Do-it-yourself didactic games and manuals for kindergarten

Material for the competition “Game Methods”

Board games

Authors: Elena Derunova and Yana Syaina, teachers of the “Pochemuchki” group at GBDOU No. 16, Moskovsky district of St. Petersburg.

The game task determines the game actions and is the task of the child himself. During the game, the child’s attention is drawn to performing game actions.

Goal: development of concentration, logical thinking, attention, ability to analyze a situation, intelligence, fine motor skills.

Objectives: - consolidate ideas about the heroes of the Violet Forest, geometric shapes used in games; teach to distinguish and compare them with each other and name them correctly; — enrich and develop children’s vocabulary; - create a desire to play in a team; - develop attention, visual memory, observation.

Educational objectives in the game: - activation and updating of the vocabulary for the game; - expansion and clarification of the dictionary on the topic of domino game, lotto game - game, rules, order in the game, players, market, game progress, points, color; — improvement of the grammatical structure of speech (prepositional-case constructions, formation and use of adjectives in the comparative degree); — improving the syntactic aspect of speech (composing complex sentences);

Developmental tasks: - development of coherent speech, speech hearing, thinking, visual attention and perception, fine motor skills. Educational objectives: - formation of mutual understanding, goodwill, independence, initiative, responsibility, cooperation skills, the ability to play by the rules, without breaking them, but by agreeing with each other. Educational areas: social-communicative, cognitive, speech, physical education.

Preliminary work: acquaintance with the characters-heroes of the “Fairy Tale Labyrinth Game”; discussion of their image, character, history of their life in the Violet Forest; inventing fairy tales about them; recalling fairy-tale situations from various technology games.

Dominoes "Fairy-Tale Heroes"

Children's age: 3-5 years.

Material: cards with drawings of heroes of the Violet Forest – 200 pieces. cards with drawings of the characters’ halves – 400 pieces. They are dismantled in smaller batches.

Instructions for the game:

1. Domino game in the usual version: cards are distributed to children in 6-10 pieces. Choose a driver in any way. Children follow each other, putting their cards on the field. If necessary, take additional cards in the “bazaar”. The winner is the one who first runs out of cards and there are none in the “bazaar”.

2. Lay out the cards one after another, without repeating the character’s drawing, but placing a different one each time - Geo, Raven, Lopushok, All, Slice, Fifa Caterpillar and so on. Calculate how long the path would be if you do not repeat the drawings of the characters.

3. Build columns of pictures, where in the first column the first picture is Baby Geo. Second column, first picture – Raven Meter. Third column, first picture – Lopushok. And so on. At the same time, place identical heroes in the first row in each column. For example, in the first row everyone has Mishik, in the second row there is the kitten Timoshka, in the third there is Invisible All. Count how many columns there are, how many rows there are in each column.

4. Tasks for the children - to populate a house with 5 floors and 5 entrances so that the inhabitants do not repeat themselves. Baby Geo went to visit his friends - in the first entrance he went 2 floors up - who did he come to visit?, on the 3rd floor he went 2 apartments to the right - who did he come to?, from there he went to ... any direction . The kid came to the middle apartment on the middle floor - who was he visiting? Where can he go now (direction of movement and number of floors or apartments) - the game “Fly”.

5. Build a table of dominoes - 2x2, 3x3, 4x4, 5x5, etc., so that the drawings of the characters do not repeat. We ask the children who stands where, who is friends with whom, who is above whom, below whom, who is the neighbors on the right, on the left, standing between whom. Various options for questions on plane orientation.

DIY didactic games for speech development for children 4-7 years old

DIY didactic games

on speech development for children 4-7 years old

Didactic game "Seasons"

This game is intended for use with children aged 3 to 7 years.

Purpose of the game:

to help clarify and expand preschoolers’ ideas about the seasons, seasonal changes occurring in living and inanimate nature, the development of connected speech, and cultivate interest in cognitive and play activities. Each age group has its own version of the game.

Didactic game «

Seasons
"
has a developing, educational and educational meaning. It can be used in almost any type of children's activity. This game is perfect for individual, subgroup and frontal work with preschoolers.

Material:

4 pictures depicting the seasons, and cut cards with signs of the seasons.

The game must be preceded by a conversation.

For example:

In winter the days are short. The sun is low and warms weakly. Snow falls. Cold. People wear winter clothes. In winter we celebrate everyone's favorite holiday - New Year.

In spring, the days become longer. The sun is warming better. It is getting warmer. Snow is melting. Streams are flowing. Leaves appear on the trees. Grass begins to grow. Flowers are blooming. Migratory birds arrive. People wear demi-season clothes. In the spring we celebrate everyone’s favorite holiday - March 8th

In summer the sun is high, shines brightly, and warms well. The weather is hot. Flowers bloom and berries appear. People wear summer clothes. You can swim in natural reservoirs and sunbathe.

In autumn, the days become shorter and shorter. The sun is lower. It's getting cooler. The vegetable harvest is ripe. Leaves are falling from the trees. Migratory birds fly south. It rains often. People wear warm clothes. The most famous autumn holiday is the Day of Knowledge.

Game task

is to put cards with signs of the season in the windows of the corresponding card and explain your choice.

Rules of the game:

Large cards are given to the participants of the game. Small cards are laid out on the table. Children take turns taking one card at a time and see if this card is suitable for a large card, if there is such a sign for this time of year. If not, the small card must be placed back on the table. The first one to close all the windows wins. The game can be used both in classes and in children’s free independent activities.

Each age group has its own version of the game.

Didactic game

“Cleaning the room: put it on the shelves”

Purpose of the game:

promote the development of logical thinking, memory, speech, the ability to generalize and justify.

Didactic task:

Exercise children in classifying objects. The child is required to find a group of similar objects, primarily by purpose, and arrange them on the right shelves.

Materials:

a box in the shape of a cabinet with shelves and cut cards with objects.

Progress of the game:

We lay out cards with drawn objects in disarray on the table. We invite the child to do the cleaning. You need to arrange items on shelves according to their purpose and name the group (clothing, dishes, toys, shoes, household chemicals, medical supplies).

Didactic
game
“Carlson Away”

The goal of the game:

consolidating the use of relative adjectives and the method of their formation in children’s speech, activating the vocabulary of adjectives.

Materials:

A large card with Carlson and the Kid and small cards with images of treats (jam, sweets, juice).

Progress of the game:

Children take turns taking small cards and calling out the treats.

For example:

Imagine that Carlson came to visit us. He has a great sweet tooth, and we need to treat him with something tasty.

What can we treat Carlson to? Jam! What kind of jam? Banana (orange, strawberry, etc. - put the desired card). What else can we treat Carlson to? Sweetie! What kind of candy? Banana (orange, strawberry, etc.). ... Juice. Banana, orange, strawberry juice.

Didactic
game
“My, my, mine, mine”

Target:

exercise children in classification, correlating nouns of masculine, feminine, neuter gender; enriching the vocabulary by selecting words; teaching children to agree nouns with possessive pronouns my, mine, mine, mine.

Rules of the game

consist in the correct selection by participants of cards with images of characters and objects, the name and names of which must be ordered in accordance with masculine, feminine, neuter genders.

Materials:

Large cards of four and small cards with objects

The cards depict a Hedgehog with an apple and small cards depicting objects

Progress of the game:

Cards are placed on a special field, separate for each type. After finishing sorting the cards by gender, the children must explain their choice. Children are invited to put pictures on the apple windows called “Mine, mine, mine, mine.”

Be sure to say at the same time, for example: “my fish.”

Didactic
game
“He, she, they, it”

Target:

exercise children in classification, correlating nouns of masculine, feminine, neuter gender; enriching the vocabulary by selecting words; teaching children to agree nouns with pronouns he, she, they; and also to develop in children the ability to distinguish the gender of possessive pronouns mine, mine, mine.

Rules of the game

consist in the correct selection by participants of cards with images of characters and objects, the name and names of which must be ordered in accordance with masculine, feminine, neuter genders

Children are invited to arrange the pictures into houses called “He”, “She”, “They”. The child puts pictures about which one can say “my” in the house called “He”, pictures about which one can say “mine” - in the house “She”, “mine” - “It”.

Didactic game

"Sound Clock"

(how the words differ).

