Sedentary games for middle group children in kindergarten. Calm games for children Interesting calm games for children

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Calm games for children at home, in kindergarten and on the go

Updated 09/08/2011 14:27 Created 09/08/2011 14:27

"Calm games for children at home, in kindergarten and on a walk"

Compiled by: teacher Dospalova Irina Leonidovna

Even for the most sociable child, kindergarten is stressful. Try to spend several hours in a large noisy company, and if you are a calm and “quiet” person, you will soon get a headache, irritation will begin to accumulate, and you will want to go home quickly. And your baby spends the whole day in such an environment, so by the evening the seething tension is ready to burst out along with tears, screams, and whims.
What can parents do to help their child relieve the stress of the day? Unfortunately, there is no magic cure - one for everyone. You always need to take into account the individual characteristics of a little person: age, character, temperament.
First, you should carefully observe the child and talk with teachers to determine what kind of help your daughter or son needs. If the baby is constrained and timid during the day, and in the evening he “catches up for lost time,” you need to help him relax, talk it out, but not allow him to become even more excited.
If the child is a “hurricane” even in kindergarten and cannot stop at home, it is up to the parents to smoothly and gradually transfer the energy “into a peaceful direction.” It is good to plan the evening in advance so that the child is gradually freed from accumulated tension, participating in the life of the family, and at the same time that he has time to be alone with his thoughts and events of the day.
One of the best anti-stress techniques is calm play. It allows the child to relax and relax. Try to follow a few simple rules. Firstly, the choice - to play or not to play - should always remain with the child. Perhaps just today he is so tired that he just wants to take a walk or read. Secondly, the “evening” game should not be noisy, accompanied by running and shouting.
GUESS WHOSE VOICE IS
Players hold hands and form a circle. The driver is placed inside the circle. A paper cap is placed on his head, covering his eyes. Everyone walks in a circle, chanting:
So we built a circle,
Let's turn around together suddenly.
(Turn and walk in the opposite direction)
How about we say: “skok-skok-skok”,
Guess whose voice it is?
The words “skok-skok-skok” are said by only one player, as directed by an adult (point to him with a gesture). The driver's task is to guess from the voice who said these words. If he succeeds, he joins the general circle, and the one whose voice he guessed becomes the driver instead.
PROHIBITED MOVEMENT
Players line up in a circle and disperse at arm's length. The leader stands inside the circle. He shows the children various movements that they must repeat exactly. But there are two movements that cannot be repeated; others must be done instead. For example, when the leader puts his hands on the back of his head, the players should sit down with their legs crossed, and when he leans forward, they should clap their hands two or three times. The one who makes a mistake is out of the game.
Prohibited movements must first be shown and the movements with which they are replaced must be thoroughly rehearsed. After this, the game is played at a fast pace.
Whoever makes a mistake, repeats a prohibited movement or replaces it incorrectly, leaves the game.
TICK-TOCK
Everyone is divided into two teams (or even two pairs).
“When I give one whistle,” says the adult, “the first team (the right side of the hall) must say “tick” in unison, and when I give two whistles, the second team (the left side of the hall) must say “so” in unison. Let's try.
The adult first alternates whistles correctly, then blows two whistles in a row, one after the other, then twice one at a time, etc. The guys make mistakes, shout out of place, this causes laughter and fun.
Based on the number of mistakes made, we determine which team won and announce its decision.
THREE MOVEMENTS
“Let everyone remember the three movements that I will show,” says the adult.
First, bend your arms at the elbows, hands at shoulder level;
second, extend your arms forward at shoulder level;
the third is to raise your hands up.
An adult shows the movements, everyone repeats after him two or three times to remember the number of each movement. Then the game begins.
Next, the adult demonstrates one movement, while calling out the number of another. The players must make those movements that correspond to the named number, and not those that are shown by the presenter, but inevitably get confused when looking at him.
FISH, BEAST, BIRD
The players sit on the sides of the room. They choose a driver. He walks past them, repeating three words: “Fish, beast, bird...” Suddenly stopping in front of someone, he says one of these words, for example, “bird.” The player must immediately name a bird, for example “hawk”. You cannot hesitate and name those animals, fish or birds that have already been named before. Anyone who hesitates or answers incorrectly pays a forfeit. After which he “ransoms” him (reads poetry, dances, etc.).
HANDS ON THE TABLE!
Everyone sits down at a long table. On one side of the table is the driver. Someone is given a coin (or other small object). With their hands under the table, the players quietly pass the coin to each other. Suddenly the driver shouts: “Hands on the table!” Everyone must immediately place their hands on the table, palms down, including the one who at that moment has a coin in his hand. The driver tries to guess who has the coin (by sound, hand position, etc.). By his order, you must raise your hand. If the driver makes a mistake, the game is repeated. If you guess right, then the one who has the coin becomes the driver, and the driver sits down with everyone at the table.

GOSTUSHKA(according to E. Blaginina)
The guest puts on a scarf, enters the middle of the circle, bows to everyone and says:
- So I came to visit you.
The guys answer:
- We are very glad that we came.
The guest smiles, looks at everyone and asks:
- Tell me guys
How did you spend your day?
The guys answer unanimously:
- We'll tell you everything
In order -
We did exercises in the morning!

