Card file of didactic games on cognitive-speech development. A series of didactic puzzle games "Learn by playing!": "Who does what Didactic game makes the goal of the game
Didactic games on social and communicative development
theme "Professions"
The purpose of studying the topic: to continue to expand children's ideas about a variety of professions, their names and activities. To cultivate respect for the work of adults, the desire to choose a profession and the need to work.
“Who does what”.
Target. Fix the names of actions performed by people of different professions.
Game progress. Children take a picture of a person of a certain profession and say what he does. Cook ... (cooks food), doctor ... (heals people), teacher ... (teaches children), builder ... (builds houses), artist ... (draws pictures), pianist ... (plays the piano), writer ... (writes books), dressmaker ... (sews clothes), laundress ... (washes clothes), cleaner ... (washes floors), seller ... (sells goods), photographer ... (takes pictures of people), educator ... (educates children), weaver ... (weaves fabrics), machinist ... (leads the train), controller ... (checks tickets), typist ... (types on a typewriter), etc.
“Who knows more professions”
Target. To teach children to correlate the actions of people with their profession, to form the corresponding verbs from nouns (builder - builds, teacher - teaches, etc.).
Game progress.
Educator. I work in kindergarten educator. This is my profession. I teach you how to behave, play with you, draw, read poems, stories to you, walk with you, put you to bed ... This is my profession - to educate you. And what is the profession of Irina Vladimirovna? She cooks dinner for us. That's right, chef. What other professions do you know? (Answers.) Every adult must learn some profession. Having mastered it, he goes to work and performs certain actions. What is the chef doing? (Children: The cook cooks, bakes, fries, peels vegetables.) What does the doctor do? (Examines the sick, listens, heals, gives medicine, gives injections, operations.) What does a tailor do? (Cutting, basting, smacking, stroking, trying on, sewing.)
The teacher names other professions - a builder, teacher, shepherd, shoemaker, and the children name actions.
"Pronounce it right."
Target. Formation correct pronunciation sounds, fixing the names of professions.
Game progress. Learn tongue twisters or tongue twisters, jokes, so that whistling and hissing sounds are clearly pronounced when repeated;
- The watchmaker, narrowing his eyes, repairs the watch for us.
- The water carrier was carrying water from the tap.
- Old watchman Tom guards the house.
- The weaver weaves fabric on Tanya's dress.
- The baker baked a bagel, bagel, loaf and loaf of dough early in the morning
- Roofer Cyril crooked roof wings. Grisha was invited to cover the roof.
- Porridge, porridge, yogurt, our cook Masha, instead of porridge for lunch, she cooked an omelet.
"Professions"
Target. Fix the names of professions and the actions that are performed by them.
Game progress.
You ask the child the question: "What does ... ..?" and call a representative of any profession, and the child answers. At first, it is better to take professions, from which the answer follows - the teacher educates, the baker bakes, the cleaner cleans. Intersperse well-known professions with unfamiliar ones, at the same time tell about professions unknown to the child. It turns out interesting if you ask in a row "What does the doctor do?", "What does the veterinarian do?" (make out the difference), and then the same way "teacher" and "scientist". Sometimes you hear interesting versions from children.
"Give me a word." (“Additives”).
Target. Develop logical thinking, attention, memory; learn to pick words to rhyme.
Game progress. Children suggest words, finish the poem.
In the carpenter's bag you will find a hammer and a sharp ... (knife).
Any tool at the place - and a planer, and ... (chisel).
We must fight fire.
We are brave workers.
We are partners with water.
We are very much needed by all the people.
So who are we? - ... (firefighters).
I would be a pilot pilot
Definitely wanted to become
I'm on a plane then
To Moscow would be ... (Flew).
The pilot lifts the blue into the sky ... (airplane).
He drove the goats to the hillock merry ... (shepherd).
But our painter does not come into the house with a brush and a bucket:
Instead of a brush, he brought a mechanical ... (pump).
So that people do not get wet in the rain
The roofer covers with iron ... (house). Baruzdin S.
White sawdust is flying, flying from under the saw:
This carpenter makes frames and ... (floors). Baruzdin S.
Every day a newspaper brings us to the house ... (postman).
In front of the children, the roof is being painted ... (painters).
I'm flying dolls in the morning. Today I ... (nurse). Shigaev Yu.
It's time to paint the rooms. They invited ... (painter). Baruzdin S.
The circus performer knows how to prance, animals and birds ... (to train).
He brought us southern fish, the future cabin boy ... (sailor).
Didactic game "Who is doing what?"
Target: develop the ability to correlate the action of a person with his professional activity; cultivate respect for the working person.
caregiver distributes cards with the image of representatives of various professions to children. Then he demonstrates subject pictures depicting the object of their activity, while asking questions: “Who builds houses?”; “Who sews dresses?”, “Who sells milk?” etc. Examples of children's answers: “The builder builds houses”, “The tailor sews dresses”, “The seller sells milk”.
Didactic game
"Who needs what?"
Target: to systematize knowledge about the professions of a cook and a doctor; about their work.
The teacher calls two children. On one he puts on a chef's hat, on the other - a doctor's hat (with a red cross). He sits them at the table facing the rest of the participants in the lesson. Invites a third child to the table. He invites him to get a thing out of the box and, having named it, transfer it to its intended purpose: either to the cook or to the doctor. The one who received the thing should name it and tell what it is for, for example: “This is a meat grinder, you can crank meat, bread, onions and make cutlets.”
During the game, the composition of its participants changes once or, if time permits, 2 times.
Didactic game "Parsley goes to work"
Target:
To teach to classify objects according to their functional purpose (satisfaction of labor needs); develop a desire to help adults.
Equipment: Pictures depicting items necessary for playing and for working in the garden, in the kitchen, in the apartment; three layouts (garden, kitchen, room)
Game progress:
A letter arrives from Petrushka, in which he says that he is visiting his grandmother. He plays, draws, walks, and also helps his grandmother. Today she gave him three tasks: to plant carrots in the garden and water the flowers; cook soup; clean up the room (remove toys, dust, vacuum).
However, Petrushka is entangled in the tools and asks the guys to help.
The teacher offers the children layouts of the garden, kitchen and room and explains that you need to take one picture, look carefully, name the item, tell how to use it and what work it is for, then put the picture to the appropriate layout. For example, a vacuum cleaner is needed to clean the carpet, it needs to be turned on and vacuumed, so the picture with the image of the vacuum cleaner needs to be put to the layout of the room. The teacher draws the attention of the children to the fact that among the pictures with tools there are pictures with toys. They need to be selected and put into a box. The task is considered completed if all the pictures are laid out correctly.
At the end of the game, the teacher invites the children to tell Petrushka in a letter what items he needs to complete the grandmother's tasks.
Didactic game "Professions"
Target: develop an understanding of professions, enrichment and replenishment vocabulary words; development of imagination, thinking, word formation skills.
Inventory: Not required.
Content: The host starts the sentence, the children must complete it by inserting the missing words. Or asks a question, and the children answer. There are many options for such games, below are a few examples.
Game progress:
The facilitator describes various professions. The task of the children is to name the profession.
-Wears a white hat, cooks delicious food. Who is it?
- Cook!
- Drives a car...
-Driver! etc.