This didactic game will help you figure it out and understand that one single letter can change the meaning of an entire word.

This game is perfect for individual, subgroup and frontal work with preschoolers

Each age group has its own version of the game.

Target:

consolidate, clarify and activate children’s knowledge about the spoken word

And thunderous material:

large size “Sound Clock” manual and cards with objects.

Option 1. (for children 4-5 years old)

Rules of the game:

1.Say the names of the objects depicted.

2. Find two word names that sound similar and point to them with the hands of a clock.

3. Find two words - names that are not similar in sound and point to them with the hands of a clock.

4. Find two short words, indicate with arrows, and vice versa - two long words.

5. Find two word names that begin with the same sound.

Option 2. (for children 4-7 years old)

Rules of the game:

1. Select and name the first and last sound in the names of the pictures.

2.Name first those pictures that begin with voiced consonants, then with voiceless ones.

3. Determine what is the first and last sound in the name of the picture: hard or soft consonant, vowel.

4.Choose words that begin with the same sound as the name of the picture pointed to by the small arrow.

5. Find words ending with the same sounds as the name of the picture, which is pointed to by the small hand of the clock.

6. Come up with phrases consisting of two, three and four words, be sure to include the names of those pictures that the small hand of the clock points to.

Didactic game
“Guess the word”
(puzzles for preschoolers)

Read by first letters is a very fun and entertaining game for children aged 5-6 years, which also develops reading skills. These are the simplest puzzles. The game develops memory, attention, logical thinking, phonemic hearing. The game reinforces the ability to identify the first sound in a word and write it using a letter, reading skills, and sound-letter analysis. Target:

to train children in identifying the first sound in words and composing words, to promote the development of phonemic hearing.

Game material:

cards with pictures, a set of letters and symbols (blue, green and red squares)

Didactic task:

Having identified the first sound in the name of each picture, guess the word and read it (lay out the word with symbols and letters)

Progress of the game:

Children solve the word by identifying the first sound and lay out the word using symbols and letters.

Didactic game

"Treat the animals"

Target

:

practice dividing words into syllables, finding long and short words (forming an idea of ​​the syllabic composition of a word).

And thunderous material:

Three large cards depicting a spruce, a birch and a bush, cards with pictures
.
Progress of the game:

The teacher suggests:

1. put words-delicacies for forest dwellers under a bush, fir tree and birch. Under the bush you need to put words consisting of one syllable, under the Christmas tree words consisting of two syllables, but under the birch tree words - of three syllables.

To do this, you need to determine the number of syllables (parts) in a word.

Children:

Apple. The word apple has three syllables. The first syllable is YAB. I will put it under a birch tree (you can clap the word).

2.Name the shortest word. Find the longest word

Didactic game

"Syllable watch"

This is an interesting, entertaining game for children 5-7 years old that develops reading skills. The game develops memory, attention, logical thinking, phonemic hearing. The game reinforces the ability to identify syllables in a word and contributes to the development of sound-letter analysis of the word.

Target:

practice composing words from syllables;

Game material:

manual "Syllabic clock"

Rules of the game:

Using syllables, game participants form words that are encrypted in the manual and place arrows on them (you need to add another syllable to one syllable, so we get a word).

Syllables: KO-PA - RA -SA -TY - LA - FOR - LI

As a result, we get the words :
fox, Lisa, linden, goat, bark, braid, cats, couple, Lara

Didactic game

"Magic Circle"

Target:

exercise in identifying the first sound in a word, promote the development of phonemic awareness. Continue to expand children's vocabulary through the use of qualitative, possessive and complex adjectives. Continue to practice the formation of different degrees of comparison of adjectives, adverbs and the use of nouns in the instrumental case.

Game material:

manual "Magic Circle"

Rules of the game:

The tool consists of four rotating wheels. On the first circle there are cubs. on the second - the mothers of the cubs, on the third - the house (dwellings), - on the fourth - parts of the animal’s body: tails, paws, fur.

Children spin the wheel and find the mothers their cubs, a home, identify parts of the animal’s body, and thus answer questions :

Who with whom? Where live? Whose House? What part of the body is this? Whose tail? Whose paws?

Children's answers:

A little fox and a fox live in a hole. Fox hole, fox tail

IN:-

And if a fox has a long tail, does that mean what kind of fox is it? - long-tailed

IN:-

And if a hare has a short tail, what kind of hare does it mean? - short-tailed

IN:-

The wolf's tail is long, and the fox's tail is even……longer, more…. long

IN:-

The bear has a tail…..small, and the bunny has an even….smaller tail.

Games “Loto – Colorful Gnomes”

Material: cards of a large field, differing in color - gnome heroes: red Kohle, orange Ohle, yellow - Jelly, green - Zele, blue - Gele, blue - Sele, purple - Fi, white - Belyash, gray - Serge, black - Chernysh.

Cut-out pictures - gnomes, geometric shapes, game details - 10 colors.

Option 1: all fields and drawings in the pictures are the same size.

Field of 4 parts. In the center there is a colored gnome, on top there is a circle, a square; below - a triangle, a rectangle - when you put all the figures on a large field - the drawing of a gnome is not visible.

Field of 6 parts. First row – petal, gnome, circle; second row – checkbox, square, circle.

Option 2: Sizes of fields and cards – large, medium, small. Place the cards on the field depending on the size of the picture and the field.

Option 3: the size of all three fields is large. The drawings on them are large, medium, small.

Field of 9 parts. The first column is a petal, a flag, a turtle; second column – Hedgehog One, red gnome Kohle, one from Transparent Number sticks; third column – circle, triangle, square.

Explanations: – the petal is opposite the circle – because their shape is the same – a circle; The flag is opposite the triangle - because the cutout on the flag is triangular; The turtle is opposite the square - because its shape, legs, and head are similar to a square. Hedgehog One and the number 1 together with the red gnome Kohle - because red is the first color in the rainbow. Hare Deuce and number 2 - together with the orange gnome Okhle - because orange is the second color in the rainbow and so on.

Instructions for the game:

1. Fill in all parts of the large field with pictures of the appropriate color and size. Many people can play, maybe 1 child can take the cards themselves and put them in the appropriate places.

2. The presenter fills in large fields with pictures - with errors - the size, color, shape does not match. The child is looking for where the mistake is.

3. Lay out all the cards with pictures on the table (first with one type of lotto, then more pictures). The classification task is to collect and arrange all the gnomes, red, light, bright, dark, one after another on the table; all red (blue, yellow, green) cards; all circles, squares, flags; all are not round, not blue, not big; all the numbers, all the little animals; build a tower of pictures - at the bottom - large pictures, above - medium ones, even higher - small ones.

4. Change of size. Place large pictures on the small gnome, small ones on the middle one, medium ones on the large one.

5. Color change. Place blue cards on the red gnome, gray cards on the black one, and white cards on the yellow one. Collect all the colorful pictures on one field.

6. Change of properties - color, size, shape. Collect on one field all the drawings that are not repeated in color, size, or image.

7. Make a train of trailers - each trailer differs from the previous one in one of the properties (image, color, size).

8. All rearrangements are clearly stated by the child, why you put this particular drawing - a change in properties.

9. Two rows of cells - 6 (or less or more) on each row. On the first row are red, yellow, blue, green, light blue, and gray gnomes. On the second row there are geometric shapes of the same color, but in a different order and one cell is empty. The gnomes were walking and lost their bags, found them and mixed them up. Let's help them take their handbags, their colors. You can only move pieces to an empty cell. The gnomes are waiting for us to help them. First, the figure is placed on an empty square of the desired color, like the top gnome - this is the first pair - how many squares and in which direction did we move it? Then again on an empty cell we place a figure of the corresponding color like the top gnome. Thus, all the gnomes teach their colored bags.

Lotto "Seasons"

“Winter” - blue background; numbers - 12 (December) - Hedgehog One and Bunny Two, 1 (January) - Hedgehog One, 2 (February) - Bunny Two; gnomes Belysh, Gele, Sele, Chernysh, Fi - the colors of winter; in the picture, children are playing in the snow, building a snow fort, dressed in winter clothes.

