"Morning of joyful meetings" (games to cheer up). Mixers - games (exercises) to cheer up, remove the psychological barrier, dating


DISCOVERY GAMES
GAMES - CREATIVE TASKS OUTDOOR GAMES MIXERS - GAMES (EXERCISES) FOR INCREASING MOOD, REMOVING PSYCHOLOGICAL BARRIER, Dating GAMES FOR UNDERSTANDING AND UNITYGAMES WITH THE HALL

MIXERS - GAMES (EXERCISES) FOR INCREASING MOOD, REMOVING PSYCHOLOGICAL BARRIER, Dating
CATERPILLAR
The group gets in line. Each of the group gives his hand to the back. To do this, the players spread their legs shoulder-width apart and give their hand back between their legs. At the same time, everyone also takes the hand of the person in front. The group starts moving back. In this case, the back begins to lie down on the floor. The group moves back until everyone is on the floor.

The group is then asked to return to the starting position in reverse order.
SHOE FACTORY
Everyone takes off their shoes and puts them in the center of the circle, each participant puts on two different shoes and tries to put a foot next to the foot in paired shoes.
THIS IS MY NOSE
What do you say to a person who points to his elbow and says, "That's my nose?" Well, you can point to your head and say, "Is that my elbow?" then he will probably show me his foot and say "That's my head!" This is a new hand-eye coordination game and test that shows you how long you can last by naming the body parts your partner has just shown and at the same time pointing to another part of your body.

GAMES
Shadow leader. One of the players leaves the room. The remaining members of the team choose a "leader", who sets any movements for the group and changes them after a while.

The task of the newcomer is to determine the "leader". In case of luck, the "leader" himself goes out the door and the game is repeated with the new "leader".
NEVER
Group members open their palms and take turns speaking.: "I never ... (did anything)." The one who did the proposed action bends his finger. The game helps a lot in getting to know each other.
ZOO
Group members stand in a circle and hold each other's arms. The leader tells everyone the name of the animal. After that, the host loudly calls one of the names.

Guys with this name should tighten their legs. The rest must hold them. The best effect is achieved with a large amount of one of them. website

nodules
The group stands in a circle and extends their arms to the center. After a random clasp of hands, the group is invited to turn around in a circle so that people standing nearby with clasped hands.
FRUIT
The group stands in a circle. Everyone chooses a fruit name starting with the first letter of their name. An exchange of phrases like "An apple loves an orange" is suggested.

After that, "orange" should name a new pair. If this does not happen and the leader manages to touch the "orange", then they change places.
TUTTI FRUTTI
The team is divided into two or more fronts and chooses a name for itself - a fruit. One person stands in the center and tells a story. As soon as he uses one of the front names, the members of that front must swap with each other.

If "Tutti-frutti" is pronounced, then all members of all fronts should change places.
WAND
The team sits in a circle and begins to pass some object around, holding it with various parts of the body, changing them. When falling, the game starts over.
DRUMS
The group sits in a circle. Group members put their palms on their knees to the neighbors on both sides. The group starts clapping in a certain direction - hand by hand, in the order they lie on their knees.

With a double strike, the direction is reversed. The one who made a mistake removes his hand.
KILLER
The group stands in a circle. Hands are clasped behind the back. At the same time, the left hand is bent at the elbow and holds the right hand of the neighbor on the left. The leader, going around the circle from the outside, quietly selects the "killer", touching his shoulder. The "killer" shakes the neighbor's hand N times. The neighbor presses the next N-1 times, etc.

The one who receives one last handshake is considered dead and leaves the circle. The task of the group is to unanimously determine the "killer". If the attempt fails, the "killer" sends a new "impulse".
MONSTER
“Your task is to get the whole team from this line to that one. In this case, everyone starts at the same time at the command of the leader. And at the same time, the entire group can have five swing points with the ground.
"LEGS TO HANDS"
The group gets in line. Everyone puts one hand on the shoulder of the person in front and raises one leg. With the second hand, the rear pick up the leg of the front.

The task is to jump a certain distance without breaking. ................................................

Caterpillar.

Age: from 7 years.
The group gets in line. Each of the group gives his hand to the back. To do this, the players spread their legs shoulder-width apart and give their hand back between their legs. At the same time, everyone also takes the hand of the person in front. The group starts moving back. In this case, the back begins to lie down on the floor. The group moves back until everyone is on the floor. The group is then asked to return to the starting position in reverse order.

Shadow leader.

Age: from 8 years.