This educational and educational game is dedicated to uniting heroes and objects according to their common occupation or condition. In an entertaining game form, kids will learn to characterize the temporary state of an object, as well as train voluntary attention, memory, logical thinking and fine motor skills fingers, become smarter and more reasonable. The materials of the game can be used both to familiarize children with the topic, and to test knowledge on it.
The set consists of 10 large prefabricated block cards. Each block, in turn, consists of five curly cards, equipped with puzzle locks. On the central card of the block, several heroes or objects are depicted. The child must understand what kind of activity unites them, and pick up 4 more with objects or characters in the same state to the central picture. For example, to collect in one block everyone who is now eating, sleeping, hanging, sitting, flying, driving, and so on.
It is better to start classes with one round card, mixing parts of several blocks on the table. The number of round task cards should be increased gradually, taking into account the preparedness and success of the baby. For a group of kids, the game can be competitive - who will complete the task faster.
You can also play the usual children's lotto with the cards of the set. In this case, the middle cards are distributed equally among the participants, and the leader opens one card attached to them. The first person to get their blocks completely correct wins.
The game is intended for children aged 3 to 6 years. You can do it with one kid or with a group of 2 to 10 people.
Let your child learn with pleasure!
© Methodist. Olesya Emelyanova. 2001
© Artist. Ludmila Dvinina. 2001
© Designer. Olesya Vakurova. 2001
© Manufacturers. CJSC "Russian Style". 2001, Tenth Kingdom LLC. 2003
Games of the series "Learn by playing!" awarded with a gold quality mark "Children - only the best!" and the gold medal of the "Best Children's Goods 2003" contest, for more than ten years they have been the undisputed sales leaders among educational games in Russian Federation.
Board games and didactic manuals produced by the Tenth Kingdom LLC are focused on the comprehensive development and effective education of preschool and younger children. school age, as well as the establishment of warm trusting relationships between children and adults raising them. They are affordable, well-designed, made of safe modern materials, very loved by children and have been in demand by educators and parents for many years. These are not one-day games that will disappear as suddenly as they appeared, but games that have come in earnest to stay for a long time, and they have already proven it - children, having matured and become parents, buy them for their children, and moms and dads, becoming grandparents for their grandchildren. The games of the "Tenth Kingdom" are the connecting thread of generations of a close-knit happy family, in which love and mutual understanding reign!
The game "Mysteries of Carlson"
Target: 1. Development of the ability to correlate an object and its attribute.
2. Exercise children in asking what questions? which? which?
3. Fix the agreement in the number of app. with noun.
4. Develop attention, observation.
Material : pictures of Carlson, pictures of objects: watermelon, clown, ball, hedgehog, lake, fox, needle, mittens.
Game progress : a picture depicting Carlson is pasted on the center of the magnetic board, subject pictures and pictures of qualities symbols lie nearby. Carlson addresses the children: You can, guys,
Guess my riddles?
If you listen carefully
Guess for sure!
Pictures of qualities are pasted next to Carlson: round, solid, heavy, sweet. Children are invited to name the qualities and guess what subject the riddle is about. The child looks for the desired picture and calls: “Watermelon - what? Watermelon - round, sweet, hard, heavy, etc.
Game "Name the object"
Target: 1. Introduce children to the rules of working on the flannelgraph.
2. Fix the concept of the subject and its name.
3. Introduce the graphic designation of the subject and the word.
4. Expand the passive vocabulary, clarify the name of the items.
5. Fix the use of a simple nominal sentence in speech.
Material : flannelgraphs, pictures of a table, a chair, a window, a flower in a pot, a doll, a ball, a telephone, a cabinet, a book.
Game progress : Pictures are randomly pasted on the small flannelgraph, the large one is free to work. The teacher explains to the children that they live in the world, they are surrounded by different objects. People came up with a name for each item. A board with four legs, at which you can dine, play, is called a "table". We see an object and call it a word. (children are invited to name 3-4 items). Children get acquainted with the designation of the object - the blue square. They are invited to choose any object in the group, find its image on a small flannelograph, stick it on a large one, explaining: “Here is a cabinet. It's an item." (glue the symbol of the object next to the picture).
Didactic game "Acceleration-Deceleration"
Target : the same as in the zoom in and out game
Game progress : suggest, for example, imagine raindrops flying at the speed of a strong wind. And if, on the contrary, they fly very slowly, like maple parachutes? What will change?
The game "Wherever you go - you will find objects"
Target: the same as in the game "Name the object." Teach children to answer questions with a “full answer” (phrase).
Material: pictures depicting a classroom, a house, a Christmas tree, a mushroom, a berry, a porch, a door, a bed.
Game progress: on a large flannelgraph, pictures depicting objects on a given topic are pasted in a row. On a small flannelgraph, pictures depicting objects on a given topic. The teacher asks the child: “Where are you going?”. Child: "I'm going to the forest." Teacher: "What can you find there?" Child: "Items. (lists): here is a stump, here is a tree, here is a mushroom, etc. The child sticks pictures next to the picture of the forest.
Didactic game "Negation"
Target: stimulate the child's speech freedom. Learn to explore the possibilities of words, master them, master and apply previously unknown declensions, meanings and shades of words.
Game progress: at first, the children name the direct action, the object, the quality of the object (Mom arranges the cups. The light is on in the room. The cups are in the closet.). And then they say the same thing with the negative prefix “not”. Find a synonym for the word in Russian (Mom does not arrange the cups. She cleans them. The room is dark. Etc.)
The game "What did Dunno mix up?"
Target: 1. To consolidate the skill of drawing up a common sentence according to the scheme: a living object - an action - an inanimate object.
2. Consolidation of skills in the analysis of the proposal.
3. Develop auditory attention, learn to perceive the structure of a sentence by ear, catch errors and analyze them.
Material: large and small flannelographs, pictures depicting Dunno.
Game progress: on a large flannelograph - Dunno. The small flannelographer is free to work. The teacher tells the children how Dunno performed homework: came up with suggestions. (A clearly violated sentence scheme is demonstrated). On a large flannelograph, sentences are drawn up in which words follow atypically, or words are placed in such a way that the meaning changes. For example: A girl catches a ball. The boy is watering the flower. The teacher invites the children to think about why Dunno got a deuce and help him correct his mistakes. The children explain what Dunno confused and make up the correct sentences from the pictures on a small flannelgraph.
Didactic game "Revitalization"
Target: develop literary creativity children.
Game progress : invite the children to imagine that this or that object suddenly came to life and spoke - and immediately many interesting stories. You can revive not only the most various items but also phenomena, metaphors.
ZKR sound "Sh"
"Say a tongue twister" The mouse dried the dryers,
The mouse invited mice.
Drying mice began to eat,
Mice have broken teeth.
“Come up with words for items of clothing with the sound“ Sh ”: hat, scarf, fur coat, pants, trousers, hat, shorts, earflaps, mittens, shirt, etc.
"Guess the riddle, tell me where is the sound" Sh "in the word?"
Furry, mustachioed,
Drinks milk, sings a song. /cat/
Who is on the tree, on the bitch,
The score is: "Ku-ku" / cuckoo /
The game "What do the objects do?"
Target: 1. Introduce children to the words denoting the action of objects, fix the graphic designation of the action.
2. Fix in speech the agreement of the noun with the verb.
3. Fix the order of the words in a sentence of the type: subject-action.
Material : magnetic board, pictures - silhouettes depicting actions: standing, walking, sitting, sleeping, lying; pictures of objects.