“Spring” - light green background; numbers – 3 (March) – Bat Three, 4 (April) – Mouse Four, 5 (May) – Dog Five; gnomes - Kohle, Ohle, Jelly, Gele, Zele - the colors of spring; in the picture, children are going to plant a tree, a girl is picking flowers; snowman melts; a stream flows; trees bloom; a bird flies to the birdhouse; children are dressed in spring clothes.

“Summer” - light green background; numbers - 6 (June) - Cat Six, 7 (July) - Crocodile Seven, 8 (August) - Monkey Eight; gnomes - Kohle, Ohle, Zele, Gele, Sele - the colors of summer; children swim in the lake, pick flowers; the boy catches fish, the girl catches butterflies.

“Autumn” - orange background; numbers - 9 (September) - Fox Nine, 10 (October) - Hedgehog One and Magnolik, 11 (November) - Hedgehog One and Hedgehog One; gnomes - Kohle, Okhle, Jelly, Serge, Chernysh - autumn colors; in the picture, children hid under an umbrella from the rain and are walking through puddles, a cloud has covered the sun, a hedgehog is carrying mushrooms, birds are flying away, the trees are yellow, orange, leaves are falling, mushrooms are growing.

The playing fields depict the same landscape of the Violet Forest, at different times of the year and with different heroes. In the cut-out pictures, find drawings suitable for each season.

Playing field “Winter” - a winter forest in snow and snowdrifts, a house, Raven Meter, the wizard Invisible All, little pebble Karchik.

Playing field “Spring” - the picture shows the nature of the spring period, the Christmas tree is green, the snow is melting, streams are running, snowdrops are blooming; figures of Baby Geo, Mishik, girls Dolki, Lucha of the Lord, Karchik sitting on the roof of the house.

The “Summer” playing field is a green summer forest, all the trees are in foliage; Golden fruits hang on two of them; daisies and bells have bloomed, butterflies are flying; figurines of Philemon Cotterfield the Cat, Krabych the Crab, Fifa the Caterpillars, Zhuzhi the Bee, Timosha the Whale, Captain the Goose, and three Little Frogs.

Playing field “Autumn” - autumn yellowed forest; Lopushko, Elephants Lyap-Lyap and Lip-Lip, Okolesik, Krutik Po, Spider Yuk, Raven Meter sits on the roof of the house.

Puzzles

The child’s goal is to assemble the picture correctly.

Objectives: - the purpose of the cut pictures is to teach the child to compose a whole from several parts; correlate the images of parts of the drawings with the holistic image of real characters; — in the process of playing with pictures, the child gets acquainted with the world around him, expands his vocabulary, and his speech becomes more active; - develops logical thinking, attention, visual perception, gross and fine motor skills, coordination of movements, creative imagination, perseverance, concentration; - promote the development of the ability to compare, contrast, analyze, generalize, and draw conclusions; — cultivate patience, the desire to independently assemble the picture to the end.

Instructions: It is proposed to assemble one whole image from a set of pictures. The child must tell who is depicted and what he knows about the drawn characters. Give the children all the pictures from all the puzzles - a task for classification, analysis, generalization - sort into groups.

Colorful gnomes

Digitized animals

Wizards.

Flying

Floating

Residents of the Violet Forest

"Who lives where?"

Children's age - from 2-3 years - easy tasks with 2-3 conditions, 4-7 years - more complex tasks.

Game objectives:

- development of verbal-logical thinking - abstract thinking, during which the child acts not with things and their images, but with concepts about them, formalized in words or signs, with the help of which the relationship of a certain type of object to another type of object is established; - with the help of verbal-logical thinking, you can develop the ability to reason and draw conclusions from these judgments; — develop the ability to compare several judgments; to form and improve the ability to draw conclusions, plan solutions to problems, analyze the conditions of problems; - develop children's attention, memory, logical thinking, observation, and concentration. Materials and equipment: figurines of heroes of the Violet Forest; details of the games “Lanterns”, “Miracle Cross-1”, “Miracle-Tic-2”, “Miracle-Tic-3”, “Miracle-Honeycomb”.

Preliminary work: children’s games with educational games, drawing up various models, according to a sample, according to a description, according to one’s own plan; discussion of what details each model of an object consists of, what this or that image of an object may be; what different houses can be like, what they can be built from, who can live in it (Blooper Elephant or Fifa Caterpillar) and why.

Game situation:

The inhabitants of the Violet Forest got tired of living in their houses and decided to change houses. So they changed several times and were completely confused about whose house was where. - Guys, let's help our friends return to their home.

Option 1. Take any 2 heroes (for example, Baby Geo and Meter Raven) and any 2 simple geometric shapes from the game “Lanterns” - houses made of a square and a triangle - red and blue. The teacher asks the children: - Baby Geo lives in a blue house. Where does Raven live? (in the red house); - small and large houses. Does the baby live in a big house where Raven lives? (in a small house); - houses built from parts of any game - “miracle puzzles” - houses are the same in shape (square, rectangle, triangle, circle, oval) and size (large or small), but have different roofs and windows. Choice of two options - roof - small or large, semicircular or triangular, windows - two different options from “Miracle Honeycomb”, “Miracle Crosses 1, 2, 3”.

Various options for tasks using geometric shapes of different sizes, colors, finishes (windows, roofs).

Option 2.

Take 3 heroes (Zhuzha the Bee, Mishik, Fifa the Caterpillar) and 3 different houses. For houses, different geometric shapes are chosen, different in shape and size: there should be 2 different shapes and 2 sizes - a large square, a small square, a large triangle.

Condition: Mishik lives in a big house, Zhuzha lives in a triangle. Where does anyone live? Reflections: Mishik lives in a big house - which means it could be either a big square or a big triangle. But, since Zhuzha lives in a triangle, Mishik can only live in a large square. There is a small square left for Fifa.

Conditions may include negation - not square, not big.

The houses are the same. Zhuzha does not live in a square - that is, in a triangle. Fifa does not live in a big house - that is, in a small square. Mishik lives in a large square.

Option 3.

3 houses are taken: 1st and 2nd - identical in shape, 3rd - different in shape; or 2nd and 3rd - identical in decoration (roof, windows, door, chimney on the roof), 1st - different from them in finishing of the house.

Condition. The 1st house is a square with a single window, the 2nd house is a square with a double window, the 3rd is a rectangle with a single window. Mishik lives in a square house; Zhuzha lives in a square house; Zhuzha lives in a house with a double window.

Answer. Mishik is in the 1st house, Zhuzha is in the 2nd, Fifa is in the 3rd house. Drawings – different versions of 3 houses

Option 4.

4 heroes and 4 houses for them are considered. House options are made up of game details.

Didactic manual “Teremok” for the development of speech of preschoolers

Didactic manual for kindergarten "Teremok"

Description. I bring to your attention the teaching aid “Teremok”. The manual is intended for preschool children with speech disorders. It is used in the educational field of “Communication”, “Cognition”, “Reading Fiction”. Can be used both for individual work and for working with small subgroups. Promotes speech development and consolidation of acquired speech skills. Method of making the manual. Using computer graphics we draw a mansion. We print it on a printer.


We laminate the finished image with transparent self-adhesive. We cut out pockets from transparent film and attach them to the windows using double-sided tape. We select the necessary pictures and laminate them with tape.

Didactic game “Teremok”
Goal: to develop children’s speech activity. Options for tasks.
1 task “Remember the fairy tale”
Goal: to develop children’s coherent speech, practice using ordinal numbers.
The teacher shows object pictures of fairy tale characters. — Guess which fairy tale the heroes came from? - Tell this fairy tale (the child tells the fairy tale independently or with the help of a speech therapist). - Who was the first to find the tower? Who came second? Third? Who came last and broke the tower? Task 2 “Guess whose voice?”
Goal: To develop the pitch and timbre of the voice, intonation expressiveness of speech.
The teacher depicts fairy tale characters: mouse, frog, bunny, fox, wolf, bear. The child guesses. Then the child and teacher change roles. Task 3 “Who lives where?”
Goal: Learn to use prepositions above, below, between. The teacher places animals in pocket windows, asks them to look carefully and guess who they are?