One of the players leaves the room. The remaining members of the team choose a "leader", who sets any movements for the group and changes them after a while. The task of the newcomer is to determine the "leader". In case of luck, the "leader" himself goes out the door and the game is repeated with the new "leader".

Camel.

Purpose of the game: To cheer up the group.

Age: from 7 years.

The players stand in a circle and put their hands on each other's shoulders. The counselor says that now he will say the name of some animal in everyone’s ear, and then he will stand in the center and pronounce the names, and whose animal will be named, he must tuck his legs and hang on the neighbors. The leader comes up to everyone and says: "Camel." This must be done very carefully so that others do not hear what the neighbor is saying. Then the counselor stands in the center and says: "Listen carefully! Now I will name the animals. It is possible that I did not name some at all, so remember your animal for sure. So: Cat! Horse! Camel!!!".

Yes-no-yes.

Purpose of the game: Relieve tension and cheer up the group.

Age: from 12 years old.

Called three boys and three girls. The host keeps one member of the opposite sex out of six. And the rest are taken away so that they do not eavesdrop and do not peep. It is agreed with the remaining participant that he will answer the question in the sequence "Yes" - _ "No" _ "Yes". And so three times for three answers.

The facilitator asks the following questions:

  • Do you know what this is?
  • Do you know what it's for?
  • Do you want to know?

In the first series, the host points to the palm, and after agreeing to find out what it is for, shakes the participant's palm. In the second series, the facilitator points to the shoulder and, after the 3rd answer, gently hugs the participant's shoulder. In the third series, the presenter points to the lips and, after the 3rd answer, plays on the lip like a small one. After a friendly laugh, the host sits down, and the 1st participant takes his place. And a second member of the opposite sex is called for him. So in turn pass all six participants.


5.Story.

Purpose of the game: to cheer up the group.

Age: from 10 years old.

The two go out the door. Everyone else is given instructions: "When they enter, we will tell them that we have come up with an interesting story about them (adventure, fantastic, romantic, scary, etc.). They must guess it by asking us questions. In fact, questions that end We will answer “yes” to a vowel, and “no” to questions ending in a consonant. We will not make up a story.

6 . Boogie Woogie

Purpose of the game: Relieve tension and cheer up the group.

Age: from 7 years.

Hand in hand, everyone walks in a circle and sings:
We dance boogie-woogie, turning in a circle, and clapping our hands, we sing.
(Players clap their hands). Then they join hands again, go to the center of the circle and sing:
Boogie woogie, hey!
lifting one leg forward. Coming from the center of the circle:
Boogie woogie, hey!
Raise the leg forward again. Further, all movements are accompanied by such a song:
Right hand forward, and then back, and then forward again and shake a little.
The dance is repeated:
We dance boogie woogie...
Continuing the dance game, the underlined words are replaced by: left hand, leg ..., ear ... etc. (as long as there is enough imagination and strength). This is a dance game, so it's good if it is accompanied by music.

Dwarf giants.

Purpose of the game: Relieve tension and cheer up the group.

Age: from 7 years.

The participants of the game stand in a circle. The host calls: dwarfs or giants. At the word, the dwarfs all squat, the giants all stand up. Those who made a mistake stand inside the circle, and then perform some task.

Bulb.

Purpose of the game: Relieve tension and cheer up the group.

Age: from 12 years old.

The host invites a boy and a girl to participate. The young man is given the task of screwing in an imaginary light bulb and not letting his "wife" interfere with it. The girl is informed that her "husband" wants to commit suicide and she must stop him. The young man and the girl do not know about each other's tasks.

Hall games.

Goal-by.

The leader divides the hall into two teams, the task of one of which is to shout "Goal!" When the leader raises his right hand, and the other - "Miss!" When the leader raises his left hand. If the leader raises both hands at once, everyone should shout "Barbell!" together. Then the presenter has fun with raising his hands, in every possible way inciting and teasing the audience, for example, suddenly turning his back or saying that the first team for some reason screams quieter than the second.

Two gnomes.

Goal: set up the hall, draw attention to the stage.

The hall is divided into two halves. Each group learns their own words. When the presenter, after his phrase-question, shows his right hand, he shouts "Petka", when the left one - shouts "Vaska". When both hands are raised, two commands are shouted. Who is friendlier? Who is louder?
Leading
Children
Vaska, I have a plaid shirt.
I came to you kids to eat candy.
Leading
A beautiful house stands on a sunny meadow. And next to this house is a cheerful gnome. Dwarf, dwarf, what's your name?
Children
Petka, I have polka-dot pants.
I came from a fairy tale because I'm good.

Rain.

Goal: set up the hall, draw attention to the stage.