Game progress: the teacher explains to the children that they perform actions every minute. "What are you doing?" - the speech therapist asks the child - “I am sitting”, “I am standing”, etc. Pictures are pasted on a magnetic board - silhouettes indicating these actions. The teacher explains that all the objects at the moment are also doing something. Here is the book. What she does? - the book lies. (A picture “book” is glued onto the board and next to it is a silhouette depicting the action “lies”. Children make other sentences by analogy: The table is standing. (corresponding pictures are selected), etc.
Didactic word game "Who hunts and runs away from the enemy"
Target : clarify the names of actions associated with animals (beast, bird, insect), select words that are close in meaning (synonyms).
Material: ball
Game progress: the children stand in a circle, the teacher throws the ball, asks a question, the children answer.
cat - (how does it move?) - sneaks
dog - catches up, jumps, catches
grasshopper - jumping
hare - jumps, jumps, etc.
Target: expand children's ideas about autumn, signs, expand children's vocabulary
A.S. Pushkin
October has already come - the grove is already shaking off
The last leaves from their naked branches;
The autumn chill has died - the road freezes through,
The murmuring stream still runs behind the mill,
But the pond was already frozen; my neighbor is in a hurry
To the outgoing fields with their own desire.
And they suffer winter from mad fun,
And the barking of dogs wakes the sleeping oak forests.
An exercise: “What do these words mean? Say it in a modern way: shakes off, sheets, naked, cold, hurries
People call October "dirty", why?
"Do you know these folk omens?»
If in October a leaf from birch and oak falls cleanly, expect a harsh winter.
If the leaf fall passes soon, we should expect a cool winter.
Mobile game "Burn, burn clearly"
Game progress: the children stand in a circle, the leader is chosen by a counting rhyme. He walks in a circle against the movement of a round dance. He carries a handkerchief in his raised hand:
Burn, burn clear
To not go out
Look at the sky
The birds are flying
The bells are ringing.
After these words, everyone stops. The leader lowers the handkerchief between two children. They turn their backs to each other:
"One, two, three - run!"
Children run to different sides round. The one who grabs the handkerchief first wins. Now he is the driver. The game starts over.
Game "Put in the box"
Target: 1. To consolidate the concepts of living and inanimate objects.
3. Development of visual attention.
Material: large pictures depicting two beautiful chests, pictures depicting living and inanimate objects.
Game progress : pictures depicting living and inanimate objects are laid out in the center. A symbol of a living object is placed on one chest, and a non-living one on the other. Children are invited to place objects in the right chest with an explanation of their actions with a question (What is it? These are balls. Who is this? This is a hare).
Game "Keep it in order"
Target: 1. To consolidate the skills of drawing up a common sentence according to the scheme: a living object - an action - an inanimate object.
2. teach children to ask questions correctly from word to word.
3. Strengthen the skills of proposal analysis.
4. Development of attention, memory.
Material : two flannelgraphs, symbols of objects and actions, pictures depicting living and inanimate objects, pictures depicting actions.
Game progress: on one flannelograph, pictures of living and inanimate objects and actions are randomly pasted. On the other - a symbolic designation of the scheme: a living object - an action - an inanimate object. Children are offered to independently compose sentences on a large flannelgraph that correspond to such a scheme, asking questions from word to word.
The game "Alive - inanimate"
Target: 1. To consolidate the concept of living and inanimate objects.
2. Fix the symbolic designation of a living and non-living object.
3. Learn to ask questions: Who is this? What is it?
Material: pictures depicting living and inanimate objects, a symbol of an object, a symbol of a living object.
Game progress: the educator explains to the children that the objects around them can be alive and inanimate. It is very easy to recognize a living object or not.
(The properties of living objects are specified). Then a picture is laid out - a symbol of living and inanimate objects. Children are invited to choose any picture and place it in the correct column, explaining their actions. (Here is the key. This is an inanimate object. Here is the grandmother. She is alive.) After all the pictures are pasted, the teacher explains that you can ask “Who is this?” about a living object, and “What is this?” About an inanimate object. After that, the children choose pictures and independently ask questions to them.
The game "Visiting the Magician"
Target: 1. Teach to distinguish between living and non-living objects.
2. Practice asking questions: Who is this? What is it?
3. To consolidate the skill of building a simple (nominal) sentence.
4. develop attention, memory.
Material: image of a clown (large), pictures depicting living and inanimate objects.
Game progress : There is a large picture of a clown on the wall. Pictures with the image of living and inanimate objects are laid out on the table. Children are divided into two teams. One team is invited to select pictures depicting living objects for the clown, the other - non-living ones. Each participant must put a question and name the subject. The winner will be the team that is more organized and completed the task without errors. After all the pictures are laid out around the clown (he juggles them), you can offer the children an attention task. One of the pictures that the clown is juggling with is removed, the children must answer which object has disappeared.
Didactic game "Avalanche" option 1.
Target:
Game progress: the host tells the participants the topic of the game, on the basis of which they will have to name nouns, while remembering and reproducing all the words named by the previous participants in the game. The one who cannot name his word or misses the spoken word is out of the game (or skips a turn). The winner is the one who remains last or has scored more forfeits. For example: the theme of the game is "fish"
Perch
Perch, crucian
Perch, crucian carp, pike, etc.
Game exercise "Guess who or what I'm talking about"
Target: 1. Recognize the subject by epithets.
2. Expand the children's passive vocabulary.
Game progress : student, schoolboy, boy, duty officer, second grader, son, grandson, prankster. Who is this all about? Children: "It's a boy"
Girl, laughter, fidget, hostess, granddaughter, daughter, assistant ...; craftsman, worker, parent, man, son, grandson, friend, husband…; hostess, woman, daughter, wife, granddaughter, cook, needlewoman, teacher, beloved…; friend, friend, classmate, inventor, peer, comrade, neighbor ...; dreamer, inventor, merry fellow, neighbor, poet…; waits, meets, asks, feeds, reads, cooks, washes, sews ...; bustles, hums, sees off, gets tired, laughs, cares ...; jumps, runs, teaches, sings, reads, decides, has fun, thinks, stumbles, gets better, walks, plays, washes, bathes, splashes, rests, helps, cares.
Didactic game "Avalanche" option 2
Target: develop memory, the ability to classify objects into groups.
Game progress : an adult starts the game: "I put apples in the basket." The child continues, repeating everything that was said earlier and adding his own word corresponding to the one named by the first participant in the game: “I put apples, lemons in the basket,” etc.
Didactic game "Avalanche" option 3
Target: develop memory, the ability to classify objects into groups.
Game progress : words are added based on given letter or using a sequence of letters in the alphabet. For example: “I put a watermelon, pineapple, orange in the basket”, etc.
Didactic game “Who (what) was? Who (what) will be?
Target: reflect in speech the changes that occur with an object (phenomenon) over a period of time.
Material : pictures in pairs.
Game progress : children are presented with pictures to which they must find a pair that reflects either the past or the future of the object, for example: a sunflower seed; kitten - cat; boy - man, etc.
Who becomes who.
Once upon a time there was a little puppy, Thin ... (lamb)
He grew up, however, This important cat Fluff
And now he is not a puppy - Little ... (kitten)
Adult ... (dog). And the brave cockerel -
A foal every day Tiny ... (chicken).
He grew up and became ... (horse). And from the little goslings
Bull, mighty giant, Grow up ... (ducks) -
As a child, I was ... (a calf). Especially for the guys
Fat goof ram - Those who love jokes. A. Shibaev
Game "Find a Pair"
Target: 1. Refinement of the dictionary, development of the ability to distinguish between objects that are similar in meaning.