- Like this and like this,
Another way and like this! -
The guys answer and show how they did the exercises.
- And then? - asks Gostishka.
- We sat down for breakfast,
Everyone ate without leftovers!
- How?
- Like this and like this,
Another way and like this!
The guys show how they ate porridge, drank milk, wiped themselves with a napkin, and thanked them for breakfast.
- And then? - Gostishka asks again.
- We went for a walk,
Variegated butterflies were caught.
- How?
- Like this and like this,
Another way and like this!
The guys show how they caught butterflies with nets.
- And then?
- Then we swam
They swam and splashed in the river.
- How?
Like this and like this
Another way and like this!
The guys lie down on the carpet (on the grass), tumble, splash, and swim.
- And then?
- We sat down to dinner,
Everyone ate with gusto.
- And then?
- We went to bed later
And they fell into a deep sleep.
Everyone goes to bed, snoring and snoring. Then Gostishka says:
- Well, I see, kids,
You had a great day.
Goodbye!
The guys bow and say in unison:
- Goodbye!
We're very glad you came!
Come tomorrow afternoon
We'll sing you a song!
- How? - asks Gostishka.
The guys sing their favorite song. When the song ends, Hostushka says:
- I'm not in much of a hurry,
If you ask, I will dance.
- How? - the guys shout.
- Like this and like this,
Still like this and like this, -
Gostishka says and starts dancing. All the guys join hands and dance with Hostushka.
GUESS WHAT THEY DID
One of the players - the guesser - is asked to leave the room. In his absence, the guys agree on what action they will portray. Having returned, the guesser addresses them with the following words:
- Hello guys!
Where have you been
what did you see?
The players answer;
- What we saw -
we won't say
and we’ll show you what they did!
And they begin to depict some action, for example, playing the button accordion, balalaika, riding a horse, riding a bicycle, rowing, swimming, etc.
The guesser must determine from their movements what they were doing. If he guesses, they choose another guesser, and if he makes a mistake, he must leave again to give the players the opportunity to plan another action.
You can play the game in another way. The players are divided into two groups and agree who will guess and who will guess. The guessers go into the next room. The rest of the guys agree on what profession they will pretend to be.
When the guessers return, they are asked the question:
- Do you need workers?
- What can you do? - asks, in turn, one of the guessers. In response to this, the guys begin to depict what they have in mind. For example, they show work in a carpentry workshop, and everyone does different things: one planes, another saws, a third hammers nails, etc. You can depict any work that is familiar to the children.
If the guessers answer correctly, the groups change roles.
QUIET MUSIC
The guys sit down, leaving most of the room free. One of the players is asked to leave for a while. While he is away, they take out some small object (a book, a toy, a scarf) and hide it in one or another place accessible for inspection.
When the player returns, it is explained to him that he must find the hidden object. The song will help him with this. When he approaches the object, everyone will sing loudly, and when he moves away, everyone will sing quietly.
The search begins. The guys sing a song and carefully watch the actions of the player. The song sounds louder, then quieter, then stops completely when he makes the wrong decision.
As you repeat the game, you can make it more difficult.
The player must not only find the object, but also guess what to do with it (put it in another place, hide it in his pocket, put it on his head, etc.).
The guys also help him with this with their singing.
On a noisy day, a “quiet haven” awaits him; eight hours in kindergarten will not seem like such a deafening eternity to him, and the stress will recede.
YOUNG METALLIST
You will need a box of paper clips. Paper clips are poured onto the table. At the signal from the leader, the opponents (2-4) assemble the chain using paper clips. The winner is the one who collects the longest chain of paper clips within a certain time.
CINDERELLA
You will need: Bean seeds, pumpkin seeds, large pasta, etc. Before the game, all seeds are mixed and divided into equal piles according to the number of players. At the signal from the host, the game participants must sort all the seeds into different piles. The first one to complete the task wins. Options: Hold a competition blindfolded, arrange a team competition.
WHERE IS THE ALARM CLOCK?
All children leave the room. Someone hides a big, loudly ticking alarm clock. The children return and look for the alarm clock. If someone finds him, he whispers in the presenter’s ear where the alarm clock is and silently sits on the floor. The last child left standing entertains all the children by singing or reading a poem as punishment. Tip: for small children, it is better to place the alarm clock on a saucer or something metal so that it can be heard better.
CLOTHING EXCHANGE
Children sit in a circle and carefully look at each other’s clothes, trying to remember who is wearing what. Then the driver is chosen with a counting rhyme and he goes out the door. Several children change clothes and call the driver. He must determine who is wearing other people's things and who they belong to.
SHOE SALAD
You will need many pairs of shoes and towels. Children sit in a circle or at a table covered with paper or oilcloth. Everyone puts their shoe or slippers on the table. Then the children take turns coming to the table blindfolded and trying to find their shoes by touch.
Option: For older children, everyone should look for their shoes on the table at the same time. Guess by voice. Children sit in a row. The driver sits with his back to them, with an assistant (preferably an adult) nearby. The assistant calls the children one by one, without calling names. Children behind the driver's back pretend to be some kind of animal. The driver must guess who it is. If you guess right, change places with him.
EARTH. AIR, WATER
Children sit in a row or circle. The driver walks in front of them and, pointing at each in turn, says: “Water, earth, air.” He can stop at any moment. If the driver stopped at the word “Water,” then the child to whom he pointed must name a fish, reptile or animal living in water. If it is called “Earth”, you need to name the one who lives on earth. If it is called “Air” - the one who flies.
WHAT'S IN THE CHEST?
A chest (box) filled with various things is being prepared. Each player puts his hand into the chest (you can’t look!!!), feels for any thing and says what it is, and then pulls it out to check.
DRAWING FROM MEMORY
For any number of players. The first player draws a house on the board or easel. The next player remembers the drawing, then closes his eyes, turns around himself and, without opening his eyes, adds a window, door, pipe or bird on the roof to the house.
What kind of drawing will you end up with?
SHARP EYE
Participants in the game are invited to look at a jar, bowl or pan. You can't pick it up. Then take a piece of paper and try to cut out the lids for the jar so that they exactly match the opening of the jar. The winner is the one whose lid exactly matches the opening of the jar.
DO YOU LIKE YOUR NEIGHBORS?
Everyone sits in a circle, with the driver in the center. He asks everyone in turn: “Do you like your neighbors?” If someone doesn’t like it, the question follows: “What kind of neighbors do you need?” The player must name either names or some characteristic that should be present in his new neighbors. For example: “I need neighbors in jeans” - then everyone who is wearing jeans changes places, two of them sit in the places of their former neighbors. The driver can also take the vacant seat. The one who doesn’t have enough chair becomes the driver, and everything starts all over again.
GOOD AFTERNOON
Everyone plays in a chain. You need to count in order from one to infinity (as many as you can), but instead of numbers that end in three or are divisible by three, you need to say “good afternoon.” That is, the first one says “one”, the second one says “two”, the third one says good afternoon, the fourth one says four, the fifth one says five, the sixth one says good afternoon, etc. The one who makes a mistake is eliminated from the game until there is only one winner left.
GRANDMOTHER WENT TO THE MARKET AND BUYED...
They play standing in a circle. The presenter begins: “Grandma went to the market and bought an old coffee grinder” and shows how she will grind coffee (with her right hand she turns the imaginary handle of the coffee grinder). The person standing next to you repeats the same words and also begins to turn the handle, etc. round. When everyone is involved in the process, the turn reaches the presenter again, and he shows the following movement: “Grandma went to the market and bought an old iron” (strokes with her left hand, without ceasing to grind). Next circles: Grandma bought an old sewing machine (press the pedal with your foot), a rocking chair (sway), a cuckoo clock ("Pu-ku, Ku-ku, Ku-ku."). The point is to perform all actions at the same time.
KING OF SILENCE
The king is sitting on a chair. The other players sit in a semicircle a few meters away from him, so that they can see him clearly. With a hand gesture, the king calls one of the players. He gets up and silently goes to the king and sits at his feet to become a minister. During this movement the player listens carefully. If a player makes even the slightest noise (rustle of clothes, etc.), the king sends him to his place with a gesture of his hand.
The king himself must remain silent. If he makes a sound, if he makes a sound, he is immediately dethroned and replaced by the First Minister, who takes his place in complete silence and continues the game (or the tired king announces that he must be replaced and invites the minister to sit in his place) .
THIS IS MY NOSE
The players sit in a circle. The leader begins by saying to his neighbor on the left: “This is my nose,” but at the same time touches his chin. The neighbor should answer him, “This is my chin,” pointing to his nose. Having received the correct answer, he turns to his neighbor on the right and tells him: “This is my left foot,” showing him his right palm. His neighbor should answer: “This is my right palm,” pointing to his left foot, etc. You should always show a part of the body other than the one being talked about.