The host invites everyone in the hall to illustrate the change in weather conditions, namely the beginning of the rain. He talks about how the weather changes, and the audience repeats his movements.

The sun shone first. - Silence in the room.
- But here is a small, small, almost imperceptible rain. - knock with one finger of the right hand on the palm of the left.
- A little stronger ... - two fingers.
- Even stronger ... - three fingers.
- And now it's raining heavily. - four fingers.
And a terrible downpour! - all clap with a full palm.

Then you can demonstrate the gradual improvement of the weather, that is, do everything in reverse order, eventually returning again to heavy rain and announcing the next number to applause.

Scarf.

Goal: set up the hall, draw attention to the stage.

The host invites everyone in the hall to introduce themselves ... scarves. But scarves are not ordinary, but able to carry out two simple commands: wrapped and unwound. At the command of the host, "Shake it up!" all "scarves" hug an object or a person, whom the presenter will name, at the command "Unwound!" - Raise your arms to the sides. Then the presenter begins to wrap and unwind scarves in every possible way, for example, like this:

Wrapped up on itself ... - unwound!
- Wrapped up on the back of the front seat ... - unwound!
- Wrapped up on the hand of a neighbor on the left ... - unwound!
- Wrapped up on a neighbor ... - unwound!

5. How an elephant sneezes.

Goal: set up the hall, draw attention to the stage.

The hall is divided by the host into three approximately equal parts, then each part is offered its own word, which the spectators that make up it must learn to speak in chorus amicably and loudly. The word for the first part is "Boxes!", for the second - "Cartilage!", and for the third - "Dragged!". Each group, under the guidance of the facilitator, rehearses the pronunciation of their word several times, then, at the command of the facilitator, they all together loudly pronounce each their own. And then.. the presenter, mimicking the announcer from the program in the "World of Animals", says: "Well, my little friends, we heard an elephant sneezing, so let's wish him good health, and we ourselves will watch the next number of our program ... ", and the next performance is announced.

Fish.

Goal: set up the hall, draw attention to the stage.

Imagine that my left hand is the sea (makes a wave-like movement), and my right hand is a fish (with my right palm it depicts a fish that swims, wriggling). When a fish jumps out of the sea (i.e. raises the right hand over the left hand), you clap. So, let's get started. The leader initially makes slow movements. Then he introduces deceptive movements, then speeds up the pace, arranging a standing ovation.

Salute.

Goal: set up the hall, draw attention to the stage.

The host proposes to arrange a festive salute in the hall. The most daring spectators will help in this. Two people are invited to the stage. One gets the role of a matchbox, which stands at the right backstage close to the edge of the stage, the second - the role of a match. Standing in the middle of the stage, the match will have to proudly walk to the box and, striking the box with its head, will catch fire. The presenter invites the viewer in bright red clothes, who will play the role of a spark. The next four spectators become the wick. Lined up in a line, they stand in the middle of the stage. Next, the viewer is invited to play the role of a gun. Placed at the left wings, the gun should be able to say loudly<бах>. And, finally, 5-8 spectators in bright clothes are invited from the audience. They squat in front of the stage in a circle and after the signal of the gun they will have to stand up with the words<тили-тили>and the audience applauded loudly. After the rehearsal, a salute is arranged, the presenter comments on what is happening:<Гордая спичка шагает к коробку, чиркнув головкой по коробку, загорается, появляется огонек. Спичка с огоньком шагает к фитильку. Огонек бежит по фитильку к пушке. Пушка стреляет. Загорается салют под аплодисменты зрителей>.

Beauty heart.

Goal: set up the hall, draw attention to the stage.

The host invites everyone to remember the words of the verse of the song: The heart of a beauty is prone to treason
And to change, like the wind of May. And he offers to sing a song without words to the whole audience. Words are replaced in turn. Word<сердце>replace by touching the hands on the left side of the chest. We perform the song, replacing the first word with a gesture. After introducing each gesture, we sing the whole song until we replace all the words with gestures. Here's what happens: Touching the hands to the left side of the chest -<сердце>. We circle the contour of our face with our hands -<красавицы>. We make a tilt of the body -<склонно>. We depict horns above the head -<к измене>.
Everyone sits cross-legged and change legs, lower one, throwing the other -<и к перемене>. Blow -<как ветер>. Stretch out a palm with five fingers -<мая>

Nose - floor - ceiling.

Goal: set up the hall, draw attention to the stage.

The leader in turn calls “nose”, “floor”, “ceiling”, pointing with his index finger. The task of the players is to carry out the tasks of the leader without error (if the “floor” is called, everyone should point to the floor). So it is with the rest of the words. The host tries to confuse the players, pointing out something other than what he was called. For example, he said "nose", but pointed to the ceiling.

