Word games for 5 years. Fun word games for kids and teens

word games

for kids

senior preschool age

What is the subject?

Target: learn to name an object and describe it.

Move.

The child takes out an object, a toy, from a wonderful bag, calls it (this is a ball). At first, the teacher describes the toy: “It is round, blue, with a yellow stripe, etc.”

guess the toy

Target: to form in children the ability to find an object, focusing on its main features, description.

Move.

3-4 familiar toys are put on display. The teacher reports: he will outline the toy, and the task of the players is to listen and name this object.

Note: 1-2 signs are indicated first. If children find it difficult 3-4.

Who will see and call more

Target: learn to designate by word and action parts and signs appearance toys.

Move.

Educator: Olya doll is our guest. Olya loves to be praised, pay attention to her clothes. We will give the doll pleasure, describe her dress, shoes, socks.

Magpie

Target : correlate the verb with the action that it denotes and with the subject who performed this action.

Material: needles, glasses, soap, bell, brush, iron. Brush, broom, toy - bird Magpie.

Move.

Educator: While you were at home, in Kindergarten a magpie flew in and collected various things in her bag. Let's see what she got

(The teacher lays out the objects)

Children:

magpie, magpie

Give us soap

Magpie:

I won't give, I won't give

I'll take your soap

I'll give my shirt to wash.

Children:

magpie, magpie

Give us a needle!

Magpie:

I won't give, I won't give.

I'll take a needle

I will sew a shirt for my shirt.

Children:

magpie, magpie,

Give us glasses

Magpie:

I won't give, I won't give.

I'm without glasses

I can't read a shirt of poems.

Children:

Forty, forty.

Give us a call.

Magpie:

I won't give, I won't give.

I'll take the call.

I'll give you a shirt - call me, my son.

Educator:

You, forty, do not rush

You ask the kids.

They will all understand you.

Everything that needs to be served.

Educator:

What do you want to do, magpie? (Clean, iron, paint...)

Educator:

Children, what does a magpie need for this?

(Children call and bring all the items)

Magpie thanks and flies away.

"Name as many items as you can"

Target: to exercise children in a clear pronunciation of words.

Move.

The teacher invites the children to look around themselves and name as many objects that surround them as possible (name only those that are in their field of vision)

The teacher makes sure that the children correctly and clearly pronounce the words, do not repeat. When the kids can no longer name anything themselves, the teacher can ask them leading questions: “What is hanging on the wall?” etc.

Olya's helpers

Target: form a form Numbers of verbs.

Material: Olya doll.

Move.

Olya doll came to us with her assistants. I'll show them to you, and you can guess who these assistants are and what they help Olya to do.

The doll is walking on the table. The teacher points to her feet.

What's this? (These are legs)

They are Olya's helpers. What are they doing? (Walk, jump, dance, etc.)

"Multicolored box"

Target: to teach children, when agreeing on nouns of the middle (feminine) gender with a pronoun, to focus on the end of the word.

Material: box, subject pictures according to the number of children.

Move.

Educator:

I put pictures

In a multi-colored box.

Come on, Ira, take a look,

Take out the picture, name it.

Children take out a picture and name what is shown on it.

"Tell me which one?"

Target : To teach children to highlight the signs of the subject.

Move.

The teacher (or child) takes out objects from the box, names them, and the children point to any sign of this object.

If the children find it difficult, the teacher helps: “This is a cube. What is he?

"Magic Cube"

game material: dice with pictures on each face.

Rules of the game . The child rolls the dice. Then he must depict what is drawn on the upper face and pronounce the corresponding sound.

Move.

The child, together with the teacher, says: “Twist, spin, lie down on your side,” and rolls the dice. On the top face - for example, an airplane. The teacher asks: "What is it?" and asks to imitate the rumble of an airplane.

Other faces of the cube are played similarly.

"Unusual song"

Rules of the game . The child sings vowel sounds to the motive of any melody familiar to him.

Move.

Educator. One day, beetles, butterflies and grasshoppers argued who would sing a song best of all. Big, fat beetles came out first. They sang importantly: O-O-O. (Children sing a melody to the sound O). Then the butterflies fluttered out. They sang a song loudly and cheerfully. (Children perform the same melody, but to the sound A). Grasshopper musicians were the last to come out, they played violins - E-I-I. (Children sing the same melody to the sound I). Then everyone came out into the clearing and began to chant with words. And immediately all the beetles, butterflies, grasshoppers realized that our girls and boys sing best of all.

"Echo"

Rules of the game. The teacher loudly pronounces any vowel sound, and the child repeats it, but quietly.

Move.

The teacher says loudly: A-A-A. the echo child quietly answers: ahhh. And so on. You can also use a combination of vowel sounds: ay, wah, ea, etc.

"Gardener and Flowers"

Target : consolidate children's knowledge of colors ( wild berries, fruits, etc.)

Move.

Five or six players sit on chairs arranged in a circle. This is flowers. They all have a name (you can have the players choose a flower picture; you can’t show it to the host). The leading gardener says: “I haven’t seen a wonderful White flower with a yellow eye, like a small sun, did not see a camomile. Chamomile stands up and takes a step forward. Chamomile, bowing to the gardener, says: “Thank you, dear gardener. I'm glad you wanted to take a look at me." Chamomile sits on another chair. The game continues until the gardener has listed all the flowers.

"Who will name more actions"

Target : actively use verbs in speech, forming various verb forms.

Material. Pictures: clothes, plane, doll, dog, sun, rain, snow.

Move.

Neumeyka comes and brings pictures. The task of children is to pick up words that denote actions related to objects or phenomena depicted in the pictures.

For example:

What can be said about the aircraft? (flies, buzzes, rises)

What can you do with clothes? (wash, iron, sew)

What can you say about rain? (goes, drips, pours, drizzles, knocks on the roof)

Etc.

"Kids and the Wolf"

Target. End the story at its beginning.

Material. Flannelgraph and attributes for the fairy tale "Goat with kids", bunny

Move.

The teacher tells the beginning of the tale, showing the figures of the characters.

Educator: the bunny says ....

Children: do not be afraid of me, it's me - a little bunny.

Educator: The goats treated him ....

Children: carrots, cabbage ...

Educator: Then they became ...

Etc.

"Wake up the cat"

Target . Activate the name of animal cubs in the speech of children.

Material. Animal costume elements (hat)

Move.

One of the children gets the role of a cat. He sits down, closing his eyes (as if sleeping), on a chair in the center of the circle, and the rest, choosing the role of any animal cub at will, form a circle. The one whom the teacher points out with a gesture gives a voice (makes an onomatopoeia corresponding to the character).

The task of the cat: to name who woke him up (cockerel, frog, etc.). If the character is named correctly, the performers switch places and the game continues.

"Breeze"

Target . Development of phonemic hearing.

Move.

Children stand in a circle. The teacher says different sounds. If you hear a sound such as y, raise your arms and circle slowly.

Sounds are pronounced y, and, a, o, y, and, y, a. Children, having heard the sound y, make the appropriate movements.

"Pinocchio Traveler"

Target. Focus on the meaning of verbs.

Material. Pinocchio doll.

Move.

Pinocchio is a traveler. He travels to many kindergartens. He will tell about his travels, and you will guess which rooms of the kindergarten or on the street he visited.

I went into the room where the children roll up their sleeves, soap their hands, and dry themselves.

Yawning, resting, sleeping...

They dance, they sing, they spin...

Pinocchio was in kindergarten when the children:

They come, say hello ... (When does this happen?)

Lunch, thanks...

Get dressed, say goodbye...

Making a snowman, sledding

"Hide and Seek"

Target. Formation of the morphological aspect of speech. Bring children to the understanding of prepositions and adverbs that have a spatial meaning (in, on, behind, under, near, between, next to, left, right)

Material. Small toys.

Move.

The teacher hides toys made in advance in different places group room, and then, gathering children around him. He informs them: “I was informed that uninvited guests settled in our group. The tracker who was watching them writes that someone hid in the upper right drawer. desk. Who will go looking? Good. Found? Well done! And someone hid in the corner of the toys, behind the closet (Search). Someone under the doll's bed; someone on the table; that stands to my right"

THEN. the children look for all the uninvited guests, hide them in a box and agree that they will play hide and seek again with their help.

The postman brought a postcard

Target . To teach children to form verb forms in the present tense (draws, dances, runs, jumps, laps, waters, meows, barks, strokes, drums, etc.)

Material. Postcards depicting people and animals performing various activities.

Move.

The game is played with a small subgroup.

Someone knocks on the door.

Educator: Guys, the postman brought us postcards. Now we will consider them together. Who is on this postcard? That's right, Mishka. What is he doing? Yes, drumming. This postcard is addressed to Olya. Olya, remember your postcard. This postcard is addressed to Pasha. Who is pictured here? What does he do? And, you, Petya, remember your postcard.

THEN. 4-5 pieces are considered. And those to whom they are addressed must correctly name the actions of the character and remember the image.

Educator: Now I will check if you remember your postcards? Snowmen are dancing. Whose postcard is this? Etc.

"Finish the sentence"

Target: use complex sentences)

· Mom put the bread... where? (to the breadbasket)

· Brother poured sugar... where? (to the sugar bowl)

Grandmother made delicious salad and put it... where? (in a salad bowl)

· Dad brought sweets and put them... where? (in candy box)

Marina didn't go to school today because... (fell ill)

We turned on the heaters because... (it got cold)

I don't want to sleep because... (it's still early)

We will go to the forest tomorrow if ... (weather is good)

Mom went to the market to ... (buy groceries)

The cat climbed a tree to ... (to save the dog)

"Daily regime"

8-10 plot or schematic pictures about the daily routine. Offer to consider, and then arrange in a certain sequence and explain.