- This beast lives above the wolf. This... - This animal lives above the fox. This... - This beast lives under my arm. This... - This animal lives under the frog. This... - This beast lives between the wolf and the hare. This... - This one is between the mouse and the bear. This is... Then the child himself makes riddles, pronouncing words above, below, between
5 task “Settle the tenants”
Goal: To consolidate spatial concepts on the left, right, above, below.
The teacher offers to move the animals into apartments. The mouse will live on the third floor on the left. Fox is on the second floor on the right. The bear is on the first floor on the left. The hare is on the third floor on the right. The frog is on the second floor on the left. The wolf is on the first floor on the right. Task 6 “Select pictures with a given sound”
Goal: to develop phonemic hearing, learn to isolate a given sound as part of a word, automate the sound [w] in words.


The teacher puts a letter in the top window indicating the sound [w] (or another sound being assigned) and invites the child to find pictures with this sound.
Task 7 “Divide into syllables”

Purpose: to practice dividing words into syllables.
The teacher places syllable patterns in the windows on the right side and invites the child to place residents on the left side in accordance with the pattern. - Name each resident. Clap your hands for the number of syllables in each word, and you will find out who lives in which apartment. Task 8 “Syllable songs”

Goal: to develop phonemic awareness, automate the sounds in syllables. In the evening, all the residents of Teremka organize a concert. Everyone sings their favorite song. Let's sing along with them! Listen carefully and repeat the songs with your mouse. And now together with the fox, and now with the bear. Try not to make mistakes!

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"Permutations"

Children's age - from 3-4 years - easy tasks on 3-4 cells of the "Carpet Chest", 4-7 years - tasks on 4-10 cells of the "Carpet Chest".

Objectives of the game: - to develop and improve the ability to examine the conditions of problems, the ability to plan solutions to problems, the ability to consciously solve problems to the end; - develop attention, memory, thinking, observation, concentration, visual perception; - develop the ability to navigate on a plane - left, right, up, down, up right - Peacock, down right - Pony, up left - Lion, down left - Doe; - develop counting skills - the number of steps in cells, subtract a smaller number from a larger number.

Materials and equipment: “Carpet Box”, cards of numbers of any variant (animal figures, numbers from the game “Transparent Number”, “Dominoes”, a set of numbers on a carpet).

Progress of the game.

Option 1. For children of senior preschool and primary school age. On the “Carpet Casket” in the first row, in each cell on top there are numbers from 1 to 10 in order. One of the numbers is missing - 1, 2, 3, 4, 5, 6, ..., 8, 9, 10. (no 7).

On the second row, the numbers from 1 to 10 are arranged in random order. No number is the same as in the first row. 2, 5, 6, 1, 3, …., 10, 4, 8,9. (no 7).

Task: rearrange the numbers in the second row so that they are the same as in the first, in ascending order.

Condition: you can only put a number in an empty space.

Game situation: identical numbers (little animals) walked in pairs along the paths of Kovrovaya Polyana, but one of them wanted to have fun and ran away from his friend, and then got lost. Let's guys help him find and catch up with his friend.

Questions for children:

— neighbors of numbers in the first row; who is behind what number; who is in front of some number; who stands between two numbers; who comes after a certain number; who is fifth (any) from the end. - who is in first place in the second row; who is 2nd, 3rd, 4th, etc; who stands before 5, after 4, behind 7, between 4-6, etc. - what is the number to the right above 6 on the second row; bottom left of 5 in the first row; any question on orientation - Lion, Peacock, Pony, Doe; — what number is missing in the first row? – 7; - Which seat is empty in the second row? – 6th cell; — where is the number that needs to be put here? – number 6 is in cell 3; — what number can we put in its place? – 6; - how to do it? – move 6 by 3 cells to the right; - how to check if we did it right? – 6-3=3 steps to the right; — what next number can we put in its place? Which cell is empty? – put the number 3 on the 3rd cell; - Where is the number 3 now? – on cell 5; — how should we move it? - left 2 cells; - how to check? – 5-3=2 steps to the left; - which cell is empty and what number can we put there? – in cell 5 you can put the number 5; — where is 5 now? How can I move it to its place? – the number 5 is in the second cell, move it 3 cells to the right; - how to check? – 5-2=3 steps to the right; - what will we do next? – empty 2nd cell, put the number 2 in it, now it is in 1st cell, move it 1 step to the right, check 2-1 = 1 step to the right; - what do we do next? – empty cell 1, number 1 is in cell 4, it must be moved 3 steps to the left, check 4-1 = 3 steps to the left; - the following actions? – empty cell 4, number 4 is in cell 8, it must be moved 4 steps to the left, check 8-4 = 4 steps to the left; - what's next? – empty cell 8, number 8 is in cell 9, you need to move it 1 step to the left, check 9-8 = 1 step to the left; - further? – empty cell 9, number 9 is in cell 10, you need to move it 1 step to the right, check 10-9 = 1 step to the right; - and what is the last number out of place? – number 10, it is in the seventh cell, you need to move it to the right 3 steps, check 10-7 = 3 steps to the right; - now all the numbers are in their places, are they the same in the first and second rows? - Yes; — what number is missing in both rows? - 7.

Option 2. Starting from 3 years.

On the “Carpet Casket” in three cells on the first row there are any two figures (there can be: images of geometric shapes, objects, letters, numbers, people, heroes of the “Purple Forest”, animals, transport - on any topic currently being studied in group).

In the second row, below them, in three cells, these same two figures are located in a different order (for example, in the 1st row - a square, an empty cell, a circle; in the 2nd row - an empty cell, a circle, a square).

Task: rearrange the figures in the second row so that they are in the same order as in the first row.

Condition: you can only place a piece on an empty space.

Children can rearrange the figures themselves on the “Carpet Casket” one by one; The teacher encourages the children to pronounce the necessary actions: which cell is free, what needs to be placed there, where the desired figure is, how the figure can be placed - how many cells to the right or left it needs to be moved.

For children who successfully complete different versions of tasks and exercises, a larger number of cells are used in the game - 4, 5, 6 and up to 10.

The whole group of children on their “Mini-Larchiks” does the same work as on the “Kovrograph Chest”. You can first ask the children to rearrange the figures on their mats themselves. Then check how it turned out on the Carpet, each time the child must pronounce his actions - which cell is empty, which figure needs to be put there, where this figure is, how to move it to the empty cell.

Options for solving problems may be different for each child, depending on the arrangement of the figures. When children cope with easy tasks on 3 cells, we increase the number of cells from 4 to 10.

Do-it-yourself didactic games and manuals for kindergarten

DIY didactic games

Hello, dear colleagues, friends! I want to share with you ideas for making games with my own hands (these games were made by me over the past three years), I wanted to collect all the games in one section.

Layout "Pets"

was made from waste material (cardboard and newspaper tubes) for preschool children.


You can view the master class on making a model
here Goal: to consolidate ideas about pets. Objectives: Educational: To consolidate children's knowledge about domestic animals.
Note the characteristic features of animals. Strengthen the ability to compare, find similarities and differences. To develop the ability to distinguish between animals and their young. Develop the skill of writing a short story about animals. Educational: Develop children's memory, thinking, imagination. To develop children's interest in living nature and emotional responsiveness. Educational: To instill in children a love for their native land. To instill in children a kind attitude towards animals, to create a desire to help them. Model "Miller's Yard"

Miller's yard.
Master class Purpose: the layout is intended for direct educational and play activities of children of senior preschool age, for interior decoration. The goal is to promote the emergence and development of emotional and cognitive interest in the historical and cultural heritage of Russia. Objectives: 1. To consolidate knowledge about the characteristics of peasant labor and the profession of a miller.
2. Expand the understanding of the life of a peasant family in Rus'. Didactic game: “Feed the bun”

Goal: development of fine motor skills and tactile sensitivity. Equipment: small plastic jars with lids, beans.
Making a manual: depict a kolobok (or other character) from self-adhesive paper on the lid. Make a hole in the mouth with a stationery knife (it’s convenient to cut a hole if you twist the knife in a circle) “Fisherman”


There are many variations of this game. It can be complicated depending on the age of the children. I offer my options with children of the younger and middle groups. A child catches a fish with a fishing rod. 1. “What size and color is it?” Purpose: to exercise children in determining the size of the fish; consolidate knowledge of color. 2. “Where does it grow?” Purpose: to learn to classify objects according to the topics “Vegetables”, “Fruits”. 3. “Who lives where” Purpose: to learn to classify objects according to the topics “Domestic, wild animals” 4. “Where is whose mother” (additional cards with images of animals are needed) Purpose: to learn to select domestic and wild animals, name them correctly. 5. “The fourth odd one” Purpose: to teach how to classify objects by topic.