Guys, get up.

Goal: set up the hall, draw attention to the stage.

The host offers to execute his commands only if he pronounces the appeal “guys”. For example: "Guys, clap your hands," everyone should clap. “Now stomp,” no one should stomp, since the appeal “guys” was not said.

Outdoor games.

Burners.

Age: from 7 years.

Participants, divided into pairs, hold hands. The couples become one after the other in a string. Ahead, 3-5 m from the first pair, is the driver.

Everyone speaks in unison:

Burn, burn bright.

To not go out.

Look at the sky

The birds are flying

The bells are ringing…

The driver stands with his back to the players. Starting with the words “look at the sky”, he looks up. At this time, the last couple separates their hands and goes forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching his hand before they join hands again. Whom the "burner" catches, with that becomes a couple in front of the string. The rest drives. If the “burner” has not caught anyone, he “burns” again - he catches the next pair. The "burner" has no right to look back and peep. Otherwise, a couple prepared to run may exchange queues with another. No one should start running before the word "ring" is spoken. The "burner" can catch the runners only as long as the couple does not join hands.

Musical chair.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: 7-13 years old

Chairs are placed in the center, 1 less than the number of participants. Children walk or run around the chairs to the music. Suddenly the music stops, you have to have time to take a chair. Those who do not have enough are out of the game. We remove 1 chair and everything continues.

Inventory: chairs according to the number of children, musical accompaniment.

Chain-forged.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: from 9 years.

Two teams are playing. They become, holding hands, facing each other, at a distance of 5 - 7 meters. One of the teams starts the game with the words: “The chains are forged, unforge us.” The second team answers in chorus: “Which of us?”. The first team calls out the name of one of the players on the opposing team. The named player leaves his team and runs to the opposing team in order to break the chain, i.e., disengage the hands of the players. If he succeeds, he takes the player who unhooked his hands to his team. If the chain is not broken, then he remains in the opposing team. The teams start the game in turn. The team with the most players after a certain amount of time wins.

Zhmurki.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: from 7-13 years old.

The driver is blindfolded, or he simply closes his eyes. He must, with his eyes closed, hurt one of the players. The players run away from the driver, but do not go beyond the site. They must necessarily give a voice, calling the driver by name, or shouting: "I'm here." The player who was hit changes places with the driver.

Enchanted castle.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: 7-13 years old.

Two teams are playing. The first team must disenchant the "castle", and the second team must prevent them from doing so. The "castle" can be a tree or a wall. The team defending the "castle" must be blindfolded. They are located on the playground as they want. Two of them are located near the "castle" - the main gate. Players who need to cast a spell on the “castle”, at the command of the host, begin to silently move towards the main gate. Their task is to go through the gate and touch the "castle". The task of the second team is to hit those who are moving towards the "castle". Those who get hit are out of the game. Before the game, one condition must be stipulated: is it possible for the team to move blindfolded or must they stand still.

Crows and sparrows.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: 7-12 years old.

Two parallel lines are drawn at a distance of 1 meter. Another 4-5 meters are measured from them, and they are drawn along the line. The first two lines are the start lines, the second are the “houses”. Teams line up with their backs to each other near the first lines. Each team is given a name - one "crows", the other "sparrows". If the host said "crows", then the crows are catching up with the sparrows, who are trying to escape to their "house". All captured sparrows become ravens. The same thing happens, only in reverse, if the host said "sparrows".

From circle to circle.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: 7-13 years old

Several circles are drawn. The players are in these circles. Between them is the driver, who does not have the right to enter the circles. It is impossible to stay in a circle for a long time. Players must constantly run from one circle to another. The task of the driver is to hit the player while he is not on the territory of the circle. The player who was hit becomes the driver.

Traffic light.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: From 7-13 years old.

Two lines are drawn on the site at a distance of several meters from one another. The space between the lines is considered "expensive". The participants of the game, or the organizer of the game, choose the leader of the "traffic light" by drawing lots or a counting rhyme. All players, except for the driving "traffic light", line up behind one of the lines. "Traffic light" guards on the "road". Standing with his back to the players, he names a color. If the player finds the named color “on himself” (clothing, bow, hairpin, etc.), he takes it with his hand and calmly crosses the “road”. If nothing suitable was found, he can only quickly run across to the other side (without running out of the "road"). A "traffic light" should catch violators. The one whom the "traffic light" touches becomes a "traffic light" himself.

Third wheel.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: from 7 years.