"Who's a treat?"

Target: the use of difficult forms of nouns

The teacher says that there are gifts for animals in the basket, but he is afraid to confuse someone with what. Asks for help. Pictures depicting a bear, birds - geese, chickens, swans, horses, wolves, foxes, lynxes, monkeys, kangaroos, giraffes, elephants are offered. Who wants honey? Who is the grain for? Who needs meat? Who wants fruit?

"Name Three Words"

Target: dictionary activation

The children line up. Each participant is asked a question in turn. It is necessary, taking three steps forward, to give three words-answers with each step, without slowing down the pace of walking.

What can you buy? (dress, suit, trousers)

"Who wants to be who?"

Target: the use of difficult forms of the verb

Children are offered plot pictures depicting work activities. What are the boys doing? (The boys want to make a mock-up airplane) What do they want to be? (They want to become pilots). Children are invited to come up with a sentence with the word want or want.

"Zoo"

Target: development of connected speech.

Children sit in a circle, receiving a picture without showing them to each other. Everyone should describe their animal, without naming it, according to this plan:

1. Appearance;

2. What does it eat.

The "game clock" is used for the game. Turn the arrow first. Whom she points to, he begins the story. Then, by rotating the arrows, it is determined who should guess the described animal.

"Compare Items"

Target: development of observation, clarification of the dictionary due to names

details and parts of objects, their qualities).

In the game, you can use both things and toys that are the same in name, but differ in some features or details, as well as paired subject pictures. For example, two buckets, two aprons, two shirts, two spoons, etc.

An adult reports that a package has been sent to the kindergarten. What is this? Gets things. "Now we will consider them carefully. I will talk about one thing, and one of you - about another. We will tell in turn."

For example:

Adult: "I have a smart apron."

Child: "I have a work apron."

Adult: "He white color in red polka dots.

Child: "And mine is dark blue."

Adult: "Mine is adorned with lace frills."

Child: "And mine - with a red ribbon."

Adult: "This apron has two sides

pocket."

Child: "And this one has one big one on his chest."

Adult: "These pockets have a pattern of flowers."

Child: "And this has tools on it."

Adult: "They set the table in this apron."

Child: "And this one is dressed for work in the workshop."


What's your name, where do you live?

Didactic task: Exercise the auditory analyzer, develop voluntary attention, memory, friendships, a culture of behavior. To form a monologue speech of a preschooler.

Game rules: Say your name and address correctly and clearly, find a photo of your street.

game action: Dialogue of children with Dunno.

Didactic material : photos of familiar streets hometown. Doll Dunno.

Game progress

Children sit in a semicircle in front of a magnetic board. They alternately pick up the Dunno doll, give their name, surname and address. They find a photograph with the image of this street and spread it on a magnetic board. If the street repeats, then the child points to it.

Dunno, my name is Oleg Kuleshov. I live on Domostroiteley Street, house 25, apartment 51. Etc.

What can I be if I live in a village?

Didactic task: Exercise the children in making up short descriptive stories about what they could do if they lived in the countryside. Develop memory, speech, observation, attention, patience.

Game rules: Follow the order. Start with the words: "If I live in the village, then I will ...". Start your story after the teacher's signal.

game action: A monologue of children on cards depicting people of a rural profession: a farmer, a milkmaid, a combine operator, a poultry keeper, etc.

Didactic material: cards depicting people of a rural profession: tiller, milkmaid, combine operator, poultry keeper, etc.

Game progress

Children choose a profession for themselves and talk about it according to the model of a teacher:

“If I live in a village, then I will be a farmer. The farmer plows the land. He prepares the land for planting grain. We must plow the land well. If the land is plowed well, there will be good harvest grain."

“If I live in the countryside, I will be a milkmaid. The milkmaid milks the cows. Cows give us milk. From milk you can make kefir, yogurt, sour cream, cottage cheese. Adults and children are very fond of milk and cheese curds, etc.

What is my name?

Didactic task: Exercise children in clearly naming their name, the ability to address a friend. Develop speech, attention.

Game rules: Say your friend's name and your own name correctly and distinctly.

game action: Dialogue of children with guests.

Didactic material: Gnome doll, Dunno doll.

Game progress

Children alternately greet the Gnome, call their first and last names.

Children sit in a semicircle. Friends enter: Dunno doll, Gnome doll. Dunno greets friends and invites children to get to know his friend:

Hello Gnome! My name is Sasha Ivanov.

Hello Gnome! My name is Oleg Kuleshov. Etc.

At the same time, the teacher makes sure that the children speak affectionately, smile and look into the eyes of a friend.

Come visit me!

Didactic task: Exercise the children in making up short, descriptive stories about their family, where they live, and what they enjoy. Develop memory, observation, attention, patience.

Game rules: Follow the order. Begin with the words: “Friends, I invite you to visit me. My name is...". Start your story after the teacher's signal.

game action: Monologue of children based on family photos and family albums.

Didactic material: family photos and family albums.

Game progress

Children talk about where they live, what kind of family they have, using a family photo album.

Sample child's story:

Friends, I invite you to visit me. My name is Oleg Kuleshov. I live on Domostroiteley Street, house number 24, apartment number 7. We live in an apartment building.

Our apartment is located on the third floor. You can get to it by elevator or on foot.

Our family is big. My father is the most important person in the family. His name is Eduard Nikolaevich. My mother's name is Yulia Viktorovna. I have a little sister and an older brother. The older brother's name is Yegor, he goes to school. The younger sister, her name is Polina, is still very small, sitting at home with her mother. My mother's mother lives with us, my grandmother. Her name is Raisa Stepanovna. She works on the railroad. And my mother's father, my grandfather. His name is Viktor Nikolaevich, he is a pensioner.

When guests come to us, we set the table with a beautiful tablecloth, put a tea set and treat guests with tea and sweets. We play different games: table hockey, railway, Lego. We love it when guests come to us.

How else can we be called?

Didactic task: Fix the names of family members, family relationships. To develop the auditory analyzer and speech of preschoolers. Cultivate attention, memory, friendships, patience.

Game rules: Correctly answer the teacher's question.

game action: Looking at family albums. Dialogue between children and teacher.

Didactic material: family photos of pupils.

Game progress

Children look at photos in family albums and answer the question of the teacher:

Who is in this photo? (This photo shows me. My name is Oleg.)

Who are you to your mom? (son)

Who are you to your grandmother? (granddaughter)

Who are you for your sister Polina? (brother)

Who are you for Andrey Kushchev? (friend), etc.

How many grandmothers are in my family?

Didactic task: Exercise children in naming the people of the immediate environment. Understand and name family relationships: “My grandmother's name is Maria Petrovna. She is my mother's mother." Call adults by their first and last names.

Game rules: Act on the teacher's signal. Respect the order and partnerships.

game action

Didactic material

Game progress

Children look at family albums, recognize and name their grandmothers. Determine whose mother she is.

Andrei, how many grandmothers are in your family, tell us.

There are two grandmothers in my family. One grandmother's name is Maria Petrovna. She is my mom's mom. Another grandmother's name is Svetlana Yakovlevna, she is my father's mother.

What is another name for your mother's mother? (grandmother - Maria Petrovna), etc.

Guess who's in the photo?

Didactic task: Exercise children in naming the people of the immediate environment. Call adults by their first and last names.

Game rules: Correctly and clearly name the name and patronymic of the educators, assistant educator, parents. Start your story only after the teacher's signal.

game action: Dialogue of a teacher with children. Looking at group photos.

Didactic material: group photos of holidays with the participation of children, educators and parents.

Game progress

The teacher invites the children to look at the photographs and find out who is depicted in them.

Who do you recognize in this photo? (Andryusha)

Andryusha is your friend? (Andryusha is my friend)

And who is this in the photo? (Nastya. Nastya is my friend), etc.

And who did Nastya recognize in the photo? (Anna Sergeevna. She is our teacher), etc.

Get to know your mom

Didactic task: To develop the auditory analyzer and speech of preschoolers. Cultivate attention, memory, friendships, patience.

Game rules: Find a photo of only your mother.

game action: Searches for a desired photo.

Didactic material: photos of mothers of pupils.

Game progress

On the table are photographs of mothers. Children choose a photo of their mother and write a short story about her.

Children, look at the photo and tell all about your mother. What is her name? Where does she work, what does she do at work? Children take turns talking about the profession of their mother:

My mother's name is Yulia Viktorovna. She works as a doctor. My mother treats people so that they are always healthy.

My mother's name is Tatyana Petrovna. She works at the post office. My mother delivers newspapers and letters to people. Etc.

My beloved dad

Didactic task: Exercise the children in making up short descriptive stories about their dad. Develop memory, observation, attention, patience.

Game rules: Follow the order. Begin with the words “This is my beloved dad. His name is ... "and speak only after the teacher's signal.

Game action: Search for the desired photo.

Didactic material: photos of fathers of pupils.

Game progress

Children take turns taking photographs of their dads from the teacher's table and compose a short story about him.

“This is my favorite dad. His name is Sergei Vladimirovich. We love to play football with him. He is strong and good. When I grow up, I will be just as brave and strong. Etc."

“This is my favorite dad. His name is Eduard Nikolaevich. He has an Audi car. By car, we went to the grandmother's cottage. My dad is the strongest and bravest. He loves me very much and I love him." Etc.