"Carnations and Rubber Bands"


For this game you need wooden plywood, stationery nails and rubber bands. Purpose: for the development of fine motor skills, visual, color and spatial perception, imagination;; consolidate knowledge of various types of geometric shapes and lines.

Game "Funny Dwarfs".

Goal: learn the names of the days of the week and their order, consolidate the concepts of yesterday, today, tomorrow.
First option. “Which gnome is gone.” Children close their eyes, the teacher removes one gnome. Children open their eyes and guess which gnome ran away. Second option. Children close their eyes, the teacher changes the order of the gnomes. Children open their eyes and place them in the correct sequence. Third option. We teach together with the children yesterday and tomorrow, if today is Monday, yesterday and tomorrow, if today is Tuesday, etc. goal: to develop tactile perception in children; enrich children's active vocabulary with new words, develop memory, attention, imagination, imaginative thinking; fine motor skills. "Tactile caps"


For the game I took: - bottled water caps; - different textured fabric, fur, sandpaper, leather, beads; - glue. Progress of work: - I cut out circles of the same size as the lids from various materials and glued them on. How to play: - Put all the caps in an opaque bag and ask the child to pull out a cap with a smooth texture, etc. - “Find a pair” - “Find dissimilar caps” (for example, fur and leather) - “Guess what (who) it looks like” - “Guess who I am” (red fur - fox, sandpaper - hedgehog, smooth skin - frog)

Educational game “Squares with a secret”


Goal: to enrich children’s active vocabulary with new words, to develop memory, attention, and fine motor skills. The sense of touch or tactile perception plays an important role in development. And it is associated with the development of imagination, imaginative thinking and creative speech abilities in children. And training fine motor skills of the fingers stimulates the timely development of speech skills. Each “square” is sewn from opaque fabric. It's a flat 6x6 pad with a cardboard frame inside and one small object in the center. There should be a pair of “squares” with identical objects inside. This game is multifunctional. The first option is “Find a pair.” The child feels the “square” and finds a match for it. Second option. It is necessary to divide the “squares” into two piles so that each does not contain the same ones. Place the first pile on the table, and distribute the “squares” from the second to the players equally. Players place their “squares” in front of them. The adult becomes the leader, but can also take part in the game. The presenter takes the “square”, feels it and describes its contents in words. For example, he says that there is a large smooth stone there. The player who has the paired square takes it for himself. The first person to get a pair for each of their “squares” wins.

Educational game "Candy"


Goal: learn to differentiate non-speech noises, find identical-sounding “candy,” develop logical thinking, attentiveness, and memory. Hearing is no less important a tool for understanding the world around us than sight and touch. The ability to hear and distinguish sounds also requires constant training. The better a child hears, the faster he will learn to understand the meaning of what is being said to him and the faster verbal communication will become an effective way for him to gain new knowledge. Each “candy” is made from kinder surprise. The “candies” are filled with various fillings that produce a certain sound when shaken, and are lined with bright fabric. A pair consists of “candies” that make the same sound when shaken, with the same filling. These could be beads, cereals, paper clips, etc. The first option is “Find the same one.” Two people are playing. “Candy” is laid out on the table, the player takes any one “candy” and rattles it, and then takes another one and also shakes it. You cannot take more than two “candies”. If the sound is different, then the player puts each one in its original place, and the turn passes to the next player. If the sound is the same, then the player takes both candies for himself and gets the right to immediately make another move. The game continues until there are no more candies on the table. And this is a similar game to “coffee girls”, the manual is made from chocolate eggs and covered with thermal film

Game for developing fine motor skills “Surprise Box”

"Box of Feelings"


This manual is made from a shoe box. Two circles are cut out on the lid, the sleeves are sewn from cotton fabric, the whole box is covered with self-adhesive. I would be glad if anyone gets some ideas! There are so many interesting ideas on the site, I want to do a lot, but I don’t have enough time for all the time! I wish everyone creative success, ideas and more time to implement them! Thanks to everyone who looked at the page and watched to the end!

We recommend watching:

Do-it-yourself didactic game for kindergarten “Know-It-All” Didactic manual “Grandfather Planted a Turnip” Games with clothespins. Didactic manual “Who eats what” Do-it-yourself educational toys “Balls - Smeshariki”

Similar articles:

Do-it-yourself didactic games for preschoolers on the topic “Sense Organs”

DIY didactic game for preschoolers. World of flora and fauna

Do-it-yourself didactic game for kindergarten on the topic “Transport”

DIY didactic game for preschoolers

Didactic game for children 4-7 years old “Fairytale Hotel”

Didactic games on traffic rules

Goal: — consolidation of children’s knowledge about various types of transport (passenger, cargo, passenger); traffic signs;

Objectives: Educational: 1. To form children’s ideas about various types of transport. 2. Consolidate knowledge about sensory standards of color. 3. Practice distinguishing objects by shape and size. 4. Familiarize children with a graphic representation of the letters of the alphabet. 5. Expansion of vocabulary. 6. Preparing the child for reading; learn letters, learn to read syllables; remember the sequence of letters of the alphabet; 7. Remember the emblems and names of cars. 8. Consolidate knowledge about traffic signs.

Developmental: 1. Develop concentration. 2. Develop visual and figurative thinking. 3. Develop the ability to combine objects based on certain characteristics (classification).

Educational: 1. Stimulate children’s ability to negotiate with each other about upcoming joint activities 2. Cultivate interest in the rules of behavior on the road.

Didactic games in preschool educational institutions

Didactic games promote

: -
development of cognitive and mental abilities
: obtaining new knowledge, generalizing and consolidating it, expanding their existing ideas about objects and natural phenomena, plants, animals;
development of memory, attention, observation; developing the ability to express one’s judgments and draw conclusions. — development of children’s speech: replenishment and activation of vocabulary.
-
social and moral development of a preschool child
: in such a game, knowledge of the relationships between children, adults, objects of living and inanimate nature occurs, in it the child shows a sensitive attitude towards peers, learns to be fair, to give in if necessary, learns to sympathize, etc. .
The structure of the didactic game
is formed by basic and additional components.
The main components include: didactic task, game actions, game rules, result and didactic material. Additional components: plot and role. Conducting didactic games includes:
1. Familiarizing children with the content of the game, using didactic material in it (showing objects, pictures, a short conversation, during which the children’s knowledge and ideas are clarified). 2.Explanation of the course and rules of the game, while strictly following these rules. 3. Showing game actions. 4. Defining the role of an adult in the game, his participation as a player, fan or referee (the teacher directs the actions of the players with advice, questions, reminders). 5. Summing up the game is a crucial moment in its management. Based on the results of the game, one can judge its effectiveness and whether it will be used by children in independent play activities. Analysis of the game allows us to identify individual abilities in the behavior and character of children. This means properly organizing individual work with them.

Education in the form of a didactic game is based on the child’s desire to enter an imaginary situation and act according to its laws, that is, it corresponds to the age characteristics of a preschooler.

Types of didactic games:

1. Games with objects (toys

).

2. Printed board games.

3.Word games.

Didactic games –

differ in educational content, cognitive activity of children, game actions and rules, organization and relationships of children, and the role of the teacher.

Games with objects

- based on the direct perception of children, correspond to the child’s desire to act with objects and thus get acquainted with them.
In games with objects, children learn to compare, establish similarities and differences between objects. The value of these games is that with their help children become familiar with the properties of objects, size, and color. When introducing children to nature in such games, I use natural materials (plant seeds, leaves, pebbles, various flowers, pine cones, twigs, vegetables, fruits, etc. - which arouses keen interest and an active desire in children to play. Examples of such games: “Don’t make a mistake”, “Describe this object”, “What is this?”, “What first, what then”, etc. Board and printed games
are an interesting activity for children when getting acquainted with the world around them, the world of animals and plants, living and inanimate nature. They are diverse in types: “lotto”, “dominoes”, paired pictures" With the help of board and printed games you can successfully develop speech skills, mathematical abilities, logic, attention, learn to model life patterns and make decisions, and develop self-control skills.

