Children's Russian folk games with a song chorus. Physical training in the senior group "Winter fair of outdoor games Folk game muddler description

Folk games are a vivid expression of the people playing in them, a reflection of the ethnos as a whole and the history of its development. At the same time, games can be viewed from the point of view of pedagogy and psychology, as a means of education and upbringing. In addition to everything, this is a great way to strengthen your spirit, your body, develop the processes of thinking, fantasy, the emotional component of our life. These games make you move a lot and require resourcefulness, ingenuity, dexterity and perseverance. The Russian people reflected many of the processes of their life in this way, through the game.

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The centuries-old experience of mankind has shown that play is the most important means in raising a child. It has the same enduring significance as folk poetry, tales and legends. The folk game contains information about the traditions of many generations who, through game communication, assimilated the culture of their people.

"Folk games" - with this term we mean both the games themselves and various amusements, amusements, shows, folk sports, which, having a play basis, include elements of theater, circus, dance, music, poetry and visual arts.

The famous Russian researcher of folk games of the 19th century E.A. Pokrovsky noted that the idea of ​​the game had some difference among different peoples. (table)

The most detailed concept of "play", "play" is explained by V.I. Dal - Russian writer, lexicographer, ethnographer in the "Explanatory Dictionary of the Living Russian Language" (table)

"Psychological dictionary" the concept of the game reveals as follows: (table)

Folk games are a vivid expression of the people playing in them, a reflection of the ethnos as a whole and the history of its development. At the same time, games can be viewed from the point of view of pedagogy and psychology, as a means of education and upbringing. In addition to everything, this is a great way to strengthen your spirit, your body, develop the processes of thinking, fantasy, the emotional component of our life. These games make you move a lot and require resourcefulness, ingenuity, dexterity and perseverance. The Russian people reflected many processes of their life in this way, through the game.

Folk games are still relevant and interesting today, despite the fact that there are a lot of temptations in our technocratic age. Next, we present a number of games that can be used with great pleasure and benefit both in the educational process at school, in a children's health camp, and in your free time with your family.

There is a sufficient number of classifications of games in the pedagogical literature. The classification of games gives grounds to clarify their intended purpose, allows you to navigate in the variety of game objects, creates the possibility of meaningful use of various games. (classification tables)

Funny outdoor games are our childhood. Who does not remember the invariable hide-and-seek, blind man's buff, catch-ups, salochki? When did these games begin? Who invented them? Probably, there is no exact answer to these questions. These games, like songs and tales, were created by the people.

They are usually held outdoors in an open area. Children of all ages can participate in such games - from preschoolers to high school students. Their rules are simple and straightforward.

Hitting the string

(competitive play)

Target. Development of attention and dexterity. Development of communication skills.

A rope closed in a circle is required to play. Players grip the string from the outside with both hands. One driver is selected, who must be in the center of the circle formed by the rope.

The goal of the driver is to add some salt, i.e. hit the hand of one of the players who are on the outside of the circle. Those who are on the outside of the circle, during the driver's attack, can release only one hand from the rope. If the player releases two hands from the rope or one of them hits the driver, then it is he who gets into the circle and the game continues.

Big ball

(competitive play)

Target: The development of dexterity, the formation of communication skills.

A game in which you need to form a circle. Children join hands, and one driver is selected, who stands in the center of the circle and there is a large ball near his feet. The task of the player in the center is to kick the ball out of the circle by kicking the ball. The player who misses the ball goes out of the circle, and the one who hits takes his place. At the same time, everyone turns their backs to the center of the circle and tries not to miss the ball already in the center of the circle.

Rules of the game.

An important condition is that the ball must not be picked up during the entire game.

Bunnies

(competitive play)

Target: development of dexterity, endurance. Acquisition of communication skills with peers.