2. Fixing the correct use of a simple sentence.
3. Development of visual and auditory attention.
Material : pictures depicting objects similar in meaning: a teapot - a coffee pot, gloves - mittens, a satchel - a briefcase, a bag - a mesh, a glass - a mug, a hat - a hat, a chair - a stool, a table lamp - a chandelier.
Game progress : on the table - subject pictures. A child is called, who, choosing a picture, calls it: “Here are gloves, look, find a pair for them as soon as possible ... Another child looks for a pair and sticks a picture (puts it next to it) opposite the picture with the image of gloves, commenting: “Here are gloves. Here are the mittens. They put them on."
The game "Decorate the Christmas tree and the Christmas tree"
Target: the same as in the game "Gnome - in the house. Gnome - in the house.
Material: magnetic board, pictures depicting large and small Christmas trees, pictures depicting large and small objects.
Game progress: it is carried out similarly to the game about gnomes.
Game "What do you want to be?"
Target: 1. Consolidation of a grammatically correct phrase, consisting of 4-5 words.
2. Fixing the use of noun endings in t. and c. cases.
3. replenishment and refinement of the dictionary (professions of people).
4. Fixing the agreement of nouns with the verb in gender, number, case. Consolidation of verbs of the future tense.
5. Development of attention, thinking.
Material: pictures depicting a boy and a girl, pictures depicting people of different professions: a cook, a doctor, a fisherman, a policeman, an educator.
Game progress: the game can be started by reading a poem by S. Mikhalkov “What do you have?”. Then the teacher specifies what professions the children are familiar with. In the center of the magnetic board are pasted pictures of the boy Kolya and the girl Olya. The teacher invites the children to think and answer, who does Olya want to become? Children choose pictures depicting a particular profession and put them next to the hero, explaining: “Olya wants to become a teacher, etc. Then the teacher invites each child to think and answer, who does he want to become? Children answer: "I want to become a seamstress." - "What will you do?" - the teacher clarifies - “I will sew clothes”, etc.
Word game "Who will name more actions?"
Target: 1. Cognitive tasks: to consolidate the ability of children to correlate the actions of people with their profession, to cultivate the ability to think quickly.
2. Speech tasks: activate the children's vocabulary through action words (verbs).
Game progress: - Children, I work as a kindergarten teacher. This is my profession. Tolin's mother treats the sick. She is a doctor. This is her profession. Each person, having a profession, works, performs some actions. What is the chef doing? Children: cooks, bakes, fries, grinds meat with a meat grinder, cleans vegetables. What does a doctor do? Children: examines patients, listens, gives medicine, makes injections, operations, etc. For each correct answer, the children receive a token. The one with the most chips wins.
Didactic game "Recognition"
Target: recognize an object, an object by a group of adjectives, epithets or by a group of words-actions.
Game progress : children are offered words related to sensual and practical experience child. For example: green, slender, curly, white-trunked - birch. It sparkles, warms the earth, disperses darkness - the sun.
Didactic game 4 "Guess"
Target: to teach children to describe an object without looking at it, to find essential features in it; recognize an item from a description.
Material: objects or subject pictures depicting objects well known to children.
Game progress: let's play, let the objects in our room talk about themselves, and we will guess from the description which object speaks. Each of you will play the role of some object. You must follow the rules of the game: when you talk about the subject, do not look at it so that we do not immediately guess. Talk only about the items that are in the room.
Game exercise “Listen, remember, answer. Is everything right?
Target: 1. Expand children's vocabulary.
2. Develop evidence-based speech.
3. To form the ability to add a subordinate clause.
4. To develop the ability to build a statement exactly in accordance with the plan, meaningfully using this or that word.
Game progress: children listen to the sentences and determine if it can be, if yes, then when, why, where? If “no”, then it should be convincingly explained that this is a fiction or nonsense. Snow fell, Alyosha went to sunbathe. The boys went to the forest on skis to pick strawberries. The frog opened the umbrella because it started to rain.
Didactic game "What is superfluous?"
Target:
2. Activate the vocabulary of children through the names of vegetables, fruits, berries; adjectives denoting qualitative features: round, oval, elongated, yellow, burgundy, etc.
3. Use subordinate clauses.
Material: tables showing vegetables, fruits or berries with one object that does not have common feature with others.
Game progress : The table is shown to the children. The teacher asks to name all the objects shown on the table. The children are called. Further, the teacher says that one item is superfluous. Find him and prove to me that he is superfluous. The children explain: “Beets are superfluous in this picture because all vegetables can be eaten raw, and beets must be boiled.
Didactic game "Pendulum"
Target: use antonyms in speech.
Game progress : for example, children for each identified property should name the opposite: today it's raining, it's good, why? - The trees are watered, you can ride barefoot through the puddles. - Trees are watered - this is bad, why? Etc.
Didactic game "Antonyms-synonyms"
Target: use synonyms and antonyms in speech.
Game progress : both an antonym and a synonym are simultaneously selected for the named word. For example, the original word "trouble". Joy (this is an antonym for the word "trouble"). Grief (simultaneously an antonym to the previous one and a synonym for the original one). Happiness (an antonym for the previous one and a synonym for the original one), etc.
The game "What? Which? Which?"
Target: 1. To consolidate the ability to correlate an object and its attribute.
3. Exercise children in asking questions “what?”, “what?”, “what?”, “what?”.
4. Develop observation.
Material : pictures depicting a tree, a mushroom, a stump, the sun, a girl, a basket, pictures are symbols of the quality of objects.
Game progress : in the center - pictures depicting objects, separately - symbols of qualities. Children are invited to find objects to which they can ask the question “what?” and answer the question by choosing the symbols of qualities. (Stump - what? The stump is low, hard, round, etc.). The work with objects of feminine and neuter gender is similar.
Didactic game "Chain of words"
Target: to consolidate the ability to select words - nouns and adjectives that characterize any object in their association with similar qualitative features.
Game progress: children make up a chain of words, where words are connected to each other. For example, the original word "cat". What happens to a cat? - Fluffy, affectionate, colorful. What else is colorful? Rainbow, dress, TV. What other dresses are there? … etc.
Didactic game "Guess"
Target:
Material : matches, beads, buttons of various colors, grains or dry fruits of plants, strings (2-5 cm long), small pebbles.
Game progress : 10-12 items from the original game set are thrown in a pile from a small height onto a table or sheet of paper. When falling, objects fold into a variety of, sometimes bizarre images. The game task is to recognize and name the resulting image.
Didactic game "Drawings in a circle"
Target:
Game progress: At least 3-5 children are expected to participate in this game. Each child receives a blank sheet of paper and a simple pencil. At the signal of an adult, children begin to draw. After 1-2 minutes, a conditional signal is given, and each of the children passes his sheet to the child sitting to his right. Having received a started drawing from a neighbor, the child continues it for 1-2 minutes and passes it on. Drawings made in this circular method serve as an excellent support for inventing fables, fantastic stories and other products of children's literary creativity.
Didactic game "Letters and numbers"
Target: the same as in the game "What does it look like?"
Material : numbers and letters displayed on the entire landscape sheet.
Game progress : children are invited to consider numbers and letters and name objects, images, phenomena that they look like.