The players stand in pairs facing the center, forming two circles. Two drivers - one runs away, the other catches up. They run around the circle, and they can only go through the circle on one leg. The fleeing player can stand up to any pair in front. The one who turned out to be the third (last) becomes the evader, and now the second player is catching up with him.

Fishing rod.

Purpose: To promote the physical development of the child. Achieve emotional switching from one activity to another.

Age: From 7 years.

A fishing rod is a jump rope. One of its ends is in the hand of the "fisherman" - the driver. All players stand around the "fisherman" no further than the length of the rope. The "fisherman" spins the "fishing rod", trying to hit the legs of the players with it. "Fish" must protect themselves from the fishing rod by jumping over it. They should not interfere with each other, and also not leave their places. If the "fisherman" managed to catch the "fish", that is, touch the "fishing rod", then the caught "fish" takes the place of the "fisherman". It is necessary to observe the condition: the rope cannot be raised above 10 - 20 centimeters.

Equipment: jump rope.

Guzenko Anastasia November 10, 2016 An expert in the field of recruitment of middle and senior managers (I will find the best!). IP Guzenko Anastasia Sergeevna

A game to warm up and cheer up in the office "samurai, dragon and girl"

When I worked in one of the recruitment agencies, we had such a warm-up.
It was called "Samurai, Dragon and Girl". Quite positive, works to unite between the teams, activates the motivation for activity and kindles the spirit of competition.

Reminds me of the children's game "rock, paper, scissors)) but it's a lot of fun and helps to shake things up during the working day.

Game time is approximately 15 minutes.

Materials are not required, the task is explained orally.

Instructions to the participants: “Split into two teams and stand in two lines - one team opposite the other (participants are divided into two teams and line up in two lines). We will compete in teams. We play up to three victory points for one of the teams.

To conduct the competition, you need to learn three figures. The facilitator sequentially shows the figures, and the participants repeat in order to better remember.

Girl: The presenter shifts from one foot to the other, as if holding his hands by the edges of an imaginary skirt, singing something like: "La - la - la."

Dragon: Feet shoulder-width apart, arms raised above head, fingers splayed like claws. The characteristic growling sound "RRRRRR".

Samurai: The leader stands in a fighting stance: one leg is lunged forward, one arm is also forward, as if the samurai is holding an imaginary sword and directing it at the enemy. At the same time, it makes the sound “U - U - Uh”.

Teams are given half a minute to agree on which of the three figures to choose for display.

After that, the host says: “one, two, three, freeze the figure!” And both teams simultaneously show the figure that they have chosen.

The figures may or may not match. If they match, this round is a draw. If they do not match, then the rule applies: “Samurai - kills the dragon: the team that showed the samurai earns a victory point. The dragon eats the girl: the team that showed the dragon earns a victory point. The girl seduces the samurai: the team that showed the samurai earns a victory point.

The leader, as a judge, assigns points to teams. The warm-up goes to three victory points for one of the two teams.

Potolya Natalia
"Morning of joyful meetings" (games to cheer up)

“From what, from what?”

Tasks: create a positive mood, encourage active communication through the game.

teacher: reads an English song translated by S. Marshak "Boys and Girls"

What are boys made of?

From snails, shells,

From green frogs.

This is what boys are made of.

What are girls made of?

From sweets and cakes,

Of all kinds of sweets.

That's what girls are made of!

Let's decorate the stencils of a boy and a girl according to the text of the poem. The boys will decorate the girl's stencil, and the girls will decorate the boy's stencil.

For decoration, the teacher offers pre-prepared stencils, shells, beads, candy wrappers, etc.

We have amazing crafts! Did you enjoy playing the new game? (Discussion of plans for the week).

"Cheerful old man - lumberjack"

Tasks: encourage active communication through play, create a positive mood.

teacher:

There lived in the forest an old man of small stature

And the old man laughed extremely simply

Ha-ha-ha yeah he-he-he

Hee-hee-hee yes boo-hoo-boo!

Boo-boo-boo yes be-be-be,

Ding, ding, ding, ding, ding, ding!

Once, when he saw a spider, he was terribly frightened,

But clutching the sides, loudly laughed:

Hee hee hee yeah ha ha ha

Ho ho ho ho ho ho ho ho ho ho ho ho ho!

Go-go-go yes bul-bul-bul!

And when he saw a dragonfly, he was terribly angry,

But from laughter to the grass and fell down:

Gee-gee-gee yes goo-goo-goo,

Go-go-go, bang-bang-bang,

Oh guys I can't!