I and my family

Didactic task: Exercise the children in making up short descriptive stories about their family. Develop memory, observation, attention, patience, monologue coherent speech.

Game rules: Follow the order. Start with the words "My family is ..." and speak only after the teacher's signal.

game action: Laying out geometric shapes according to the number of family members and a descriptive story about your family.

Didactic material: three-dimensional figures of Gyenes blocks.

Game progress

Children lay out their family using geometric shapes. And then they talk about her.

Lay out as many geometric shapes on your tables as there are people in your family.

Oleg, tell Matryoshka about your family.

My family is me. My name is Oleg Kuleshov. This is my mom. Her name is Yulia Viktorovna. This is my dad. His name is Eduard Nikolaevich. This is my grandmother. Her name is Natalia Alexandrovna.

How many people live in your family? (There are only four people in our family)

We are astronauts

Didactic task: Exercise children in searching among cards with images of people of various professions of the profession of an astronaut. Develop memory, observation, attention, patience, monologue coherent speech.

Game rules: Follow the order. Act on the teacher's signal.

game action: Finding among the photographs a photograph and an astronaut.

Didactic material: photos of representatives of different professions pilot, cosmonaut, confectioner, driver, etc.

Game progress

Children must choose among the cards with the image of people of different professions - an astronaut.

How did you guess it was an astronaut? (children's answers are discussed)

What will my name be when I grow up?

Didactic task: Exercise the children in making up short descriptive stories about what they will be called when they grow up. Develop memory, observation, attention, patience, monologue coherent speech

Game rules: Follow the order. Start with the words "When I grow up ..." and speak only after the teacher's signal.

game action: Looking at family albums and making up short stories.

Didactic material: family albums.

Game progress

Children take their family albums and tell each other what he will be called when he grows up and why.

- When I grow up, my name will be Sergey Vladimirovich, because my dad's name is Vladimir. Etc.

What are my household responsibilities?

Didactic task: Exercise the children in making up short stories about household chores and errands. Develop speech, attention.

Game rules: Act on the teacher's signal. The ability to listen to a friend.

game action: Children's monologue when looking at family albums.

Didactic material: family albums of children. Doll Dunno.

Game progress

Children in an arbitrary form tell their peers and Dunno about their duties at home.

"My name is Maxim. I live with my mom, dad and older sister nkoy Marina. My mom and dad work in a mechanical factory. Sister Marina goes to school. I love helping my older sister Marina around the house. I help dust the chest of drawers and the table. I help water the flowers on the windowsill,” etc.

What is friendship?

Didactic task: Exercise children in phrasal speech on the topic: friend and friendship. Develop speech, attention.

Game rules: Act on the signal of the educator. The ability to listen to a friend.

Game action: Dialogue between children and teacher.

Didactic material: parcel, postman Pechkin.

Game progress

Children name in turn all the advantages of a friend and friendship:

- You can play different games with a friend.

— With a friend you can walk and ride a bike together.

You can draw with a friend.

A friend will always help in trouble.

A friend should always help.

You have to share everything with a friend.

Younger friends need to be taken care of and taken care of. Etc.

Guess a riddle!

Didactic task: Exercise children in phrasal speech on the topic: “Professions of kids in N. Nosov’s story“ Dunno and His Friends ”Develop dialogic and monologue speech.

Game rules: Act on the signal of the educator. Guess the verbal riddle and give explanations. The ability to listen to a friend.

game action: Guessing a riddle, a dialogue of children with a teacher.

Game progress

The teacher reads the riddle, the children guess and give explanations.

He always has in his hand

Brush and paints.

Likes to draw a portrait

Butterflies, flowers, and a vase! (Painter)

There was an artist among the kids of the Flower City, and what was his name? (Tube)

Why was this baby named Tube? (because he was an artist. The artist has brushes and paints. Paints are stored in tubes)

Walks in a white cap,

With a ladle in hand.

He prepares dinner for everyone:

Porridge, cabbage soup and vinaigrette. (Cook)

There was a cook among the kids of the Flower City, and what was his name? (Donut)

Why was this baby named Donut? (because he was a cook, loved to cook donuts and eat them)

If you are sick, he will offer to take drops!

Anyone who is healthy will be allowed to take a walk! (Doctor)

There was a doctor among the kids of the Flower City, and what was his name? (Pilyulkin)

Why was this baby called Pilyulkin? (because he was a doctor and gave pills to the sick)

If you need to fix something, make something.

We invite friends here:

Shpuntik, Vintik, come to us soon! (Cog, Shpuntik)

Were Vintik and Shpuntik among the kids of the Flower City?

Why were these kids named Shpuntik and Vintik? (because they are very good masters for repair)

Doctor, artist, cook, master - all these are the professions of people and kids, residents of the Flower City.

Who was awakened by the sun?

Didactic tasks a: Develop active speech, auditory analyzer, attention. To consolidate the knowledge of children about the signs of the season - spring.

Game rules: Act only on the signal of the teacher. Select only those cards that correspond to the signs of spring. Game action: Select the right pictures and describe them. Didactic material: subject pictures depicting spring and winter according to the number of children.

Game progress

Children are given subject pictures of different seasons. They should write short descriptive stories.

The teacher tells the children that spring has come, the sun has appeared. The sun stretched out its rays and ... woke someone up.

Who woke up the sun in the spring?

The sunbeam woke up the bear. He slept in a den in the winter.

Sunny bunny woke up the leaves. They emerged from buds on trees and shrubs.

The sunbeam woke up the hedgehog. He slept in a mink in the winter.

A sunbeam woke up an ant and butterflies. Etc.

What wind is blowing?

Didactic task: To consolidate the knowledge of children about the phenomena of inanimate nature. Exercise in determining the basic properties of the wind. Activate the speech of preschoolers. Develop observation and listening skills.

Game rules: Act only on the signal of the teacher. Whoever answered the question of the teacher correctly, the first imitates the power of the wind.

game action: The teacher puts pictures on the magnetic board. Asks questions to children.

Didactic material: magnetic board. Magnetic figurines for paintings "Autumn", "Summer". Sultans by the number of children.

Game progress

A picture is laid out on a magnetic board: clouds, rain, trees with rare yellow leaves. Children answer the questions asked by the teacher.

What season? (autumn)

The teacher offers to sing a song of the autumn wind.

What wind? (strong, prickly, etc.)

But then the wind began to subside. What is the wind now? (quiet)

Another picture is laid out on a magnetic board: the sun, the river, green trees.

What season is in this picture? (children's answers)

If they find it difficult, leading questions are asked:

When we swim in the river and sunbathe?

When the sun shines bright

The sun is shining, it's warm outside, but the wind is blowing, what will it be like? (affectionate, warm, etc.)

How can such a wind be called? (breeze)

Sultans are distributed to children, they imitate the power of wind and breeze.

Is winter good or bad?

Didactic task: To consolidate children's knowledge of the seasons. Exercise in determining the main signs of winter. Activate the speech of preschoolers. Develop observation and listening skills.

Game rules:

Game action: The teacher puts cards on a magnetic board with the image of various signs and situations. Children look at it and express their opinion. The teacher asks questions to the children.

Didactic material: story cards of the seasons.

Game progress

The teacher puts up a card on a magnetic board with the image of various signs and situations. Children examine it and express their judgment:

When winter is good. You can play snowballs, make a snowman.

When winter is bad. It is very cold, it is not always possible to go for a walk.

When winter is good. The bunny will change the gray coat to white, his wolf will not notice.

When winter is bad. The bunny has nothing to eat, it is very cold and it is trembling under a bush.

When winter is good. The forest rests and sleeps under a white veil.

When winter is bad. The forest is gloomy, without leaves, you can not hear bird songs.

Is water good or bad?

Didactic task: To consolidate children's knowledge about the phenomena of inanimate nature - water and its properties. Exercise in identifying positive and negative properties water. Activate the speech of preschoolers. Develop observation and listening skills.

Game rules: Act only on the signal of the teacher. Follow the order. Listen to the words of your comrades.

Game action: The teacher puts cards on the magnetic board with the image of various situations. Children consider and express their judgment:

Didactic material: story cards.

Game progress

The teacher puts plot pictures on the magnetic board, and the children give their explanations.

The rain waters the earth. Everything begins to grow rapidly: grass, flowers, trees. Rain is good.

It's raining, so you can't walk. You can get your feet wet and get sick. Rain is bad.

If it rains for a very long time, there will be a lot of water outside, the plants may die. Too much rain is bad.

If it doesn’t rain for a long time, or the rain drips and ends quickly, then the plants may die. There is no rain, or if it is not enough, it is bad. Etc.

Post today's model

Didactic task: To consolidate children's knowledge of the signs of the season. Be able to highlight the main features of the weather: sun, precipitation, clouds, wind. Exercise in determining the main signs of spring. Activate the speech of preschoolers. Develop observation and listening skills.

Game rules: Act only on the signal of the teacher. Follow the order. Listen to the words of your comrades.

game action: Children using felt-tip pens make a model of the day according to the following parameters: sun, clouds, precipitation, wind. Children make sketches in any form. Then they explain the weather according to their sketches.

Didactic material: weather model: sun, precipitation, clouds, wind.

Game progress

Children with the help of felt-tip pens make a model of the day according to the following parameters: sun, clouds, precipitation, wind.

Children make sketches in any form. Then they explain the weather according to their sketches.

The sun is bright and radiant. Shines and smiles.

Clouds float in the blue sky.

There is no rain outside.