Even for the most sociable child, kindergarten is stressful. Try to spend several hours in a large noisy company, and if you are a calm and “quiet” person, you will soon get a headache, irritation will begin to accumulate, and you will want to quickly go home. And your baby spends the whole day in such an environment, so by the evening the seething tension is ready to burst out along with tears, screams, and whims.

What can parents do to help their child relieve the stress of the day? Unfortunately, there is no magic cure - one for everyone. You always need to take into account the individual characteristics of a little person: age, character, temperament.

First, you should carefully observe the child and talk with teachers to determine what kind of help your daughter or son needs. If the baby is constrained and timid during the day, and in the evening he “catches up for lost time,” you need to help him relax, talk it out, but not allow him to become even more excited.

One of the best anti-stress techniques is play. It allows the child to relax and relax. Try to follow a few simple rules.

Firstly, the choice - to play or not to play - should always remain with the child. Perhaps just today he is so tired that he just wants to take a walk or read. Secondly, the “evening” game should not be noisy, accompanied by running and shouting.

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WHAT TO DO WITH YOUR CHILD IN THE EVENING

(12 CALM GAMES)

Teacher Gangan S.V.

The child went to kindergarten - and you cannot recognize your baby: he becomes uncontrollable, rushes around the apartment like a meteor, jumps on sofas and beds, screams, laughs, easily breaks into tears... “How the child was replaced!” the parents lament. “You’ll have to talk to the teacher!” And in the kindergarten they say: “A very obedient boy!” or: “Such a quiet, calm girl!” Mom and Dad are surprised. But in vain!

Even for the most sociable child, kindergarten is stressful. Try to spend several hours in a large noisy company, and if you are a calm and “quiet” person, you will soon get a headache, irritation will begin to accumulate, and you will want to quickly go home. And your baby spends the whole day in such an environment, so by the evening the seething tension is ready to burst out along with tears, screams, and whims.

What can parents do to help their child relieve the stress of the day? Unfortunately, there is no magic cure - one for everyone. You always need to take into account the individual characteristics of a little person: age, character, temperament.

First, you should carefully observe the child and talk with teachers to determine what kind of help your daughter or son needs. If the baby is constrained and timid during the day, and in the evening he “catches up for lost time,” you need to help him relax, talk it out, but not allow him to become even more excited.

If the child is a “hurricane” even in kindergarten and cannot stop at home, it is up to the parents to smoothly and gradually transfer the energy “into a peaceful direction.” It is good to plan the evening in advance so that the child is gradually freed from accumulated tension, participating in the life of the family, and at the same time that he has time to be alone with his thoughts and events of the day.

One of the best anti-stress techniques is play. It allows the child to relax and relax. Try to follow a few simple rules.

Firstly, the choice - to play or not to play - should always remain with the child. Perhaps just today he is so tired that he just wants to take a walk or read. Secondly, the “evening” game should not be noisy, accompanied by running and shouting.

If your child is “quiet” during the day and “wild” in the evening, playing can help relieve tension and give an outlet to destructive energy.

"Rwaklya."

Prepare unnecessary newspapers, magazines, papers and a wide bucket or basket. A child can tear, crumple, trample paper, in general, do whatever he wants with it, and then throw it into the basket. A child may like to jump on a pile of pieces of paper - they have great springiness.

If a little person doesn’t sit down for a minute in kindergarten and won’t stop at home, games with a gradual decrease in physical activity that do not contain an element of competition will help him. One of these games is

"Mushroomer".

Invite your child to place skittles or small toys in random order at a short distance from each other. If you have a sports complex at home, you can hang toys on it. Then ask him to close his eyes and, from memory, collect all the objects - “mushrooms” - into the basket. The collected “mushrooms” can be sorted by color, shape, size... You can attach a note to one of the items with a further plan for the evening: “Let’s read?” or “Can you help me in the kitchen?”

Having muffled the “extra” energy in this way, you can move on to regular home activities - reading, dancing, watching a filmstrip. Even if it seems to you that classes in kindergarten are not enough, try to remove all the additional burden from your child at least for the first month of adaptation to kindergarten.

Try to let your baby spend as much time as possible on fresh air. If time permits, go for a walk with him - this is an ideal opportunity to talk with your son or daughter and discuss the events of the day. You shouldn’t put off this conversation until “before bed” - if something unpleasant or disturbing your baby has happened, don’t let it weigh on him the whole evening.

Try excluding TV from your baby's evening entertainment. Screen flickering will only increase irritation and stress on a tired brain. An exception can be made for “Good night, kids!” - this program goes on at the same time and can become part of the “ritual” of going to bed.

Playing in the water helps almost all children cope well with the stress of the day. Fill the bath with some warm water, place an anti-slip mat, and turn on a warm, high shower. All the scum of the day - fatigue, irritation, tension - will go away, “drain” from the baby. Games in the water obey general rule, - they should be quiet and calm. You can blow soap bubbles (ask your child to blow a huge ball and a tiny bubble), play with sponges (watch them absorb and release water, make it “rain” from a sponge for your child, turn them into boats or dolphins), just give two or three jars, and let him pour some water back and forth. The sight and sound of pouring water has a calming effect - after 15-20 minutes the child will be ready to go to bed.

Light, subtle scents also help create an atmosphere of peace and relaxation. To do this, add just one or two drops of oil, such as tangerine, to the aroma lamp. The warm citrus aroma refreshes the air well, soothes, and relieves nervous tension. The scent of mint relieves stress perfectly - it is very refreshing and invigorating. But you should not use it if the child is under six years old, and it is better not to do it before bedtime.

If your child is allergic and you are hesitant to use aromatic oils, put a small canvas bag with valerian root in the baby's pillow or attach it to the head of the bed - this will help the baby sleep more peacefully.