The game is played in an open space. Of all the players, one hunter is chosen, all the rest represent hares, trying to jump on two legs. The task of the hunter is to catch the most agile hare by shoveling it with his hand. But there is one important condition in the game, the hunter has no right to catch a hare if it is on a "tree". In the context of this game, a tree will be any sliver or stump. This condition greatly complicates the life of the hunter, which often makes him indignant during the game. However, as soon as one of the hares can be killed, he immediately becomes a hunter, taking on the unenviable duty of catching hares.

Lost (competitive play)

Target: development of coordination of movements, strength; fostering cohesion, camaraderie.

Children taking part in this game stand in one row, join hands, thereby forming a chain. On the right side of the chain, a leader is appointed, who, on command, starts running with a change in direction and the whole chain begins to move after him. However, no one except the leader knows the direction of movement, so it is quite difficult to maintain balance and not disconnect the chain. The further the player is from the leader, the more difficult it is for him to maintain balance, not to fall or break the chain.

The bear in the forest

(dramatic play)

Target. Development of communication skills. Development of agility, endurance.

A game for the little ones. Of all the participants in the game, one driver is chosen, who is appointed "bear". 2 circles are drawn on the playgrounds. The first circle is the "bear's" den, the second is the house for all other participants in the game.

The game begins and the children leave the house with the words:

The bear in the forest

I take mushrooms and berries.

And the bear does not sleep

And growls at us.

After the children say these words, the "bear" runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the "bear" catches him, then he himself becomes a "bear" and goes to the den.

Wild Beast Tamer

(competitive play)

Target. Development of agility, endurance, attention. Training in communication skills.

On the playground, stumps are placed in a circle or soft rugs, if it is a hall. Hemp (mats) are placed in a circle, but one less than the players taking part in the game. The one who does not have a hemp is an animal tamer, and all other animals. Before the start of the game, children choose who will be a wolf, who will be a fox, and who will be a hare. The animals sit on the stumps. The animal tamer walks in a circle from the outside and names one of the animals. The one who has been named gets up and follows the tamer. And so the tamer can name several animals, they get up and follow the leader. As soon as the tamer says: "Attention, hunters", the animals and the tamer try to sit on a free stump. Anyone who does not find free space becomes a tamer and the game continues.

Owl and birds

(dramatic play)

Target. Expansion and deepening of the process of interaction of children with people around them. Development of agility, endurance. Development of imagination.

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, a dove, a crow, a jackdaw, a sparrow, a tit, a goose, a duck, a crane, etc. The players choose an owl. He goes to his nest, and those who play quietly, so that the owl does not hear, come up with what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movement of the bird of his choice.

To the signal "Owl!" all birds try to quickly take a place in their home. If the owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.

Rules of the game. Bird houses and the eagle owl house must be located on a dais. The birds fly away to the nest on a signal or as soon as the owl catches one of them.

Forfeits

(dramatic play)

Target. Development of a cognitive interest in knowledge. Development of attention.

The game starts like this. The presenter bypasses the players and says to everyone:

They sent you a hundred rubles

Buy what you want

Do not take black, white,

Don't say yes and no!

After that, he leads a conversation with the participants in the game, asks various provocative questions so that someone in the conversation will say one of the forbidden words: black, white, yes, no. The one who got lost gives the driver a phantom. The field of the game, every person who makes a mistake, buys out his forfeit. No more than ten people play, all participants in the game have several forfeits. Children in the game listen carefully to questions and monitor their speech. The presenter has a conversation like this:

What's on sale at the bakery?

Bread.

Which?

Soft.

Which bread do you like more: black or white?

Any.

What kind of flour is used to bake the rolls?

Wheat. Etc.

When buying out forfeits, the participants in the game come up with interesting tasks for the master of the phantom. Children sing songs, make riddles, read poems, tell short funny stories, remember proverbs and sayings, jump on one leg. Forfeits can be redeemed immediately after several people lose.

Rules of the game ... Players must answer questions quickly. The answer cannot be corrected. The presenter can have a conversation with two players at the same time. When buying a fantasy, the host does not show it to the participants in the game.

