic game "Awareness of visual material."
Goal: development of visual memory skills
For this exercise you will need a piece of paper, pencils and a stopwatch. The figure below contains 12 images. Children are invited to look at the drawings of the first line, covering the rest with a sheet of paper so that they do not distract attention. After 30 seconds, ask them to cover the entire page and draw the objects of the first line from memory. Then ask them to compare how their drawings


Didactic game Awakening the “sense of detail”.
Goal: development of visual memory skills

Move from concrete images to abstract ones. Offer the children four abstract figures to start with.


Children should look at each of them for a minute, while covering the others so as not to distract attention. Then ask the children to mentally imagine these figures in all details and draw each one on paper from memory.

Didactic game “Do as I do”
Goal: development of indirect memorization skills

Children play in pairs. Initially, each child has 6 sticks. One, the leader, lays out a random composition from 6 sticks, then shows it to his partner for one or two seconds. The partner lays out exactly the same figure from his matches from memory. Then the children change roles. If successfully completed, the number of matches gradually increases to 12-15.

Lesson 4.


Goal: development of indirect memorization skills


As a preliminary training, you can invite children to first describe out loud the images evoked with the help of their senses, then move on to working “only in their minds.”

Outdoor game "Puppeteer"
Goal: development of motor memory.
An adult “puppeteer” blindfolds the child and “leads” him like a doll along a simple route, holding him by the shoulders, in complete silence: 4-5 steps forward, stop, turn right, 2 steps back, turn left, 5-6 steps forward, etc. Then the child is untied and asked to independently find the starting point of the route and walk it from beginning to end, remembering his movements. The movements can be gradually made more difficult by increasing the duration of the route and including a number of simple physical exercises: tilt the “doll”, bend your arms, make you sit down, make a full turn over your left shoulder, etc.

Didactic game "Loto"
Goal: development of indirect memorization skills
The child is asked to remember the objects depicted in 3-4 pictures and name them from memory. Then he must find their image in 10-12 similar pictures, but randomly scattered. It can be used to recognize letters or numbers using specially made cards or a register of letters and numbers. Gradually, the number of memorized pictures can be increased.

Didactic game “What has changed?”
Goal: development of visual memory skills
6-7 toys are placed in front of the children. A signal is given for them to close their eyes, and at this time one toy is removed or their places are changed. Having opened their eyes, children must guess which toy is hidden.

Didactic game "Find the differences."
Goal: development of visual memory skills
Children are shown two almost identical drawings and asked to find how one drawing differs from the other. Then one of the cards is removed. The child’s task: remember what was shown on the first card.

Lesson 5.

Didactic game "Revival".
Goal: development of indirect memorization skills
The child is invited to become a wizard, capable of reviving with the help of magic wand anything. For example, he touches an object in his imagination and it comes to life, then the “wizard” tells everyone what he sees; after that the roles change. You can invite children to imagine some kind of beast or animal. After the image is created, ask them to “revive” the picture, i.e. so that the animal begins to move, to live its life in imagination. Children tell each other about their animals. Then the results are summed up, whose story turned out to be the most interesting.

Didactic game "Chain of words".
Goal: development of visual memory skills
15-20 cards with images of individual objects are laid out in front of the child (for example, an apple, a trolleybus, a teapot, an airplane, a pen, a shirt, a car, a horse, a flag, a rooster, etc.). The child is told: “I’ll now tell you a few words. Look at these pictures, choose the one from them that will help you remember each word, and put it aside.” Then the first word is read. After the child puts the picture down, the second word is read, etc. Next, he must reproduce the words presented. To do this, he takes the pictures put aside one by one and, with their help, recalls the words that were named to him.
An approximate set of words: fire, factory, cow, chair, water, father, jelly, sit, mistake, kindness, etc.

Didactic game "Memorizing words."
Goal: development of auditory memory skills
Asking children to memorize a few is not logical related words. Start with 10 words, for example: tree table river basket comb soap hedgehog gum book sun

These words need to be connected into a story: “Imagine green beautiful tree. A board begins to grow from it to the side, a leg comes down from the board, and you get a TABLE. We bring our gaze closer to the table and see a puddle on it, which flows down, turning into a whole RIVER. A funnel forms in the middle of the river, which turns into a BASKET. The basket flies out of the river onto the shore. You come up, break off one edge - you get a COMB. You take it and start combing your hair and then washing it with SOAP. The soap drips off, leaving hair sticking out like a HEDGEHOG. You feel very uncomfortable, so you take an ELASTIC BAND and pull your hair together with it. The rubber band can't stand it and bursts. When it falls down, it turns in a straight line and turns into a BOOK. You open a book, and from it the SUN shines brightly into your eyes."
First, children try to imagine a story written by an adult, then they practice on their own, making up a story (using different words) and sharing it with each other. On final stage- the adult dictates the words, and they, imagining themselves, remember them.

Didactic game "Snowball"
Goal: development of indirect memorization skills
The first player names any word, the second repeats the named word and adds some of his own to it. The next one names the words named before him in order and adds his own word to them, etc. The one who makes a mistake is eliminated from the game.

Lesson 6.

Didactic game "Artist"
Goal: development of indirect memorization skills
The adult says to the children: “Try to make a drawing for each of the words I mentioned.”
Wind Sadness Sunny day Illness Crying boy Brave act Rainy day Good swimmer Painful injection Pretty haircut

Didactic game "Button".
Goal: development of visual memory skills
Two people play. In front of them lie two identical sets of buttons (Dyenesha blocks), in each of which not a single button is repeated. Each player has a playing field - it is a square divided into cells. The player who starts the game places 3 buttons on his field, the second player must look and remember where each button is. After this, the first player covers his playing field with a piece of paper, and the second must repeat the same arrangement of buttons on his field.


The more cells and buttons used in the game, the more difficult the game becomes.

Didactic game “Harvest”
Goal: development of visual memory skills
Children are shown a set of paired pictures, mixed and laid out with the pattern down, forming a rectangle. The players take turns opening and turning over two cards, calling out what is shown on them. If the drawings are different, then the cards are returned to their place. If there are paired cards with the image of the same object, the player takes them for himself. The children’s task: remember where the paired pictures are, try to find and open them. The one who collects the most paired cards wins.

Sedentary game "Describe your neighbor"
Goal: development of visual memory skills

An adult and a child choose an object, a person, that is familiar to both of them... whatever. And you need to remember as many of its distinctive properties and signs as possible. You can name one attribute, one at a time. The loser is the one who cannot remember anything about this item when it is his turn.

Didactic game "Awareness of verbal material"
Goal: development of visual (auditory) memory skills

The presenter says: “Now I will read (show) (depending on the type of memory being trained) words, after hearing (seeing) each word, imagine the appearance of this object, its taste, smell, sounds that it can make, etc. n. For example, toothpaste"It looks white and shiny, with a minty smell and a taste that is sharp and sweet at the same time."


As a preliminary training, you can invite children to first describe out loud the images evoked with the help of their senses, then move on to working “only in their minds.”