Before bed, you can give your baby a relaxing massage, listen together to quiet melodious music, a cassette with recordings of the sound of the sea or the sounds of rain.

Remember all the joys of the past day, imagine how the next one might go. No matter how wonderful the kindergarten is, no matter what professionals work in it, no one will help your child better than you. If the child firmly knows that at the end of a noisy day a “quiet haven” awaits him, eight hours in kindergarten will not seem like such a deafening eternity to him, and stress will recede.

1) YOUNG METALLIST

You will need a box of paper clips. Paper clips are poured onto the table. At the signal from the leader, the opponents (2-4) assemble the chain using paper clips. The winner is the one who collects the longest chain of paper clips within a certain time.

2) CINDERELLA

You will need: Bean seeds, pumpkin seeds, large pasta, etc. Before the game, all seeds are mixed and divided into equal piles according to the number of players. At the signal from the host, the game participants must sort all the seeds into different piles. The first one to complete the task wins.

Options: Hold a competition blindfolded, arrange a team competition.

3) WHERE IS THE ALARM CLOCK

All children leave the room. Someone hides a big, loudly ticking alarm clock. The children return and look for the alarm clock. If someone finds him, he whispers in the presenter’s ear where the alarm clock is and silently sits on the floor. The last child left standing entertains all the children by singing or reading a poem as punishment. Tip: for small children, it is better to place the alarm clock on a saucer or something metal so that it can be heard better.

4) CLOTHING EXCHANGE

Children sit in a circle and carefully look at each other’s clothes, trying to remember who is wearing what. Then the driver is chosen with a counting rhyme and he goes out the door. Several children change clothes and call the driver. He must determine who is wearing other people's things and who they belong to.

5) SHOE SALAD

You will need many pairs of shoes and towels. Children sit in a circle or at a table covered with paper or oilcloth. Everyone puts their shoe or slippers on the table. Then the children take turns coming to the table blindfolded and trying to find their shoes by touch.

Option: For older children, everyone should look for their shoes on the table at the same time. Guess by voice. Children sit in a row. The driver sits with his back to them, with an assistant (preferably an adult) nearby. The assistant calls the children one by one, without calling names. Children behind the driver's back pretend to be some kind of animal. The driver must guess who it is. If you guess right, change places with him.

6) EARTH. AIR, WATER

Children sit in a row or circle. The driver walks in front of them and, pointing at each in turn, says: “Water, earth, air.” He can stop at any moment. If the driver stopped at the word “Water,” then the child to whom he pointed must name a fish, reptile or animal living in water. If it is called “Earth”, you need to name the one who lives on earth. If it is called “Air” - the one who flies.

7) WHAT'S IN THE CHEST?

A chest (box) filled with various things is being prepared. Each player puts his hand into the chest (you can’t look!!!), feels for any thing and says what it is, and then pulls it out to check.

8) DRAW FROM MEMORY

For any number of players. The first player draws a house on the board or easel. The next player remembers the drawing, then closes his eyes, turns around himself and, without opening his eyes, adds a window, door, pipe or bird on the roof to the house. What kind of drawing will you end up with?

9) SHARP EYE

Participants in the game are invited to look at a jar, bowl or pan. You can't pick it up. Then take a piece of paper and try to cut out the lids for the jar so that they exactly match the opening of the jar. The winner is the one whose lid exactly matches the opening of the jar.

10) DO YOU LIKE YOUR NEIGHBORS?

Everyone sits in a circle, the driver is in the center. He asks everyone in turn: “Do you like your neighbors?” If someone doesn’t like it, the question follows: “What kind of neighbors do you need?” The player must name either names or some characteristic that should be present in his new neighbors. For example: "I need neighbors in

jeans" - then everyone who is wearing jeans changes places, two of them sit in the places of their former neighbors. The driver can also take the vacant seat. Those who do not have enough chairs become the driver, and everything starts from the beginning.

11) 1-2-GOOD AFTERNOON

Everyone plays in a chain. You need to count in order from one to infinity (as many as you can), but instead of numbers that end in three or are divisible by three, you need to say “good afternoon.” That is, the first says “one,” the second says “two,” the third says “good afternoon,” the fourth says “four,” the fifth says “five,” the sixth says “good afternoon,” etc. The one who makes a mistake is eliminated from the game until there is only one winner left.

12) GRANDMOTHER WENT TO THE MARKET AND BUYED...

They play standing in a circle. The presenter begins: “Grandma went to the market and bought an old coffee grinder” and shows how she will grind coffee (with her right hand she turns the imaginary handle of the coffee grinder). The person standing next to you repeats the same words and also begins to turn the handle, etc. round. When everyone is involved in the process, the turn again reaches the presenter and he shows the following movement: “Grandma went to the market and bought an old iron” (strokes with her left hand, without ceasing to grind).

Next rounds: Grandma bought an old sewing machine (press the pedal with your foot), a rocking chair (rock) and finally a cuckoo clock ("Peek-a-boo, Peek-a-boo, Peek-a-boo."). The point is to perform all actions at the same time


Word games

What's in the package?

Take an opaque bag (or box) and put in it all sorts of items (and products) that begin with the same letter. For example, on “k”: a book, paints, an envelope, a calendar, quiche-mish (seedless raisins) in a bag, confetti, candy, caramel, potatoes, kalach, button, cassette, cactus, cracker, etc.; or on “a”: album, orange, peanuts, string bag, fountain pen, first aid kit, atlas, etc.

Invite your guests to guess what's in the package. And don’t forget to say that all the prizes begin with the same letter: “k”, for example. Whoever guesses correctly receives the specified prize.

Participants are allowed to ask clarifying questions, but no more than three each. For example, such as: “Is this edible?”, “Does this grow on a tree?”, “Can this be sewn on?”, “Is this not a decoration?”

Palindrome

Translated from Greek, the word means “changeover.” The words “Cossack”, “hut”, “cook” can be read in any way: from left to right, and from right to left.

You can come up with a lot of such words: Anna, lump, Bob, Alla... And not only words, but also whole phrases!

“And the rose fell on Azor’s paw” and “Argentina beckons the Negro” are classics. Composing palindromes yourself is an interesting game.

Phrases competition

Participants in the game choose a letter and after 10 minutes they must form more or less coherent phrases from five, six, seven, and so on, as they themselves agree, starting with the intended letter.

Throwing around words

More precisely, in this game syllables are thrown around. The players sit down at a table (which must be empty) or in a circle and throw some soft and light thing to each other (but not a heavy object or ball!). The thrower pronounces a syllable, and the catcher adds and completes the word.

For example: “Ve...”, “nik” (or - “nok”, “Ra”, “lo - si - ped” and so on).