The wind is strong outside. He shakes the trees.

What season will we set on our Seasons watch? (season - spring)

Who has a coat?

Didactic task: To form coherent speech of preschoolers. Activate the dictionary with the words: fluffy, soft, smooth. Strengthen children's knowledge about animals. To consolidate children's knowledge about the color and properties of fabric and fur.

Game rules: Choose your favorite toy to describe it.

Game action: Search for toys on the table. Writing a descriptive story with the help of a teacher.

Didactic material: fox, hare, cat, squirrel ( Stuffed Toys) etc.

Game progress

Children sit at a table on which there are more soft toys than children: bunnies, bears, squirrels, chanterelles; dolls dressed in coats. Children take turns taking their favorite soft toy from the table and answering the teacher's questions:

Who did you like? Who did you choose? Who is it?

What is the bunny's coat? (white, fluffy, soft, etc.)

What coat does the fox have? (red, soft, fluffy)

What coat does the squirrel have? (soft, smooth)

- What kind of fur coat does the Tanya doll have? (red, soft, fluffy)

Who is singing?

Didactic task: To form the articulation of speech. Practice correct onomatopoeia for birds. To consolidate children's knowledge about the characteristics of birds.

Game rules: Guess by ear the name of a bird by its voice.

Game action: Sound recording of birds singing. Children must guess and find a card with a picture of a bird.

Didactic material: audio recording of birds singing: sparrow, crow, dove, starling. Cards with the image of these birds.

Game progress

Children must guess the singing of a bird: a sparrow, a crow, a dove, a starling and name them. Find matching cards featuring these birds.

guess the flower

Didactic task: Listen to riddles to the end, cultivate attentiveness. Act on the teacher's signal. To develop the speech of a preschooler and logical thinking.

Game rules: Find and show the card only after the teacher has read the riddle.

Game action: Search for subject pictures corresponding to the answer to riddles.

Didactic material: riddle poems about spring flowers. Subject pictures with the image of flowers.

Game progress

The teacher reads the riddles, and the children, according to the answers, find the corresponding flower and name it.

On a spring sunny day

Golden blossomed flower.

On a high thin leg

He dozed all along the path. (dandelion)

Spring comes with affection and with its fairy tale,

Waving a magic wand -

And the first flower from under the snow will bloom. (snowdrop)

First to get out of the snow

On a forest clearing.

He is not afraid of frost

Even if the flower is small! (snowdrop)

Help find mom

Didactic task: Exercise children in full answers to the teacher's questions. To consolidate the knowledge of children about domestic animals and their cubs. Develop the ability to correlate the image of a cub with a large animal.

Game rules: Correctly correlate the cub with a large animal. Act only on the signal of the teacher.

Game action: Search for the desired animal. Complete answers to the teacher's questions.

Didactic material: soft toys of large pets and their cubs according to the number of children.

Game progress

The teacher distributes soft toys of baby animals to the children and asks the question:

Andryusha, who is this? (Kitty)

Who is his mom? (mother cat)

Marina, who is this? (goat)

Who is her mom? (mom goat)

Sveta, who is this? (piggy)

Who is the mother of the pig? (mother pig)

Seryozha, who is this? (puppy)

Who is the mother of the puppy? (mother dog)

Natasha, who is this? (calf)

Who is the mother of the calf? (mom cow)

help us

Didactic task: Exercise the children in making up short stories about how you can help the animal. Fix the names of pets.

Game rules: Act only on the signal of the teacher. Talk about the animal you chose.

game action: Search for the desired animal. Making up short stories.

Didactic material: plot pictures: a dog lying on the snow; a cat lying on the snow; a parrot sits on a branch with snow; a horse standing near a tree; in the yard in the snow, hens and a rooster; chickadees perched on a tree.

Game progress

Children choose story cards depicting animals on the table, attach them to a magnetic board and talk about how you can help this animal in winter conditions.

This is a doggy. She can build a booth in the winter and lay a rag or a small blanket there. You can take your dog home.

This is a kitten. He is very small and it is too early for him to walk outside in winter. The kitten must be taken home, warmed up and given milk, because he loves milk very much.

This is a parrot. The parrot should not be allowed outside. He will freeze. He can only live at home with a person or in hot countries.

This is a horse. She lives next to a man. We need to make a barn for her so that she does not freeze. Prepare a lot of hay for the winter. She loves hay and bread.

These are chickens, they live in a chicken coop. They need to spread straw in the barn to keep warm.

These are titmouse. They are cold in winter. It is necessary to make a feeder and pour crumbs and grains into it.

If at first the children find it difficult to answer, the teacher takes on the role of the narrator.

What happens in the winter forest?

Didactic task: Develop speech activity. To form observation, auditory attention.

Game rules: Act on the signal of the educator: Do not interfere with answering a friend.

game action: In the course of the teacher compiling a story about the adaptation of animals to winter conditions to help exhibit animals. Answer teacher questions.

Didactic material: soft toys: bear, stump, squirrel, bunny, fox. Trees and Christmas trees.

Game progress

The teacher arranges trees with children without leaves, hemp different sizes. In some places he spreads cotton wool instead of snow on twigs and on the ground. Children, together with the teacher, decorate the winter forest and its inhabitants from three-dimensional objects. Together with the teacher, they make up a descriptive story about how the animals have adapted to winter conditions.

Winter came. All the insects hid in the bark of trees, the roots of stumps. The birds got hungry. And they... what did they do? (fly away to warmer climes where there are a lot of bugs, flies and other insects)

The teacher puts the bear next to a large stump.

But the bear can't fly. But he is also hungry.

Why do you think the bear is hungry? (the bear eats raspberries, berries, honey, and in winter these delicacies are not available)

How does a bear hibernate in winter? (the bear makes a den and sleeps all winter. And if he wants to eat, he sucks his paw)

Which of you will help the bear make a lair and put him to sleep? (one of the children puts the bear next to the stump and covers it with a snowdrift)

The teacher covers a small stump with cotton wool, in which the hedgehog is hidden.

Guess who else sleeps in the forest in winter, in this mink covered with snow? (hedgehog)

Does a hedgehog suck its paw in winter, like a bear? (children's answers are discussed and brought to the fact that in winter a hedgehog, if he wakes up, will eat mushrooms, berries, apples prepared in the fall)

The teacher puts a squirrel in a bright red coat on a tree or stump and reads a poem:

Tail with a fluffy arc,

Do you know such an animal?

Sharp-toothed, sharp-eyed.

Likes to climb trees.

What is the name of this animal, and how will it spend the winter? (this is a squirrel. She will change her red coat to gray so that she is not visible on trees that do not have leaves)

Where will the squirrel live in winter and what to eat? (a squirrel lives in a hollow in winter, which is located on a tree and eats mushrooms, apples, berries)

Who will help the squirrel to change her coat? (one of the children changes the squirrel's red coat for a gray one)

Find another forest dweller on the table who changes his fur coat in winter (the child must put out a hare)

What happens in winter with this forest dweller? (the bunny changes the gray coat to white)

Why does the bunny need a new white coat? (to hide from fox, wolf and hunters)

Who will help the bunny change his coat? (one of the children changes the bunny's gray coat to white)

What will the bunny eat in winter? (bark of trees, shovel snow in the fields and eat carrots, cabbage leaves)

Where does the bunny live in winter? (in a mink under a tree or bush)

Guess the bird riddle

Didactic task: Exercise children in guessing riddles about birds. Fix the names of birds: sparrow, titmouse, starling, crow.

Game rules: Act only on the signal of the teacher. Follow the order. Don't interrupt your comrades.

Game action: Listening and guessing riddles. Finding the answer on cards with the image of birds.

Didactic material: plot pictures depicting birds: titmouse, sparrow, starling, crow.

Game progress

Children guess the riddle and find the corresponding bird or bird card on the table.

gray bird,

small bird

Wants to take a step

It makes a jump. (Sparrow)

White cheeks and yellow chest.

There is a black tie on the chest ... (Titmouse)

Himself black, and the beak is yellow.

He walks through the fields, looks at the grain ... (Starling)

Sitting on a tree

Looks in all directions.

Who is running where?

Kar-r-r - screams. (Crow)

How can our guests be called in one word? Who is visiting us? (birds)

Collect an album!

Didactic task: Exercise children in compiling a photo album and inventing a name.

Game rules: Act only on the signal of the teacher. Follow the order. Don't disturb your friends.

Wikimedia Commons

oral games

Associations

game for big company. The host briefly leaves the room, during which time the rest decide which of those present they will guess (this may be the host himself). Returning, the player asks the rest of the questions - what flower do you associate this person with, with what vehicle, with which part of the body, with which item of kitchen utensils, etc. - in order to understand who is hidden. Questions can be very different - it is not limited by anything but the imagination of the players. Since associations are an individual matter and an exact match may not happen here, it is customary to give the guesser two or three attempts. If the company is small, you can expand the circle of mutual acquaintances who are not present at that moment in the room, although classic version"associations" is still a hermetic game.