Word games

is an effective method of nurturing independent thinking and speech development in children. They are built on the words and actions of the players; children independently solve various mental problems: they describe objects, highlighting their characteristic features, guess them from the description, find similarities and differences between these objects and natural phenomena.

IN

In the process of games, children clarify, consolidate, and expand their ideas about natural objects and its seasonal changes.

Didactic games - travel - are one of the effective ways to enhance the cognitive activity of children.

Didactic game in experimental activities - contributes to the formation of children's cognitive interest in the environment, develops basic mental processes, observation, and thinking.

The joint activities of parents and teachers - individual counseling of parents, information stands, moving folders, thematic exhibitions with the proposed material - gives a more effective result in working with children. To develop children’s knowledge about the world around them, systematize them, and cultivate a humane attitude towards nature, I use the following didactic games:

Material used:

Games with objects “What is this?” Goal: to clarify children’s ideas about inanimate objects. Material: natural - sand, stones, earth, water, snow. Progress of the game. Children are offered pictures and, depending on what is drawn on it, they need to arrange the natural material accordingly and answer what is it? And what is it? (Big, heavy, light, small, dry, wet, loose). What can you do with it? “Who eats what?” Target. Strengthen children's ideas about animal food. Progress of the game. Children take out from the bag: carrots, cabbage, raspberries, cones, grains, oats, etc. They name it and remember what animal eats this food. “Children on a branch” Purpose. To consolidate children's knowledge about the leaves and fruits of trees and shrubs, to teach them to select them according to their belonging to the same plant. Progress of the game. Children look at the leaves of trees and shrubs and name them. At the teacher’s suggestion: “Children, find your branches” - the children select the corresponding fruit for each leaf. This game can be played with dried leaves and fruits throughout the year. The children themselves can prepare the material for the game. “Find what I’ll show you” Didactic task. Find an item by similarity. Equipment. Place identical sets of vegetables and fruits on two trays. Cover one (for the teacher) with a napkin. Progress of the game. The teacher briefly shows one of the objects hidden under the napkin and removes it again, then asks the children: “Find the same one on another tray and remember what it’s called.” Children take turns completing the task until all the fruits and vegetables hidden under the napkin are named. “What comes first, what comes next?” Target. To consolidate children's knowledge about the development and growth of animals. Progress of the game. Children are presented with objects: an egg, a chicken, a model of a chicken; kitten, cat; puppy, dog. Children need to place these items in the correct order. Printed board games “When is this?” Target. Clarify children's ideas about seasonal phenomena in nature. Progress of the game. Each of the children has object pictures depicting snowfall, rain, a sunny day, cloudy weather, hail is falling, the wind is blowing, icicles are hanging, etc. and story pictures with images of different seasons. Children need to correctly arrange the pictures they have. "Magic Train" Goal. To consolidate and systematize children’s ideas about trees and shrubs. Material. Two trains cut out of cardboard (each train has 4 cars with 5 windows); two sets of cards with pictures of plants. Progress of the game: On the table in front of the children there is a “train” and cards with pictures of animals. Educator. In front of you is a train and passengers. They need to be placed in the carriages (in the first - bushes, in the second - flowers, etc.) so that one passenger is visible in each window. The first one to place the animals correctly in the carriages will be the winner. Similarly, this game can be played to consolidate ideas about various groups of plants (forests, gardens, meadows, vegetable gardens). "Four Pictures" Purpose. Strengthen children's ideas about the surrounding nature, develop attention and observation. Progress of the game. The game consists of 24 pictures depicting birds, butterflies, and animals. The presenter shuffles the cards and distributes them equally to the game participants (from 3 to 6 people). Each player must pick up 4 cards that are identical in content. The player who begins the game, having examined his cards, passes one of them to the person sitting on the left. If he needs a card, he keeps it for himself, and any unnecessary one also passes on to the neighbor on the left, etc. Having picked up the cards, each player places them face down in front of them. When all possible sets have been selected, the game ends. Participants in the game turn over the collected cards and lay them out four at a time so that everyone can see them. The one with the most correctly selected cards wins. Word games “When does this happen?” Target. Clarify and deepen children's knowledge about the seasons. Progress of the game. The teacher reads alternately short texts in poetry or prose about the seasons, and the children guess. “Find something to tell me about” Didactic task. Find objects using the listed characteristics. Equipment. Vegetables and fruits are laid out along the edge of the table so that the distinctive features of the objects are clearly visible to all children. Progress of the game. The teacher describes in detail one of the objects lying on the table, that is, names the shape of vegetables and fruits, their color and taste. Then the teacher asks one of the children: “Show it on the table, and then name what I told you about.” If the child has completed the task, the teacher describes another object, and another child completes the task. The game continues until all children guess the item from the description.

“Guess who it is?” Target. Strengthen children's understanding of the characteristic features of wild and domestic animals. Progress of the game. The teacher describes the animal (its appearance, habits, habitat...) the children must guess who they are talking about. “When does this happen?” Target. Clarify children's ideas about seasonal phenomena. Progress of the game. Children are offered leaves of different plants with different colors, cones, a herbarium of flowering plants, etc. depending on the time of year. Children need to name the time of year when there are such leaves, branches, flowers. Outdoor games “What do we take in the basket” Purpose: to consolidate in children the knowledge of what crops are harvested in the field, in the garden, in the vegetable garden, in the forest. Learn to distinguish fruits based on where they are grown. To form an idea of ​​the role of people in conservation of nature. Materials: Medallions with images of vegetables, fruits, cereals, melons, mushrooms, berries, as well as baskets. Progress of the game. Some children have medallions depicting various gifts of nature. Others have medallions in the form of baskets. Children - fruits, disperse around the room to cheerful music, with movements and facial expressions they depict a clumsy watermelon, tender strawberries, a mushroom hiding in the grass, etc. Children - baskets must pick up fruits in both hands. Necessary condition: each child must bring fruits that grow in one place (vegetables from the garden, etc.). The one who fulfills this condition wins. The tops are the roots Did. task: teach children to make a whole from parts. Materials: two hoops, pictures of vegetables. Game progress: option 1. Take two hoops: red, blue. Place them so that the hoops intersect. In the red hoop you need to put vegetables whose roots are used for food, and in the blue hoop you need to put those whose tops are used. The child comes to the table, chooses a vegetable, shows it to the children and puts it in the right circle, explaining why he put the vegetable there. (in the area where the hoops intersect there should be vegetables whose tops and roots are used: onions, parsley, etc. Option 2. On the table are the tops and roots of plants - vegetables. Children are divided into two groups: tops and roots. Children The first group takes the tops, the second - the roots. At the signal, everyone runs in all directions. At the signal “One, two, three - find your pair!”, you need to Play with the ball “Air, earth, water” Educational task: to consolidate children’s knowledge about objects nature. Develop auditory attention, thinking, intelligence. Materials: ball. Progress of the game: Option 1. The teacher throws the ball to the child and names an object of nature, for example, “magpie.” The child must answer “air” and throw the ball back. To the word “dolphin” the child answers “water”, to the word “wolf” - “earth”, etc. Option 2. The teacher calls the word “air”, the child who caught the ball must name the bird. To the word “earth” - an animal that lives on earth; to the word “water" - the inhabitant of rivers, seas, lakes and oceans. Nature and man. Didactic task: to consolidate and systematize children’s knowledge about what is created by man and what nature gives to man. Materials: ball. Progress of the game: the teacher conducts a conversation with the children, during which he clarifies their knowledge that the objects around us are either made by human hands or exist in nature, and people use them; for example, forests, coal, oil, gas exist in nature, but houses and factories are created by humans. "What is made by man"? asks the teacher and throws the ball. “What is created by nature”? asks the teacher and throws the ball. Children catch the ball and answer the question. Those who cannot remember miss their turn. Choose what you need. Did. task: to consolidate knowledge about nature. Develop thinking and cognitive activity. Materials: subject pictures. Progress of the game: object pictures are scattered on the table. The teacher names some property or sign, and the children must choose as many objects as possible that have this property. For example: “green” - these can be pictures of a leaf, cucumber, cabbage, grasshopper. Or: “wet” - water, dew, cloud, fog, frost, etc. Where are the snowflakes? Did. task: to consolidate knowledge about the various states of water. Develop memory and cognitive activity. Materials: cards depicting different states of water: waterfall, river, puddle, ice, snowfall, cloud, rain, steam, snowflake, etc. Game progress: option 1. Children dance in a circle around cards laid out in a circle. The cards depict different states of water: waterfall, river, puddle, ice, snowfall, cloud, rain, steam, snowflake, etc. While moving in a circle, the words are said: Summer has come. The sun shone brighter. It's getting hotter, where should we look for a snowflake? With the last word everyone stops. Those in front of whom the required pictures are located must raise them and explain their choice. The movement continues with the words: Finally, winter has come: Cold, blizzard, cold. Go out for a walk. Where should we look for a snowflake? The desired pictures are selected again and the choice is explained. Option 2. There are 4 hoops depicting the four seasons. Children must distribute their cards to the hoops, explaining their choice. Some cards may correspond to several seasons. The conclusion is drawn from the answers to the questions: - At what time of year can water in nature be in a solid state? (Winter, early spring, late autumn). The birds have arrived. Did. task: to clarify the idea of ​​​​birds. Progress of the game: the teacher names only the birds, but if he suddenly makes a mistake, then the children must stomp or clap. For example. Birds arrived: pigeons, tits, flies and swifts. Children stomp – What’s wrong? (flies) - Who are these flies? (insects) - Birds arrived: pigeons, tits, storks, crows, jackdaws, macaroni. The children are stomping. - birds arrived: pigeons, martens... Children stomp. Game continues. Birds arrived: Tit pigeons, Jackdaws and swifts, Lapwings, swifts, Storks, cuckoos, Even scops owls, Swans, starlings. Well done to all of you. Result: the teacher, together with the children, identifies migratory and wintering birds. When does this happen? Did. task: to teach children to distinguish the signs of the seasons. With the help of poetic words, show the beauty of different seasons, the diversity of seasonal phenomena and people's activities. Materials: for each child, pictures with landscapes of spring, summer, autumn and winter. Progress of the game: the teacher reads a poem, and the children show a picture depicting the season mentioned in the poem. Spring. In the clearing, blades of grass appear near the path. A stream runs from a hillock, and there is snow under the tree. Summer. Our quiet river is both bright and wide. Let's run to swim and splash with the fish... Autumn. The grass in the meadows withers and turns yellow, Only the winter leaves turn green in the fields. A cloud covers the sky, the sun does not shine, the wind howls in the field, the rain drizzles. Winter. Under blue skies, Magnificent carpets, Glistening in the sun, the snow lies; The transparent forest alone turns black, And the spruce turns green through the frost, And the river glitters under the ice. Did. task: to clarify children’s knowledge about the flowering time of individual plants (for example, daffodil, tulip - in spring); golden ball, asters - in autumn, etc.; teach them to classify on this basis, develop their memory and intelligence. Materials: ball. Progress of the game: children stand in a circle. The teacher or child throws the ball, naming the time of year when the plant grows: spring, summer, autumn. The child names the plant. What is made of what? Did. task: to teach children to identify the material from which an object is made. Materials: wooden cube, aluminum bowl, glass jar, metal bell, key, etc. Progress of the game: children take different objects out of the bag and name them, indicating what each object is made of. Guess what. Did. task: to develop children’s ability to solve riddles, to correlate a verbal image with the image in the picture; clarify children's knowledge about berries. Materials: pictures for each child with images of berries. Book of riddles.