The one who named the word throws the thing to the next one, pronouncing a syllable... The initial syllables should not be repeated! Those who answered incorrectly or delayed in answering leave the game.

Body

This game is old. Everyone sits down at the table, puts a basket on it, and the presenter says to the neighbor at the table: “Here’s a basket for you, put whatever you have in it, okay, if you say anything, you’ll give the deposit.” The neighbor, and after him everyone else, take turns calling words starting with -ok: “I’ll put a ball in the box,” “And I’m a scarf,” “I’m a castle,” and others. Whoever says something or doesn’t find anything to say puts a deposit in the basket - a scarf, a pencil, a badge, and so on. At the end of the game, the basket is covered with something and one person takes out pledge after pledge with the words: “Whose pledge is taken out, what should he do?” Everyone is given a ransom - to jump around the room, sing a song, ask a riddle...

Who is bigger

There can be several players.

Take a word, preferably not a very short one. For example, "coffee maker". Everyone writes this word on their own piece of paper. The game begins: you need to come up with new words from the letters that make up the “coffee maker”. Whoever collects the most in a certain time (10-15 minutes) wins. These must be common nouns (not names or place names).

Let's start! “Coffee”, “cooking”, “headlight”, “bark”, “var”, “thief”...

At first things will go quickly, and then you will begin to think longer and longer. This game needs a system!

At the top of your sheet of paper, at some distance from each other, arrange the letters from the “coffee maker” in alphabetical order: “a” (don’t forget that there are two of them), “b”, “e”, “k” (there are also two of them), “o” ", "r", "f". Thus, each letter will have its own graph.

Now it will be much easier to play.

About birds

And now it’s a game of attention, okay? I will only name birds, but if you hear that something other than birds has appeared, let me know.

You can stomp and clap.

The birds have arrived:

Pigeons, tits,

Flies and swifts...

(Children stomp.)

What is wrong? (Children: “Flies!”)

And who are the flies? (Children: “Insects!”)

The birds have arrived:

Pigeons, tits,

Storks, crows,

Jackdaws, pasta.

(Children stomp.)

Now who's stopping? ("Pasta")

The birds have arrived:

Pigeons, martens...

(If they don’t pay attention to the martens, explain that they are not birds.)

The birds have arrived:

Pigeons, tits,

Lapwings, siskins,

Jackdaws and swifts,

Mosquitoes, cuckoos...

(Children stomp. The question is repeated. Answer: “Mosquitoes!”)

And finally -

The birds have arrived:

Pigeons, tits,

Jackdaws and swifts,

Lapwings, siskins,

Storks, cuckoos,

even Scops Owls,

swans and ducks -

and thanks for the joke!

You can invite young children to repeat the movements while listening to music, gradually accelerating the tempo:

Everyone clapped their hands

Friendly, more fun.

Feet, feet pounding

Louder and faster.

Beaten on the knees

Hush, hush, hush.

Handles, hands up

Higher, higher, higher!

Spun, spun

And they stopped!

If you have fun, do it

The movements are repeated after the leader. Before each movement it is repeated: “If you have fun, do this.”

Movements can be like this:

- two clapping hands in front of the chest;

- two finger clicks;

- two punches to the chest (like King Kong);

- two swings with outstretched fingers, when the hands are put to the nose (gesture “Pinocchio’s nose”);

- two pulls on your own ears with your hands;

- two tongue protrusions with a turn of the head (to the neighbor on the right and left);

- two finger twists at the temple;

- two slaps with both palms on your own butt.

The game ends with the last performance of the song, after the words “do this,” all movements are repeated at once.

Count to 30

Participants in the game must count in order from 1 to 30. Each number is named by any of the participants. However, if two (or more) participants call the same number at the same time, the count starts over. Conversations and any non-verbal communication between players are prohibited.

Game example:

1st participant: "One"

2nd participant: “Two, three”

3rd participant: “Four”

1st participant: “Five”

4th participant: “Six, seven, eight”

2nd and 3rd participants (simultaneously): “Nine.”

Due to the fact that two participants named the same number at the same time, the counting starts again.

3rd participant: “One”, etc.

To really achieve the game goal, suggest first counting to 10 (a difficult task).

Damaged fax

Participants sit in a row one after another. The last participant draws a picture on the back of the person sitting in front of him. The player who receives the message must repeat it as accurately as possible on the back of the person sitting in front. The first player in the row, having received the message, draws it on paper. After this, the drawings of the first and last players are compared and it is revealed which participants in the game the fax failed on. Before the next round, all players must change places.

Can be used as drawings geometric figures, letters and small words, various symbols (dollar icon, euro, ampersand, copyright).

It is advisable to start the game with simple geometric pictures. To make the game more dynamic, you can prepare drawings for transmission in advance, secretly from the participants in the game.

You can play a team version of the game - all participants are divided into teams of 5-8 people and simultaneously submit a drawing. The winning team is the one whose resulting drawing is closest to the original one.

Sweetie

Participants sit at a table. A driver is selected from among them. Players pass candy to each other under the table. The driver's task is to catch one of the players passing the candy. The one who is caught becomes the new driver.

Usually the person sitting opposite the driver starts the game.

I see a bear

All participants stand in a line sideways to each other, as close as possible. The leader (the first in the line) says: “I see a bear” and points his hand forward. All players must repeat the actions of the leader. Then the presenter again says: “I see a bear,” squats down and points his hand forward. The players also squat down. For the third time, the presenter shouts: “I see a bear,” points his hand towards his neighbor and pushes him. As a result, the players fall to the ground one after another and it turns out to be a fun dump.

If there are people familiar with the game among the participants, they should be placed between other players so that they increase the “pushing impulse”.

Tree Man

The driver turns away, and the rest of the players make a wish for one of those present (you can make a wish for the driver himself). The driver's goal is to guess who the players have guessed in three attempts. To do this, the driver asks the players questions about the association of the hidden person with various items and phenomena. For each question, players report their associations. The driver can express his guesses at any time. If he guesses right, another driver is chosen, if he exhausts all attempts without guessing the person, he becomes the driver again.

Examples of questions that the driver may ask:

“If this man were a tree, what kind of tree would it be?”

—What piece of furniture would it be?

- What clothes?

- What color?

- What fruit?

- Which country?

- What feeling?

- What month?

- What game?

Who is this?

Take each piece of paper and draw a head on top - a person, an animal, a bird. Fold the sheet so that what you drew is not visible - only the tip of the neck, and give the drawing to your neighbor. Each participant in the game ended up with a new sheet of paper with an image that he had not seen. Everyone draws the upper part of the body, again “hides” the drawing and passes it to a neighbor so that they can complete the limbs on the new piece of paper they receive. Now unfold all the pictures and see what creatures are depicted on them.