Paints

(dramatic play)

Target. The development of a cognitive interest in knowledge, in the desire to apply knowledge in practice. Formation of a positive attitude to work, education of industriousness, efficiency. Arming with a variety of labor skills and abilities.

The participants in the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color and quietly calls it to the owner. When all the paints have chosen a color for themselves and named it to the owner, he invites one of the buyers. Buyer knocks: Knock, knock!

Who's there?

Customer.

Why did you come?

Behind the paint.

For what?

For blue.

If there is no blue paint, the owner says: "Go along the blue path, find blue boots, diarrhea and bring them back!" If the buyer guessed the color of the paint, then he takes the paint for himself.

There is a second buyer, the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who has collected more colors wins. If the buyer has not guessed the color of the paint, the owner can give a more difficult task, for example: "Ride on one leg on the blue carpet."

Rules of the game. The buyer who guessed the most colors becomes the owner.

Burners (Burners, Pole, Steam)

(competitive play)

Target. Attention training. Acquisition of communication skills with peers. Development of dexterity, ability to run.

The players stand in pairs one after another. Ahead of all at a distance of two steps is the driver - the burner. The singers say the words:

Burn, burn clearly, So that it does not go out.

Stay hem, look at the field,

Trumpeters are going there Yes they eat rolls.

Look at the sky: the stars are burning

The cranes shout: - Gu, gu, I'll run away.

One, two, do not crow,

Run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner spots one of them, then they stand in front of the first pair, and the burner burns again. The game repeats itself.

If the burner manages to stain one of the running in pair, then he stands with him in front of the entire column, and the one who was left without a pair burns.

Rules of the game. The burner must not look back. He catches up with the fleeing players as soon as they run past him.

Fifteen (competitive)

Target. Development of agility, endurance. Communication skills training.

The players choose the driver - the tag. Everyone scatters around the site, and the tag catches them.

Rules of the game. The one whom the tag touches with the hand becomes the tag.

Options.

Fifteen, feet off the ground.The player can escape from the tag by standing on an object.

Bunny Fifteen ... Fifteen can stain only a running player, but as soon as the last one hops on two legs, he is safe.

Fifteen with a house... Two circles are drawn along the edges of the site; these are houses. One of the players is a tag, he is catching up with the participants in the game. The pursued can escape from the tag in the house, since it is impossible to spot within the boundaries of the circle.

If the tag of one of the players touches with his hand, he becomes a tag.

Fifteen with a name... All the players, except for the tag, choose the names of flowers, birds, animals. Fifteen does not stain the one who named himself in time (for example, a fox).

Circular tags... The participants in the game stand in a circle at a distance of one step. Each place is marked with a circle. Two drivers stand at some distance from each other, one of them is a tag, he is catching up with the second player. If the runner sees that the tag is catching up with him, he asks for help from the players who are standing still, calling one of them by name. The named player leaves his place and runs in a circle, the tag catches up with him. The free space is occupied by the player who started the game. A free circle, if it has time, can take a tag, then the one who is left without a place becomes a tag. The game continues, the fifteen catches up with the player who left the circle.

Zarya

(dramatic play)

Target. Expansion and deepening of the process of interaction of children with people around them. Development of agility, endurance.

Children stand in a circle, hold their hands behind their backs, and one of the players - dawn - walks behind with a ribbon and says:

Dawn-lightning,

Red maiden,

I walked across the field

I dropped the keys

The keys are golden

The ribbons are blue

Entwined rings -

I went to fetch water.

With the last words, the driver carefully puts the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game repeats itself.

Rules of the game. Runners must not cross the circle. The players do not turn while the driver chooses who to put a scarf on his shoulder.

Playroom

(round dance game)

Target. Development of communication skills.

Children stand in a circle, join hands. In the center is the presenter.The players walk in a circle and chant the words:

And uncle Tryphon

There were seven children

Seven sons

They didn't drink, they didn't eat,

They looked at each other.

At once they did, as I did!

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best of all becomes the leader.

Rules of the game. When the game is repeated, children standing in a circle go in the opposite direction.