Note: The number of characters offered should be increased gradually. You can offer children not only to name the emerging images, but also to sketch them. You can offer to come up with stories and stories based on figurative images of signs.
Didactic game "Who is doing what?"
Target: enrich the vocabulary of children with words-actions (verbs). Activate monologue speech, expressiveness of non-verbal (non-speech) means of influence of listeners.
Material: set of subject pictures.
Game progress: children are shown pictures one at a time and asked questions: “What can be done with this? What is it for?" Child's answer: "The clock is needed to show the time." With older preschoolers, the game is played without a visual basis. Children build a chain of words: The clock is ticking, the artist is drawing, the car is driving, etc.
Didactic game "Selection of adjectives"
Target: 1. Activate the vocabulary of children through words denoting different parts of speech.
2. Coordinate nouns, adjectives in gender, number.
3. Select a definition for the subject.
Material: toys or pictures.
Game progress: the facilitator shows a toy, a picture or names a word, and the participants take turns naming as many features as possible that correspond to the proposed object. The winner is the one who names as many features as possible for each of the presented items. For example, a dog is big, shaggy, kind, cheerful, hunting, old.
The game "Guess what is hiding behind the screen?"
Target: 1. Fix the use of possessive adjectives in speech.
2. Fix the agreement of possessive adjectives with nouns in gender, number and case.
3. To consolidate the skill of building a competent speech, phrase.
4. Develop observation, intelligence, visual attention.
Material : flannelograph, a strip imitating a screen, figures of a hare, fox, wolf, bear, horse, cat, goat; pictures depicting body parts of animals.
Game progress: the teacher addresses the children: “Do you like the circus? Who performs in the circus? Children remember. “But I know animals who really wanted to perform in the circus, but were afraid that they would not be allowed in there, and therefore decided to sneak in unnoticed. They hid behind a screen." A “screen” strip is glued onto the flannelograph, and above its upper edge are the ears of a hare and other animals. "Whose ears?" - asks the teacher. “Those are rabbit ears,” the child replies. Similarly, work is carried out using other parts of animals. As a result, the children name the animals that hid behind the screen.
Didactic game "If only..."
Target: develop higher forms of thinking - synthesis, analysis, forecasting, experimentation.
Game progress: invite the children to dream up on a variety of topics: “If I were a wizard” (what? why? what would I do? Etc.). “What if time suddenly disappeared?” (What's good and bad about that?)
The game "What am I playing with, who am I friends with?"
Target: 1. Exercise children in making a common sentence.
2. Fix in speech the endings of nouns in the instrumental case.
3. To consolidate the concept of living and inanimate objects.
4. Teach children to answer questions with a full answer.
5. Develop observation, thinking.
Material: pictures depicting the girl Masha, pictures depicting living and inanimate objects.
Game progress: in the center is a picture depicting a girl Masha. Nearby, pictures depicting toys, children, animals. The girl Masha invites the children to show and tell what she plays with and who she is friends with.
I'll show you now
What do I play with, who do I make friends with...
I'm sure it's not hard to guess the riddle...
Can anyone explain to me in order.
The teacher selects two pictures depicting living and inanimate objects and asks the children: “Who is Masha friends with?” The child replies: "Masha is friends with the boy." - "What does Masha play with?" - "Masha plays with a doll." Next, the children independently choose pictures, lay them out on the table and make up sentences.
The game "Who moves how?"
Target: 1. Activation of the dictionary, expansion of the use of verbs and speech.
2. Development of the ability to correlate the name of the object and action.
3. Consolidation of the skill of correctly posing a question for action (ch.)
4. Development of the ability to rely on experience. The development of observation.
Material: three tables, pictures of animals: a hare, a butterfly, a snake, a whale, a turtle, a beetle, a bird, a bear, a snail, an elephant, a fish.
Game progress : pictures of animals - on a large table. Children are divided into two teams, giving each a table to work on. Each participant is invited to choose a picture of an animal and explain how it moves. For example, a child puts a picture on the table of his team, explains: “The snail is crawling”, etc. After the main task is completed, the teacher invites the children to quickly name the animals that “crawl”, “fly”, “swim”, etc. The team with the fewest mistakes wins.
Didactic game "Not very" or "Optimists and skeptics."
Target: to develop the ability in a "sparing mode" to master the stages of resolving contradictions.
Game progress : one of the players creates a situation, presenting it as good or bad, and the other refutes this statement using the phrase "not very". For example: - It's good that there is a TV at home - you can watch it.
Okay, not really. The eyes may hurt.
It's good that the kettle is big - there is enough tea for everyone.
Okay, not really. Boils for a long time.
Using the reference phrase “not very”, you can come up with reasoning stories: - A man was walking along the street. Well!
Well, not really, He fell into the mud, it's bad!
Bad, but not very good - the mud was curative. He cured his sciatica. This is good.
Didactic game "Snowball"
Target:
Game progress : The driver randomly names two words, for example, "safe and orange." One of the participants in the game invents and describes the association that has arisen to these words. For example, "a huge orange rolled out of an open safe." The next player calls his word, for example, "egg". The third participant in the game connects the second word with the third also with the help of the association that has arisen, say: “there was an egg under the orange peel” and asks next word etc. At the end of the game, you can invite the children to draw what they remember or make them laugh.
Didactic game "Argumentation"
Target: develop the metaphorical thinking of the child.
Material: subject pictures (at least 20).
Game progress : one of the players chooses one picture. He carefully examines it (does not show it to anyone), turns it over and asks other players the question: “What does it look like?”. After everyone gives their answers, the driver shows the picture and asks to defend their assumptions.
Didactic game "Guess the riddle about the car"
Target: to develop the literary creativity of children., to improve the monologue speech of children.
Material: pictures of different types machines, vehicles.
Game progress: first, an introductory conversation is held about the appointment of different modes of transport, the children find out their difference from each other. – And now we will make riddles to each other about cars, without naming them. First you need to say what kind of transport it is: cargo, passenger, special or military. Then you need to tell what it is: ground, underground, railway, water, air. And at the end, tell me what benefits it brings.
Game exercise "Who is this? What is it? Answer quickly."
Target:
2. Develop the ability to solve riddles.
3. Develop a recreative imagination.
4. Master the ability to characterize someone or something.
Game progress : the teacher pronounces the beginning of the phrase, the children clearly and quickly continue:
Voiced, fast, cheerful - Diligent, obedient, polite -
Delicious, scarlet, juicy - Green, oblong, juicy -
Yellow, red, autumn - Neat, obedient, cheerful -
Cold, white, fluffy - Cocky, pugnacious, disheveled -
Brown, clubfoot, clumsy - White, fluffy, light -
Yellow, red, green - Small, gray, shy -
Branchy, green, prickly - New, interesting, library -
Old, brick, two-story - Red, ripe, sweet -
Pure, blue, mountain - White, fluffy, forest -
Shy, white, small - White-barreled, tall, slender -
Game exercise 4. “Guess what kind of fruit (vegetable, berry) it is.
Target: 1. Form a quick reaction to the word.
2. Develop the ability to guess riddles about vegetables (fruits, berries).
3. Master the ability to characterize a vegetable (fruit, berries).
4. Fix the names of vegetables, berries, fruits.
Material: models of fruits, berries, vegetables (or pictures).