Telephone operator competition

Two groups of 10-12 people playing are seated in two parallel rows. The leader selects a difficult-to-pronounce tongue twister and communicates it (in confidence) to the first person in each team. At the leader’s signal, the first in the row begins to pass it to the ear of the second, the second to the third, and so on until the last. The latter, having received the “telephone message,” must stand up and pronounce the tongue twister loudly and clearly. The winner is the team that quickly transmits the tongue twister along the chain and whose representative pronounces it more accurately and better.

Tongue Twisters:

- Tell me about the purchase. — Which purchase? - About the purchase, about the purchase, about your purchase.

- Forty forty ate the cheese with a beautiful red crust, forty forty in a short time flew in and sat down under the hill.

- Praskovya traded crucian carp for three pairs of purebred piglets, the piglets ran through the dew, the piglets caught a cold, but not all of them.

“I reported, but didn’t complete the report, but started to finish reporting and then reported.”

- Our chebotar is a chebotar to all the chebotars, no one can outdo our chebotar.

Broken phone

Everyone sits in a row. The one on the far left whispers something in his neighbor’s ear, who lasts longer. The one on the far right says out loud what came to him. The one who started tells what exactly he wanted to convey. Sometimes the distortions can be very funny. After each “call” you need to change seats so that everyone can be at the ends of the “wire”.

Question for a neighbor

Everyone sits in a circle, the leader is in the center. He approaches any player and asks a question, for example: “What is your name?”, “Where do you live?” etc. But it is not the one who is asked who must answer, but his neighbor on the left. If the one whom the presenter asked answers, he must give the forfeit. After the game, forfeits are played out.

Matryoshka dolls

There are two sundresses and two scarves on the chair. Whoever puts on a sundress and ties a scarf faster is the winner.

Hostesses

Two dolls are lying in beds. Two participants in the game must wake up the dolls, do exercises with them, wash them, brush their teeth, comb their hair, make the bed, dress them, feed them, walk with the doll, play with it, wash its hands, feed it, wash it, undress it, put it to bed and sing lullaby song The one who does it faster and better wins.

Cinderella

Mix on the table a pile of peas, beans, lentils, dried rowan berries, viburnum - whatever you have on hand: 3-4 different types, not more. You have to sort everything into homogeneous piles - blindfolded. The winner is the one who, within a certain time (set in advance), sorts out the largest number of grains and berries. If something ends up in the wrong pile, two grains or berries are taken out of it as a fine.

Wind up the cord

A knot is tied in the middle of the cord, and a simple pencil is attached to the ends. You need to wind your part of the cord around the pencil. Whoever gets to the knot faster is the winner. Instead of a cord, you can take a thick thread.

Elephant

The hostess offers each team a piece of paper, on which an elephant is collectively drawn, with eyes closed: one draws the body, another closes his eyes and draws the head, the third legs, etc. Whoever draws something similar faster and faster gets another point.

Zombie

Two from each team come out and stand side by side: hand in hand. In pairs, touching hands are tied, and with free hands, that is, one of the participants with the left hand and the other with the right hand, must wrap the package prepared in advance, tie it with a ribbon and tie it with a bow. Whose pair is ahead gets a point.

Self-portrait

There are two slits for hands on a piece of whatman paper. Participants take each sheet of paper, put their hands through the slots, and draw a portrait with a brush without looking. Whoever has the most successful “masterpiece” takes the prize.

Funny monkeys

The presenter says the words: “We are funny monkeys, we play too loud. We clap our hands, we stomp our feet, we puff out our cheeks, we jump on our toes and we even show each other our tongues. Let's jump together to the ceiling, bring our finger to our temple. Let's stick out the ears and the tail on the top of the head. We'll open our mouths wider and make grimaces. When I say the number 3, everyone freezes with grimaces.” The players repeat everything after the leader.

Dwarfs and giants

Game of attention

The players stand in a circle. The presenter explains that if he says “dwarfs,” everyone must squat down, and if he says “giants,” everyone must stand up. Whoever makes a mistake leaves the game. The presenter may intentionally serve incorrect commands, for example: “Potato! Rope! Pockets! Ve-derko! The winner is the last player remaining.

Game of attention

Rules of the game: the presenter tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the leader raises his hand up, shout “and I” if the action mentioned in the story can be performed by a person, or remain silent if the action is not suitable. For example, the presenter says:

— One day I went into the forest...

All: “Me too!”

I see a squirrel sitting on a tree...

The squirrel sits and gnaws nuts...

- She saw me and let’s throw nuts at me...

- I ran away from her...

- I went the other way...

— I’m walking through the forest, picking flowers...

- I sing songs...

- I see the little goat is nibbling grass...

- As soon as I whistle...

— The little goat got scared and ran away...

There are no winners in this game: the main thing is a cheerful mood.

Puzzles

This game can be played by three to six children. Find any pictures with lots of detail or postcards, each in duplicate. Cut one copy of each picture into squares. Glue the squares onto cardboard and put them in a box. The game is led by an adult. He shows the kids whole pictures and asks everyone to choose a picture that they will collect. Then he puts the pictures aside. The presenter takes the squares out of the box and shows them to the players, asking whose fragment it is. The child who chose exactly this picture, part of which is shown by the presenter, takes the square for himself. The player who completes his picture the fastest wins.

Take care of your hands

The players form a circle, standing one step apart from each other. The teacher appoints one driver, who stands in the middle of the circle.

Children stretch their arms forward, palms up.

At the teacher’s signal: “Take care of your hands!” The driver tries to touch the palms of one of the players.

As soon as a child standing in a circle notices that the driver wants to touch his hands, he immediately hides them behind his back.

Those children whose palms are touched by the driver are considered losers. When 2-3 losers appear, the driver chooses another child in his place (but not from among the losers) and changes places with him.

Magic word

The leader shows various movements and addresses the players with the words: “Raise your hands, stand, sit down, stand on your tiptoes, walk in place...”, etc.

The players repeat the movements only if the driver adds the word “please”. The one who makes a mistake is out of the game.

Hot hands

Children form a circle.

The driver stands in the center of the circle. The players standing around him raise their hands to waist level and hold them with their palms up.

The driver strives to slap someone in the palm of his hand. The players, fleeing, quickly give up. The one whom the driver insults becomes the driver.

If there are a lot of players, there can be two or three people driving. Players do not have to remove their hands, but turn them palms down.

The game is more lively when the driver tries to quickly move around the circle in different directions.