Lapti

(competitive play)

Target

This game is perfect for the sea or the pool, where children are constantly throwing their flip flops and sandals around. For this game, you need to organize two teams. Team members line up in columns located on one line, having previously taken off their shoes. After the teams line up, the leader collects all the guys' shoes, dumps them in a heap and mixes them. Now, in turn, each of the participants must run up to this pile, put on their shoes and run to their team in shoes, passing the baton to the next one. Those who know how to put on shoes quickly win!

Wink your neighbor

(competitive play)

Target. Development of dexterity attention. Development of communication skills.

The game is designed for a fairly large number of participants. The main thing is that there are an odd number of participants. The chairs are placed in a circle. Players stand behind chairs (one behind the back) and sit on chairs (one must remain free). The player who stands behind the back of an empty chair (naturally, facing in a circle) is considered to be the driver. He must imperceptibly wink at one of the seated, so that he noticed and quickly moved from his seat to this free chair. The task of those who stand behind the chairs is not to let go of their seated person, to hold him back, otherwise he will become a driver. Therefore, during the game, everyone carefully watches the driver: some to change the place, others to have time to prevent this from happening. The hands of those standing should lie on the back of the chair, and only at the moment when the driver winked at his partner, he can delay him, taking him by the shoulders. After a while, those who are sitting and standing change places.

Wattle

(round dance game)

Target. Development of communication skills.

The players stand one after the other in a long row. A rope is stretched over the entire row, which everyone holds in his hand. All, dancing, follow the presenter and sing:

We go around the birch

We will weave everything around us

Lash-lash weaved,

Circled the trunk.

The wattle curls, weaves,

It drags into the field, into the forest.

Unwind, wicker, unravel,

Golden knot, untie.

The presenter entangles the round dance until he “winds the wattle fence”.

Unwind the wattle under the sentences:

Dressed up outfit-Of a hundred guys,

All in one row

They stand together.

Wicker, untwist

Curl on a birch.

Then the leader carries away a round dance in the field with a run, while he dodges, makes circular turns, and whoever does not stay on his feet is eliminated from the game.

Cap (spider)

(dramatic play)

Target. Development of communication skills.

They choose the driver who squats in the center of the circle.

The rest of the players walk around him, holding hands, and sing:

Cap, cap,

Thin legs

Red boots.

We gave you to drink

We fed you

They put me on my feet,

They made me dance.

After these words, everyone runs to the center, lifts the driver, puts him on his feet and forms a circle again.

Clapping their hands, they sing:

They made me dance.

The driver starts spinning with his eyes closed.

Everyone is singing:

Dance, dance as much as you want

Choose whoever you want!

The driver chooses someone without opening his eyes and changes places with him.

mail

(dramatic play)

Target. Acquaintance with the peculiarities of various types of activities. Development of communication skills.

The game begins with the roll call of the driver with the players:

Ding, ding, ding!

Who's there?

Mail!

Where?

From the city...

And what are they doing in the city?

The driver can say that they are dancing, singing, jumping, etc. in the city. All players must do what the driver said. And the one who performs the task poorly, gives a fant. The game ends as soon as the driver picks up five forfeits. The players, whose forfeits are in the driver's possession, must redeem them. The driver comes up with interesting tasks for them. Children read poetry, tell funny stories, remember riddles, imitate the movements of animals. Then a new driver is selected and the game is repeated.

Rules of the game. The participants of the game themselves can come up with tasks.

Lyapka

(competitive play)

Target. Development of agility, endurance. Development of communication skills.

One of the players is a driver, he is called a blooper. The driver runs after the participants in the game, tries to insult someone, saying: "You have a blooper on you, give it to someone else!" The new driver catches up with the players and tries to pass a blooper to one of them. This is how they play in the Kirov region. And in the Smolensk region, in this game, the driver catches the participants in the game and asks the caught one: "Who was it?" - "At my aunt." - "What did you eat?" - "Dumplings." - "Who gave it to?" The caught one calls one of the participants in the game, and the named one becomes the driver.