Oh guys, ah-ah-ah!

teacher: Did the old man make you laugh - the forest man? How did he laugh? How did your mood after reading a poem Here are some laughs for you. When you feel sad, take the mixer in your hands, close your eyes and remember how we laughed merrily today. And then sad the mood will disappear.

"The Giant and the Mouse"

A task: create a positive mood for the whole day.

teacher:

Shh! Quiet! Listen guys!

Once upon a time there lived a giant.

In a dream he sighed with all his strength

And he swallowed a live mouse!

The poor man ran to the doctor.

I ate a mouse, I'm not kidding!

Have mercy! What jokes?

She squeaks in my stomach!

The doctor was the smartest person

He looked sternly from under his eyelids.

- open your mouth, say: ah-ah-ah.

live mouse? What for? When?

So why are you sitting there?

Go eat the cat!

teacher: An interesting tale? I want to teach you how to make paper mice.

1. Take the workpiece

1. Draw eyes, antennae, nose.

2. Fold the mouse in a semicircle, glue the tail, insert the ears into the slot.

The game "Silence"

Tasks: develop adequate self-esteem in children, correct behavior.

Molchok came to kindergarten -

A very shy newbie.

He was timid at first

He did not sing songs with us.

And then, we look, got used to:

Like a bunny - jump and jump.

How dare you:

Even sang a song.

A. Brodsky

The teacher discusses the poem with the children. Next choose Silent: he first sits timidly on a chair, then, according to the text, is transformed into bold: jumps, then sings some familiar song.

The teacher thanks the children for the fun game and rewards the children with colored stickers.

The game "It's boring, it's boring to sit like this"

Tasks: develop looseness; educate attention, self-organization, the ability to interact with each other.

In musical (sports) hall or in a group room along opposite walls are placed chairs: near one wall - by the number of players, near the other - one chair less. Children sit on chairs, the leader reads a quatrain.

It's boring, it's boring to sit like this,

All look at each other.

Isn't it time to run

And change places?

As soon as the reading ends, all the children run to the opposite wall and try to take the chairs. Remaining without a place is eliminated from games. When continuing games 1-2 chairs are removed each time.

The game « Mood»

1st option. Children sit on chairs. The leader throws the ball to each child in turn and calls a certain mood. The child demonstrates it. If desired, he can pass the ball to any peer, "giving" to him mood, he tries to portray him. The game continues.

2nd option. Children sit on chairs. The leader throws the ball to each child in turn and calls a certain mood. The child throws the ball back, naming and imitating the opposite mood.

For example:

kind angry;

cheerful - sad;

clear - gloomy;

joyful - sad;

interesting - boring;

festive - dull.

The teacher thanks the children for the fun game and rewards the children with pictograms with funny faces.

Related publications:

"Morning of Joyful Meetings" Project with children 5-6 years old. Mid-term project "Morning of Joyful Meetings". Project type: social, creative, group. Purpose: to make the arrival of the child in the nursery.

The first day of summer has arrived! Children's Day is a holiday that not only children, but also adults are waiting for. This is a day of joyful meetings.

Consultation for educators "Morning begins with a warm-up" CONSULTATION FOR EDUCATORS MORNING BEGINS WITH A WARM-UP What should the morning start with? From charging. This is how we advise you to start your day.

I bring to your attention a master class on making a didactic game for the development of the emotional sphere of children "Mood Builder".

Regime moments in kindergarten. "Morning of joyful meetings." The most important thing is to start the day of the child with a positive mood. The teacher entered the garden, he will meet the children. Gymnastics is one of the main ones.

Regardless of the topic, work in a group begins with the stage of working capacity formation, the main goal of which is to create such a group atmosphere, such a “climate of relations” and such a state of each group member (the level of openness, trust, emotional freedom, cohesion in the group) that would allow successful work, move forward in terms of content. The presented exercises can also be used as an addition to or modification of the content of the lessons.

1. Exercise "Running Lights"

Target - prepare the group for the upcoming joint work and create an appropriate environment.

Instruction: children write their name on pieces of paper and attach it to their clothes.
After that, the teacher asks to imagine that we are a single garland in which there are running lights, you need to light your own light, for this you need to say your name in a circle.

2. Exercise "My name is ..."

Target - acquaintance, removal of tension, constraint, increase in cohesion of the group.

Instruction: say your name and perform some movement. The group unanimously repeats the statement and movement of everyone.

3. Exercise "Acquaintance".

Target -

Instruction: each in turn says his name and a positive line beginning with the letter with which the name begins. For example: my name is Tatyana - tactful.

4. Exercise “Greetings!

Target - acquaintance, increase the cohesion of the group.