Gawkers

Children form a circle and walk in a circle one after another.

At the driver’s signal: “Stop!” stop, clap their hands four times, turn 180° and begin moving in the opposite direction. The one who makes the mistake leaves the game.

Earth, water, air

Children sit in a circle or in a row.

The presenter walks between them and, pointing at each in turn, says the word: “Water!” The child he pointed to must name a fish or animal that lives in the water.

If the driver says the word “earth,” the child names the one who lives on the earth, if the word “air” is named, the one who flies.

Golden Gate

Two presenters are appointed. They stand up, holding hands, and raise them up, showing the gate. All other participants pass through the gate, saying:

Golden Gate

They don't always miss.

Saying goodbye for the first time

The second time is prohibited,

And for the third time

We won't let you through.

The presenters lower their hands at the end of the verse. In front of whom the gate is closed, that participant stands together with the presenters and raises their hands.

The game continues until all participants turn into gates.

Hippodrome

The horse runs and runs. (We clap our hands on our knees.)

The horse is walking on the grass. (Three palms of hands.)

And here is a barrier (We take air into our mouth and hit our cheeks.)

And another barrier...

Actions change. The game is repeated several times.

Paints

Children choose the “owner” and two “customers”; everyone else playing chooses “colors”.

Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color, the owner invites one of the buyers.

The buyer knocks:

- Knock Knock!

- Who's there?

- Buyer.

- Why did you come?

- For paint.

- For which one?

- For the blue one.

If there is no blue paint, the owner says:

Walk the blue path

Find the blue boots

Carry it and bring it back!

If the buyer guesses the color of the paint, he takes the paint for himself.

The second buyer approaches, the conversation with the owner is repeated. So customers go through the line and sort out the paints.

The buyer who guesses the most colors wins.

When the game is repeated, he acts as the owner, and the players choose the buyers.

The buyer should not repeat the same paint color twice, otherwise he gives up his turn to the second buyer.

ring

Children stand in a circle, and the driver stands inside the circle. He holds a ring in his palms, which he discreetly tries to pass on to one of the guys. With palms folded into a boat, the driver opens the children’s palms one by one. Children carefully monitor the actions of the driver and their comrades. And the one who got the ring does not give himself away.

At the driver’s signal: “Ring, ring, go out onto the porch!” - a child with a ring runs out into the center of the circle. He becomes the driver.

If the children notice his ring before the signal, they do not let him into the circle. In this case, the game is continued by the previous driver.

Circle

Children form a circle, dance in a circle and say:

Kru-kru-circle,

Play the horn

One two Three -

Tanya, turn over!

The girl (boy) named by name must turn 180°. Game continues.

Who left?

Children stand in a circle or semicircle.

The teacher invites one of the players to remember those who are nearby (5-6 people), and then leave the room or turn away and close their eyes.

One child is hiding.

The teacher says: “Guess who left?” If the child guesses correctly, he chooses someone instead of himself. If he makes a mistake, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name it.

Who has arrived?

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Who has arrived? (Put the palms and fingers of both hands together, clap the tips of the thumbs 4 times.)

We, we, we! (The tips of the thumbs are pressed against each other and motionless, the tips of the remaining fingers quickly and simultaneously clap 3 times.)

Mom, mom, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their index fingers.)

Dad, dad, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of your middle fingers.)

Brother, brother, is that you?

Oh, little sister, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their ring fingers.)

Grandfather, is that you?

Grandma, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap the tips of our little fingers.)

We are all together

Yes Yes Yes! (Clap our hands.)

Lavata

Children form a circle.

Without holding hands, children move with side steps, first in one direction, and when repeating the words - in the other direction, saying:

Together we dance -

Tra-ta-ta, tra-ta-ta,

Our favorite dance -

This is lavata.

The presenter says: “My fingers are good, but my neighbor’s are better.” Children take each other's little fingers and repeat the words with movements left and right.

Then the driver gives other tasks:

My shoulders are good, but my neighbor's are better.

My ears are good, but my neighbor's are better.

My eyes are good, but my neighbor's are better.

My cheeks are good, but my neighbor's are better.

My waist is good, but my neighbor's is better.

My knees are good, but my neighbor's are better.

My heels are good, but my neighbor's are better.

Palms

Two players stand opposite each other.

The players simultaneously clap their hands, and then join their palms in front of them (right to left, left to right). Then the palms are connected crosswise - right to right, left to left. Then clap - and again the palms are together.

At first the movements are done slowly, and then faster and faster until the palms become tangled. Then the game starts over.

Frog

Place your hands on the floor (table). Clench one palm into a fist, place the other on the plane of the table.

At the same time change the position of your hands. The complication of the exercise is to speed it up.

We walked in Africa

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

We walked around Africa (We stomp our feet.)

And they collected bananas. (They depict how bananas are collected.)

Suddenly a huge gorilla (We draw a large circle with our hands.)

Almost crushed me. (Knock on the chest with our right and left hands.)

I’ll give it to mom, I’ll give it to dad (Knock on the right, then the left knee.)

And I won’t deprive myself. (Knock on the chest with our right and left hands.)

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Ten, nine, (Clap their hands.)

Eight, seven, (They spank the knees.)

Six, five, (Clap.)

Four, three, (Spank.)

Two, one. (They clap.)

We are with the ball (They cover their eyes with either the inside or the outside of their palm.) We want to play.

Just need it

We need to find out: (Clap for every word.)

Who will have the ball (They stomp on every word.)

Catching up. (They squat.)

Find and remain silent

Children stand in a line facing the teacher.

He invites them to turn around and close their eyes, while he hides some object.

With the permission of the teacher, the children turn around, open their eyes and begin to search for the hidden object. The person who finds the object approaches the teacher and quietly says in his ear where he found it. If the child said correctly, he moves aside.

The game continues until all children find the object.

Low - high

Children stand in a circle.

The adult says: “We decorated the Christmas tree with different toys, and in the forest there are different Christmas trees: wide, low, tall, thin. I will say:

“High” - raise your arms up;

“Low” - squat and lower your arms;

“Wide” - make the circle wider;

“Thin” - make a circle already.

The game is more fun if the adult tries to confuse the children.

Mail

The game begins with a roll call between the driver and the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From the land of fairy tales.

- What are they doing there?

- They wash themselves (dance, draw, run, comb their hair, squat, smile, etc.).

The players imitate or perform the named action.

Five names

Children are divided into two teams.

Two players, a boy and a girl (representatives of two teams), stand next to each other in front of two lines.

At the signal, they must walk forward (first one, then the other), taking five steps, and for each step, without the slightest mistake or hesitation (without breaking the rhythm), pronounce a name (boys - the names of girls, girls - the names of boys). This is a seemingly simple task, but in reality it is not so easy to complete.