P game

A game for a company of four people, an interesting variation on the "hat" theme (see below), but does not require any special accessories. One player guesses a word to another, which he must explain to the others, but he can only use words starting with the letter “p” (any, except for the same root). That is, the word "house" will have to be explained, for example, as follows: "built - I live." If it was not possible to guess right away, you can throw up additional associations: “building, premises, space, the simplest concept ...” And at the end add, for example, “Perignon” - by association with Dom Perignon champagne. If the guessers are close to winning, then the facilitator will need comments like “about”, “approximately”, “almost right” - or, in the opposite situation: “bad, wait!”. Usually, after the word is guessed, the explainer comes up with a new word and whispers it into the ear of the guesser - he becomes the next leader.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Say the Same Thing

Cheerful and quick game for two, named after video of inventive rock band OK Go, from which many learned about it (musicians even developed mobile app, which helps to play it from a distance, although it is currently unavailable). The meaning of the game is that at the expense of one-two-three each of the players pronounces a word arbitrarily chosen by him. Further, the goal of the players is, with the help of successive associations, to come to a common denominator: for the next one-two-three, both pronounce a word that is somehow related to the previous two, and so on until the desired match occurs. Suppose that the first player said the word "house", and the second - the word "sausage"; in theory, they can coincide very soon, if on the second move after one-two-three both say “store”. But if one says “shop”, and the other says “refrigerator” (why not a sausage house?), then the game can drag on, especially since you can’t repeat it - neither the store nor the refrigerator will fit, and you will have to think, say, until "refrigerator" or "IKEI". If the original words are far from each other (for example, "curb" and "weightlessness"), then game process becomes completely unpredictable.

Characters

A game for the company (the ideal number of players is from four to ten), requiring from the participants not only a good imagination, but also, preferably, a little bit of acting skills. As usual, one of the players briefly leaves the room, and while he is gone, the rest come up with a word, the number of letters in which matches the number of participants remaining in the room. Next, the letters are distributed among the players, and a character is invented for each of them (therefore, words that contain “b”, “s” or “b” are not suitable). Until the word is guessed, the players behave in accordance with the chosen character - the leader's task is to understand exactly what characters his partners portray and restore the hidden word. Imagine, for example, that the company consists of seven people. One leaves, the rest come up with a six-letter word "old man" and distribute roles among themselves: the first, say, will With covered, the second - t laborious, third - a secondary, fourth - R heartless, fifth - and maned and sixth - to savory. The returning player is met with a cacophony of voices - the company "lives" their roles until they are unraveled, and the host asks the players questions that help reveal their image. The only condition is that as soon as the presenter pronounces the correct character - for example, guesses the insidious one - he must admit that his incognito has been revealed and announce the number of his letter (in the word "old man" - the sixth).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Know the song

A game for a company of four or five people. The host leaves, and the remaining players choose a well-known song and distribute its words among themselves - each with a word. For example, the song “Let there always be sun” is guessed: one player gets the word “let”, the second - “always”, the third - “will be”, the fourth - “sun”. The presenter returns and begins to ask questions - very different and unexpected: “What is your favorite city?”, “Where does the Volga flow?”, “What to do and who is to blame?”. The task of the respondents is to use their own word in the answer and try to do it so that it does not stand out too much; You need to answer quickly and not very extensively, but not necessarily truthfully. Answers to questions in this case can be, for example, “It’s hard for me to choose one city, but let today it will be Rio de Janeiro" or "Volga - to the Caspian, but this is not happening always, every third year it flows into the Black. The presenter must catch which word is superfluous in the answer and guess the song. They often play with lines from poetry rather than from songs.

tip

A game for four people, divided into pairs (in principle, there can be three or four pairs). The mechanics is extremely simple: the first player from the first pair whispers a word (common noun in the singular) into the ear of the first player from the second pair, then they must take turns calling their associations with this word (in the same form - common nouns; single-root words cannot be used). After each association, the teammate of the player who voiced it calls out his word, trying to guess if it was originally guessed, and so on, until the problem is solved by someone; at the same time, all associations already sounded in the game can be used in the future, adding one new one at each move. For example, let's say that players A and B are on one team, and C and D are on the other. Player A whispers the word "old man" into player C's ear. Player C says aloud to his partner D: "age". If D immediately answers "old man", then the pair C and D has earned a point, but if he says, for example, "youth", then the move goes to player A, who, using the word "age" proposed by C (but discarding the irrelevant "youth" from D) says to his partner B: "age, male". Now B will probably guess the old man - and his team with A will already earn a point. But if he says "teenager" (thinking that it is about the age when boys turn into men), then C, to which he suddenly returned move, say “age, man, eightieth”, and here, probably, “old man” will be guessed. In one version of the game, it is also allowed to "shout": this means that, having suddenly guessed what was meant, the player can shout out a variant not on his turn. If he guessed right, his team will get a point, but if he rushed to conclusions, the team will lose a point. They usually play up to five points.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

MPS

Game for a big company. Here we are forced to warn readers that, having seen this text in full, you will never be able to drive again - the game is one-time.

Spoiler →

First, the player who happened to drive leaves the room. Upon returning, he must find out what MPS means - all that is known in advance is that the bearer of this mysterious abbreviation is present in the room right now. To find out the correct answer, the driver can ask other players questions, the answers to which should be formulated as “yes” or “no”: “He has blonde hair?", "Him Blue eyes?”, “Is this a man?”, “Is he wearing jeans?”, “Does he have a beard?”; moreover, each question is asked to a specific player, and not to all at once. Most likely, it will quickly become clear that there is simply no person in the room who meets all the criteria; Accordingly, the question arises on what basis the players give answers. "Opening" this principle will help answer the main question - what is MPS. The Ministry of Railways is not the Ministry of Railways at all, but m oh P right With settled (that is, each player always describes the person sitting to his right). Another option is COP, to then about yelled P last (that is, everyone talks about who answered the previous question).

Contact

A simple game that can be played by a group of three or more people. One thinks of a word (noun, common noun, singular) and calls its first letter aloud, the task of the others is to guess the word, remembering other words with this letter, asking questions about them and checking if the presenter guessed. The task of the presenter is not to reveal the following letters in the word to the players for as long as possible. For example, a word with the letter "d" is made up. One of the players asks the question: “Is this by any chance not the place where we live?” This is where the fun begins: the facilitator must figure out what the player means as quickly as possible and say “No, this is not“ house ”” (well, or, if it was “house”, honestly admit it). But in parallel, other players also think the same thing, and if they understand before the leader what “house” means, then they say: “contact” or “there is a contact”, and they begin to count up to ten in unison (while the count is going on, the host still has a chance to escape and guess what it is about!), and then call the word. If at least two matched, that is, at the expense of ten they said “house” in chorus, the host must reveal the next letter, and new version guessers will already begin with the now known letters "d" + the next. If it was not possible to beat the host on this question, then the guessers offer a new option. Of course, it makes sense to complicate the definitions, rather than asking everything directly - so the question about "home" would be better sounded like "Is this not where the sun rises?" (referring to the famous song "House of the Rising Sun" by The Animals). Usually, the one who eventually gets to the word being searched for (names it or asks a question leading to victory) becomes the next leader.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Writing games

Encyclopedia

Not the fastest, but extremely exciting game for a company of four people - you will need pens, paper and some encyclopedic Dictionary(preferably not limited thematically - that is, TSB fit better than the conditional "biological encyclopedia"). The host finds a word in the encyclopedia that is unknown to anyone present (here it remains to rely on their honesty - but cheating in this game is uninteresting and unproductive). The task of each of the players is to write an encyclopedic definition of this word, inventing its meaning from the head and, if possible, disguising the text as a real small encyclopedic article. The facilitator, meanwhile, carefully rewrites the real definition from the encyclopedia. After that, the “articles” are shuffled and read out by the host in random order, including the real one, and the players vote for which option seems most convincing to them. In the end, the votes are counted and the points are distributed. Any player receives a point for correctly guessing the real definition and one more point for each vote given by other participants to his own version. After that, the sheets are distributed back and a new word is played out - there should be about 6-10 of them in total. You can also play this game in teams: come up with imaginary definitions collectively. The game “poems” is arranged in a similar way - but instead of a compound word, the host selects two lines from some little-known poem in advance and invites the participants to add quatrains.

Game from Inglourious Basterds

A game for a company of any size, which many knew before the Quentin Tarantino movie, but it does not have a single name. Each player comes up with a role for his neighbor (usually it is some famous person), writes it on a piece of paper and sticks the piece of paper on his neighbor's forehead: accordingly, everyone sees what role someone has, but they do not know who they are. The task of the participants is to find out who exactly they are with the help of leading questions, the answers to which are formulated as “yes” or “no” (“Am I a historical figure?”, “Am I a cultural figure?”, “Am I a famous athlete?”). are. In this form, however, the game exhausts itself rather quickly, so you can come up with completely different topics and instead of famous people play, for example, in professions (including exotic ones - “carousel”, “taxidermist”), in film and literary heroes ( you can mix them with real celebrities, but it's better to agree on this in advance), in food (one player will be risotto, and the other, say, green cabbage soup) and even just in objects.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Bulls and cows

A game for two: one participant thinks of a word, and it is agreed in advance how many letters should be in it (usually 4-5). The task of the second is to guess this word by naming other four- or five-letter words; if some letters of the named word are in the hidden one, they are called cows, and if they have the same place inside the word, then these are bulls. Let's imagine that the word "eccentric" is conceived. If the guesser says “dot”, then he receives an answer from the second player: “three cows” (that is, the letters “h”, “k” and “a”, which are in both “chu-duck” and “dot”, but in different places). If he then says "head of head", he will no longer get three cows, but two cows and one bull - since the letter "a" in both "eccentric" and "head" is in the fourth position. As a result, sooner or later it is possible to guess the word, and the players can switch places: now the first one will guess the word and count the bulls and cows, and the second one will name their options and track the extent to which they coincide with the guessed one. You can also complicate the process by simultaneously guessing your own word and guessing the opponent's word.