Instruction: divide into three groups. One group is "Europeans", the other is "Africans", the third is "Japanese". Europeans greet with a handshake, the Japanese bow with their palms clasped, and the Africans, bouncing on the spot, make the sound “uu”.

5. Exercise "Who am I at the moment."

Target- creating conditions for identifying the mood of children and their readiness for work.

Instruction: children are asked to indicate which animal they associate themselves with at the moment. Reflection.

6. Exercise "Claps"

Target -

Instruction: stand in a circle, on command, starting from the first, each participant successively makes one clap. Claps should go one after another, we make only one clap. The first time, as a trial version, the second time.

7. Exercise "Rain Mood".

Target - energizing exercise, raising the mood of the participants.

Instruction: Let's imagine that the mood is rain.

a) Touch your palms to the palms of a neighbor and, listening to the instructions, tap your palms, depicting rain.

The rain has started and is slowly tapping on the pavement... it is getting faster... and now its sounds are getting louder, now it is gaining strength and hitting the pavement even harder, now it is pausing... and slowly ending.

b) Put your right hand on the knee of the neighbor sitting on the right, and your left hand on the knee of the neighbor on the left. We will also depict rain ...

8. Exercise "Molecules".

Target -

Instruction:“Imagine that we are all atoms that move randomly, sometimes unite into molecules. I call any number, and your task is to unite according to the number that you heard .

9. Exercise "Seasons"

Target - activation of group members, increasing group cohesion, dividing students into groups (by birthday).

Instruction: The task is to unite in groups without words, according to the time of the year of their birth. So, there should be 4 groups: those who were born in summer, spring, autumn and winter. Use only non-verbal means.

10. Exercise "Line up for growth."

Target- creating conditions for cooperation in a group, developing the ability to interact with each other,

Instruction: B please stand in a circle, close your eyes. Your task is to line up with your eyes closed. You can line up according to the color of the eyes, the color of the hair, the warmth of the hands.

11. Exercise "Fun exercise" ... "(used mainly for younger students)

Target -

Instruction: Picture what I say:

You are awakened kittens, stretch your paws, release your claws, raise your muzzles.

And now, we are stretching up like giraffes ...

Let's jump like a kangaroo to become as agile and strong.

And now we are pendulums, heavy bulky, swinging from side to side.

Now let's become an autumn leaf swaying in the wind. We fly like a torn leaf.

Now let's take a deep breath and turn into balloons, let's try to jump up and take off gently and smoothly.

We pick flowers - squatting.

12. Exercise "Original"

Target - raising the mood and activating the group members.

Instruction: Walk diagonally in your original way.

13. Exercise "Make a figure"

Target - creating conditions for cooperation in the group, raising the mood and activating the group members.

Instruction: All in a circle. On command, you need to silently, without talking to each other, stand in a certain way, as you hear, so that you get a figure (triangle, square, circle).

14. Exercise "Who ever ..."

Target - emancipation, removal of emotional stress, self-disclosure.

Instruction: The group members sit in a circle. The facilitator calls certain actions. Those who made them stand up, and everyone else clap for them. For example. “Who climbed a tree to save a cat?. Who fell asleep with chewing gum, and woke up in the morning and chewed it again? Who cried at the movie? Who made their own ice cream? Etc. anyone around the circle can ask a question.

15. Exercise "Count".

Target - developing the ability to feel each other in a group, increasing group cohesion.

Instruction: I will name the numbers. Immediately after the number is called, exactly as many people as the number sounded should stand up (no more and no less). For example, if I say "four", then four of you should get up as quickly as possible. They can sit down only after that. How do I say thank you. You must complete the task in silence. Tactics for completing the task should be developed in the process of work, focusing on the actions of each other.

16. Exercise "Sit like..."

Target - emancipation, removal of emotional stress, self-disclosure.

Instruction: Without leaving your chair, sit as you sit:

Chairman ex. commissions.

"Battered dog".

Criminal in the dock.

Bride at the wedding.

Astronaut in a spacesuit.

17. Exercise "Smile like ..."(used mainly for younger students and younger teenagers)

Target - emancipation, removal of emotional stress, self-disclosure.

Instruction: Smile the way you smile

You are your mother.

Dog to its owner.

The sun itself

Very polite Japanese.

The cat in the sun.

18. Exercise "Broken phone"

Target - creating conditions for trusting, collective relations, increasing group cohesion.

Instruction: the leader is given a phrase, and then it is passed around in a circle. As a rule, at the end it is noticeably distorted, the teacher can conclude that in this way the information received from people is distorted, and rumors are born.