You can name five other words (animals, plants, household items, etc.). There are many names, but not everyone can pick up five names and pronounce them one after another without delay in the rhythm of a step.

The winner is the one who copes with this task or is able to name more names.

Edible - inedible

Children stand in a circle.

The driver says the word and throws the ball to the player.

If the word denotes food (fruits, vegetables, sweets, dairy, meat and other products), then the child to whom the ball was thrown must catch it (“eat”). If the word denotes an inedible object, the ball is not caught.

A child who fails to complete the task becomes the driver, says the intended word and throws the ball to someone.

Tick-tock-tock

The children stand scattered.

The teacher gives the signal: “Tick!” - children bend left and right; at the signal: “Yes!” - they stop, and at the signal: “Knock!” — they jump on the spot. The one who makes a mistake leaves the game. The signals are repeated 5-8 times. The sequence of signals must change.

At the end of the game, the most attentive player should be noted.

Three, thirteen, thirty

They choose a driver. The players stand in a circle and open with outstretched arms. The driver stands in the center of the circle. When playing the game for the first time, it is advisable that the teacher be the driver.

The teacher explains that if he says: “Three,” all the players put their hands to the sides; if he says: “Thirteen,” everyone puts their hands on their belts; if he says: “Thirty” - everyone raises their hands up (you can choose any movements).

The teacher quickly names one movement or another. The player who made a mistake sits on the floor. When 1-2 players remain in the circle, the game ends; The winners are announced.

Free place

The players sit in a circle.

The teacher calls two children sitting next to each other. They stand with their backs to each other and at the signal: “One, two, three - run!” - they run in different directions around the circle, reach their place and sit down.

The adult and all the players note which of the children was the first to take the empty seat.

Then the teacher calls the other two children, the game is repeated.

Sit, sit, Yasha

Children form a circle.

In the center of the circle is a blindfolded child. The rest of the players, holding hands, walk in a circle and say:

Sit, sit, Yasha,

Under a walnut bush.

Gnaw, gnaw, Yasha,

Roasted nuts

Gifted to the sweetheart.

Children stop and clap their hands:

Chock, chock, piglet,

Get up, little man Yasha.

The child driver stands up and slowly spins inside the circle.

Where is your bride

What is she wearing?

What is her name

And where will they bring it from?

With the last words, “Yasha” goes to the children, selects any child, feels him and tries to guess who he found, describe his clothes and call him by name.

Guess what they did

Children stand in a circle or scattered. The teacher selects one child who moves 8-10 steps away from everyone playing and turns his back to them. He must guess what the players are doing.

Children agree on what action they will portray. According to the teacher: “It’s time!” The driver turns around, approaches the players and says:

Hello children!

Where have you been?

What did you see?

Children answer:

We won’t say what we saw,

And we’ll show you what they did.

If the driver guesses correctly, he chooses another child instead. If he answers incorrectly, the game is repeated with the same driver.

Claps

Children move freely around the hall (playground).

On one clap from the driver they should jump, on two claps they should sit down, on three clap they should stand up with their arms raised up (or any other movement options).

All children depict some action, for example, playing the accordion, riding horses, etc. The driver guesses the action being depicted. If the driver does not guess correctly, then he loses. The children tell him what they did and come up with a new action. The driver guesses again.

Then another driver is chosen and the game is repeated.

Clean

Children stand in a circle or scattered.

Not only adults, but also children experience stress in their lives. Here are 14 playful meditations for young children to try.

  1. Third Eye. Lay your child down on the floor and place a small pebble, glass, or crystal on his forehead. Ask to think about it, imagine its color or multicolor, feel the warmth or coolness, its weight and other qualities. “ Magic stone will help you to be more calm and relaxed... Breathe and let its magic slowly penetrate your body and fill you all to your fingertips.” If the child is tired of lying down, let him try to take different positions without dropping the stone and without ceasing to be aware of it. You can try to stand in a half-bridge, do a “birch” or throw your legs over your head.
  2. Stop and listen. For this game you will need a Tibetan singing bowl or a bell that rings for a long time. Let the children move freely around the room, but as soon as the bowl or bell sounds, they should stop, freeze and close their eyes. Let them listen to the sound very carefully, and only when it completely subsides do they begin to move again.
  3. Silent bell. Sit with the children in a tight circle and run a bell (or several) around the circle. Let each child ring the bell if they want and listen to the sound. Then try to pass the bell without it ringing. Show the children how to do this very carefully and quietly. This magically calms children down and prepares them to relax. You can do this together, passing it to each other. Kids will be kids, so you may have to repeat the game a few times before they realize there's no need to call. If the game becomes too easy, pass the bell to the person sitting further away from you - this will require you to get up and walk over, still without breaking the silence.
  4. Pass the fire. The same exercise can be done with a candle and move smoothly and slowly, so that the light does not go out.
  5. Bell circle. Sit in a circle and close your eyes. Have one child hold the bell and slowly walk around the outside of the circle so as not to ring it. Then, going up to someone he chooses, he rings it quietly in his ear, gives him the bell, and sits down in his place. The game continues like this for several minutes until you allow the children to open their eyes and see that everyone has changed places, but the circle remains intact. Walking around silently and sitting quietly in a circle, waiting for the bell to ring above your ear, really concentrates and calms children.
  6. Zoo paradise. A good children's game to try and remember the poses of all kinds of animals. She brings calmness, love of silence and self-control. For this you will also need a Tibetan bowl or a long-sounding bell. Designate a yogic animal, or let the children take turns choosing one, and have them move around the room imitating the animal's movements and sounds. When the children hear the sound, they must freeze in this animal position and remain motionless until the bowl stops singing.
  7. Sleeping elves and fairies. Put on relaxing music and arm yourself with “fairy dust”. Have all children rest in child's pose (knees under you, relaxed arms extended along the body towards the feet). Each of them is a fairy or an elf. Walk around and lightly touch their backs with your fingertips, “covering them with magical fairy dust.” She will give them the magical power to remain as still as possible. Who will last longer?
  8. Calm water. Everyone lies on the floor motionless. If someone moves, they will have to move aside. In this game, we are not saying “don’t move”, but rather inviting you to get involved in lying motionless - it will be more soulful.
  9. We're walking across the sky. This meditation game is safer to do in pairs outside. Let one of the children hold a small mirror under their eyes, facing up towards the sky, and the second one leads it. When you walk with a mirror in front of your eyes, it really does look like you’re walking on clouds: you have a completely different perspective and your eyes open to a whole new world.