Rules of the game ... The driver must not chase the same player. The participants in the game are closely watching the change of drivers.

Cat and mouse

(competitive play)

Target. Development of agility, endurance, coordination of movement. Development of communication skills.

The players (no more than five pairs) stand in two rows facing each other, hold hands, forming a small passage - a hole. In one row there are cats, in the other - mice. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by

hands clasped

playing. Once

the cat caught the mouse,

the players get up in

row. Starts the game

second pair. The game

continues until

cats will not overfill

all mice.

Rules of the game.

The cat must not run

into the hole. Cat and mouse

shouldn't run away

far from the burrow.

The game "Goblin"

(competitive play)

Target ... Development of dexterity, coordination of movements. Development of communication skills.

On the playground, stumps are placed in a circle or soft rugs, if it is a hall. Hemp (mats) are placed in a circle, but one less than the players taking part in the game. The one who does not have a hemp is a goblin, and all other animals. Before the start of the game, children choose who will be a wolf, who will be a fox, and who will be a hare. The animals sit on the stumps. Goblin goes in a circle from the outside and names one of the animals. The one who was named gets up and follows the devil. And so the goblin can name several animals, they get up and follow the leader. As soon as the goblin says: "Attention, hunters", the animals and the goblin try to sit on a free stump. Anyone who does not find free space becomes a devil, and the game continues.

Rules of the game. Players cannot push opponents out of occupied stumps.


GAMES

The game "Dudar, Dudar, Dudarische"

Fool, fool, fool,

Old, old, old lady.

It's under the deck,

Its under the damp,

Its under the rotten.

Fool, fool, what hurts?

The guys walk in circles, hand in hand, and sing a song. In the center of the round dance there is a "dudar". Having sung the song, they ask the "dudar" in chorus: Dudar, dudar, what hurts ?. "Dudar" answers: "Head" (back, ears, etc.). And all the guys who are in the round dance, at the same time, with their right hands, take a neighbor standing next to him for the named "sore spot".

Game "Golden Gate"

Several children join hands in a circle. The rest of the children stand in a chain, holding hands. The driver stands on the edge, the children follow him into the "gate" that several children have made. On the last words, the hands of the children drop, and someone is caught in a circle. The game continues until all the children are overfished.

Golden Gate,

Come in, gentlemen!

The first time he says goodbye

The second time is forbidden

And the third time

We will not let you pass!

The game "Clutter"

1 group of children at a short distance from each other stand in a circle, 2 group of children are hiding behind them. To the sound of music, 1 group of children dance, as soon as the music dies down, children should hide behind the backs of 2 groups of children. Another child is included, who will also hide behind the backs of the standing participants, thus, someone else will remain a "muddler". If a participant becomes a "muddler", for the first time they shout to him: "one, two, three, you muddler!" If the second, then: one, two, three, four, five, you muddler again! "If the third, then" one, two, three, four, five, six, seven, you are a muddler at all! "

Kneading the dough game.

Everyone joins hands and makes a circle.

Knead, knead, knead, dough!

Knead, knead, knead, dough!

Knead, knead, knead, dough!

(Making rotational movements with your hands, everyone slowly converges in a circle.)

Hey pout bubble

Swell up big.

Swell up big

Don't burst!

(the circle slowly diverges, stretching his arms).

Participants stretch their arms strongly and the circle breaks, where it broke, then these participants become pebbles and stand in the center of the circle. Game continues.

Game "Weaver"

The players are divided into two teams. The teams, holding hands, stand opposite each other. By pronouncing the text slowly at first, and then, accelerating the pace, the teams rhythmically converge and diverge. At this time, one participant, the "shuttle", runs between the diverging walls until he is caught.

I am a merry weaver

I can weave well

Peach, poch, klepa-klepa,

I can weave well!

Burners game

Participants stand in pairs, holding hands, as in the game "Stream". Facing them, at a short distance in front of the first pair, the driver stands with a scarf in his hand. The song is sung:

Burn, burn clearly

In order not to go out!