Intelligence

A writing game for the company (but you can also play together), consisting of three rounds, each for five minutes. In the first, players randomly type thirteen letters (for example, blindly poking a book page with their finger) and then form words from them, and only long ones - from five letters. In the second round, you need to choose a syllable and remember as many words as possible that begin with it, you can use single-root ones (for example, if the syllable “house” is chosen, then the words “house”, “domra”, “domain”, “domain”, "brownie", "housewife", etc.). Finally, in the third round, the syllable is taken again, but now it is necessary to remember not ordinary words, but the names of famous people of the past and present in which it appears, and not necessarily at the beginning - that is, Karamzin will also fit the syllable "kar", and McCartney, and, for example, Hamilcar. Important detail: since this con provokes the most disputes and scams, the participants in the game can ask each other to prove that this person is really a celebrity, and here you need to remember at least the profession and country. Typical dialogue: “What, you don't know Hamil-Kar? But this is a Carthaginian commander!” After each round, points are calculated: if a particular word is the same for all the players, it is simply crossed out, in other cases, the players are awarded as many points for it as the opponents could not remember it. In the first round, you can still add points for especially long words. Based on the results of the rounds, it is necessary to determine who took the first, second, third and other places, and add up these places in the final game. The goal is to get the output smallest number(for example, if you were the winner of all three rounds, then you will get the number 3 - 1 + 1 + 1, and you are the champion; it cannot be less than purely mathematical).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

frame

A game for any number of people, which was invented by one of the creators of the Kaissa chess program and the author of the anagram search program Alexander Bitman. First, the players choose several consonants - this will be the frame, the skeleton of the word. Then the time is recorded (two or three minutes), and the players begin to “stretch” vowels (as well as “y”, “ь”, “ъ”) onto the frame to make existing words. Consonants can be used in any order, but only once, and vowels can be added in any number. For example, players choose the letters "t", "m", "n" - then the words "fog", "cloak", "mantle", "coin", "darkness", "ataman", "dumbness" and other. The winner is the one who can come up with the most words (as usual, these should be common nouns in the singular). The game can be played even with one letter - for example, "l". The words “silt”, “lay”, “yula”, “aloe”, “spruce” are formed around it, and if we agree that the letter can be doubled, “alley” and “lily”. If the standard "framework" is mastered, then the task may be to compose a whole phrase with one consonant: a textbook example from the book by Evgeny Gik - "Bobby, kill the boy and beat the woman at the baobab."

chain of words

Game for any number of players. Many people know it under the name "How to make an elephant out of a fly", and it was invented by the writer and mathematician Lewis Carroll, the author of "Alice". The "chain" is based on metagram words, that is, words that differ in only one letter. The task of the players is to turn one word into another with the least number of intermediate links. For example, let's make a "goat" out of a "fox": FOX - LINDE - PAWS - KAPA - KARA - KORA - GOAT. It is interesting to give tasks with a plot: so that “day” turns into “night”, “river” becomes “sea”. The well-known chain, where the “elephant” grows out of the “fly”, is obtained in 16 moves: FLY - MURA - TURA - CONTAINER - KARA - KARE - CAFE - KAFR - MURDER - KAYUK - HOOK - URIK - LESSON - TERM - DRAIN - STON - ELEPHANT (example of Evgeny Gik). For training, you can compete in the search for metagrams for any word. For example, the word "tone" gives "sleep", "background", "current", "tom", "tan" and so on - whoever scores more options wins.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Hat

A game for a company of four people, requiring simple equipment: pens, paper and a “hat” (an ordinary plastic bag will do). Sheets of paper need to be torn into small pieces and distributed to the players, the number of pieces depends on how many people are playing: the larger the company, the less for each. Players write words on pieces of paper (one for each piece of paper) and throw them into the "hat". Here, too, there are options - you can play just with words (noun, common noun, singular), or you can play with famous people or literary characters. Then the participants are divided into teams - two or more people in each; the task of each is in 20 seconds (or 30, or a minute - that timing can be set by own choice) explain to your teammates the largest number words arbitrarily pulled out of the "hat", without using the same root. If the driver could not explain a word, it is returned to the hat and will be played by another team. At the end of the game, the words guessed by different representatives of the same team are summed up, their number is counted, and the team that has more pieces of paper is awarded the victory. A popular version of the game: everything is the same, but in the first round the players explain the words (or describe the characters) orally, in the second they show them with mime, in the third they explain the same words in one word. And recently appeared board game, where you need not only to explain and show, but also to draw.

Telegrams

Game for any number of players. The players choose a word, for each letter of which they will need to come up with a part of the telegram - the first letter will become the beginning of the first word, the second - the second, and so on. For example, the word "fork" is chosen. Then the following message can become a telegram: “The camel is healed. I'm flying a crocodile. Aibolit". Another round of the game is the addition of genres. Each player gets the task to write not one, but several telegrams from the same word - business, congratulatory, romantic (the types of messages are agreed in advance). Telegrams are read aloud, the next word is chosen.

Entering school requires a first-grader to focus on learning activities. Of course, teachers in the first year or two still try to include educational process game moments, but still study is not a toy, but a serious occupation that requires efforts of will, composure and perseverance.

But still, the main activity of the child in the first years of life is the game. Through the game, kids get acquainted with the world around them:

  • learn letters and numbers;
  • train memory and attention;
  • develop logical and non-standard thinking;
  • learn colors and shapes, seasons and days of the week;
  • stimulate creative and emotional intelligence;
  • learn the principles of healthy communication with other people.

When a child reaches the age of 6-7 years, when active preparation for school begins, parents often push games into the background, urging their beloved child to get used to the upcoming realities as a student. Yes, you can partially replace educational games with activities that are more reminiscent of a traditional school lesson in structure, but you still need to play during this period and, let's say more, in any other - up to a very old age. Moreover, you can successfully combine learning with entertainment. To help all moms and dads, anxiously awaiting entry into the ranks of first-grader parents, there are word games for older preschool children.

Benefits of word games

Word games include all games in which the main element is the word. These are various kinds of associations, and chains, and leapfrog, and even all kinds of crosswords: crosswords, chainwords, fieldwords, diwords, etc. Some of them involve organizing leisure activities for a large cheerful company, others allow you to have an interesting time alone with yourself. But all the word games come together common characteristic- they do not require any (well, almost none) additional attributes. Maximum - a pen and a piece of paper, a ball, cards with pictures, words or letters.

You can play word games with children anywhere:

  • at home;
  • on a walk;
  • on the road;
  • queue.

It is well known that at any age word games actively stimulate the development of cognitive mental processes:

  • attention;
  • memory;
  • thinking;
  • imagination;
  • speech.

We believe we have convinced you that the game is not a hindrance to learning. So, it's time to move from words to deeds. Or rather, to the game. Word game.

Word games with a ball

"I know…"

An arbitrary number of participants can play the game. You can play alone, then the ball is not thrown from player to player, but bounces off the ground. An excellent lesson for training dexterity and coordination of movements, developing memory and attentiveness (after all, the words in the game cannot be repeated).

Sitting in a circle, the players clockwise throw the ball to each other, saying the counting rhyme:

  • ten (if it is still difficult to name 10 items of the same category, the number can be reduced to 5 or even 3)
  • flowers (categories can be very different - female and male names, months, days of the week, colors, geometric figures birds, vegetables, etc.)
  • chamomile - times;
  • buttercup - two;
  • lilac - three ...

If the player hesitated and could not quickly name the flower, he passes the ball further in a circle, and at the end of the con (when all the objects of this category are named by the joint efforts of all participants), he will have to complete some task (tell a poem, sing a song, answer question, jump on one leg, etc.)

"Edible - inedible"

At a time when all the yards were filled with children of different ages, residents of nearby houses through open windows For days on end we heard with what excitement the children play this incredibly popular game at that time. If your childhood passed without her, we will tell you surprisingly simple rules.

From the players (there can be as many as you like, but not less than two), water (leader) is selected. He stands opposite the rest of the guys and, in turn, throws the ball to each of them, naming any word:

  • cucumber;
  • bench;
  • Blazer;
  • bun…

If the object named water can be eaten, the player catches the ball with his hands, and then returns it to the leader. If the word is "inedible", the ball must be beaten off. The player who reacted incorrectly to the word changes places with the leader.

Instead of classification by "edibility", you can use any other sign. For example, to catch the ball, if the named word means transport (a flower, objects of wildlife ...), otherwise - to beat.

"Affectionate ball"

The game develops dexterity and speed of reaction. Useful at the stage of studying diminutive suffixes. Great for parent-child play. You can play with several children at once, throwing the ball to each of them in turn.

The rules are simple: throwing the ball to the baby, you name the main word. The child must catch the ball, and then throw it to you, calling this word in a diminutive form.

Examples:

  • chair - high chair;
  • eye - eye;
  • the sun is the sun;
  • doll - doll.
"Who cooks?"

A game to consolidate knowledge about the diversity of professions.

The adult calls the action and throws the ball to the child, and the kid, returning the ball, must name the profession corresponding to this action:

Examples:

  • cooks - cook (cook, confectioner);
  • draws - artist;
  • writes - writer (journalist, poet);
  • builds - builder;
  • heals - doctor.

You can switch roles: the leader calls the profession, and the players catch the ball and name the appropriate action.

"Earth, water, air"

The host calls the element (earth, water or air) and throws the ball into the hands of the player. The player must catch the ball and in a split second name the creature that lives in this element.