Progress of the game: on the table in front of each child there are pictures of the answer. The teacher makes a riddle, the children look for and pick up the answer picture. Edible - inedible. Did. task: to consolidate knowledge about edible and inedible mushrooms. Materials: basket, object pictures with images of edible and inedible mushrooms. Progress of the game: on the table in front of each child there are pictures of the answer. The teacher makes a riddle about mushrooms, the children look for and put a picture of the answer to an edible mushroom in baskets. Place the planets correctly. Did. task: to consolidate knowledge about the main planets. Materials: belt with sewn rays - ribbons of different lengths (9 pieces). Caps with images of planets. It’s so hot on this planet that it’s dangerous to be there, friends.

-What is our hottest planet, where is it located? (Mercury because it is closest to the sun). And this planet was shackled by a terrible cold, the sun’s rays did not reach it with warmth. -What kind of planet is this? (Pluto because it is farthest from the sun and the smallest of all the planets). A child in a Pluto cap takes hold of the longest ribbon No. 9. And this planet is dear to us all. The planet gave us life... (all: Earth) -In what orbit does planet Earth rotate? Where is our planet from the sun? (On the 3rd). A child in an “Earth” cap takes hold of ribbon No. 3. Two planets are close to planet Earth. My friend, name them quickly. (Venus and Mars). Children wearing “Venus” and “Mars” hats occupy the 2nd and 4th orbits, respectively. And this planet is proud of itself because it is considered the largest. -What kind of planet is this? What orbit is it in? (Jupiter, orbit No. 5). The child in the Jupiter cap takes place No. 5. The planet is surrounded by rings, and this makes it different from everyone else. (Saturn) Child - “Saturn” occupies orbit No. 6. What kind of green planets are they? (Uranus) A child wearing a matching Neptune cap occupies orbit #8. All the children took their places and began to revolve around the “Sun”. The round dance of the planets is spinning. Each has its own size and color. For each, the path is defined. But only on Earth is the world inhabited by life. Useful - not useful. Did. task: to consolidate the concepts of healthy and harmful products. Materials: cards with images of products. How to play: Place what is useful on one table, and what is not useful on the other. Healthy: rolled oats, kefir, onions, carrots, apples, cabbage, sunflower oil, pears, etc. Unhealthy: chips, fatty meats, chocolates, cakes, Fanta, etc.

Used Books:

A.I. Sorokina “Didactic game in kindergarten”.

A.K. Bondarenko "Didactic games in kindergarten."

source https://tmndetsady.ru/metodicheskiy-kabinet/konsultatsii-dlya-vospitateley/news5872.html

“Find your car your garage”

Material: 14 garages - 7 primary colors, each color has its own car brand; Silhouettes of cars of different colors and the emblem of the car brand.

Methodical manual:

Game task: Find each vehicle its own garage.

Rules of the game: The child takes the car, you need to name the make of the car and determine its color, and then choose the appropriate garage.

Progress of the game:

Educator: Option one Look what happened, all the cars got lost. Help the cars quickly and take them to the right garage. Educator: Option two These are not simple garages, but colorful ones. Take the car of the desired color and take it to the desired garage. (children select a car according to the color of the garage) Educator: Option three And so, look carefully. How are the garages different here? Large and small garage The answer, of course, is yours. Choose the right size car, and take it to the right garage. (children select a car according to the size of the garage) Educator: Option four Kid, now look at the garages here are so different. Each one has its own car, look at the picture and boldly move forward! (children select the car according to its shape). It should be noted that the bright silhouettes of cars attract the attention of children. They happily send the cars to the garage, naming them, identifying the car make and color. Both the playing cards and the silhouettes of the cars are quite practical and durable, which allows the teacher not to worry about the safety of the kids and the breakdown of the game. The game can be used for group activities with children. But the game is especially good for individual lessons with children.

HOW TO GET?

Goal: to help children navigate in kindergarten, to correctly find this or that room.

Approximate scheme of the game.

The teacher says that the bunny Stepashka’s ears hurt. What should he do? Go to the doctor

. But Stepashka doesn’t know where the medical office is, we need to help him. Three or four children are asked to “accompany” Stepashka to the doctor (medical workers are warned about the upcoming visit in advance). The teacher comments all the way to the office (first we will leave the group, then we will go down the stairs, then we will walk along the corridor and reach the medical office) and back. You can be guided by some objective signs: let’s go down the stairs and immediately after the drawn bunny will roll up. The cured Stepashka thanks the children for their help and conveys the doctor’s wishes not to get sick and vitamins for all the children. In much the same way, you can “wash” a dress for a Katya doll, or borrow an interesting book or game from a methodologist.

"Automotive ABC"

The alphabet will quietly and naturally enter the life of every child who begins to get acquainted with written language. Interest is the main principle underlying this board game. After all, nowadays it’s very difficult to surprise children with anything! With the help of games, you can help your child prepare for school or make his first steps at school easy, consolidating the acquired knowledge at home, in play, and develop imagination and resourcefulness. “From recognition to action” - this is how one can designate the entire spectrum of a child’s actions with gaming material. To avoid many school difficulties, it is necessary to teach the child to hear, recognize and distinguish the sounds of his native language as early as possible.