19. Exercise "One - A, Two - B"

Target - raising the mood and activating the group members.

Instruction: The first participant calls a number, and the second - a letter of the alphabet, etc.

20. Exercise "It's great!"

Target - emancipation, removal of emotional stress, self-disclosure, self-esteem increase.

Instruction: A student comes to the center of the circle and talks about any of his qualities, skills or talents, / for example, “I can dance”, I can jump over puddles, etc. / In response to each statement, the rest answer in chorus “That's great!” And give a thumbs up.

21. Exercise "Fruit"

Target - removal of emotional stress, division of the group into teams.

Instruction:- Please pay for: / remembering the name of the fruit that was said /

Apples.
Pears
plums
Peaches
Bananas.

22. Exercise "Fruit Salad".

Target - liberation, removal of emotional stress, mood improvement.

Instruction:(After dividing into fruits) - I call the name of the fruit and everyone who belongs to it changes places, when I say “fruit salad”, then all the fruits should change places.

23. Exercise "Our Motto"

Target - creating conditions for cooperation in the group, raising the mood and activating group members, self-disclosure.

Instruction: The task is to choose a team captain and come up with a team motto that would reflect your good mood. For example: “The sun is shining for me, there is no better day today!”

24. Exercise "Typewriter".

Target - development of positive emotions, coherence of work in a group, team building.

(The phrase "I'm in a great mood!" is posted on the board.)

Instruction: Now we will pronounce the entire alphabet, all 33 letters. Please remember your letter, which you will pronounce when we calculate, someone will be a space, a period and an exclamation point.

So we are the letters of the alphabet. We will print the offer - I'm in a great mood! We will print like this: the desired letter stands up and pronounces its name, and the signs, when the turn reaches them, clap their hands once.

25. Exercise "Cabbage"

Target - the development of positive emotions, the creation of a positive emotional mood, team building.

Instruction: Put on the captain the maximum number of things. Then we will count how many things were on it.

26. Exercise "Find your mate."

Target - development of positive emotions, team building.

Instruction: The facilitator distributes cards on which the name of the animal is written. The names are repeated on two cards. The inscription should be visible only to the one who received the card.

Your task is to find your partner. At the same time, you can use expressive means, you can’t say anything, make the characteristic sounds of “your animal”. When a couple is found, do not talk. When everyone pairs up, the results are summed up.

27. Exercise "Ladies and gentlemen"

Target - children identifying certain preferences, increasing group cohesion.

Instruction: Look at the one sitting opposite you. Now you close your eyes and all together at the same time go and change places with the one you have chosen. Until you sit down, do not open your eyes.

28. Exercise "Compliments - compliments"

Target - activation of group members, increasing self-esteem of students.

Instruction: Two teenagers of either gender stand in the center of the circle and take turns complimenting each other. The one who gives the last compliment wins. Then another pair is called.

29. Exercise "Telling a story in a circle"

Target - creating conditions for cooperation in the group, raising the mood and activating the group members.

Instruction: The host begins to tell: “Kolya and Misha are bosom friends, they always went home together after school. But one day Misha did not wait for Kolya and went home alone. And the thing was that ... ”The next one continues, etc.

30. Exercise "Collective account".

Target - creating conditions for cooperation in the group, raising the mood and activating the group members.

Instruction: Participants stand in a circle with their heads down. The task is to name the number in order, fulfilling 3 conditions:

a) no one knows who will call the next number.

b) it is impossible for the same participant to name two numbers in a row.

c) you can not call the numbers together, that is, by two or more players. In this case, the teacher asks to start all over again. Discussion.

Editor's Choice
Fish is a source of nutrients necessary for the life of the human body. It can be salted, smoked,...

Elements of Eastern symbolism, Mantras, mudras, what do mandalas do? How to work with a mandala? Skillful application of the sound codes of mantras can...

Modern tool Where to start Burning methods Instruction for beginners Decorative wood burning is an art, ...

The formula and algorithm for calculating the specific gravity in percent There is a set (whole), which includes several components (composite ...
Animal husbandry is a branch of agriculture that specializes in breeding domestic animals. The main purpose of the industry is...
Market share of a company How to calculate a company's market share in practice? This question is often asked by beginner marketers. However,...
First mode (wave) The first wave (1785-1835) formed a technological mode based on new technologies in textile...
§one. General data Recall: sentences are divided into two-part, the grammatical basis of which consists of two main members - ...
The Great Soviet Encyclopedia gives the following definition of the concept of a dialect (from the Greek diblektos - conversation, dialect, dialect) - this is ...