You can use category names (birds, fish…) and specific names (perch, pike, swallow). The main condition: words should not be repeated. If you can’t name the word or there was a repetition, the loser must complete the leader’s task.

Example:

  • water - crucian carp;
  • earth - boar;
  • air is a sparrow.

Common to word ball games

All the described games are suitable for organizing classes with a child of 6-7 years old on the street and at home. You can use a small soft ball or refuse the ball altogether, just pronouncing the words of the game in turn. In these educational games, the ball serves several purposes:

  • requires successful distribution of attention between several actions (catching the ball and thinking about the correct answer);
  • regulates the time for thinking about the answer (the ball should not stay in the player's hands for longer than 3 seconds - by agreement this time can be extended or reduced);
  • adds dynamism and excitement to the game.

Word games for the development of logical thinking

"Who is superfluous"

In junior preschool age tasks for the development of thought processes of generalization were carried out using pictures. The child was asked to single out several groups from a series of drawings, combining the depicted objects according to different characteristics (by size, color, quantity, purpose, etc.), or, on the contrary, to remove an extra picture. For a child of 6-7 years old, this game can be played in verbal form. Thus, among other things, figurative thinking, imagination and phonemic hearing are involved.

Name a series of words in which all but one are combined common features. At the same time, the task can be complicated by demonstrating that the same objects have a number of features, and you can select group mates for each of the qualities.

Example:

  • Bed, wardrobe, table, chair, sheet.

In this group, the word "sheet" is superfluous, because, unlike the others, it does not refer to furniture.

  • Pillow, blanket, sheet, bed, closet.

In this group, as in the previous one, there are the words "bed", "sheet" and "wardrobe". Superfluous word this time it's "cupboard" as it doesn't designate an item that can be used for sleeping and relaxing.

"Danetki"

Danetki are a special kind of riddles that perfectly develop logical thinking, teach you to think outside the box and creatively. The player is given a task to solve. In order to find this solution, the player (several guessers are allowed to participate, then they should ask the host questions in turn) asks the host leading questions, to which there can be only three answers:

  • irrelevant

The goal is to find the right solution for the minimum number of questions. You can add a competitive element by declaring the winner of the player who first guesses how to solve the puzzle. Examples are available on our website. Having trained on ready-made riddles, you can come up with similar puzzles on your own.

Puzzles

Riddles are a version of a word game known since ancient times, which perfectly develops logic. But we propose not to use ready-made author's or folk riddles, but to compose them, as they say, on the go. Moreover, the players must alternately change the roles of the guesser and the guesser: first you guess, and the child guesses, then vice versa.

This game task develops the ability to highlight the features of an object, recognize objects by description, and compose a verbal description by which you can recognize an object.

Example:

This vegetable is green even when ripe. You don't need to boil or fry it. It can be salted, pickled and sour.

As you probably guessed, this is a cucumber. If the child cannot guess the riddle in any way, add new conditions. Say that you like to add this vegetable to the salad, that it is in the beds of your grandmother in the country ... In general, develop not only children's thinking, but also your own. Useful 🙂

Word games for the development of speech at 6-7 years old

"Connect"

The host calls the child several inconsistent words that must be combined into a grammatically correct phrase or sentence.

Examples:

  • tall, tree - tall tree;
  • girl, run - the girl is running (running, running);
  • forest, mushrooms, grow - mushrooms grow in the forest;
"Hug words"

There is a single word. He is bored and sad. It is necessary to embrace him with words so that a sentence is obtained.

After such an introduction, name any word with which you need to come up with sentences. If a child with such a task copes with ease that delights you, you can complicate the rules. Now, one word at a time must be added to the original “lonely” word so that at first we get a simple non-proprietary proposal(there is only a grammatical basis: predicate and subject), and then a common sentence with secondary members *.

* Please note: a child of 6-7 years old is not required to know the classification and components of sentences, but general idea in such a playful form it is already possible to give.

Example:

  • Cat;
  • The cat is running;
  • The ginger cat is running;
  • A red cat with white paws is running;
  • A red cat with white paws runs down the street;
  • A red cat with white paws runs along a snow-covered street.
"Tell a Picture"

This word game implies the presence of a pre-prepared drawing. The best option- landscapes or still lifes of famous artists. But instead of a picture, you can use environmental objects:

  • a person present nearby;
  • part of the street visible from the window;
  • playground during the walk.

As you know, pictures are painted. And we will tell it. Simply put, we will compose a short text for 5-6 sentences describing a given object (a picture, a person, a street, etc.).

This task is quite difficult for beginners, so help your preschooler with leading questions first. Gradually, he will learn to describe the pictures on his own, which will help him in the near future to write brilliant school essays in the lower grades.

  1. We have given only a small part of the possible games with words. You will find more options in other materials of our blog.
  2. Play word games with the whole family. This is great for strengthening family ties and forever leaves in the memory of the child bright memories of a happy childhood.
  3. Tailor the playing environment to your child's needs. It is important that the tasks are within the power of the preschooler, but at the same time not overly simple.
  4. When choosing a topic for a game, be guided by the questions that you study in this moment in developing classes, so the game will serve as a consolidation and repetition of the past.

Enjoy the happy moments spent with your children, because the crumbs grow unimaginably fast. May parenthood bring you joy and satisfaction.

Word games 6 - 7 years old A.K. Bondarenko Word games 6 – 7 years old A.K. Bondarenko

"Answer Quickly"

The purpose of the game. To consolidate the ability of children to classify objects (by color, shape, quality), to teach them to think and respond quickly.

Game progress.

The teacher, holding the ball in his hands, becomes a circle with the children and explains the rules of the game: “Now I will name a color and throw a ball to one of you. The one who catches the ball must name an object of this color, then he himself names any color and throws the ball to the next one. He also catches the ball, names the object, his color, etc.

“Green” - the teacher says (makes a short pause, giving the children the opportunity to remember green objects) and throws the ball to Valya. “Leaf,” Valya answers, and, saying “blue”, throws the ball to Vitya. “Heaven,” Vitya answers and says “yellow”, throwing the ball to the next one. The same color can be repeated several times, as there are many objects of the same color.

The main feature for classification may not be the color, but the quality of the object. The beginner says, for example: "Wooden", and throws the ball. "Table", -

the child who caught the ball answers and offers his word: “Stone”. “House,” the next player answers and says: “Steel”. - "A spoon". Etc.

The next time, the form is taken as the main feature. The teacher says the word "round" and throws the ball to any player. “The sun,” he replies and names another shape, such as “square”, throwing the ball to the next player. He names the object square shape(window, book, handkerchief) and offers some form. The same shape can be repeated several times, since many objects have the same shape.

When repeating, the game can be made more difficult by offering to name not one, but two or more objects.

"Who will name more actions?"

The purpose of the game. To teach children to correlate the actions of people with their profession, to activate the dictionary, to cultivate the ability to think quickly.

Game progress.

The teacher conducts a short conversation before the game, clarifying the children's understanding of the words “profession”, “actions”: “Children, I work as a kindergarten teacher. This is my profession. Tolin's mother treats the sick. Her profession is called "doctor". What do you think is the profession of Antonina Vasilievna, who prepares dinner for us? (Children answer: "Cook".) What professions do you know. (Children call: “Driver, teacher, shoemaker, pilot, etc.”) Each person, having a profession, works, performs some actions. What does the chef do? (Children answer: “Cooks, bakes, fries, grinds meat, cleans vegetables, etc.”) Now we will play the game “Who will name more actions?” I will name the profession, and you will remember all the actions of a person of this profession.

The teacher says the word "doctor". Children answer: "Examines patients, listens, heals, gives medicine, makes injections, operations." "Tailor" - basting, cutting, smacking, ironing, trying on, sewing, etc.

The teacher names professions familiar to children: a janitor, a nanny, a laundress, a driver, etc. Children remember what people in these professions do.

Whoever names the most actions is considered the winner.

" Well no"

The purpose of the game. To teach children to think, logically raise questions, make the right conclusions.

Game progress.

Option 1. The teacher tells the children the rules of the game and explains the name. Why is this game called that? Because you and I can only answer the questions of the driver with the words “yes” or “no”. The driver will go out the door, and we will agree on what object in our room we will guess for him. He will come and ask us where the object is, what it is, what it is for. We will answer him with only two words. I will be the driver first. When I leave the room, Vova will tell you what object he proposes to make. Then you will call me.

The teacher leaves, then enters the room and asks: “Is this object on the floor?” - "Not". "On the wall?" - "No." "On the ceiling?" - "Yes". "Glass? Like a pear?" - "Yes". "Bulb?" - "Yes".

Taking on the role of the first leader, the teacher teaches children to logically raise questions. He clarifies: “Children, did you notice how I asked? First I found out where the object is, and then I found out what it is. Try to guess the same."

This game teaches children to think logically: if an object is not on the floor, then it can be on the wall or on the ceiling. Children do not immediately draw the right conclusions. It happens like this: having learned that this object is not on the floor, the child continues to ask: “Table?”, “Chair?” The teacher in such cases helps the child to come to the correct conclusion: “Ira, we answered you that the object is not on the floor. Where is the chair, table? - "On the floor". "Did you have to name them?" - "Not". “You found out that the object is on the wall. Look at what objects are on the wall and guess what we have guessed, ”the teacher offers. "Is it square?" - "Yes." "In a frame?" - "Yes". "Does it have flowers on it?" - "Yes". "Painting?" - "Yes".

Option 2. Please suggest more difficult option. The teacher guesses an object that is outside the room: “There are a lot of objects, children, and it will be difficult to guess if you don’t know if it’s on earth or in heaven, in a house or on the street, is it an animal or a plant.”