Game progress: the teacher pronounces the beginning of the phrase, the children clearly and quickly continue:
Green, oblong, juicy - Yellow, flattened, with a tail -
Red, round, juicy - Round, green, striped -
Round, blue, with pulp - Orange, oblong -
Brown, round, crumbly - Burgundy, round, with a ponytail -
Sour, yellow, oval - Orange, round, juicy -
Yellow, juicy, like a light bulb - Round, juicy -
Game "Find the right item"
Target: 1. Introduce children to words - qualities.
2. Clarify the idea of objects and the variety of their properties.
3. Learn to rely on symbols.
4. Cultivate observation.
Material: pictures depicting objects, symbols, qualities of objects.
Game progress : pictures depicting various objects - on the one hand, pictures - symbols of qualities - on the other side. The teacher explains to the children that all the objects surrounding them are different in their properties: there are heavy ones, there are light ones, there are soft ones, there are hard ones, etc. We look at an object, touch it with our hands and find out what it is. Let's try to find objects heavy and light. On the free place pictures are placed - symbols of heavy and light objects. (person with hot air balloon and a man with a barbell). Children look for heavy and light objects and put pictures under the symbols on a large table, explaining: “The pen is light. The ax is heavy, etc. Similarly, soft and hard objects, hot and cold, thick and thin, high and low, long and short are searched for. When all the pictures are sorted out, the teacher explains to the children that the words: thick, thin, heavy, light, etc. are words of quality. You can ask about the subject "What is it?" and name its qualities. For fixing, a picture with the image of the ball is placed in the free space. Children independently ask a question and select pictures - symbols: light, soft, cold, round, etc., explaining their actions.
Didactic game "Antonyms"
Target: to activate mental and speech activity. Use antonyms in speech.
Game progress : children are called any word, and they call the exact opposite (wet - dry, smart - stupid, greedy - generous, knit - dissolve, walk - stand, etc.). Further tasks become more difficult. Children determine not only the opposite property, but also name the object that has this property. For example: a pencil (leaves a mark) - an elastic band, scissors (cut) - glue.
Didactic word game "Who does what"
Target: clarify the names of individual actions associated with animals, birds, insects.
Material : ball
Game progress: the children stand in a circle. The teacher throws the ball to one of the children and says: "The ball." The child answers: "Meows", etc. For example, a cow - - lows, a dog - barks, a horse - neighs, a rooster - crows, a duck - quacks, a dove - cooes, a cuckoo - cuckoos, a goose - cackles, a mosquito - squeaks, a butterfly flutters, a chicken cackles, cackles, a bird sings, chirps, a crow croaks, a grasshopper chirps, a sparrow chirps.
Game "Guess the conceived word"
Target: 1. Development of the ability to identify an object by a number of actions characteristic of it.
2. Development of visual and auditory attention, thinking.
Game progress: pictures depicting various objects are pasted on a flannelgraph. The teacher invites the children to guess the intended word according to the actions of the corresponding subject. For example: jumping, flying, pecking, chirping... The one with the most pictures wins. This game can also be played in the reverse order, inviting the children to name all the possible actions of the object, which complicates the speech task.
Didactic game "I want to draw"
Target: develop children's literary creativity.
Game progress : each of the participants in turn reports the idea of \u200b\u200bthe picture that he wanted to draw, and the adult tries to combine everything said into one plot. For example: one child says that he would like to draw an aquarium, another - a bear, a third - a rocket, etc. An adult summarizes: “We draw an aquarium in which bears live, rockets fly and ...” As the drawing progresses, children can add to their drawing, detail objects, compose stories according to their drawing.
Game "We will harvest"
Target: 1. Development of the ability to characterize an object in several ways.
2. Fix the approval app. with noun. in gender, number.
3. Expand the scope of use of quality adjectives in speech.
4. To consolidate the generalizing concepts of "vegetables", "fruits", their differentiation.
5. Develop attention, memory, observation.
Material : three tables, pictures depicting two different baskets or a box and a basket, pictures depicting vegetables and fruits.
Game progress: pictures depicting fruits and vegetables are randomly laid out on a large central table. On the left is a box, on the right is a basket. Children are divided into two teams. A leader is selected - a watchman. The team is invited to collect vegetables in a box, the gardening team - fruits in a basket. Moreover, you need to collect, without naming the host - the watchman the object itself, but only describing its qualities. For example, a child approaches the pictures and says: “I will pick a vegetable that is round, juicy, red, smooth, sweet.” The host guesses and takes a picture of a tomato, the gardener puts the tomato in a box. The team that does the best job wins.
Didactic game "Too much"
Target: 1. Introduce children to the dialectical sign of the transition from quantity to quality, learn to analyze.
2. Develop a dialogic form of speech.
3. Use all parts of speech, coordinate words with each other.
Game progress : educator: “If you eat one candy, it’s delicious, pleasant. What if there's a lot? Children: “Teeth are deteriorating, they will need to be treated. Maybe the stomach gets sick, diathesis come out. Educator: “One tablet (according to the doctor’s prescription) is good, it helps to relieve pain. And when do you eat a lot of pills at once? Or: “One sheet of paper tears well. And when there is a lot, a whole pack? “It’s good when there are a lot of snowdrifts in the forest. Why?" “What will happen if the forest is up to the very top in the snow?” etc.
Target: 1. Activation of the dictionary, expansion of the use of verbs in speech.
2. development of the ability to correlate the name of an object with an action.
3. Consolidation of the skill of correctly posing a question to the verb.
4. development of the ability to rely on experience. The development of observation.
Material : carpet, pictures depicting animals and birds: a bear, a wolf, a snake, a crow, a cow, a dog, a cat, a sparrow, a cuckoo, a goose, a piglet.
Game progress: the teacher alternately sticks the pictures on the carpet (puts it) and invites the children to answer the question: “Who gives the voice?” Children make up sentences: "The cuckoo is cuckooing." "Cow mooing", etc. A child can act as a leader.
Didactic game "Skyscraper"
Target: develop the ability to isolate and differentiate the components of the original object, the development and assimilation of the patterns of relationships and dependencies. To form the foundations of natural-scientific thinking in children.
Game progress: for example, a forest is considered as a basis, which consists of plants, animals, birds, insects, which, in turn, correspond to a certain way of life (way of eating, movement, etc. and purpose (role, function). Then "forest vice versa” may look like this: trees can grow upside down, herbivorous wolves feed on leaves, which are hunted by predatory hares, etc.
Didactic game "I want to be ..."
Target: to help the children comprehend the inherent qualities, properties, character traits, their necessity, content, orientation. Develop an explanatory form of speech.
Game progress: children are offered various properties, characteristics, qualities, for example: strong, beautiful, fast, invisible, fat, tall, iron, noisy, calm, lucky, etc. From these qualities, the child chooses any that he likes, and explains why he would like to become such and where this property can be useful to him. For example, a child says: “I want to be big in order to reach the clouds and look at the rain from above,” etc.
Didactic game "What happens?"
Target: 1. Replenish the children's dictionary with words denoting objects and signs of objects.
2. Coordinate nouns and adjectives in gender, number, case.
Material : cards of different colors.
Game progress: to the outgoing word - adjective, children select a noun. For example, "green" - tomato, spruce, grass, house, etc.
Green verses
All the edges turn green, And the little green grasshopper
The pond turns green, started the song ...
And green frogs over the green roof of the house
Songs are sung. Sleeping green oak.