Look at the sky

The birds are flying

The bells are ringing!

Shouting: "one, two, three run!"

The last couple lets go of each other's hands and runs on opposite sides of the "stream", who is ahead for the handkerchief. The one who grabbed the handkerchief becomes the driver, the loser takes the former driver and gets up with him as the first pair.

Game "Dawn-lightning"

The playing participants stand in one circle.
The driver ("dawn-charger") walks outside the circle and hides the "keys" behind his back - a small handkerchief with a knot tied.
"Zarya-zarynitsa" walks around and, together with everyone, says:

Zarya-zarynitsa
Red maiden
Walked across the sky
I dropped the keys
Month saw
The sun has skimmed!

The driver always tries to unnoticeably put “keys” on the back of one of the players.
Players are strictly forbidden to look around and turn their heads.
The participant, to whom the "keys" were planted, immediately quickly runs after the driver and hits him with a handkerchief, saying: "Do not lose the keys, do not lose the keys!"
The caught driver stands in a common circle in his place, and the "stained" one now becomes the "dawn".

Game "Matryoshka"

Children move in a circle, a matryoshka is selected (she has a matryoshka in her hands), everyone walks in a circle to a song:

"There was a matryoshka along the path.

Lost two earrings.

Two earrings, two rings.

Kiss the young man. "

Stops beside any child, gives him a nesting doll and he becomes a driver.

Game "Buffoon"

A buffoon is selected, the children move in a circle. A song is being sung.

Shrovetide comes next week. This year, winter receded much earlier, but this is not a reason not to celebrate Maslenitsa, not to see off Winter and not to see Spring.

So let's get ready for it. There are many round dance games that our children play with us only on Shrovetide. And it's great and interesting to play when you know the words. So…

Shrovetide round dance games

This game needs music (better accordion).
There must be an even number of participants, plus one "Clutter". Participants are divided into pairs and stand in a "double circle": first - one circle, each person - facing the center of the circle, and in the back of the head behind each of the standing - one more person, forming, as it were, a second, "outer" circle. In the center of the circle is "Clutter". At the beginning of the game, everyone says in unison, pointing at the "Clutter" with their fingers:

One, two, three, you muddler!
Then the accordion plays and the participants of the "inner circle" begin to dance, moving in a circle, clockwise. "The muddler" dances with everyone. The participants in the "outer circle" stand still and clap. At the most unexpected moment, the accordion falls silent, and all the dancers must quickly find a match for themselves: stand in the back of the head behind someone standing. "Clutter" is also looking for a mate. As a result, one person is left without a pair. This is the new "Clutter". He goes to the center of the circle, and they shout to him:

One, two, three, you muddler!
The accordion starts playing again, and now those who have moved from the “outer” circle to the “inner” are already dancing and looking for a pair.
If a person remains a "Clutter" for the second time, they shout to him:

One, two, three, four, five, muddler - you again!

If you stayed for the third time, then like this:
One, two, three, four, five, six, seven, muddler - you absolutely!

The game "Clutter" was taken from the Rozhdestvenka website (by the way, there are many games there, and you can listen to how to sing these words).

Everyone stands up holding hands in a circle. In the middle - "Dudar". The participants in the game hold hands, walk in a circle and sing:

Dudar-dudarische,
Old-old old lady,
His in a log, his in a damp, his in a rotten one.
Then the circle in chorus asks "Dudar":
- Fool, fool, what hurts?

"Dudar" answers, while showing, at any part of his body, face that he is in pain. For example: "My leg hurts!" (while he grabs the leg where it "hurts")
In a circle they repeat with regret:
- Oh, my leg hurts!
After that, the players, standing in a circle, holding, like “Dudar”, to the same leg and in the same place where he is, begin to walk in a circle around “Dudar” and sing the same song again. The game continues until "Dudar" gets tired of it. Then at that moment, when they ask him what hurts, he answers:
- Everything hurts!
And after these words, everyone rushes scatteringly, and "Dudar" catches someone - he becomes the new "Dudar".