If children have played this game several times, they quickly begin to pick up questions and guess the intended object. For example, the children thought of the sun. Misha the guesser asks the following questions: “In the house? On the street? In the garden? In the woods? On the ground? In the sky?" Upon learning that the object is in the sky, 011 asks the following questions: “Air? Clouds? Snow? Sparrows? Rocket? Airplane? Sun?"

From his questions, one can trace the course of logical thinking: having learned that an object is in the sky, he already names only those objects that can be there.

“Who will notice the tales more?”

The purpose of the game. To teach children to notice fables, illogical situations, to explain them; develop the ability to distinguish between real and imagined.

Game progress.

Children sit down so that chips can be put aside on the table. The teacher explains the rules of the game: “Children, now I will read you a poem by Korney Chukovsky “Confusion” 1 . It will contain many lies. Try to notice and remember them. Whoever notices a fable by putting a chip, notices another fable - puts a second chip next to it, etc. Whoever notices more fables will win. You can put a chip only when you yourself noticed the fable.

First, a small part of this poem is read. The poem is read slowly, expressively, places with fables are accentuated. After reading, the teacher asks the children why the poem is called "Confusion". Then the one who put aside fewer chips is asked to name the fables he noticed. Children who have more chips name those fables that the first responder did not notice. You cannot repeat what has been said. If the child put more chips than the tales in the poem, the teacher tells him that he did not follow the rules of the game, and suggests that he be more careful another time. Then the next part of the poem is read. It is necessary to ensure that children do not get tired, as the game requires a lot of mental stress. Noticing by the behavior of the children that they are tired, the teacher must stop the game. At the end of the game, praise should be given to those children who noticed more tales and explained them correctly.

"What does anyone need?"

The purpose of the game. To exercise children in the classification of objects, the ability to name objects necessary for people of a certain profession.

Game progress.

The teacher reminds the children of the game "Who will name the most actions?" He says: “In this game, you called what actions a person of a particular profession performs. And today we will remember what people of different professions need to work. I will call a person by profession, and you will say what he needs for work. "Shoemaker!" - says the teacher. “Nails, hammer, leather, boots, boots, car, paw,” the children answer.

The teacher names the professions familiar to the children of this group: doctor, nurse, educator, nanny, janitor, driver, pilot, cook, etc.

If children's interest in the game does not disappear, you can offer the opposite option. The teacher names the objects for the work of people of a certain profession, and the children name the profession.

“Reads, tells, teaches to draw, sculpt, dances and sings, plays,” the teacher says and throws the ball to one of the players. “The teacher,” he answers and throws the ball to her.

In this game, as in other games where the rules provide for the ability to respond quickly, you need to remember about individual features children. There are slow children. They need to be taught to think faster, but this should be done carefully. It is better to call such a child to answer first, since at the beginning of the game big choice words. The teacher encourages the child with the words: “Vitya quickly found right word. Well done!" It emphasizes the speed of response.

"Hunter"

The purpose of the game. Exercise children in the ability to classify and name animals, fish, birds, etc.

Game progress.

Somewhere on free space at one end of the yard or playground is a group of players. This is a house. At a distance of a few steps from the house - the farther the better - some kind of mark is put and a line is drawn. This is a forest where different animals are found. The hunter, one of the players, goes to this forest. Standing still, he utters the following words: “I am going to the forest to hunt, I will hunt for ...” Here he takes a step forward and says: “... with a hare”; takes the second step: "...bear"; takes the third step: "... wolf"; the fourth step: "... a fox"; fifth: "... a badger ...". At each step, the hunter names some animal. You cannot name the same animal twice. You can’t name birds either, but if you play bird hunting, then you need to name only birds.

The winner is the one who reached the forest, naming a new beast at each step. The one who could not do this returns home, and the next one goes hunting. An unsuccessful hunter can be allowed to go hunting again. Perhaps this time the hunt will be successful.

Note. According to the principle of this game, you can play the game "Fisherman". The game is played the same way. The fisherman says: “I will go fishing and catch ... pike, crucian carp, perch,” etc.

"Come up with an offer"

The purpose of the game. Develop children's speech activity,speed of thought.

Game progress.

Children and teacher sit in a circle. The teacher explains the rules of the game: “Today we will come up with sentences. I will say a word, and you will quickly come up with a sentence with this word. For example, I will say the word "close" and give Misha a pebble. He will take a pebble and quickly answer: "I live close to the kindergarten." Then he will say his word and pass the pebble to the person sitting next to him. The word in the sentence should be used in the form in which it is proposed by the guesser. So in turn (in a circle) the pebble passes from one player to another. If the children find it difficult to answer, the teacher helps them. This game is played after the children have become familiar with the word and sentence.

"Say Different"

The purpose of the game. Teach children to choose a synonym - a word that is close in meaning.

Game progress.

The teacher says that in this gamechildren will have to remember words that are similar in meaning to the word that he will name.

“Big,” the teacher suggests. Children name words; "Great, large, enormous, gigantic."

"Beautiful" - "Pretty, good, beautiful,lovely, marvelous."

"Wet" - "Raw, wet." And so on. In preparation for the game, the teacher selects in advance words that have a number of synonyms. It is better to write down these words so as not to remember for a long time, since the game takes place at a fast pace.

The teacher can, by analogy with this game, develop other games, for example: he calls a noun, and the children select suitable epithets for it. So, for the word “sea”, children pick up the epithets “calm, stormy, quiet, azure, formidable, stormy, beautiful, southern”. A child who remembers morewords to be commended.

All of these games can be played in class. mother tongue(as part of the lesson).

"Choose a Word"

The purpose of the game. To develop children's ingenuity, the ability to select the words they need in meaning.

Game progress.

The teacher, addressing the children, offers them questions, for example: "Remember what you can sew." Children's answers. "Dress, coat, sundress, shirt, boots, fur coat, etc." "Darn?" - "Socks, stockings, mittens, scarf." "Tie up?" - "Laces, rope, scarf, ties." “Push forward?” - “Hat, scarf, hat, panama, peakless cap, cap, Budyonovka.” “Wear?” - “Coat, dress, stockings, fur coat, raincoat, skirt, sundress, tights.”

The teacher calls the words he has previously planned. Children give answers by choosing words suitable for meaning.

"Make no mistake"

The purpose of the game. Develop speed of thinking, consolidate children's knowledge of what they do at different times days.

Game progress.

The teacher talks to the childrenreinforcing their knowledge of different parts days. Children remember what they do in the morning, afternoon, evening, night. Then the teacher offers a game: “Children, now let's play with you like this. I will name one word, part of the day, and you remember what you are doing at this time. For example, I will say the word "morning". What will you name? Children remember: “We wake up, say hello, wash our faces, brush our teeth, comb our hair,” etc. “That's right,” the teacher says. - But during the game, only the one to whom I put the dice will answer, and only one action can be called (“I go to kindergarten” or “do gymnastics” or “do it”); The caller passes the cube to another player. If someone does not remember and does not say anything, he must hit the cube on the table and pass it on. Then he is considered a loser. Be careful, don't make a mistake!"

The teacher calls different parts of the day, the children answer.

The same game can be played differently. The teacher calls the various actions of the children, and they must answer with only one word: day, morning, night, evening. For example, the teacher says: “I’m having breakfast,” and puts the cube to the player. He quickly replies: "In the morning." Teacher: I watch TV. Children can name two words: “Day”, “Evening”.

"Body"

The purpose of the game. Develop auditory attention; activate vocabulary, thinking; develop ingenuity.

Game progress.

The presenter shows the “box” and says: “This is a magic box, we will put there all the words that end in “-OK”, I put an apple bag in the box, and what do you put in the box?”. Further, the “body” is passed around in a circle and each player calls a word ending in -ok, if the word is called correctly, the player takes a chip. The one who collects the most chips wins.

"Only this letter."

Purpose of the game. To consolidate children's knowledge of the letter and sound; cultivate auditory attention, speed of reaction to the word.

Game progress.

Everyone chooses one of the letters - A, B, C, D, D, and so on.
When everyone has their own letter, the teacher turns to one of the players and asks:
- What is your letter?
- BUT.
And for all the following questions, this player can select answers only to the letter "A". It is necessary to select quickly, without hesitation.

The teacher asks:
- What is your name?
- Andrew.
- What is your last name?
- Azbukin.
- Where did you come from?
- From Arkhangelsk.
- Where are you driving?
- To Astrakhan.
- How are you going there?
- By bus.
- What grows there?
- Watermelons.
- What else?
- Apricots.
- What kind of birds are found there?
- Storks.
- What kind of animals?
- Argali.
- Who will meet you at home?
- Alyosha.
- What will you bring him as a gift?
- Album (or a diamond, or an aquarium, or an atlas, or anything else, but by all means on A).

Then the teacher turns to another letter and asks her similar questions.
- What is your letter?

It also happens that the one who must call all the words with the letter “A” to the question: “What is your name?” - name his own given name: Sasha or Natasha, or make a mistake in the name of the city, country where he is going, or a tree, flower, bird. Then all the players stomp their feet three times or snap their fingers.

And when they hear the correct answer, they quickly clap their hands three times. Well, what if a letter is mistaken a second time?
Then this letter is forced to do something: either jump over the table on one leg, or sit under the table and shout “crow” three times, or put a paper cap on its head and sit in this cap until the other one makes a mistake: then the cap put on that.
Play until all letters are answered.