Christmas tree - a sheaf of green candles, Two green gnomes
Moss is the green floor. Sat between the pipes ... S. Cherny
Didactic game "Good - bad"
Target: develop the ability to identify positive and negative properties, functions of an object, phenomenon, situation, act, etc. Use antonyms.
Game progress : for example, a pencil, what do you like and don’t like about it (what would you like to leave unchanged and what to change?” Like: long - can be used as a ruler, measure, pointer; wooden - light, easy to sharpen; red - you can draw fireworks, flowers, tomato; sharp - you can draw thin lines, dots. Dislike: wooden - easily breaks, lost, to make it you need to cut down a lot of trees; long - does not fit in a pencil case, interferes in your pocket, etc.
Didactic game "Inventors"
Target: develop the ability to transfer the qualities of various objects to the initially selected object.
Game progress: for example, you and your children decided to come up with an unusual chair. The chair will be precisely the object placed at the focus of children's inventive activity, to which the qualities and properties of other objects will be transferred. Children are asked to name two or three words that have absolutely nothing to do with the chair. Suppose the children came up with the words "cat" and "book", for which it is necessary to select 4-5 qualitative characteristics and, if necessary, designate each quality with some visual symbol, image: affectionate, fluffy, multi-colored. After that, the children come up with a “gentle chair” - this is a chair that rejoices at those who sit on it, makes them kinder, is very necessary for the re-education of evil people, etc.
Didactic game "Increase - decrease"
Target: help children come to an understanding of a wide variety of connections and relationships in the world around them, as well as develop the ability to analyze the properties necessary to achieve results in various fantastic and real situations. Develop children's literary creativity.
Game progress : invite the children, for example, to choose what (or whom - a giant or a dwarf) they would like to become, for example, to walk fast, hide well, eat delicious porridge, enjoy delicious cake. Or imagine a raindrop the size of a ball, a mountain. What if the planet is the size of a pea? Who and how lives on it?
Didactic game "Questions and answers"
Target: develop imagination, thinking, speech and form a healthy sense of humor.
Game progress: children are given one picture with subject or plot content. Game questions are asked (who? with whom? when? why? where? what to do? what came of it? Etc.), and the children take turns answering them, based on their pictures. An adult can write down children's answers and then read out all the fiction stories invented during the game.
Didactic game "Resource analysis"
Target: formalize in verbal form the search for several similar items based on the identification of compliance with the functions performed.
Game progress: the teacher names any object, and the children must find and name other objects that have these properties. For example, a brick is solid, brown, porous, which means it can be used as a building material, instead of a press, a filter, it can be painted, it can be heated and divided. But at the same time, other objects have a number of the same properties: you can draw with paints, charcoal, pencil; fine cloth can serve as a filter metal grid etc.
Game "What did you do? What did you do?
Target: 1. Teach children to answer questions: what is he (she) doing?
2. Fix the agreement of the noun with the verb in gender, number.
3. Exercise in building a sentence according to the scheme: subject - action.
4. Cultivate attention, the ability to work in an organized manner.
Material : three empty tables in a row, pictures of a boy and a girl, pictures of actions.
Game progress : Pictures depicting actions are laid out on the central table. On one side, an image of a girl is placed on an empty table, on the other, a boy. The teacher offers to answer the question: “What is the girl doing? (boy), picking up pictures depicting actions to the subject. The child selects the desired action, puts it next to the picture depicting a boy or a girl, explaining with the words: “What is the girl doing? The girl is standing (sitting, jumping), etc.
Game exercise "Who is screaming and what is cracking?"
Target: learn to select objects for action, coordinate nouns with verbs.
Game progress: one of the players names the action (verbs) - the other selects the appropriate word (noun). Anyone who cannot quickly name an action or pick up a pair gives a phantom. At the end of the game, forfeits are played out. Phantom owners perform fun tasks.
purrs - cooks - stands - barks - teaches - jumps -
mooing - buzzing - hissing - roaring - howling - snorting -
croaks - chirps - cuckoos - sings - croaks - quacks -
grunts - squeaks - heals - whittles - plants - paints -
sweeps - plays - draws - writes - draws - sharpens -
repairs - darns - speaks - sings - flies - sleeps -
sculpts - plays - looks - spins - laughs - falls -
cries - mourns - cracks - fastens - winds - spreads -
Game exercise "Listen! Name as many words as possible!
Target: 1. Learn to select objects for action.
2. Coordinate nouns with verbs in number.
3. Replenish the children's vocabulary through the use of verbs.
Game progress :
floats - a steamboat, a boat, a swimmer, a log, a chip, a duck, etc.
flies - grows - sings - crawls - squeals -
weaves - barks - creaks - grabs - rinses -
washes - quarrels - works - smiles - hisses -
rattles - sparkles - pours - makes noise - groans -
Didactic game "Flies - does not fly"
Target: Speech tasks:
1. Enrichment of children's vocabulary.
2. To form the ability to verbally draw up the results of the comparison.
3. Develop observation, attention.
Game progress: the game is best played in motion: raise your hands or catch the ball.
Note: by analogy, you can play games: “Floats - does not swim”, “Draws - does not draw”, “Pulls - does not stretch”, “Grows - does not grow”, etc.
Game exercise "Who? What?"
Target : 1. The use of nouns and verbs in the plural and singular.
2. Select objects for action.
3. Correctly use case endings.
Game progress : grew - oak, maple, etc.
grew - shone - hung - matured -
grew - luminaries - hung - matured -
grew - shone - hung - mature -
shone hung - matured -
Didactic game "Synonymous rows"
Target:
Game progress : before starting the game, together with the children, find out the meaning, similarity and difference in the content of the words that are supposed to be used. For example: boron - forest - grove, house - tower - palace). After that, together think up and name words denoting different names of forests, dwellings, sizes, and explain their content.
Didactic game "Allegory"
Target: replenish the children's vocabulary with words that are close in meaning (synonyms).
Game progress : players guess a word for which you can pick up several synonyms. Each player offers the driver his own version of the sentence, in which a synonym is used instead of the intended word. Based on these sentences, you need to guess which word is hidden. For example, the word "cold" is conceived. Options for sentences invented by children can be: “Today is a cool day”, “Ice juice in a glass”, etc.
Game exercise "Listen, remember, answer: is everything right?"
Target: 1. Develop children's evidence-based speech.
2. Use subordinate clauses in speech.
3. To develop the ability to build a statement exactly in accordance with the plan, meaningfully using this or that word.
Game progress : children listen to sentences and determine: can it be, if so, when, where, why. If not, explain that this is fiction or absurdity. For example, the boys went to the forest on skis to pick strawberries. This cannot be. People go skiing in winter, but strawberries grow in summer, and so on.
The game "Who do you want to meet?"
Target: 1. To consolidate the ability to characterize an object by several qualities.
2. Expand the scope of use of quality adjectives in speech.
3. Develop observation.
Material: pictures are symbols of qualities: fat - thin, tall - short, big - small, cheerful - sad, angry - kind, old - young. Pictures depicting sad and cheerful clowns, Carlson, Thumbelina, gnome, princess, Winnie the Pooh.
Game progress: on the left are pictures - symbols of qualities, on the right - pictures depicting fairytale heroes. The teacher invites the child to think about who he would like to meet and, without naming a future friend, describe him using pictures - symbols. For example, a child says: “I would like to meet a character who is funny, fat, tall, red, etc.” Children guess: "It's a clown." The child who guesses the riddle correctly receives a picture of a clown.