Uncle Trifon
All stand in a circle, in the middle there is the presenter, "Trifon". The participants in the game hold hands, walk in a circle and sing:

Like Uncle Tryphon
There were seven children
There were seven sons.
They didn't drink, they didn't eat,
Everyone looked at each other.
They did it like this at once ...

After the words "They did it like this at once ..." Tryphon shows some figure, a pose. All participants must repeat the figure shown. It's funny if you need to use a neighbor in a figure. "Trifon" looks at the participants in the game and chooses the best one. Takes his place in the circle. The Chosen One becomes the new Tryphon.

Thesis. A typical form of the game unfolds in the following sequence:
1. Black knocks the cocktail onto the hostess's evening dress. White (the owner) is furious at first, but feels (sometimes only vaguely): if he discovers her, then Black will win. Therefore, White pulls himself together, and it seems to him that it was he who won.

2. Black says, "I'm sorry, please." White hurriedly or reluctantly speaks words of forgiveness, thereby only reinforcing the illusion of his own gain.

3. Black continues to cause further damage to White again. He breaks and breaks things as if inadvertently, spills whiskey and, in general, makes a mess. After he managed to burn the tablecloth with his cigarette, spill the sauce on the carpet, tear the lace curtain with a chair leg, Black's Child is in a wonderful mood, as he had a good time doing such activities and achieved forgiveness for all this. At the same time, White feels a sense of satisfaction from the fact that everyone could see how he courageously restrained himself. Consequently, both were able to benefit from the unfavorable situation that arose, and therefore Black may not try to break such a friendship.

As in many games, Black who makes the first move wins. If White shows that he is angry, then Black will feel that he can respond in the same way. If White manages to restrain himself, Black can continue to freak out, taking advantage of this opportunity. But the real victory in such a game lies not in the pleasure of destruction - for Black it is like a fleeting gain, as it were - but in getting forgiveness. From here it will become clear what the antithesis should actually be.

The Anti-Clutter's antithesis is to deny Black the forgiveness he is so eager to get. After Black says, "I'm sorry, please," White, instead of saying, "Okay, it's okay," he says, "Tonight you are allowed to break furniture, annoy my wife, and ruin the carpet, but don't apologize." Thus, the forgiving Parent is replaced by an objective Adult, who takes full responsibility for the fact that he even managed to invite Black.
To what degree of intensity Black leads his game, it becomes clear from his reaction, and it may well be quite unrestrained. The host, who responds to the guest-bungler with an antithesis, constantly runs the risk of immediately incurring a retaliatory blow on himself or, in another case, getting an enemy.

Children play an incomplete form of the "Clutter" game, in which if they do not constantly expect to be forgiven, then in any case they can at least enjoy their antics. As they gain the ability to live in society, they may well use this form of play to obtain forgiveness, which is considered the main purpose of play in the form in which it is applied in a circle of well-bred adults.

Children's Russian folk games with a song chorus.

"Dudar"

Readers


  • 1,2,3,4,5 - we were going to play, a forty flew to us and told you to drive.

  • On the golden porch sat: tsar, prince, king, prince, shoemaker, tailor, who will you be. Speak quickly, do not delay kind and honest people.

  • The car drove past the forest for some kind of interest, inti-inti-interest, come out on the letter "C".
By counting the children choose the driver - "Dudar".

Children hold hands in a circle. Dudar stands in the center of the circle. Children sing the chorus in a counterclockwise circle. While the children are moving, "Dudar" thinks that he "hurts." Children stop and ask: "Dudar, Dudar, what hurts?" The driver shows the "sick" part of the body. The rest of the children take up the "sore spot" of the neighbors on the right and left. In this position, they move in a circle and sing the chorus, then again they ask "Dudar, Dudar, what hurts?" He shows another sore spot. You cannot repeat the movements. If the driver wants to replace himself, then he answers the question "Dudar, Dudar, what hurts?" Then, he closes his eyes, stretches his hand with a forefinger forward and makes a clockwise turn, stops, opens his eyes, and the one who was shown becomes the driver - "Dudar".