Material: - 4 playing tracks with letters; - cardboard cards of letters and car emblems. - chips and dice.

Goals of the game: - To familiarize children with the graphic representation of the letters of the alphabet. — Expansion of vocabulary. — Preparing a child for reading. - Learn letters, learn to read syllables; — Remember the sequence of letters of the alphabet; — Remember the emblems and names of cars. — Development of coherent speech, memory and attention, imagination and resourcefulness.

Rules of the game:

First option: We study the letters and emblems of cars. Before starting, children, together with the teacher (parents), get acquainted with the basic rules, examine the playing paths and study them. Then, next to the field, you should lay out the playing cards with the pictures facing up (the letter and emblem of the car brand). From the proposed cards, select a card with a letter and place it on the playing track, corresponding to the letter (or emblem).

Second option: The participant rolls the dice, counting down the required move, places his chip (or car) on the selected letter, then selects a suitable card with the emblem of the car brand or letter. If the child answers incorrectly, he misses his turn. The first one to complete the entire route wins. Having placed the cars at the start, the opponents alternately roll two dice (one regular, the other in the color of the traffic light), and, depending on the traffic light readings, move along the road. A green light, according to tradition, allows movement, a yellow light instructs to re-roll the die, and a red light means skipping a move.

Third option: Find a couple. From the cards offered, you need to choose a pair. To help children, cards with the letter and car emblem are the same. For example: N – Nissan, O – Opel, A – Audi.

Fourth option: Make up a word. You can make words in different ways: • From letters alone; — (DREAM) • From car emblems alone; - (Suzuki, Opel, Nissan) • Mixed - (at the top of the letter, at the bottom of the car brand)

"Road Alphabet"

Instructions: - cover all fields of the large map with the corresponding pictures with traffic signs; - name the letter of the large field and what the corresponding traffic sign means; - a game for orientation on a plane: which letter (sign) is on the 1st row in the 3rd cell, on the 5th row in the 5th cell, under the letter B, above the letter O, to the right of the letter L, between P and S, and so on; - game “Fly” - the car was driving through the city - from the gas station it went to residential buildings - how? 2 cells to the right and 1 cell down; Then she drove along the Circular Traffic to the parking lot - how? 1 cell down and 1 cell to the left, down 1 cell; - what signs are drawn in red - why? – prohibiting. What signs are drawn in blue - why? – informational. Find round, triangular, rectangular, square signs and tell where they are located; — which letters are drawn in red, which ones in blue, which ones in green? Where are they located; — a walking game: start on the letter A, roll the dice one by one, walk around and name the letter and the sign on which the chip (small car) lands. Agree in which direction we will walk in the lower rows (like a snake - in a zigzag or always starting from the first cell on the left). If you hit a red letter, you must skip a move. Whoever does not know the name of the sign or the letter either misses a move or returns back to the previous cell.

FIND A TOY.

The leader hides a small toy in the group, in one of its rooms, and then invites the others to find it. At first it is not so difficult to find, for example:

“The toy is lying on the windowsill in the reception (locker room). Then more difficult:

“The toy lies in the bedroom, under the pillow on Nadya’s bed.”

After the toy is found, it must be said what it was doing there (going for a walk, sleeping...)

Later, you can guess the location of the toy in a different way: through the function of the room (“Washes the dishes”), through its actions (“Lies quietly, eyes closed”).

Having mastered the group, you can move on to a closer acquaintance with the kindergarten and its employees. It’s better to start with excursions around the garden (it’s more advisable to organize thematic excursions: to the kitchen, to the medical office), and get to know the people working there.

"Car ABC" and "Learning the Alphabet"

Instructions: - lay out all the cards with pictures of cars on a large playing field, naming the letters and make of the car; - what color are the letters, what color are the cars; where are they located? — find similar cars by shape; - in the "Automotive ABC" - orientation on the plane - where they are located - under..., above..., between..., left-right,; game "Fly" - moving down-up-right-left by a certain number of cells; - in “Learning the alphabet” - orientation on the plane - where they are located in relation to other pictures;

"Emblems and car brands"

Material: a large field on which emblems and names of cars are depicted in English and Russian.

Instructions: - place small cards with car emblems on a large field in the appropriate place; Name the make of the car, if possible - describe what it looks like (circle, oval, with letters, with arrows, etc.); - walking game: throw the dice and walk from a certain cell by agreement from row to row, name the make of the car; — tasks for orientation on a plane: where they are located, below-upper-right-left, under, above, between, left, right of a specific model; - describe what color the emblem is and what is depicted on it; - find from memory car models from the games “Car ABC” and “Learn the Alphabet” and combine them with emblems.

Didactic games aimed at enriching the knowledge of preschool children about their hometown

"Wasp Buildings"

Didactic task

. To develop children's powers of observation, the ability to find similarities and differences in the buildings depicted in the pictures, to activate children's vocabulary, to name the historical monuments of the city, to cultivate a love for their hometown.

Game rules

. Select only identical buildings in different pictures. The one who doesn't make a mistake wins. The paired pictures are looked for by the one the arrow points to.

Game actions.

Search for identical pictures. Arrow rotation.

Progress of the game.

Children sit at a table on which pictures are laid out. There are many of them (10 – 12), they are all different, but some of them are the same. Following the direction of the arrow, the child looks for a black and white photograph taken several years ago with the image of the same building. Children name the buildings.

Didactic game “Collect a picture”

Didactic task.

Exercise children in composing a whole picture from individual parts, through the content of the pictures, consolidate children’s knowledge about their hometown, and cultivate love for their small Motherland.

Game rules.

Within a certain time, correctly assemble a whole picture from parts.

Game actions.

Search, folding parts of the picture.

Progress of the game.

The teacher, together with the children, looks at pictures depicting the sights of the city. Explaining the rules of the game, the teacher recalls the already known rule of how to put together a whole picture from individual parts. Having distributed the pictures according to the number of players, the teacher says: “Let’s start!” Children choose the right parts of their picture. Whoever put the picture together first gets a chip. Then you can exchange pictures and repeat the game. You must have 2 sets of pictures: one consists of whole pictures, the other of their parts (at least 9-12).

Didactic game "City Travel"

Didactic task.

To consolidate children's knowledge about their hometown, street names, and city attractions.

Game rules.

The sequence of moves is determined by the thrown dice, and the number of moves is counted with chips. The winner is the one who reaches the finish line first.

Game actions.

Throwing a die, moving a chip along the playing field.

Progress of the game.

Before starting the game, the teacher and the children look at photographs depicting the sights of the city. A short conversation is held about the names of streets and buildings in the city.

The rules of the game are then explained; You can move around the playing field only with the help of a chip, each time counting as many circles as will be indicated on the die, taking into account that a red circle means skip a move, green means move back, blue means forward.

The winner will be the one who makes no mistakes, counts the chips correctly and gets to the indicated place first.

Didactic game “My City”

Game task.

Strengthen your knowledge of the city's attractions. Identify historical monuments, their location, and give their description.

Game rules and game actions

depend on the game version. The route layout on the map may vary.

Didactic material.

A playing field on which the location of the most interesting memorable places is marked, cards of the same size with images of monuments, etc. The content of the cards depends on the version of the game: 1 – image and name of attractions; 2 - description of memorable places; 3 - numbers indicating the location of the monument on the diagram.

Progress of the game.

4-5 children can take part in the game. A map of the city is laid out on the table, and children receive cards depicting memorable places. The teacher offers to go on a city tour and mixes cards with descriptions, placing them face down. The game may gradually become more difficult.

Option 1.

The presenter takes out cards, naming the monument and the number indicating its location on the map. The guys who have a card with an image of the named attraction cover the corresponding place on the diagram with it.

Option 2.

The presenter takes out cards with a description, reads the text, without naming the monument and the number that indicates its location. Children must guess what exactly the teacher is talking about, name a monument or historical place, find it on the map and lay out the correct card.

Option 3.

The presenter takes out cards with numbers. Children who have a card with a picture of the corresponding number of the monument pronounce the desired name and talk about it. The game ends when all the places marked on the diagram are covered with cards. The participant who lays out his cards first wins.

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