Venira Zainullina
Didactic game "Who is doing what?" Synopsis of an open lesson in the first junior group
Target:
To teach children to carefully consider the picture and name the objects depicted on it and their quality, to perform the actions that they see in the picture. Exercise kids in sound pronunciation, enrich the dictionary with nouns, adjectives, verbs. Encourage children to repeat full sentences after the teacher, pronounce words clearly and distinctly, and answer simple questions. Develop game skills, attention, cultivate perseverance.
Equipment:pictures with one action: boy plays the drum; a steam locomotive rides on rails; a dog saws a log; dad works with a hammer.
Toys: soft toy cat, objects depicted data in the pictures: drum, hammer, saw, log, locomotive, scarf.
vocabulary work: drum, drumsticks, wooden, saw, sawing, sharp, iron hammer, knocking, heavy, locomotive, transport, rails.
The course of educational activities.
Surprise moment. A mournful meow is heard outside the door.
Educator.
Who meowed at the door?
Open soon!
Very cold in winter.
Murka asks to go home.
(the teacher lets the cat into group and speaks on behalf of the cat).
Hello children. (children greet the cat). Guys, it's very cold outside, I'm cold, warm me up.
Educator. How can we warm you, I have a scarf. (Takes a scarf and ties it around her neck).Children that I do?
Children. Tie a scarf to the cat.
Cat. Thank you very much I am very warm. Guys, I did not come to you empty-handed. I brought beautiful pictures, let's see together what is shown on them.
(The teacher shows a picture depicting where the boy plays the drum).
does? What is he on plays.
Children. Boy plays the drum. Tapping drumsticks on the drum. The drum sounds boom - boom - boom; bam - bam - bam.
(the teacher invites the child to reproduce the action depicted in the picture.
(The teacher shows a picture showing a dog sawing a log).
Educator. Who do you see in the picture? What he does? Children saw makes this sound "whack-whack".
Children. This is a dog. The dog is sawing a log. He is sawing with a saw. The saw is sharp.
(the teacher invites the child to find the desired item on the table and reproduce the actions shown in the picture).
(The teacher shows a picture with an image where dad works with a hammer).
Educator. Who do you see in this picture? Who is it? What he does? How does a hammer hit?
Children. This is Dad. He works. Hits with a hammer. hammer knocking "Knock-Knock".
The teacher invites the child to the table and offers to find a hammer. Asks the child to reproduce the action shown in the picture.
The teacher shows a picture of a steam locomotive.
Educator. Children what is it? How does it buzz, how do the wheels knock?
Children. This is a steam locomotive. He buzzes "doo-doo-doo". The wheels are knocking "choo-choo-choo".
“The teacher offers the children a ride on a steam locomotive and reads a poem”
Steam locomotive, steam locomotive.
Brand new shiny.
He brought wagons.
Like real.
Choo - choo - choo I'll rock you far away. (Children sing along with the teacher).
Educator. You guys enjoyed looking at the pictures.
(The teacher offers to feed the cat with milk. Children do"bowl" connecting palms. The teacher sings a song.
The pussy fit the kids
Milk requested.
The milk asked
Meow spoke.
Meow meow meow.
Served with milk.
Kitty ate,
Kitty ate,
sang a song,
Murr - murr-murr.
Outcome:
Children, who came to visit us today? What did the cat bring you? Did you like the pictures? What did you feed the cat?
Didactic games using elements
TRIZ and RTV.
Systematic approach to the environment
Game "Find the whole and the parts"
Target: teach children to determine by analogy the task that needs to be completed. Following the pattern of the first pair of words, learn to determine which rule takes place here: whole-part or part-whole.
1. B: car - wheel;
e: airplane - ... (wings, sky).
Children are asked to name the correct answer.
2. B: cherry - stone;
e: cancer - ... (claw, fish).
3. B: cat - mustache;
e: tree - ... (forest, trunk). Etc.
Game "Find the main thing"
A system is proposed for it with several subsystems, from which it is necessary to choose two subsystems that are necessarily parts of this system.
Example: the forest is a hunter, a wolf, trees, path, bushes, swamp.
Garden - plants, gardener, dog, fence, earth.
River - shore, fish, fisherman, mud, water.
City - cars, buildings, crowd, street, bike.
Book - drawings, adventures, paper, bookmark, text.
Hospital - wards, doctor, gowns, patients, injection, X-ray.
The game "What is connected with what"
Target: to teach children to find connections between objects, even if they are connected not directly, but through an intermediary. Learn to draw conclusions that everything is interconnected.
For example:
Wood is water. (A tree cannot live without water.)
Button - shirt. (a button is needed to button a shirt).
The table is a vase. (a vase of flowers is placed on the table).
The fish is the hand. (a fish is caught with a net, and the net is thrown with hands; they clean the fish with their hands; they feed it in an aquarium).
System Operator
The game "Name the object by properties"
Target:
To consolidate knowledge about the world around us by analyzing familiar objects and highlighting their properties.
To activate in the speech of children the concepts of the properties of objects.
To form the concept that one and the same object can combine several features.
For example:
strong + kind =
loud + loud =
fluffy+gray=
Complicated version:
Smooth+grey+quiet=
White+edible+soft=
Red+light+shiny=
Game "What of what"
Target: teach children to disassemble any object into parts. Name these parts, count their number.
Stroke:
The teacher or the child quickly names the object (object), the children must name what it consists of.
Complicated version:
Children are invited to immediately name the number of parts.
For example: car - one body - one steering wheel - four wheels, two large headlights, etc.
Game "Teremok"
Target: to consolidate the concepts of children about the objects of the world around them, analyzing familiar objects and highlighting their properties and functions.
Learn to use in speech short description properties of objects, highlighting the most important quality in them.
To form the concept that one and the same object can combine several features and functions.
Stroke: the educator shows a “teremok” (box, box, etc.), to which heroes (objects, animals) periodically approach and ask to live.
Each of the newly arrived "heroes" - objects asks who lives in the tower, and the "resident" - the object must answer him, listing who he is, what he can do.
The game "What was - what became"
Playing with children after four years. The material is called (clay, wood, fabric), and the children give options for the objects in which they are. You can play the other way around. An object made by a person is called, and the children determine what materials were used in its manufacture.
For example:
Was formerly molten glass and became ...
D: became a vase, a light bulb, glass in a car ...
Game "Auction"
Target: to acquaint (fix) children's knowledge about the signs, parts, properties of objects. Learn to describe an object in a certain sequence, choosing and emphasizing its best qualities, the possibility of its use.
move: Select a child (may be an adult at first) to lead the auction. He, choosing an item for the auction, describes its merits. A child who wants to buy it must reasonably prove why he needs this item and why he likes it.
The item is sold to the one who more convincingly proved its necessity. The subjects should be familiar to the child.
Game "What can do"
Target: to teach the ability to highlight the functions of an object.
1 option:
The children are facing each other. One names the object, the one who stands opposite - its function, etc. in turn. The one who couldn't answer loses. Near standing child moves to his place. Whoever stays wins.
Option 2: "Give the word to the neighbor"
Children stand in a circle, as if passing the word from hand to hand. The first one calls the word, “transmits” it - touching the hand of the neighbor with the palm of his hand. A neighbor names a function by passing it to its neighbor. This child names an object that performs the function assigned to it.
For example: bird - flies - plane - buzzes - train - lucky - car - rides - tractor - plows - tractor driver - eats - child, etc.