Chorus:

Dudar, Dudar, Dudarische,

Old, old old lady,

It's under the deck, it's under the damp, it's under the rotten

(stop facing in a circle and ask)

Dudar, Dudar, what hurts?

"At the grandfather Tryphon's"

According to the counting, the children choose the driver, he goes to the center of the circle, which the children form, holding hands. Children go in circles and sing the chorus. Then they stop and ask, "Did you do it like this at once?" During the chorus, the driver should come up with an interesting movement and then show it so that others can repeat it. Whoever can best show this movement becomes the leader.

Chorus:

Grandfather Tryphon had seven children

Seven, seven, seven sons,

They drank, they ate and kept looking at their grandfather,

Seven, seven, seven sons.

(stop facing a circle and ask) At once they did it like this?


"Golden Gate"

Two guys are selected by counting. They do "Vorotz": children stand in pairs along the line of the dance, hold hands, lift them up and take a step to the side, forming a "passage". The rest of the children join hands, walk in a circle, sing the chorus, pass through the Vorotz. At the end of the chorus, "Vorotz" is closed and those who remain in the circle become "Vorotz". Thus, the number of raised hands becomes more and more, the "collars" increase. Children in a chain go through all the "Vorotz". The game continues until all the children form a large circle.

Chorus:

Golden Gate, let you pass me, I myself (I myself) will go through and see all the guys.

Soon the day ends, the gates are closing.

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"Oh, I was walking along the street"

Children hold hands, stand in a semicircle. The chorus is twisted in a spiral. Then they unravel without disengaging their hands. They "dive" under the arms, turn inside out. It is necessary, without disengaging your hands, to return to the starting position - a semicircle.

Chorus:

Already I walked along the street, walked along the alley, found a ball of thread.

The ball rolls, the thread stretches ( acceleration of the pace)

Tangle far, far, far,

Thread lobe, lobe, lobe,

I took a thread, a thin thread broke!

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"The goat walked along the road"

Children stand in a circle with their faces. The driving "Goat" is selected according to the counting. At the beginning of the chorus, the driver "jumps" moves in a circle, then stops and chooses a pair for himself - "Goat" and with it performs movements along the text. The rest of the kids clap. The chorus is repeated. "Goat" and "Goat" in a pair of "bounces" move in a circle, then stop and each one finds a pair from the circle. Now two couples perform movements in the text. Thus, the game is repeated until all the children in a pair move in a circle and perform movements along the text.

Chorus:

The goat walked along a wide road.

Found a hornless, hornless goat ( picks from a circle, then performs movements in pairs)

Come on, goat, jump, jump, jump,

And we kick up our legs, we kick up like this!

And clap, clap, clap,

And we will sink with our feet, we will sink like this!

(at the beginning of the chorus, holding hands, move in a circle in a pair)

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"Clutter"

Children stand in a circle. By cotton, everyone quickly finds a pair. The one who was left alone is the "Clutter". Couples stand in a circle, "Clutter" - in the center of the circle.

In a pair: 1 child. stands in front, and 2 reb. - behind him, it turns out a "locomotive" of two people. 1reb. Standing with his face in a circle is the first circle, and 2 reb standing behind the first is the second circle.

After the words "One, two, three - you will be a muddler!" the music turns on and first circle goes to the center and dances, moves, and second round stands still like Chained and claps. As soon as the music turns off children of the first circle and "Clutter" run in for any standing.

So now second circle becomes the first, and the child left without a pair becomes "Clutter". The game repeats itself.
If "Clutter" first stood in the center of the circle, then they say to him:

"One, two, three, you will be a muddler!"
If the child remains in the circle again, then he is told:

"1,2,3,4,5 - you're a muddler again!"
If the child remains in the circle for the third time, then he is told:

"1,2,3,4,5,6,7 - you are a muddlehead at all!"
Any perky lively music serves as a musical background.